Classroom Catastrophe! A TiGGR One Shot
The Quiet Bell Still Rings
There was something radical about Azumanga Daioh that snuck in under the radar—disguised as silliness, delivered as softness. A classroom of chaos, yes, but not cruelty. Idiosyncrasies weren’t punished. They were cherished. No bullying arcs. No breakdowns. Just a circle of sincere, absurd, and often confused kids navigating a world that should’ve been ruled by adults—but wasn’t.
Instead, the adults were the unhinged ones. Yukari’s a high-speed train of poor decisions. Kimura is a walking HR violation. And Nyamo—bless her—is hanging on by a whistle and a thread. But even then, the tone stays light. Protective. Unthreatened.
It’s a deceptively calm wonderland of youth—a rare world where emotional safety isn’t earned, it’s simply assumed. You don’t win belonging. You start with it.
That’s the classroom TiGGR drops us into for Classroom Catastrophe—not to mock it, but to celebrate it. To laugh with the archetypes, not at them. And when the chalk dust settles, and the doodles are erased, and the sun catches the edge of Chiyo-chan’s pigtails one last time…
You realize:
The bell may have rung, but the classroom never really left.

Rules of TiGGR
(neatly handwritten in Nyamo’s lesson plan book)
Stats: Body, Mind, Charm. Distribute 3 points (e.g. 2/1/0).
Rolls: Roll 2d6 + relevant stat.
Easy = 6, Medium = 8, Hard = 10
Attack: 2d6 + Body vs. 8
Defend (Main characters only): 2d6 + Body vs. 8
If hit, take 1d6 damage.
Zero HP = knocked out, fainted, stars for eyes, pick it back up next scene.
Players: 5 HP, Goons and minions: 1-3, no defense rolls.
Vehicles (mecha, spaceships, special sidekicks): 10 HP
Special Abilities: 1 use per scene. Boosts a stat roll or triggers a cool effect.
Gear: +3 to a roll or damage (usually once per scenario).
Optional: After a session, tweak 1 stat or evolve your Special to match the story.
Genre: Slice-of-Life Classroom Comedy
Scene: A sweaty, chalk-dusted classroom—desks wobbling, AC wheezing, and chaos brewing.
Goal: Survive Yukari’s lesson, Kimura’s cameo, and dodge detention with spirits intact.
Factions: Yukari-sensei (scattered chaos), Kaorin (flustered fan), Kimura (awkward intruder), Nyamo (late-game savior), Classroom Props (tea machine, cat, desk).
One-Shot Setup
Premise: Yukari’s floundering lesson spirals as Tomo’s antics, Osaka’s drift, Sakaki’s cool, Yomi’s patience, and Chiyo’s smarts collide—then Kimura barges in, and Nyamo saves the day.
Setup:
- Characters: The gang, 3 points across Body, Mind, Charm:
- Tomo (Wildcat): 2/0/1, “+1 Body to disrupt,” Gear: “Paper Plane: +3 Body roll, once.”
- Chiyo (Prodigy): 0/2/1, “+1 Mind to explain,” Gear: “Chalk Stick: +3 Mind roll, once.”
- Sakaki (Cool): 1/1/1, “+1 Charm to deflect,” Gear: “Cat Eraser: +3 Charm roll, once.”
- Osaka (Space Cadet): 0/1/2, “+1 Mind to wander,” Gear: “Doodle Page: +3 Mind roll, once.”
- Yomi (Straight Man): 1/1/1, “+1 Charm to endure,” Gear: “Notebook: +3 Charm roll, once.”
5 HP each (0 HP = dazed, giggling, or spaced out—back next “scene”).
- No Vehicle: Pure classroom vibes—no wheels, just desks.
- Goal: Weather the storm and escape detention-free.
Factions:
- Yukari-sensei: Body 2, Mind 1, Charm 1, 5 HP, Gear: “Chalk Barrage: +1 damage.”
- Kaorin: Body 1, Mind 1, Charm 2, 3 HP, Gear: “Blush Stammer: +1 Charm roll.”
- Kimura: Body 1, Mind 1, Charm 2, 3 HP, Gear: “Awkward Grin: +1 Charm roll.”
- Nyamo: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Calm Whistle: +1 Mind roll.”
- Classroom Props: Milk tea machine (Mind 8 to fix), stray cat (Charm 8 to resist), wobbly desk (Body 8 to steady).
Gameplay Loop
- Opening Scene: Yukari’s Shaky Start
- Setup: Yukari bursts in, “Today’s English day!”—her notes are upside-down. Tomo’s paper plane soars, Osaka doodles “sleepy clouds.”
- Hook: Fake attention (Charm 8). Fix the tea machine gurgling (Mind 8) as Chiyo chirps, “It’s pressure!”
- Turns: Players move (dodge Yukari’s glare, Body 6) and act (answer gibberish, Mind 8; soothe her, Charm 8). Yukari hurls chalk (2d6+2 vs. 8, 1d6+1 damage). Defend (2d6+Body vs. 8).
