CLAMP School Detectives Guidebook

Chapter 3



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First, let's create a character.

1)~●The Character is the Mirror of the Player●~

Let's start creating your own characters!

It may seem like a sudden jump, but in TRPGs, the game begins with the creation of a character. Let's all read the rules a little at a time, and enjoy the fun of creating characters as if we were actually enjoying the actual game.

Let's have fun and enjoy creating your own characters. But first, a word of advice. If you are playing alone, you can create any character you like, but if you are playing with other players, if you create a character that looks too strange, not only will you not be able to perform well, but you may cause trouble for the other players.

A character is a mirror of the player. Creating a character is creating your alter ego. Beware of creating a character that is too strange so that your dignity will not be questioned.



2)~●Characters You Can Create at “CLAMP School●~

By the way, everyone. What kind of characters do you think you can create in the “CLAMP School TRPG”? Let me give you an answer. To be frank, anything is possible.

It doesn't matter if they are human or not, if they are characters that seem to exist in a world other than that of CLAMP School, as long as they fit in with the world of CLAMP School.

In other words, you can play any character as long as it is something that “wouldn't be out of place (or seems out of place) in CLAMP School”.

In general, characters that could be found in the world of CLAMP School are as follows:

  • ・General students (from elementary to graduate school)
  • ・Special students (exchange students, temporary students, etc.)
  • ・Teachers (HR teachers, full-time teachers, temporary teachers, etc.)
  • ・Staff (school executives, janitors, clerks, etc.)
  • ・Residents of the school (people living in the shopping district, etc.)
  • ・School related people (shareholders, companies invited by the school, PTA, etc.)
  • ・Visitors (invitees, visitors, VIPs, etc.)
  • ・Trespassers (aliens, spies, thieves, etc.)
  • ・Others (animals, robots, ghosts, angels, etc.)

If you are creating a character for the first time in this TRPG, first create a character according to your own preferences, and later add a setting that fits the world of CLAMP School.



3)~●How to Create a Character●~

The following is the order in which to create a character.

[Picture the Character]

First, picture in your mind the character you would like to be. It is easier to imagine a specific example such as “a person like Mr. XX” or “a person like Ms. XX,” but it is also acceptable to imagine a simple image such as “a man who is big, strong, kind, and weak against women” or “a girl who is smart and good at sports, but surprisingly timid and not good with cats. Or, to put it another way, you can just say, “They're good-looking! and the rest can be decided on the spur of the moment.

The stronger the image you have of the character, the easier and more interesting the subsequent steps will be.


[Decide Character Rank]

Next, decide the “rank” of the character (this is called “Character Rank (=CR)”).

CR is a concept that expresses the “power” and “importance” of a character, and it classifies how important the character is in the world of CLAMP School according to his/her ability.

Characters with high CR inevitably have high abilities and have the potential to change the daily life of the CLAMP School world and pull history and circumstances in a different direction, regardless of whether they are famous, unknown, or have a certain status. Because of this, they are often “stubborn” and attract the interest of various people, which often leads to events developing in a different direction from what they had in mind. In other words, they are “watchful” characters, for better or worse.

On the other hand, a character with a low CR has low ability and is unlikely to become a historical figure of CLAMP School, but can be a carefree person who lives their life as they wish. The “Character Rank” can be determined at the discretion of the player. Choose one of the following five ranks.

If two or more players are adventuring in the same session at the same time, all participating characters must have the same CR. If a character who has been active in another session is to participate in another session, please make sure that the CRs are of the same rank as much as possible (because too much difference in ability may bias the number of characters who can be active).


[Decide "Ability Values"]


Once you have decided on the “Character Rank,” you must now decide on the “Ability Value” of the character. The “ability value” is a numerical expression of the character's physical abilities. For example, a character with a high “Physical Strength” value will have one (or more) of the following characteristics.

  • ・Strong Strength
  • ・Quick to Move
  • ・Tough (resistant to poison, disease, injury, etc.)

Characters in the CLAMP School world are represented by the following three “ability values”.


Character Rank Chart

Character Rank

Max AV Value for Ability

Max Total AV Value

Global Hero

A+


23


Superhero

A


21


Professional

B


19

Veteran/Expert

C


17

Ordinary

D


15




[Intelligence]


Indicates basic intelligence and education. It is a measure of how well you are able to face various challenges and obstacles that require the use of your mind.


[Strength]


Indicates basic physical fitness such as muscle strength and endurance, as well as resilience. It is not used for dexterity or other abilities that are considered to be basically cerebral (in such cases, use “Intellectual Strength”).


[Luck]


Indicates how good the character's basic “luck” is. The lower the value, the more likely you are to be involved in accidents and incidents (bad luck).


In other words, the higher the value you set, the better your ability is. The strength or weakness of the ability is represented by the following image.



Reference Value

S

12

Superhuman” Level of Expertise

A+

11

"Prodigy" Level

A

10

Amazing!”

B

9

"Excellent"

C

8

Superior”

D

7

"Good"

E

6

"Average"

F

5

"... Not Great."

G

4

"Childlike"

H

3

"Impossible"


Please refer to the above and set the appropriate values for your character's abilities.

However, these values are limited by the “character ranks” determined in the previous section (see table). For example, if CR is ranked “Professional,” the maximum value that can be set for the character is “B (9),” and the remaining values can only be a combination of values from D to H (7~3), where the total of the reference values is 10.


[Luck]


You will receive the following “Redraw Points” after determining the value of “Luck”. For more information on “redraw points,” please refer to “[How to use Redraw Points (1)]” on page 88 and “[How to use Redraw Points (2)]” on page 95.


Luck Points

Redraw Points

S

(+)7

A+

(+)5

A

(+)4

B

(+)3

D~C

(+)2

G~E

(+)1

H

0




[Deciding on Special Abilities]


Have you all successfully allocated your Ability Values?

