TOS Additional Rules

Rule Update
This book contains a variety of rules and data meant to supplement the [TNX] corebook. All of this can only be used if an RL decides to implement them for their game.

The RL is allowed to go through and decide which supplemental rules and data to implement and which not to, and should clearly inform their Players of this during the Pre-Act. If a Player wishes to use the supplement data during creation, they need the RL's permission in the Pre-Act.

This particular section focuses on going into greater detail of certain rules introduced in [TNX] and updating them.

It's up to the RL whether or not to use these updated rules, but from this book onward all new rules and additions will build on and reference these updated rules. If you ignore this update and choose to implement supplemental material from this book or others then you may find inconsistency with the rules so please keep that in mind.

Combat Speed
Combat Speed has been divided into the following three categories:


 * [Base CS]
 * [CS]
 * [Current CS]

Below describes the meaning of each of these categories and how they are implemented.

Base CS
A Character's Base CS is decided at Character Construction, and serves as the base value for determining their [CS] in combat.

Determining Base CS
A Character's [Base CS] is decided before the Act begins as part of constructing or updating a Character and is recorded in the CS section of their Character Sheet. The following is used to determine the value:

At this time the following modifiers are applied to calculation:


 * Style Skills or Outfits that have a [Constant] or [Always] on effect that grants an increase to an Attribute.


 * Style Skills or Outfits that have a [Constant] or [Always] on effect that grants an increase to [CS]

CS
[CS] is determined during the Pre-Act and is the same value as [Base CS]. During the Act, [CS]'s value can change as the result of Style Skills and Outfits, however under no circumstances do you recalculate [CS] if a character's Attributes are changed during the Act.

Current CS
[Current CS] is the value used to determine turn order during Cut Progression and is determined during Cut Progression.

Cut Progression Process
The following section covers changes made to the Cut Progression process to reflect these new changes.

Setup Process
The Setup Process remains the same save for the addition of one more article to it at the end.

Determine Current CS
Each Character determines the value of their [Current CS]. Their [Current CS] is the same value as their [CS].

Initiative Process
The value to determine turn order of Characters is now [Current CS]. Furthermore, if there are Characters with more than 1 [AR] then the one among them with the highest [Current CS] goes first.

Equal Current CS Values
If two or more Characters tie for the highest [CS] value then the RL decides who goes using the below guidelines. These are listed from highest priority to lowest priority.


 * 1) The Character with the highest [Base CS] goes first
 * 2) Guests go before Cast Members, and Cast Members go before Troops
 * 3) Ties between Cast Members can be worked out between their respective Players
 * 4) Go around the table starting with the Player left of the RL

Standby
If a Character declares themselves on Standby, it is not their [CS] but rather their [Current CS] that is reduced to 1.

Similarly when using the [TNX] Outfit Overcome it is the [Current CS] and not [CS] that is reduced to -1.

Main Process
After performing a Main Process and reducing your [AR], it is your [Current CS] and not your [CS] that reduces to 0.

Cleanup Process
Since [CS] no longer goes through specific changes as a result of Cut Progression, [CS] no longer needs to be restored to it original value in the Cleanup Process. [Current CS] is resolved in the following Setup Process.

Ending and Continuing Effects
Effects that alter [CS] and last for a single Cut end at this time.

Altering Attributes
No matter the circumstances, if an Attribute's value is altered during an Act, the value of [CS] is not recalculated.

Losing a CS Modifier Effect
If, during a Cut, an Outfit that alters [CS] is destroyed or something else occurs to reduce [CS], it is only [CS] itself that is reduced, not [Current CS]. In other words, changes to turn order and the like that would occur as a result of this alteration do not take effect until the Setup Process of the next Cut.

Additional Bad Statuses
This section explains new Bad Statuses added to the game. For a complete explanation of Bad Statuses themselves refer to [TNX]'s rules here.

[BS: Fear]
[BS: Fear] indicates that a specified Character is overcome with a sense of terror or hesitation. When a Character is inflicted with [BS: Fear] a Target of that fear must be indicated.

A Character suffering from [BS: Fear] will receive a -5 Penalty to Attack Checks that include the Target of [BS: Fear] in the Attack.

[BS: Fear] Recovery
[BS: Fear] is automatically recovered from after you finish your Main Process.

[BS: Hatred]
[BS: Hatred] indicates that a speficied Character is overcome with rage and hatred. When a Character is inflicted with [BS: Hatred] a Target of that hatred must be indicated.

