Neon Delica Minivan: TiGGR Hits Neo-Tokyo
A TiGGR Drift Log
I saw Akira on a bootleg VHS—no subtitles, no dub, not a goddamn clue what was happening.
It didn’t matter.
There was a boy, and he was expanding like a waterbed the size of a stadium. The city screamed. The bikes howled. The sky cracked open, but no one was explaining anything. It was a transmission, not a translation.
I wasn’t watching a movie. I was witnessing a rupture.
This is Repo Man if it was rerouted through a psychic custody crisis.
This is Evangelion if the mech was a 1996 Mitsubishi Delica with expired tags and an anomalous hum.
This is Neon Delica Minivan.
It’s a story about a van.
A missing child.
And the city that lost both.
What if the Malibu wasn’t in L.A., but drifting through a post-cataclysm Tokyo?
What if glowing trunk was a child’s forehead?
What if the repo agents had to recover something they couldn’t remember losing?
Delica Minivan doesn’t try to explain. It hums. It leaks.
It is a lo-fi psychic custody battle wrapped in neon gauze and watercolor static.
This time, you’re not chasing the car.
You’re chasing the signal.

Rules of TiGGR
(taped to the door of the neighborhood pill bar)
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: Cyberpunk Sci-Fi Horror
Scene: Neo-Tokyo, 2019—a sprawling, overpopulated megacity rebuilt after a mysterious explosion. Neon signs flicker over rain-slicked streets, biker gangs rule the highways, and the government hides dark secrets.
Goal: Repo a Mitsubishi Delica minivan, uncover the mutant child in its cargo hold, and survive the fallout.
Factions: Iron Skulls (biker gang), Rival Repo Crew (led by “Koji”), Colonel Sato (military enforcer).
Session 1: "The Neon Snatch"
Premise: The crew’s hired to repo a Mitsubishi Delica from an Iron Skulls hideout—a derelict arcade pulsing with synth beats and psychic static.
Setup:
- Characters: Repo punks in Neo-Tokyo (e.g., Biker, Hacker, Fixer). 3 points across Body, Mind, Charm (e.g., 1/2/0). Roles get Akira flair—e.g., “Biker: +1 Body on wheels,” Gear like “Chain Whip: +3 Body roll, once per session.” 5 HP each.
- Vehicle: Crew’s repo rig—a patched-up Yamaha tow bike (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Nitro Boost: +1 Body roll, once per scene”).
- Goal: Grab the Delica and escape the Skulls.
Factions:
- Iron Skulls: Body 2, Mind 0, Charm 1, 3 HP each, Gear: “Molotov: +1 damage.” 5 bikers + Boss “Ryu” (5 HP).
Gameplay Loop:
- Scene: The arcade’s a maze of smashed cabinets and flickering screens. The Delica’s parked out back, faintly humming.
- Hook: A psychic pulse from the van dazes anyone close (Mind 8 to resist). Ryu’s got the keys (Charm 8 to trick him, Body 8 to brawl).
- Turns: Players move (sneak past Skulls, Body 6) and act (hotwire the van, Mind 8; distract Ryu with swagger, Charm 8). Skulls attack (2d6+2 vs. 8, 1d6+1 damage). Players defend (2d6+Body vs. 8).
- Climax: Bike chase—tow bike vs. Skull riders (Vehicle Body 8 to outrun). Success: they nab the Delica; failure: a Molotov scorches their rig (1d6 damage).
Resolution: They peel out, but the van’s cargo hold emits a child’s whimper. Their boss, “Mama T,” crackles over the radio: “Don’t look inside. Bring it to the docks.”
Session 2: "The Psychic Haul"
Premise: En route to the docks, Koji’s repo crew and Colonel Sato’s military goons ambush them. The Delica’s mutant child starts warping reality.
Setup:
- Characters: Same crew, maybe scratched up. Gear resets.
- Vehicle: Tow bike (HP adjusted) + Delica (Body 1, Mind 2, Charm 0, 10 HP, Gear: “Psychic Burst: +1 Mind roll or stuns a foe, once per scene”).
- Goal: Shake the pursuers and reach the docks.
Factions:
- Koji’s Crew: Body 2, Mind 1, Charm 0, 3 HP each, Gear: “Grapple Gun: +1 damage.” 3 goons + Koji (5 HP).
- Colonel Sato: Body 1, Mind 1, Charm 2, 5 HP, Gear: “Stun Grenade: +1 damage, stuns on hit.” Military jeep (Body 2, Mind 0, Charm 1, 10 HP).
Gameplay Loop:
- Scene: A neon-lit highway clogged with hover-trucks. Koji’s bikes swarm; Sato’s jeep blares orders.
- Hook: The Delica’s cargo hold cracks open—a frail, glowing child stares out (Mind 10 to stay sane). Pavement warps under psychic strain (Body 8 to dodge cracks).
- Turns: Players move (outrun Koji, Body 8) and act (ram the jeep, Vehicle Body 8; bluff Sato, Charm 10). Enemies attack (Koji: 2d6+2, Sato: 2d6+1 vs. 8, 1d6+bonus damage). Use Gear (e.g., Chain Whip +3 to snag a bike).
- Climax: The child’s Psychic Burst triggers (GM roll: stuns a foe or backfires, -1 HP to a player). Success: they lose the tail; failure: Sato’s grenade stuns a driver (1 turn).