If you have difficulty in getting a clear image of what you want to do, don't rush to make a decision. There are more important and interesting decisions waiting for you. Now, let's move on to the most interesting part of the character creation process in this game, the Special Ability decision.

“SA” is an abbreviation for ‘Special Ability,’ which in this game describes ‘the state of being proficient in a certain skill’ or ‘an innate ability or situation’. In this TRPG, it can be said to be a straightforward expression of the peculiarities and uniqueness of the characters in the CLAMP School world. Please see the table below; There, you will find 14 major categories of Special Abilities.

Each major category is further divided into several sub-categories, with the exception of the last, “universal”. The player may give only one SA per character from each of the major categories. A brief description of each major item is given below. (Note: See the description starting on page 145 for details of the sub-items.)



"Special Ability(SA)" Table (1)●


♠️

♣️

♦️

♥️

JOKER

Supernatural Ability ①: Sci-fi

Refer to the "Sci-fi" table to determine the power.

K

Supernatural Ability ②: Physical

Super Intelligence

Super Strength

Super Agility

Sixth Sense (Psychic Ability)

Q

Supernatural Powers: ① Charm

Charm

Charisma

Presence

Pheromones

J

Supernatural Powers: ② Luck

Super Luck

Good Fortune

Mediocre Luck

Bad Luck

10

Super Background (Society/Family)

Leader (Don)

Extreme Wealth

Bloodline

Supernatural

Existence

9

Super Skills: ① Mental

Scientist

Sorcerer

Diviner

Magician

8

Super Skills: ② Physical

Ninja

Ancient Martial Artist

Swordsman

Super Martial Artist

7

Super Skills: ③ Technological

Tech Expert

Secretly a Robot

Secretly an Artificial Human

Cyborg

6

Super Partners (Helper)

Servant

Super Subordinate

Wide Network

Friend of Supernatural Beings

5

Super Skills: ① Intelligence-based

Refer to the "Intelligence-based Skills" table to determine the power.

4

Super Skills: ② Physical-based

Refer to the "Physical-based Skills" table to determine the power.

3

Super Skills: ③ Art-based

Refer to the "Art-based Skills" table to determine the power.

2

Super Appearance (Sudden Change)

Super Attractive

Super Physical Features

Transgender

Non-Human Features

A

Universal

When performing various activities that require skill, add +1 to your ability.




Supernatural Ability ①: [Sci-fi]


Sci-fi is a so-called “supernatural ability” such as spoon bending or precognition. It is said that there is an undeveloped part of the human brain that is usually dormant, and that it is triggered as a “supernatural ability” by an accident or innate talent. Therefore, there are only a limited number of people who are able to demonstrate this ability. The character who chose this SA must choose one of the abilities from the table (2) “Sci-fi” on page 143.


Supernatural Ability ②: [Physical]


Among the so-called “Supernatural Abilities”, this one is an extension of the physical ability, which is mainly activated by the physical part of the body. If you select this SA, please choose one of the following four. →Super Intelligence, Super Strength, Super Agility, and Sixth Sense (Psychic Ability).


Supernatural ③: [Attractiveness]


Whether by the grace of God or the devil's mischief, this is the “ability to attract others” that comes naturally to the character. If the power is weak, they can be just an ordinary “popular person in town,” but if the power is strong, jealousy, recrimination, and other unnecessary factors may have a negative impact on them. The character who chooses this SA should choose one of the four listed below. →Charm, Charisma, Presence, and Pheromones.


Supernatural ④: [Fortune]


This is the character's natural “luck,” whether by the grace of God or the devil's mischief. If the character is weak, he or she is simply a “lucky guy,” but if the character is strong, the repercussions (misfortune affects others nearby, and the bad luck that sometimes strikes can be tremendous! The character who selects this SA must choose one of the following four options.→Super Luck, Strong Luck, Good Luck, and Bad Luck.


Super-Background: [Society/Family History]


This is a social or economic background that supports the character's actions in various ways, from the background and from the front. It can be “I am backed by XXX” or “I am a descendant of XXX”. The character who chooses this SA must choose one of the following four options and create a detailed setting for it. →The character who chooses this SA must choose one of the following four and create a detailed setting for it.


Super-Technique ①: [Intelligence based]


These are mainly brain and mental skills that the character has acquired through bloody efforts since childhood. The character who chooses this SA must choose one of the following four and create a detailed setting for it. → Scientist, Sorcerer, Diviner, Magician.


Super-Technique ②: [Physical Strength]


This is a skill, mainly in the martial arts, that the character has acquired through (perhaps) bloody efforts since childhood. The character who chooses this SA must choose one of the following four and create a detailed setting for it. → Ninja, Ancient Martial Artist, Swordsman, Super Martial Artist.


Super-Technique ③: [Mechanical Technology]


It is a skill or ability related to machines, acquired through bloody efforts or through the intervention of others (willingly or unwillingly). The character who chooses this SA must create a detailed setting by choosing one of the following four options. → Tech Expert, Secretly a Robot, Secretly an Artificial Human, Cyborg.


Super Buddy: [Helper]


A wonderful (?) and reliable (?) tool that a character can freely ask for help or use at their own convenience. They are wonderful and reliable(?) sidekicks that characters can request and use at their own convenience. The character who chooses this SA must choose one of the following four options and create a detailed setting for it. → Servant, Super Subordinate, Wide Network, and Friend of Supernatural Beings.


Super-Skill ①: [Intellect]


These are various intelligence/knowledge/intelligence skills that ordinary people can master and, with effort, can be raised to the level of a master. The character who chose this SA should refer to Table (3) “Intellectual Skills” on page 144 and choose only one ability from the list.