- Mid-Class Chaos: Kimura Crashes In
- Setup: Yomi chops Tomo mid-“focus” rant. Sakaki’s cat-gazing, Kaorin’s swooning. Then Kimura pokes his head in: “Just checking on my favorite girls!”—grinning like a doofus.
- Hook: Dodge Yomi’s double chop (Body 8). Ignore Kimura’s “High school girls, huh?” (Charm 10—failure means -1 HP from cringe). Steady the desk as tea sprays (Body 8).
- Turns: Players act (calm Yomi, Charm 8; resist cat, Charm 10; toss plane at Kimura, Body 8). Kaorin stammers (2d6+2 vs. 8, 1d6 “fluster” damage). Kimura winks (2d6+2 vs. 8, 1d6 awkwardness). Props misfire (GM rolls 1d6: 1-3 tea hits, -1 HP).
- Climax: Yukari Snaps, Nyamo Steps Up
- Setup: Yukari screams, “You’re ruining my career!”—desk slams, chalk flies. Osaka asks if chalk “dreams of freedom.” Kimura lingers, Sakaki’s oblivious, Tomo’s on a chair. Nyamo enters, whistle in hand: “Let’s all breathe, okay?”
- Hook: Placate Yukari (Charm 10). Snap Osaka out (Mind 8). Shoo Kimura (Charm 8). Lean on Nyamo’s calm (Charm 8 to boost rolls).
- Turns: Players move (duck chaos, Body 8) and act (soothe Yukari, Charm 10; fix props, Mind 8). Yukari rants (2d6+2 vs. 8, 1d6+1 damage). Kimura “helps” (2d6+2 vs. 8, 1d6 cringe). Nyamo’s gravity pulls (lowers Difficulty by 1 if Charm 8 succeeds).
- Resolution Roll: Group vs. Yukari’s meltdown (combined roll vs. 10). Success: Nyamo ushers peace, bell rings; failure: detention with Kimura lurking (Total Party Knockout).
Resolution
- Success: Nyamo’s gentle nudge settles the storm. The girls skip out—Osaka hums, Tomo boasts, Yomi exhales, Sakaki nods, Chiyo beams. Yukari grumbles, Kimura slinks off.
- Failure: Detention—Yukari fumes, Kimura hangs around (“Group study!”), and Nyamo sighs. The girls shrug, still mirthful. Fade to a goofy doodle.
Classroom Chaos Tables
1d6 – What Did Kimura Just Say?
d6 | Kimura’s Line |
---|---|
1 | “High school girls… so full of promise.” (Charm 10 to resist visible cringe) |
2 | “I brought photos… from the beach trip. You weren’t there? Huh.” |
3 | “Anyone want to see my new sandals?” (He’s not wearing them.) |
4 | “Back in my day, we didn’t have air conditioning. We sweated together.” |
5 | Says nothing. Just smiles. For seven seconds. (Mind 8 to break eye contact) |
6 | “Group study sounds nice, doesn’t it?” (Charm 8 or suffer 1d6 awkward damage) |
1d6 – Osaka’s Random Thoughts
d6 | Osaka’s Drift |
---|---|
1 | “If clouds are made of water, do they get thirsty?” |
2 | “What if the chalk has feelings and it doesn’t want to write today?” |
3 | “You ever wonder if cats secretly have jobs?” |
4 | “My pencil case is haunted, but only during math.” |
5 | “Do ghosts get detention if they’re late?” |
6 | “What if dreams are the real world and school’s just nap class for our souls?” |
1d6 – Tomo’s Disruptions
d6 | Tomo’s Chaos |
---|---|
1 | “I challenge you to a sudden arm-wrestling tournament! Right now. No backsies.” |
2 | Flips Yomi’s notebook open and yells, “Secret diary CONFIRMED!” (Charm 8 to salvage dignity) |
3 | Attempts to leap across three desks. Fails spectacularly. (Body 6 or -1 HP to tailbone) |
4 | “Let’s all switch seats every five minutes starting NOW!” (Spatial chaos ensues) |
5 | Shoots a paper plane labeled “EMERGENCY EXIT PLAN” at Yukari’s forehead. (Body 8 to hit, Charm 10 to deny) |
6 | “I heard if we all shout ‘Lunch’ loud enough, time skips forward.” (Mind 8 to resist the illusion) |
Classroom TiGGR Vibes
- Tone: Lighthearted mirth dialed up—Kimura’s cameo is a cringe bomb, Nyamo’s the soft landing.
- Special Abilities: Quirks pop—“Osaka’s Drift: +1 Mind to confuse,” “Yomi’s Anchor: +1 Charm to hold.”
- Gear: Classroom chaos fuel—“Paper Clip Chain: +3 Body roll,” “Eraser Toss: +3 Charm roll.”
- Kimura Cameo: GM rolls 1d6 when he acts: 1-3 awkward grin stuns, 4-6 he trips (-1 HP to his pride).
- Nyamo’s Pull: Her late entry lowers the stakes—success with her calms Yukari’s storm by 1 Difficulty.