A Character suffering from [BS: Hatred] will receive a -5 Penalty to Attack Checks that do not include the Target of [BS: Hatred] in the Attack.

[BS: Hatred] Recovery
[BS: Hatred] is automatically recovered from after you finish your Main Process.

Multiple instances of [BS: Fear] and [BS: Hatred]
As long as the Target of each [BS: Fear/Hatred] is different, treat each instance as its own separate Bad Status. i.e. a Character can have multiple [BS: Fear] statuses applied to them as long as the target it different for each one.

If a Character is suffering from both [BS: Fear] and [BS: Hatred] targeting the same Character then the two Bad Statuses cancel each other out and are instantly recovered from. You cannot apply both effects at once to the same Target.

Thrall
[Thrall] is a special type of Mental Wound that specific Style Skills and such can inflict. Characters under the effect of [Thrall] have had their minds taken over and controlled by another person.

Characters under the effect of [Thrall] are treated as NPCs under the RL's management. The person who inflicted [Thrall] can give the target orders and, until they are healed of the the [Thrall] Mental Wound, they will follow these orders.

The actions and detailed behavior of the [Thrall] Character is up to the RL's discretion, but if you're having difficulty with it feel free to treat the Character as an Extra.

Though of course this is only if the RL doesn't have a plan for how to handle the situation. A Scenario where a friendly Guest Character has been inflicted with [Thrall] and forced to attack the Cast could make for an interesting Act, for instance, and in such situations the RL is free to allow the full use of the Guest's Data for use in Combat and such.

Recovery from [Thrall]
Recovery from [Thrall] follows the same rules as recovering from a [Coma]. Any Style Skill, Miracle, or Outfit that can cure [Coma] can also be used to cure [Thrall].

However, unlike [Coma] a Character inflicted with [Thrall] will not become [Dead] at the end of the Scene or Act if left untreated.

Multiple Outfit Slots
Typically, you are only allowed one of each Outfit Slot to equip an Outfit to. The below Slots are exceptions to this rule.

One Hand/Two Hands
A Character has two [Slot: One Hand] Slots. In other words, they can equip two [Slot: One Hand] Outfits. A [Slot: Two Hands] Outfit occupies two [Slot: One Hand] Slots. In other words, a Character can normally only equip one [Slot: Two Hands] Outfit.

One Arm/Two Arms
A Character has two [Slot: One Arm] Slots. A [Slot: Two Arms] Outfit occupies two [Slot: One Arm] Slots.

One Leg/Two Legs
A Character has two [Slot: One Leg] Slots. A [Slot: Two Legs] Outfit occupies two [Slot: One Leg] Slots.

Finger
A Character has two [Slot: Finger] Slots. While it's true a person has 20 fingers, it's best to think of each Slot as referencing all the fingers on one hand. Of course, you're also free to fluff your [Slot: Finger] Outfits as being equipped on your toes.

Other Slots
There are plenty of other Outfit Slots; such as eyes, ears, muscles, etc.; that also seem to indicate they may possess multiple Slots, but rules-wise you only have one Slot of all of these.

Right Hand
This section details optional rules for Kuromaku's Miracle .

Through the use of their  Miracle, the Kuromaku gains a loyal subordinate. If the Kuromaku is Style Level 2 or above, then  gains a number of subordinates equal to their [Style Level].

The way this subordinate Character is handled mechanically can alter the affect of the Miracle. There are 3 variations for this you can choose below. Though be sure to consult your RL in the Pre-Act when doing so to obtain their permission.

If your Style Level in Kuromaku is 2 or above, then you can mix and match different versions of  subordinates if the RL allows it.

Right Hand As An Extra
Your Right Hand is an Extra.

They do not possess any Character Data and cannot make Checks. They can only appear in Scenes along with their Kuromaku* and cannot appear in Scenes alone. They cannot take Damage or Bad Statuses, and cannot participate in Combat.

In short, they only exist for the Kuromaku to roleplay having a subordinate.


 * The Kuromaku can choose to not have their Right Hand accompany them into a Scene. This won't affect their ability to use their Miracle. Feel free to roleplay things as you see fit.

Miracle Effect
's effect is as it is written in [TNX] and allows the Kuromaku to heal from a Wound. Once per Act they may declare the use of this Miracle to activate it. Upon doing so their Right Hand Extra retreats from the Scene.

Right Hand As A Cast Member
Your Right Hand is another Cast Member. Of course, this requires you to gain the permission of both the RL and the Cast Member in question.

Your Right Hand is chosen among the Cast during the Pre-Act, and cannot be changed during the Act.