Super-Skills ②: [Strength]


These are various physical strength/physical skills that an ordinary person can master and, with effort, can be raised to the level of a virtuoso. These are various physical strength and body art skills that ordinary people can master and, with hard work, can be raised to the level of a master. If you have selected this SA, please refer to Table 444 “Physical Strength Skills” on page 444 and select one skill from the list.


Super-Skill ③: [Artistic]


This is a skill that depends mainly on “manual skills” that an ordinary person can master and can be improved to the level of a virtuoso with effort. If you select this SA, please refer to the table (5) “Art based Skills” on page 144 and select one ability from the list.


Super-Appearance: [Mutation]


The character has “external characteristics” that are more prominent. Please select one of the following four and create a detailed description of it. →Super Attractive, Super Physical Features, Transgender, and Non-Human Features.

The character who has selected this SA may, as a special exception, obtain only one more SA. However, in such a case, only one of the aforementioned “Super-Skill ①,” “Super-Skill ②,” or “Super-Skill ③” can be selected. In addition, the “exceptional measures” described below are not available.


All-Purpose: [Dexterous]


This is literally an “all-purpose” ability. The character who chooses this SA can perform various actions that require skill without any difficulty. However, they cannot become proficient in any of them. For more information on this SA, please refer to the explanation of “Checks” starting on page 9.


As you can see, with the exception of the “All-Powerful,” a character will only end up with a single minor SA (e.g., “Super Strength” or “Super Subordinate”). However, the player may grant the character up to two Super-Skills if they so desire, provided that they have chosen one of the three Super-Skills (an exception to obtaining SA). The additional “Super-Skills” can be any of ①, ②, or, ③ but the level of the additional “Super-Skills” will be lower than the level of the single “Super-Skill” (for both of them). For details, please refer to the rules outside the columns of Table (3), (4), and (5).


Note that each character gains a new SA as he or she accumulates sessions. This is not necessary at this time, but please refer to the “Growth” section of this page for more information.


一一一 [Fine-Tune the Character's Image] 一一一

Once the ability values are determined and SA is set, the character is complete. But for now, let's reconfirm. Is the character exactly as you imagined?

Are you satisfied with the ability values? Do you like the choice of SA? If you think it is weak and boring, why don't you take the plunge and raise the CR character rank? If it doesn't fit your image at all, let's rework and fine-tune it thoroughly.

If it doesn't fit your image at all, then rework and tweak it thoroughly.
Once completed, please write down the character's profile (name, physical characteristics, gender, age, class, hobbies, personality, weaknesses, preferred gender, purpose of actions, etc.) on a piece of paper. It will make your session more enjoyable.


一一一[Creating a Character Randomly]一一一

Now that you have read this far, some of you may be having trouble deciding on a character, or you may have been playing TRPGs for so long that you are starved for fresh inspiration. I would like to recommend this to such people.

The process is simple. The numbers and symbols on the cards are always listed in the table above. All that remains is to select a CR (Character Rank) and allocate the appropriate ability values.

If you are new to TRPGs, try it once you are familiar with “CLAMP School TRPG”!

The game proceeds as follows.



1)~How to Play “CLAMP School TRPG

Congratulations on your enrollment! Have you created the character of your choice?
OK, now we'll show you how to live in CLAMP School (how to play the “CLAMP School TRPG”).
This TRPG will proceed as follows.


一一一[Play in Order]一一一

The following is an important rule that does not apply when playing alone, but is necessary when playing with multiple players.

In this TRPG, the order in which the players speak must be decided before the game begins. This is a necessary rule in order to give everyone a fair chance to speak.

The simplest way to do this is to determine who plays first, either by rock-paper-scissors-scissors or lottery, and then move clockwise from there. However, any method is acceptable, as long as the order is followed correctly.

Once the order is established, the first player begins to play (act) their character.

一一一[Create The Situation; The Character's Action]一一一

When it is his/her turn, the player must first decide what the character he/she is playing wants to do and what kind of situation he/she will be involved in.

This can be anything as long as it is not “too weird” considering the situation and setting. For example, let's say there is a situation where your character (a student) is cleaning up the backyard of the school building with a bamboo stick, and you decide to “collect dead leaves and roast potatoes on a bonfire” (well, that's a reasonable idea) or “collect two bamboo sticks, make a bamboo horse and play tag with your friends” (a bit unusual, but acceptable). It is even acceptable for outlandish situations such as “A bamboo fairy comes out of a bamboo broomstick and helps me clean up” (????).

Please imagine and decide an action or a situation that will be exciting for all the players present, but that is also typical of the characters in CLAMP School, as long as it does not deviate too much from the common sense of the game.



一一一[Drawing cards to change destiny]一一一

However, this does not necessarily mean that the actions of the characters or the situation around them will be exactly as the player has said. The CLAMP School TRPG is also a game, so there are always “unexpected situations” waiting for you (or to put it another way, unexpected situations are what TRPGs are all about).

After declaring an action, the player must draw a card from a deck of cards.

If the card drawn is red (hearts/diamonds), then the player's declaration has been carried out as planned and there is no problem. However, if it is black (spades/clubs), then there has been a change in the action or situation.

If a change in situation occurs, the player must immediately draw three additional cards and create a new situation (improvise) on the spot. The created “change” is immediately applied and affects the character's actions and the surrounding situation (for examples, please refer to Chapter 2, “Asuka Trio: Tabletop Game Battle Chronicles” and Chapter 4, “ CLAMP School: Study Group for Weird Phenomena” replay).

Based on the “new situation” created in this way, the players consider the next actions and situations of the characters.

Basically, this TRPG is played by repeating the above steps.


♥️

Action Success

♦️

Action Success

♣️

Change

♠️

Unfortunate Change



一一一[Weaving a Story]一一一

Now, what happens when we create the actions of the characters and their surroundings in this way?