Resolution: They hit the docks, but Mama T’s vanished. A scrawled note: “Military’s onto us. Hide the van.” The child whispers, “Help me…”
Session 3: "The Mutant Reckoning"
Premise: Holed up in a flooded subway tunnel, the crew faces a final showdown as the mutant child’s power erupts.
Setup:
- Characters: Same crew, battle-worn. Gear resets. Optional tweak (e.g., +1 Mind from psychic exposure).
- Vehicle: Tow bike + Delica (HP adjusted).
- Goal: Survive and resolve the child’s fate—free it, deliver it, or flee its wrath.
Factions:
- Iron Skulls: 5 bikers return (stats as above).
- Koji’s Crew: Koji + 2 goons (stats as above).
- Sato’s Team: Sato + 2 soldiers (Body 1, Mind 1, Charm 1, 3 HP, Gear: “Pulse Rifle: +1 damage”).
Gameplay Loop:
- Scene: A dripping subway tunnel, lit by emergency flares. Protesters chant above, sensing the child’s power.
- Hook: The cargo hold explodes open—the mutant child levitates, eyes blazing (Mind 10 to resist fear). It pleads, “Home… or end it.”
- Turns: Players move (block tunnels, Body 8) and act (fight Skulls, Body 8; negotiate with Sato, Charm 10; calm the child, Mind 10). Enemies swarm (2d6+Stat vs. 8, 1d6+bonus damage). Special Abilities clutch (e.g., “+1 Body on wheels” to dodge rubble).
- Climax: Chaos peaks—roll for resolution (Body 10 to drive away, Mind 10 to free the child, Charm 10 to hand it to Sato). Success: they choose the outcome; failure: psychic blast knocks all to 0 HP.
Resolution: Options echo Akira’s ambiguity: ditch the van in the bay (safe but haunted), give the child to Sato (reward but doom), or ride its power into the sky (a Tetsuo-esque end). Neon fades to black.
Neo-Tokyo Vibes
- Special Abilities: Akira-ify them—e.g., “Kaneda’s Grit: +1 Body under pressure,” “Tetsuo’s Rage: +1 Mind near psychics.”
- Gear: Cyberpunk edge—e.g., “Holo-Decoy: +3 Charm roll,” “Plasma Cutter: +3 Body roll.”
- Delica’s Role: Its Psychic Burst is unpredictable—GM rolls 1d6: 1-3 stuns a foe, 4-6 glitches a player’s roll (-1).
- Tone: Swap punk irreverence for Akira’s raw despair—bikes roar, buildings crumble, and the child’s power feels like a ticking bomb.
Glow Drift Table
Roll 1d6 when the mutant child’s emotions spike, or when someone opens the Delica’s cargo hold uninvited.
d6 | Drift Effect |
---|---|
1 | Neural Feedback Loop – All players within 10 ft must roll Mind 8 or take -1 to their next roll. |
2 | Static Bloom – A 30-second burst of electromagnetic noise jams all comms and HUDs. |
3 | Van Blinks – The Delica teleports 15 feet in a random direction. +2 to next escape roll. |
4 | Flash of Memory – One player sees a fragmented memory of the child’s past. Gain +1 Mind for 1 roll. |
5 | Reality Bubble – Gravity shifts sideways in a 10-foot radius. Enemies roll Body 10 to stay upright. |
6 | Glowing Tears – The child cries softly. All NPCs pause. Players may reroll one failed Charm check. |
Psychic Blast Table
Roll 1d6 when the child consciously or unconsciously lashes out.
d6 | Blast Effect |
---|---|
1 | Enemy Stun – One enemy of the GM’s choice loses their next action. |
2 | PC Glitch – A random player takes -1 HP as their mind briefly disconnects. |
3 | Mutual Detonation – Both sides take 1d3 damage. No defense rolls allowed. |
4 | Echo Loop – The last line spoken by a PC is repeated by the child in a distorted voice. GM decides if this causes fear, awe, or confusion. |
5 | Van Roars Awake – The Delica surges forward, Body +2 for the next vehicle roll. |
6 | Astral Bloom – A wave of violet light erupts. Everyone (foes, players, vehicles) rolls Mind 8 or is stunned for 1 turn. |
1d6 Neon Custody Prompts
Roll at the start of a scene, a moment of silence, or when the van hums in its sleep.
d6 | Prompt or Quote |
---|---|
1 | “She’s not in the van. The van is in her.” |
2 | “What if we repo’d a future no one ordered?” |
3 | The rain stops. The child stares upward. You hear your own voice say, ‘Don’t do it.’” |
4 | “Every machine remembers its maker. Some just cry louder.” |
5 | A sign flickers in kanji. You can’t read it—but you know it says ‘EXIT.’” |
6 | “You don’t drive the Delica. You confess to it.” |
You thought it was the future.
Turns out it was something ancient, echoing through metal and neon and a child’s breath in the back of a stolen van.
You don’t need to know the name of the sound.
You felt it.
Like how the Delica hums before it pulses.
Like how the city forgets itself, one flickering sign at a time.
Like how the repo job becomes a ritual, and the child is not the cargo—they're the transmission.
The gamelan was never a synth. The synth was never the future. The future was just a resonance waiting for the right ears.