A Cast Member operating as a Right Hand is not affected by any specific Right Hand rules*, limitations, or obligations. They do not need to follow the Kuromaku's orders. This is merely an option for Players who wish to roleplay their characters together as Kuromaku and Right Hand.


 * This means any Kuromaku Skill that targets Right Hands or only has an effect on Right Hands does not affect the Cast Member as well.

Miracle Effect
's effect is as it is written in [TNX] and allows the Kuromaku to heal from a Wound. Once per Act they may declare the use of this Miracle to activate it.

This does not have any affect on the Cast Member designated as your Right Hand.

Right Hand As A Guest
The Kuromaku Player creates a Guest Character to act as their Right Hand.

While the Right Hand is a Guest Character, the Kuromaku Player is in complete control of them and makes Checks for them using their own Hand.

Guest Right Hands mostly operate the same as any Cast Member rules-wise except for the below differences:


 * Right Hands cannot use Miracles, though using  or  on them will allow a use of a Miracle
 * Right Hands cannot make Backstage Checks
 * Right Hands cannot gain Credits and any use of a Skill or Outfit that generates Credits instead goes to the Kuromaku. However, the Right Hand may use Credits from their Kuromaku at any time.
 * Right Hands cannot have a Right Hand Guest of their own
 * Right Hands cannot use [Troop Summon Skills]
 * Right Hands do not become permanently unusable in future Acts when they enter the Post-Act with the [Dead], [Dying], [Catatonic], [Coma], or [Erasure] status. Nor do you lose the XP spent on them
 * When a Right Hand's Kuromaku Cast Member dies and becomes unplayable so does the Right Hand. You lose the spent XP.

Right Hand Guest Character Creation
Right Hand Guests are made using the following rules.


 * Determine Style

Choose 3 Styles for your Right Hand.


 * Determine Attributes

Add up Attributes and Control Ratings from your selected Styles. There is no bonus Attribute. Total Attribute Ratings should be 21, and total Control Ratings should equal 48.


 * Acquire Free Skills

Gain the following Common Skills at SL1 with the designated Suits.


 * Other Data

Outfits, Style Skills, Knowledge Skills, and etc. are all acquired through the Kuromaku Player spending XP to obtain them. This expenditure of XP is recorded as part of the Kuromaku character's expended XP on their Profile Sheet.

During fresh Character Creation a Player is not able to spend their extra skills from Build Up, or their initial XP from Full Scratch, on their Right Hand. So having a Right Hand Guest at the very start of a campaign means that Right Hand will only have their Free Common Skills and nothing else.

Miracle Effect
's Effect becomes [You have a loyal Guest at your side] and you are unable to use the Wound healing effect listed in [TNX].

This Effect is active throughout the entire Act, and does not require a specific declaration to be activated. Furthermore, this Miracle Effect cannot be cancelled through the use of other Miracles; and cannot be targeted by , , and . Only specific Act Rules put in place by the RL can nullify this Effect.

The XP Condition of this Miracle becomes [Your Right Hand does something useful for someone].

RL-Controlled Kuromaku Guests
If the RL has a Kuromaku Guest then by default they use the same rules as [Right Hand As A Cast Member]. Of course, the  isn't actually a Cast Member but rather another of the RL's Guests, but the same rules apply. The Right Hand Guest can use Miracles, and the Kuromaku can heal a Wound with their  Miracle. It simply signifies a master-subordinate relationship between the two Guests.

If the RL wishes, they are free to change the Kuromaku's Miracle Effect to that of [You have a loyal Guest at your side], so that they can obtain and use Style Skills specific to Right Hand Guests.

In whatever case, the Right Hand Guest should still be able to use their Miracles. This is for combat balance purposes.

Troop Summoning
Certain Styles are capable of calling upon subordinates, followers, and even magical familiars to do battle alongside them. This section illustrates how one creates and manages these Troops during gameplay.

There are different types of Troops with their own specific rules and applications as detailed below.

Troop Class
Troops do not possess all the same data and capabilities as Cast Members or Guests. Rules-wise they are treated as a single group, and have a simplified method to their mechanical function.

Characters like these are defined as part of the Troop Class. This mainly encompasses Troops, Enigma, and Bunshin; all of which are treated as part of the Troop Class. Troop Class Characters are largely treated the same mechanically as any other Troop.

For example, a Style Skill that targets a Troop specifically can target any Troop Class Character.