When the actions of one or more characters accumulate, and the short dramas created by these actions accumulate, a “story” is naturally created. This “story” becomes a “record of school life” for you (and the other players). That's right. The goal of the “CLAMP School TRPG” is to create this “school life” story! As you build up your “school life” story, you and your character will gradually create a “history” of your life at CLAMP School. Then, you see! You (and your friends who play with you) will already be residents of the splendid world of CLAMP School.

Depending on your imagination, your character and the school's celebrities (or characters from the comics) may even create a story together. That is also the fun of TRPGs.


一一一[Conversation with Everyone]一一一

The important rule here is that “all participating players talk to each other.
Remember the meaning of the word TRPG? It is a game in which players play roles by “conversing at the table (over a cup of tea, etc.).” In the “CLAMP School TRPG”, this “conversation” part is very important.
For example, when you draw three cards to create a new situation, people who are not familiar with the game may be at a loss as to how to think about it. Or, if you are not used to TRPGs, you may not know how to move your characters.... This is a very common situation.

At this point, all participating players should discuss and cooperate with each other, and pool their knowledge on how the character should behave and how to make the game run smoothly.

One of the goals of TRPGs is for all participants to enjoy themselves. In this sense, cooperation (meaning, conversation) is allowed from the beginning for everyone's enjoyment.

This is true even when playing alone. You can tell others about the interesting “history” that you have created and that your character has built up in the school, and let them enjoy it. When others listen to the story I have created, they may ask, “Can you mix my character into the story in this way? If others who listen to your story respond with “conversation,” such as “Could you mix my characters into the story? Creating a story through “conversation” and sharing a good time with others through “conversation” is what “CLAMP School TRPG” is aiming for and is the essence of TRPG.


2)~● Roles of the players and division of work

When playing the “CLAMP School TRPG”, there is one thing that must be decided among the players beforehand. This is the division of roles to ensure the smooth running of the game.

When several players gather for a session, the players must assign the following three roles to each of them.


“Mediator”
“Writer”
“Cutter.”

[The job of the “cutter”]

In short, they are the one who always cuts the cards.

In this game, the playing cards must always be in a random state to maintain the uncertainty of the character's fate. No matter who draws the cards, the same card should always appear, and it should not be possible to predict what card will appear next based on the number of cards remaining.

The cards should always be cut by someone who is aware of them, even if they are not the “cutter”. Whenever there is a small collection of used cards, they should be immediately returned to the pile of undrawn cards and mixed together.



3)~● Preparation for the game

Before starting to play, prepare the following items.

[What to prepare]

Writing utensils (paper and pen or pencil for notes, etc.); these are necessary for describing your character's characteristics and abilities, as well as events that occurred during the game.


Extra paper for the “Describer”.

Two sets of playing cards; 108 cards in total, including 4 jokers (If playing alone, one deck will suffice).

Some friends (if possible); This game can be played by one person, but it is more fun with two or three players. (Even if you don't understand something by yourself, you can share your wisdom with several people.)

If possible, a time and place where you can sit comfortably. If several players are gathered, this is necessary. Make sure you have a place where it is safe to take a break or make a lot of noise.

Tea and snacks; if possible. Remember that the “T” in TRPG stands for “tea party at the table.
When playing a TRPG, where you are constantly thinking and talking, you are bound to get thirsty (and hungry) during the game. Also, when you are “idle,” you may feel a bit hungry, so having some tea or snacks to snack on will nourish your body and stimulate conversation at the same time.

If you want to spend a meaningful afternoon, by all means, have a cup of tea or a snack.


[Seating Order and Role Decisions]

Once you have decided on the order in which you will play as described in the section on “Playing in Order,” sit down in order at the front of the table (so you don't forget your turn).
Next, the roles of “Mediator,” “Writer,” and “Cutter” are determined.

One “mediator” is sufficient, but it is better to have more than one “writer” if possible. It is difficult for one person to take notes on everything, and if there is no one to take notes when it is that person's turn, the game will become stagnant.

One person can be the “cutter,” but it is also convenient to assign several “cutters” so that the person who notices the cutter is always the one who cuts the cards. Several people may take on other roles as well, except for the mediator.

When you have finished assigning roles, mix the two sets of playing cards well, turn them over and stack them in a “pile” in front of everyone.


[Creating the Initial Settings]

After the above preparations have been completed, the player now creates the “initial settings” for the game. The “initial setting” is the starting point (location and situation) of the character at the beginning of the game.

First, everyone reads the “How to create a character” explanation starting on page 78 and creates his or her own character (remember to set the “CR (Character Rank)” of each character the same if more than one player is participating at this time!) The first step is to create the “CR (Character Rank)” of each player.

Next, each player creates an “initial situation” for his/her character. Referring to the replays described below and the aforementioned “A-Suka Sanjin Gumi”, determine where your character is, what his/her situation is, what he/she is doing, etc. For example, if your character is a student, you may have to decide whether or not he/she is a “student”.

For example, if your character is a student, you might say, “I am in class, quietly listening to the teacher,” or “I am in the schoolyard after school, quietly training for the marathon,” or “I am skipping class to work on the machine I am studying with my friends in the club room,” and declare to everyone, “I am in class. (Note 2). (Note 2) The declared situation becomes the starting point of the character's play, and the player's performance begins from there.


Now, let's start the game! Now it's time to start playing!


1) ~● Whose turn is it now?

The basic rule of the “CLAMP School TRPG” is that each player takes his or her turn in the game. Once you get used to it, it does not matter if the order is a little bit out of order, but we still recommend that you play by the rules if you are not used to it.

Therefore, during the game, always pay attention to “whose turn it is now”.

2)~●Situation setting, action plan

When it is your turn, you must consider and declare your character's actions and the situations that are likely to occur around your character. This is called “setting the situation” or “schedule of actions.

Review the current situation and think of situations and actions that everyone present would consider “appropriate” for the character.

