I lost Miko during the Kuro incident. She was driving when the light from the missile exploded over Tokyo. It must have blinded her because her car was found wrapped around a tree, her body covered in petals fallen through the broken window.
When I found a message from her on my phone I thought it was just something I hadn’t erased. Miko and I phoned each other every day and I missed her since the accident.
I didn’t erase them; I just wanted to believe she was still alive. I liked to play the messages back just to hear her voice.
But the messages kept appearing on my phone. Now I just want them to stop.
Because the girl who keeps sending them isn’t Miko,
and she won’t stop screaming.
The year is 2048, and something dark has returned to Japan. With an international blockade set up around the beleaguered country, there is no escape. To ignore the horror will only delay the inevitable, but do you have the strength to face the nightmares?
Kuro is the Core Rulebook of a developing game setting that mixes a dark near future with unremitting Japanese horror. Kuro is a 208 page hardcover book with black and white interior.
Tasks in Kuro are handled by rolling a number of six-sided dice equal to one’s appropriate characteristic (Strength, Reflexes, etc) and comparing the total to a target number based on the difficulty of the task. One’s skill may add a bonus to the total. A roll of 6 on any die allows you to roll another die to add to the total. Be warned, however, that Shi (4) is also the word for Death, so any die that rolls a 4 is ignored for fear of angering the spirits!
In combat, the amount that a character beats his opponent by is added to the base damage for the weapon type. Normally, damage is simply deducted from the victim’s hit point total, but if a character takes too much damage in a single blow then she suffers a ‘wound’ that penalises her future dice pools.