Troop Summon Skills
In order for a Cast Member to possess and call on a Troop of their own they must possess a Style Skill known as a [Troop Summon Skill]. [Troop Summon Skills] come in the following varieties:

Troop Summoning
, , <Personal Department>, <Mayday>, <Request Backup>, <Reinforcements>

Enigma Summoning
<Enigma>, <Multi-Enigma>

Bunshin Summoning
<Bunshin>

Troops
This section details rules for the Cast to procure, create, and utilize Troops.

For RLs preparing Troops, they are free to use either the rules listed here or the rules listed for creating Troops in the NPC Creation section in [TNX]. In other words, your Guests can either possess [Troop Summon Skill] or not and still have Troops available.

Troop Creation
Cast Members with Troops use the below method for creating them.

Determine Style
Troops have only one Style at Style Level 1. Many [Troop Summon Skills] either only allow a selection of Styles to choose from or only allow one Style specifically, so be sure to reference that first.

Determine Troop Level
A Troop's Level represents their overall strength and is equal to the Skill Level of their associated [Troop Summon Skill].

Determine Attribute Scores
First take the Attribute and Control Ratings for the Style of the Troop at Style Level 1. Then increase each value by the Troop Level.

A Troop's Attributes and Control Rating cannot be increased through XP.

Acquire Free Skills
Gain the following Common Skills at SL1 with the designated Suits.

Style Skills and Outfits
Style Skills and Outfits for Troops are bought with their Player's XP. Common Skills may also be leveled with XP. This expenditure of XP is recorded as part of the Cast Member's expended XP on their Profile Sheet.

Troops can have 2 Secret Skills and cannot gain Ultimate Skills. Troops cannot gain [Troop Summon Skills].

Other Data
Troops do not possess Miracles, and cannot even gain them through uses of <Please!> or <Fight!>.

A Troop's [AR] is 1, and their [Base CS] is equal to their Troop Level(they do not calculate it with their Attributes). Outfits or Skills that alter [AR] and [CS] will work on them.

Troops cannot possess Credits. If they gain Credits through the use of a Style Skill these Credits instead go to the Cast Member that summoned them.

Troop Number
Troop Number is determined by the [Result] of your [Troop Summon Skill] Check. This is detailed further below.

Summoning Troops
Troops are summoned by making a Combo with their associated [Troop Summon Skill] and can be summoned once per Act. In other words, a Troop already summoned and defeated during the Act cannot be resummoned.

If you possess multiple [Troop Summon Skills] you can summon each Troop tied to each [Troop Summon Skill] once.

When using a [Troop Summon Skill] you may spend Credits to increase the [Result].

Troop Number
Troop Number is determined by the [Result] of your [Troop Summon Skill] Check.

When a Troop is damaged the Wound Chart is not consulted. Instead the received damage is subtracted from the Troop Number. When a Troop's Troop Number reaches 0 that Troop is defeated and they are removed from the Scene. Whether or not they died, were knocked unconscious, or retreated is up the RL's discretion.

A defeated Troop cannot be summoned again during the Act. However, they may be summoned again next Act and XP spent on them is not lost when they are defeated.

Special Damage
Troops cannot be targeted with Stun or Persuasion Attacks.

However, if an Outfit or Skill Effect directly inflicts something like [Unconscious] or [Dying] onto the Troop then they do receive the effect and are defeated regardless of their remaining Troop Number.

Troop Summoning Restrictions
Troops cannot be summoned as part of a Combo that delivers another Action. In other words, you may not use [Troop Summon Skills] with other Action Skills.

Backstage Summoning
Troops can be summoned with Backstage Checks. Like before you cannot perform other Actions at the same time as your Troop summoning.

Summoning During Cut Progression
When summoned during Cut Progression the summoned Troop will not appear in the Scene until the next Setup Process.

When a Troop arrives, they arrive in the same Engagement as the Character that summoned them.

Troop Checks
Troop Checks are made by the Player who summoned them using their own Hand. When summoned, Troops become a Team with the character that summon them and appear or don't appear in Scenes with that Character at their discretion. However, a Troop that possess a Skill such as <Ride On> that interacts with Appearance Checks may make an Appearance Check if the RL allows it.

Troops cannot make Backstage Checks.

Enigma
This section details the rules for the <Enigma> Skill and its utilization.

An Enigma is a special Troop Class Character that can be summoned through the Mayakashi Secret Skill <Enigma>.

Mayakashi can summon a number of Enigma equal to their Mayakashi Style Level. Each summonable Enigma is its own separately purchased Skill written out as <Enigma: (Name)> in the Profile Sheet.