The action or situation considered at this point will “hopefully” be determined as having happened as declared.


3)~Destiny Draw

[“Destiny Card Draw”]

Once the player has decided on his or her schedule of actions, he or she must draw a card from the deck of cards. This is called the “Destiny Draw”.

[Change]

Depending on the card drawn, the character's fate may change slightly. Look at the color of the suit of the drawn card:

If it is “red” (heart/diamond), Nothing happens. The actions and situations that the player has just considered and declared will happen as declared, without any changes.

If it is “black” (spades/clubs), The character's fate has changed! If the card drawn is a “spade”, it indicates an “Misfortunate” change.


[Who does “Misfortune” Effect?]

If a “misfortune” occurs, the player must immediately draw a card to determine to whom it happened.

If the player draws a heart or a diamond, The “misfortune” happened to the player character!

If you draw a club, The “misfortune” happened to the character's surroundings. If there was someone else there, the “misfortune” may have befallen that person.

If you drew a spade, Use the “Who” chart on page 148 to determine who the “misfortune” befell.

The character who had the misfortune can use Luck to bounce it back if they wish (see “Bouncing Back Misfortunes” below). The player may also decide that the “misfortune” automatically befalls his or her character as soon as the “misfortune” occurs (by drawing a “Spade” card on the first card of the destiny draw) (see “Misfortune Points” below).




不幸の行先

♥️♦️

Misfortune is self-inflicted

♣️

Misfortune happened in surroundings

♠️

Misfortune happened to surrounding people

Decided by Who Table










[How to use Redraw Points (1)]

As explained on page 79, one of the ability values, Luck of the Hour, has a separate value called “Redraw Point”.

If you do not want to accept the result of the “Destiny Draw,” you can always reduce the remaining “Redraw Point” by one point and redraw the card again.

This can be done at any time after the destination of the “misfortune” has been decided, after all the results have been made, or before the end of your turn.

However, as explained in “How to use redraw points (2)” below, once the points reach “0”, you cannot use them again until the end of the session.


[If You Draw a Joker]

If a player draws a joker at the first card of the “destiny draw,” the game proceeds according to the following rules as deemed appropriate.

① The session is interrupted and all players discuss the situation and freely decide what to do at that point and thereafter, without drawing any cards.


② The session is interrupted and the mediator exercises their authority to decide freely, without drawing cards, what will happen at that point and afterwards.

③ Create, completely at random, a case that is secretly going on behind the scenes of the “story of the players” that is currently in progress. If a “hidden incident” has already been triggered in this way, a new incident is randomly created in that direction.

④ Contact an uninvolved person who was not present at the session, tell them what happened, and discuss what to do about the subsequent developments.

⑤ Suspend the session and take a rest.



[Bouncing Back “Misfortune”]

As described in “If you drew a spade” in “[Who does “Misfortune” Effect?]”, The “Misfortune” can be bounced back.

If you want to bounce back a “misfortune,” draw a new card and compare the card's number with the character's Luck reference value.

If the card's value is equal to or less than the reference value, you have successfully bounced back the “misfortune. Nothing will happen to your character.

However, if the value is higher than the reference value, your character is hit by the “misfortune”.

If you draw a joker, draw another card; if the suit is red, the “bounce” is successful: if it is black, the “bounce” is unsuccessful.

This “bounce-back” decision can only be attempted once per “misfortune” (i.e., no “redraws” are allowed).

Whether or not the player receives the misfortune, he or she must draw three new cards and perform the “Modification of Action” described below.

The “A” on the playing card is considered to be “1,” and the “J,” “Q,” and “K” are considered to be “11,” “12,” and “13,” respectively.



4)~● Modification of Action●~

If the player draws a “black” card on the first card of the destiny draw (i.e., a “change” in the character's fate occurs), the player must immediately draw three new playing cards.

[Combining card meanings]

Look at the table on page 150. The meanings of the cards are listed there. When a player draws three new cards due to a change of fate, he or she combines the events and circumstances associated with the “card meanings” listed on the table to create what the “change” was like. For example, if the three cards drawn are the 3 of Spades, the A of Clubs, and the 7 of Diamonds, the meanings are “group,” “birth,” and “transport,” respectively. From there, the player creates a drama by associating things that are related to the character's declared “action plan” or “situation setting”.

If the character with the “action plan” of “running silently along the marathon course in the schoolyard” draws the aforementioned card, they can imagine things such as “crowds,” “birthday,” and “delivery service,” and combine them into a story such as “My friend asked me to deliver her birthday present, and I had to run through the crowds. If you can imagine that one of the Destiny's Draws is a “birthday” or a “home delivery,” then you can combine them into a single story.

Remember that if the first card in the destiny draw is a spade, the change of fate will be modified in an “unfortunate” way. For example, with the “Situation” card, you can associate “mysterious organization”, “newcomer”, “being carried away”, etc., and say, “A mysterious secret organization, which was trying to recruit a physically strong newcomer, knocked the character unconscious and took him somewhere...”, and so on.

[Resulting in an action (re-setting the situation)]

Then, “reset the situation” by imagining what the character's actions and surrounding circumstances would be like as a result of accepting the aforementioned change of fate.

For example, the character may now be “running silently through the crowd with a present in his hand,” or he may “find himself lying alone in the dark,” etc.



5)~●To the next character in the sequence●~

After the declaration of the character's “action” or “situation” and the creation of the result, the turn to play passes to the next player. The next player comes up with a new “schedule of actions” or “situation settings”, taking into account (or ignoring entirely) the situation of the previous player's character and the situation of the previous player's character.


6)~● Collective Action●~

If one character declares an “action” or “situation” and another character happens to be there, what should that character do?

Of course, you can decide your “action” or “situation” according to the actions of the other characters, but it may be frustrating and troublesome to have to wait for the turn to declare your “action” or “situation”.

Therefore, when dealing with these special situations, the game uses the concept of “collective action”.

[What is “collective action”?]

In short, it means “to act together with other players' characters. If you declare a “Collective Action,” a special rule called “Freedom of Declaration of Action” applies, allowing any character in the game to declare any “Scheduled Action” or “Situation Setting” at any time.

However, only the order of declarations is free, and no other declarations can be made until all the characters in the room have finished speaking. It does not mean that one player can keep declaring one character's action endlessly.

[When to move to “collective action]

A “collective action” can be declared (or not declared, of course) anytime two or more players' characters are in the same place.

Once a “collective action” has been declared, the players of the characters present must always consult with each other to determine who will speak and in what order. The order of the actions does not matter, as long as everyone can speak fairly, and someone is free to represent the destiny draw... and so on.

[End of Collective Action]

If the characters leave the game due to an action or a change in circumstances, the “group action” automatically ends.

The last player to perform returns to the first turn, and the next player in turn continues with normal play.



Creating a “story” & ending the game

1)~● Create a drama!●~


[The game is exciting]

A “story” has to be exciting. Those who are familiar with recent manga, TV and novels will understand this well.

Obstacles leap before our eyes one after another. The appearance of a rival, the occurrence of an accident, a misfortune that befalls you, the difficulties you face.... These spices will add “drama” to your game and make your life at CLAMP School more colorful and memorable.

Players are encouraged to make their characters' performances as dramatic as possible. This will naturally create interesting stories in the session.

[Everyone gets excited]

When two or more players are playing together, it is better to say, “Let's have fun together! This is the best way to create a story, and first of all, TRPG is “a game for all players to have a good time,” so it is important to avoid situations where only one player gets excited, or conversely, one player can't get excited.

I have included a small collection of tips on page 138 as reference material. With these tips in mind, let's “get everyone excited rather than just one person!” and create an interesting and enjoyable school drama together.

[Putting an “End” to the story]

Now, the story that has been spun out in this way needs an “Ending”, or even a ‘hook’.

If the game continues indefinitely, the players will get bored and the story will become dull. The “time to play” is not infinite ("Oh, is it that late already? I'm going home!) When the conversation is going well, you can then use the “play time” as an opportunity to get the story straight.

When the story is well told, end it with an “ending” at an appropriate point. A good ending will give the story “the pleasure of imagining what might happen next. If you end the story in a way that makes the reader want to imagine what happens next, the story will become twice as interesting, and now you will have the “pleasure of thinking about the rest of the story”!


2)〜● Post-play processing●

After the game is over, various processes are carried out as listed below. These are all important for both the play and the creation of the “story”.

[Character Changes]

The various events that occur during the course of the game cause the player's characters to undergo various changes. If it is just a “I had a bad (fun) experience,” there is no problem, but if it is something that causes harm (gain), the changes may “follow” the character (e.g., “I lost (gained) money,” “I have a bad reputation somehow,” “I got injured (got better),” “I got hurt (got better),” “I got a friend (got hurt),” “I got hurt (got better),” “I got hurt (got better),” “I got a friend (got hurt). (e.g., “I got hurt and it left me scarred,” “I lost a friend,” “I got sick,” “I became cowardly because of the incident,” “I gained courage,” etc.).

If a “change” occurs that affects a later character, the player must modify the character's previous settings. If something is “lost and gained,” or if the character's personality has (or seems to have) changed, it must be determined and recorded. Only then can the true end of the session be reached.

If two or more people are playing together, it is also important to “talk it over” after the game.
This can be a simple commentary on the game (“That was fun!”, “That part of XX was interesting...”, “That was a great game...”, “That was a great game! ), or to check up on any problems or questions that arose during the game (“I did XX in XX, but I think that was wrong”, “What is XX?”). ).

In other words, this post-play conversation is “the punch line that the player gives himself. By giving oneself an ending, the player indicates that the game is over and prepares his/her mind for a new game.

Even when playing alone, declaring “Yes, this is over” allows for a smooth transition between the real world and the world of CLAMP School. This is very important.

[Keep a Record]

If possible, keep a “record of your play. This will serve as a memory to look back on later, and will also help you discover problems or new aspects of the game that you may not have noticed during the game. If you are going to do a “continuation” of the story, it may be useful as a starting point for the story, or to help the player dig up memories of the past.
This is also the ultimate goal of the “CLAMP School TRPG,” and the “record” becomes indispensable to the final product of the story.

[To Be Continued...]

An interesting TRPG session will want the players to “continue” the story. The TRPG rules themselves are designed that way, and the moment you want to continue, you are already “hooked” on the game.

The story will be more interesting if you continue with the same characters. The story itself becomes more interesting when the same characters are used to “continue” the story, and the story itself becomes deeper as data is piled up on top of the already existing story, which may foreshadow or expand into new drama.

Also, continuing a TRPG with the same character will strengthen the character's personality (this is called “character deepening”). (Note 1) The story thus developed becomes more and more interesting to play TRPG.



3)〜●The story is completed●

Now, the “story” is ready. Is it interesting? Will it be a pleasant memory for you?
Do not just remember the story you have created, but record it carefully. Then create a new story based on it. Then it will become “your story”!



4)〜●Selection rules, drawing cards arbitrarily●

Sometimes it is not enough to simply follow the rules in order to create a story. Not only in “CLAMP School TRPG”, but in all TRPGs, nothing happens unless the player is actively involved. However, for newcomers to TRPGs, “doing something on your own” can be a challenge.

So! I would like to recommend the method of “drawing cards at any time, regardless of the rules”, to get a guideline for your own actions.

By drawing cards at any time and using their meanings to guide your actions and decisions, you will be able to make clear and unambiguous declarations without hesitation (see examples outside the column). If you are playing with more than one player, you should ask everyone to draw a card before you draw a card of your own choice.
The various tables starting on page 142 have been prepared for this purpose. Please take advantage of them.