Enigma Creation
Below is the method for creating Enigma Characters.

Determine Style
Enigma have only one Style at Style Level 1.

Determine Enigma Level
An Enigma's Level represents their overall strength and is equal to the Skill Level of the <Enigma> Skill.

Determine Attribute Scores
First take the Attribute and Control Ratings for the Style of the Troop at Style Level 1. Then increase each value by the Troop Level.

An Enigma's Attributes and Control Rating cannot be increased through XP.

Acquire Free Skills
The same as with Troops.

Style Skills and Outfits
The same as with Troops. However, on top of their 2 Secret Skills Enigma are also allowed 1 Ultimate Skill

Enigmas cannot possess [Troop Summon Skills].

Other Data
The same as Troops.

Summoning Enigma
Enigmas are summoned with the <Enigma> Skill in a Combo and can be summoned once per Scene.

A summoned Enigma follows the orders of their summoner until the end of the Scene. Upon the Scene ending the Enigma vanishes and must be summoned again in a following Scene.

Enigmas cannot be summoned Backstage and the Result of <Enigma> Checks cannot be increased with Credits.

Enigma Points
Enigmas have a number of Enigma Points equal to the [Result] of the Check that summoned them.

When an Enigma is damaged the Wound Chart is not consulted. Instead the received damage is subtracted from their Enigma Points. When an Enigma's Enigma Points reaches 0 the Enigma vanishes and becomes unable to fight. Effects that would instantly defeat a Troop will also destroy an Enigma.

A defeated Enigma can be summoned again in a new Scene.

Special Damage
Treated the Same as Troops.

Summoning During Cut Progression
Summoned Enigma immediately join the battle at their Summoner's Engagement and can immediately participate in battle.

When summoned during the Setup Process they may also take Setup Process actions.

<Enigma Spell-Lock>
When the Style Skill <Enigma Spell-Lock> is obtained the Enigma no longer disappears at the end of the Scene and instead can accompany their summoner throughout the Act. If you possess multiple <Enigma> then each one needs to obtain this Skill for each to persist.

When you obtain <Enigma Spell-Lock> it changes <Enigma>'s ability to summon an Enigma to a once per Act action. This is permanent and you cannot choose to not activate <Enigma Spell-Lock>. If the Enigma is defeated in combat then it cannot be summoned again that Act. However, as long as its Enigma Points are not reduced to 0 then in the next Scene its EP is returned to its initial value at the time of summoning.

Enigma Checks
Players who summoned the Enigma use their Hand to make Checks for them.

Enigmas with <Enigma Spell-Lock> form a Team with their summoner after the Scene they were summoned in and appear with them in any Scene the Player chooses. They do not make Appearance Checks.

Enigmas cannot make Backstage Checks.

Bunshin
Summoned Bunshins possess the same data as the Character that summoned them(Style, Attributes, Skills, Outfits, etc.). However, Bunshin differ from their original in the following ways:


 * Bunshin cannot use Miracles
 * Bunshin have 1 [AR] and cannot gain more through Style Skill or Outfit Effects.
 * A Bunshin's [CS] and [Current CS] are 0 and cannot be increased through Style Skill or Outfit Effects.
 * Bunshin cannot use [Troop Summon Skills]

Shared Skill Limits
The Bunshin and its original body share the same limit to their number of uses of a Skill or Outfit. For example, if the original uses the Skill <Adamantine> which has a once per Cut limit than the Bunshin as well has used up that once per Cut limit.

Outfits that are consumed on use are also completely consumed regardless of if the original or Bunshin uses them. You cannot increase the amount of use of such an Outfit through using a Bunshin.

Summoning Bunshin
A number of Bunshin equal to [Result/10] are summoned through the <Bunshin> Skill. There is no limit to how many Bunshin can be summoned at once but until all Bunshin are gone you cannot use the <Bunshin> Skill again.

Summoned Bunshin follow the orders of the original and last until the end of the Scene, after which they disappear, necessitating the need to summon them again.

Bunshin may not be summoned Backstage, and the result of the summon Check cannot be increased with Credits.

Summoning During Cut Progression
Bunshin summoned during Cut Progression immediately appear in the original's Engagement and can immediately participate in battle.

Bunshin Damage
Bunshin disappear if they receive even a single point of damage. However, they can be summoned with another Check.

Special Damage
Treated the same as Troops.

Bunshin Checks
Bunshin Checks are made by the Player who summoned them using their own Hand. Bunshin cannot make Appearance or Backstage Checks.