Various rules to be applied during play (1) “Check”.



1)〜● What is “Check”?●

When a character declares an action that may or may not be successful, a “check” is a rule to judge it.

[Why “Check”?]

Checks are used to add tension to the game.

Whether or not you can sneak into the classroom on time and avoid being found by the teacher, whether or not you can hit a home run in a tie game, whether or not you can dismantle a time bomb to save the lives of thousands of students... these situations can be set to succeed automatically in the “CLAMP School” TRPG. However, by using the check rule, the players can experience the same “thrill” as the characters involved.

Also, when the outcome of a character's action can drastically change the outcome of the “drama,” the check rule can be used to express the “weight” of the outcome.


[When a Check is Necessary and When it is Unnecessary]

Of course, checks should be performed “when it would be interesting to apply them. It is tedious and time-consuming to check every time you “walk,” “stop,” or “breathe. However, it certainly adds to the drama of walking on slippery ice, stopping in a car with malfunctioning brakes, or breathing in a smoky, closed room.

Also, when several players are participating in a game, it is advisable to perform a check when a majority of the players agree that a check should be performed.


2)〜● Checking procedure●

When the decision to check is made, all participants in the game first discuss and decide on the “Check Reference Value” (see table). The “Check Reference Value” is an objective measure of the difficulty of the obstacles that must be overcome in order for the action to succeed.

S Rank

Divine” Level

A+ Rank

Superhuman Level

A Rank

Master/Genius level

B Rank

Professional level

C Rank

Expert level

D Rank

Veteran level

E Rank

Amateur level

F Rank

Beginner level

G Rank

Childlike Level

H Rank

Anyone can do this, right?” level



[Determine the Difficulty Value]

Next, determine the “ability value” that you think is necessary for the action. For example, if you want to hit a home run in baseball, you will need “physical strength,” and if you want to dismantle a bomb, you will need “intellectual power.

The key to this is the presence or absence of Special Abilities. The success rate of the “Judgment” described below will be greatly affected by the presence or absence of SA that may be useful in resolving the action (see the table below).

The decision as to whether or not a character's SA is useful in resolving the action should be made by consultation among all players. Be flexible in your interpretations, especially in urgent situations, even if you have to twist the meaning a bit. In short, some “fudging” is allowed if necessary.

[Judgment]

① Compare the “Ability Value” you have just determined with the “Difficulty Value”, and compare them to the table. (Note: The table may differ depending on the presence or absence of SA.)

② Determine the “Check Reference Value” for the desired action.

③ Draw a card at random from the deck of cards, and compare the number shown on the card with the “check standard value. In this case, “A” indicates “1,” and “J,” “Q,” and “K” indicate “11,” “12,” and “13,” respectively.

④ If the number on the card is equal to or smaller than the “Difficulty Level Check”, the action is successful.



Difficulty Level (C~H) or above B, with applicable SA

Difference in Rank

Base value of check



Ability value is higher than 3

Q(12) if the ability value is S

J(11) if the ability value is A+

Other value (10)

+2

9

+1

8

Same Rank

7

-1

5

-2

3

-3

A (1)



Difficulty (S~B), without applicable SA

Difference in rank

Base value of check

Ability value is higher than 3

9

+2

7

+1

6

Same Rank

3

-1

A (1)

2 or lower

Impossible


(However, if you draw a red after drawing a joker, you succeed. However, if you draw red after drawing a joker, you win; if you draw black instead, you have the worst possible situation.)



⑤If the number on the card is higher than the check threshold, the action fails.

⑥ If the player draws a joker, another card is drawn, and if the suit is red, the action is a success; if the suit is black, the action is a failure.


[How to use Redraw Points (2)]

The “Re-draw Points” set in the “Re-draw Cards” page can be used here as well.

You can redraw a card only once at any time, regardless of the result of the check, by reducing the “redraw point” balance by one point. Of course, you can redraw your card as many times as you like as long as you still have points left.

However, once your points reach zero, you cannot redraw again until the session is over (at which point they recover to their original value). Therefore, use this function only when you have a “critical moment”. (the session ends and the point is restored to its original value).

Various rules to be applied during play ②


[Misfortune points and good luck points]

1) 〜●Misfortune Points●

“Misfortune Points” are a numerical expression of the accumulation of bad luck.

Unwillingly (or unwillingly?), a lot of these points are accumulated. If a character has unwillingly (or intentionally?) accumulated a large number of these points, it will easily attract new misfortunes.

[Accumulating Misfortune Points (“Reverse Saving”)]

Misfortune Points are the number of the first spade cards drawn in the Destiny Draw. The higher the value, the greater the misfortune and the more miserable the character will be.

For example, “K of Spades” is a “great misfortune”, such as “death”, “heartbreak”, “loss of property”, etc. On the other hand, an “A of Spades” is “a misfortune that could be overlooked and not affect many people,” such as “a mosquito biting you on the neck” or at most “a little stain on your clothes from a fall” (although this could still be a big problem, depending on the character's position and circumstances).

The player has to improvise a misfortunate narrative corresponding to the meanings of cards they draw. If a character has “bad luck,” he or she can accumulate “Misfortune Points” (see “Fortune Points” below). If a character gains a new “Misfortune Point,” the character's accumulated points are added to the character's previous misfortune points.

The act of accumulating “Misfortune Points” is called “Reverse Saving” in the rules.

[The adverse effects of “Reverse Saving”]

If a character has accumulated even one “Misfortune Point,” he or she is more likely to attract bad luck. If a black card (club or spade) is drawn when deciding where the “misfortune” goes (see page 88), the misfortune that occurs will fall on the character with the highest misfortune points at that moment!

Of course, as explained on page 88, the “misfortune” can be repelled by “Luck”, but if the character successfully repels the misfortune, the misfortune will fall on “the character with the next highest character at the next highest point.

If the character successfully bounces back the misfortune, the misfortune automatically falls on the character with the next highest amount of “Misfortune Points”.

As long as there is one person accumulating misfortune points, misfortunes will wander around seeking victims one after another. If by some stroke of luck all players are able to repel the misfortune, the misfortune disappears and becomes a mere “Change” of fate (draw three cards). Players may willingly accept a “Misfortune” in order to gain misfortune points. (Note 1)

[Restrictions on “Bounce-Back” of “Misfortune”]

If the player has more than nine (9) Misfortune Points when the misfortune occurs, they cannot use “Luck” to bounce back the misfortune.

If you successfully bounce back a “Misfortune” with “Luck”, you will not gain any misfortune points.



2)〜●Fortune Points●

Fortune Point” cancels out all kinds of bad luck and brings good luck to the character.

A character possessing this point will be able to freely benefit from good luck anytime and anywhere.


[Convert “Fortune Points”]

“Fortune Points” can only be granted to those who have accumulated “Misfortune Points.”

Any character who has accumulated more than 14 “Misfortune Points” must convert them to “Fortune Points” immediately upon accumulation. See the table for the values of good luck points that can be converted. You cannot keep more than 14 “misfortune points” in your possession forever, even if you don't want to convert them. (I don't think there is such a player...)

Number of “Misfortune Points” Less Than 14

“Fortune Points” Obtained

1~4

1

5~7

2

8~10

3

11~12

4

13

5



[Spend “Fortune Points”]

Converted “Fortune Points” can be spent at any time during subsequent games to gain good luck. Specifically, the following is applicable.

① By spending 1 point at any time, any “check” can be made automatically successful.

② By spending 1 point at any time, you can set the situation and the development of the drama as you wish. For example, you can make someone (or something) who should not be there (or something that should not be there) be there (or be there), or make something that should not be possible or happen happen (or happen).

These “Fortunes” can be obtained immediately after converting a "Misfortune Point" (receiving “Misfortune Points” exceeding 14 points).

Of course, if your “Fortune Points” are reduced to 0, you will no longer be able to get good fortune unless you accumulate “Misfortune Points” again.



Character Creation


Decide Character Rank (CR)

pg. 78


All participating characters must be of the same rank.

|

|

V

Decide Ability Values (AV); (Intelligence, Strength, Luck)

pg. 78-79


Please create your character within the range of values determined by CR.

After determining AV Luck, remember to look at the table and fill in Redraw Points.

|

|

V


Decide Special Abilities (SA)

pg. 80-82


You can choose from the table, or you can draw a card and decide randomly.





Declare Your Actions




Check Rules


(See p.94)


Is a check needed?




If Yes, refer to the "Check Rules”



Misfortune Rules


(See p.96 )



Draw (1) Card




(if red)♥️♦️



(if black)♣️♠️


Action Success,

Next Players's Turn


Action Failed/Incident Occurred




If ♣️ then,


If ♠️ then,



Misfortune Occurs



Situation Change Occurs









"Draw Three Cards and create a Situation or a Misfortune." (see p. 89)




One card is drawn and the destination is determined.




♥️♦️:Self

♣️:Surroundings

♠️:pg. 87 for Who Table






Next Players's Turn


Accept or Reject the Misfortune?

(Reject)

Refer to the Misfortune Rule





(Accept)




Summary of the Rules

What does it all mean in the end?”

Well.... Finally, I finished explaining the rules of “CLAMP School TRPG”. How did you feel after reading it?
Do you feel like you can play it? If you think so, then go ahead and start playing! The best thing about the “CLAMP School TRPG” is that you can play it right away.

1)
〜●Creating a Story by Flirting, Coincidence, and Improvisation●

There are two main purposes of playing the CLAMP School TRPG.

One of them is to create a story. As mentioned in the text, creating a story leads to the creation of your character's history, in other words, “you become a character in the world of CLAMP School”.

In order to reproduce this “becoming a character in the world of CLAMP School,” the most important thing is the “live performance” of the game. This is the reason why we adopted the rule that “the whole story depends on the improvisation of the players and the contingency of the incident generator (playing cards).

The “live” feeling created by improvisation is the reason why we adopted the rule that “the whole story depends on the improvisation of the playwright and the contingency of the incident generator (cards). When the “live feeling” created through this process is directly connected to the cheerful and enjoyable groove of the world of CLAMP School, you will become a resident of that world in body and soul.

2)
〜●Enjoying With Others●

This “live” feeling is most effective when played by multiple players.
Think about it. Can you predict who will say what, when, what cards will be drawn, and how the story will unfold?

Exactly! In a TRPG with multiple players, only the impromptu reactions of the players on the spot can determine the course of the story!

In this sense, the “CLAMP School TRPG” is a TRPG that can be enjoyed by everyone rather than by one person. Of course, you can enjoy the game by yourself, but there is a certain charm in the outrageous groove and development that only happens when a group of people gather together.

Please gather your friends and give it a try.

3)
〜●Communicate Through Conversation!●

Another purpose of playing TRPGs is to communicate with other players.

No matter how close friends you are, you are playing with other people, and this naturally brings up the issue of communication. Ideas such as “I want to do this, but what about her?” or “What should I do with that character to make the story more interesting? You will be faced with such questions as how to communicate your thoughts to others, how to make them understand your thoughts, and how to listen to them to understand their thoughts.

This TRPG solves this problem by having the players “talk” to each other. If you are having trouble, getting stuck, or just want to make the story more interesting, you can help the game along by talking freely with other players. Conversely, it can be said that “to enjoy this game, you have to talk a lot.

The CLAMP School TRPG is all about the player's mood and conversation. Please enjoy the game and have a great time!

©repth