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TENRA

RULEBOOK
THE RULES THAT CONTROL THE WORLD OF TENRA
THE PATH EXTENDS BEFORE YOU
THE RED STRING OF FATE BINDS YOU
SET THE STAGE OF HEAVEN AND EARTH

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TENR A B A NSHO Z ERO | G AME R ULES

TENRA BANSHO ZERO


GAME RULEBOOK
TABLE OF CONTENTS
WELCOME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
BASIC ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
THE KARMA SYSTEM. . . . . . . . . . . . . . . . . . . . . . . . . 49
BASIC COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
WHAT IS THE ZEROSYSTEM? . . . . . . . . . . . . . . . . 99
ZERO ACT AND THEEMOTION MATRIX . . . . 130
SCENARIO CREATION . . . . . . . . . . . . . . . . . . . . . . . 145
ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
ONMYOJUTSU RULES . . . . . . . . . . . . . . . . . . . . . . . . 190
SAMURAI ABILITY . . . . . . . . . . . . . . . . . . . . . . . . . . 215
BUDDHIST MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
KIJIN AND MECHANICARULES . . . . . . . . . . . . . 229
KONGOHKI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
NINJUTSU RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
KUGUTSU AND THE BUTTERFLY DREAM. . . 269
ANNELID RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
ONI RESONANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
SHINTO RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
THE AYAKASHI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
THE ART OF WAR. . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
ONE TENRA: AGAINSTTHE TIDE . . . . . . . . . . . 321

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TENRA GLOSSARY. . . . . . . . . . . . . . . . . . . . . . . . . . . 344
MEDIA RESOURCES . . . . . . . . . . . . . . . . . . . . . . . . . 352
ADVICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358
INTRODUCING THE WORLD OF TENRA . . . . 370
222 THINGS TO DO INTENRA . . . . . . . . . . . . . . . 375
NAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
ARCHETYPES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
CREATING NEW ARCHETYPES . . . . . . . . . . . . . . 416
WEAPONS AND WEAPON CREATION RULES 419
SAMPLE CHARACTERS . . . . . . . . . . . . . . . . . . . . . . 427
EMOTION MATRIX . . . . . . . . . . . . . . . . . . . . . . . . . . 449

Directed and Produced By Additional Graphics By Tenra Bansho Zero: Tales of Heaven
Andy Kitkowski Ben Morgan and Earth Edition is dedicated to
Tony Dowler Satoru Hosono (1973-2006), for
Translated By
Mark Quire without whom I would never have been
Andy Kitkowski
Orie Hiromachi introduced to the wonderful world of
Bryan Thogerson
Jose Jimenez Japanese-born role-playing games or
Scott Blow
the people who play them.
Ewen Cluney Primary Editors
Keith Perhac Grant Chen Original Edition: 2000 JunIchi
Shawn Burke Craig Judd Inoue/Far East Amusement Research
Co, Ltd and ENTERBRAIN, INC.
Additional Research By Edited By
Orie Hiromachi Andy Kitkowski Tenra Bansho: Tales of Heaven
Andy Kitkowski Adam Dray AndEarth Edition: 2012 Kotodama
Mark Causey Heavy Industries, North Carolina,
Additional Writing By
Matthew Gandy USA.
T.S. Luikart
Andy Kitkowski Supreme Thanks To First Printing | Winter 2013
Everyone at FEAR for their eort and
Graphic Design and Layout ISBN: 978-0-9836458-1-8
cooperation, Kei Kitazawa
Radek Drozdalski
Sho Tomono from Group SNE for
Luke Crane
their constant encouragement.

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INTRO
these are the words
that craft the world
they grant the ability to craft
the very tales of heaven and earth

WELCOME
Welcome to the world of Tenra, a vast land of endless feudal war, a land of incredible
tales that you and your friends will create.

WHAT IS THIS BOOK?


This book takes us behind the scenes of Tenra, a Hyper-Asian setting of fantasy,
swords, technology and magic introduced in the world guide. This book is a tool for you
and your friends to use to create thrilling tales within the world of Tenra. It is a tabletop
role-playing game: A rulebook, informational resource and play guide. This book and
some friends are all you require to play the game.

WHAT IS A ROLEPLAYING GAME?


A role-playing game is a form of creative entertainment that you engage in with your
friends. Its an ancient form of entertainment given new form. Behind all of the gloss,
dice, and rules this game simply comes down to telling stories with your friends.
Together with a group of friends, you will create a tale. The story will have a backdrop,
the world of Tenra. It will have unique and interesting characters, which you will role-
play: You will pretend to be those characters, guiding their actions and speaking through
them. Using some rules and a little creativity, a story will develop. There will be crises and
climaxes, and the characters will change as you pass from chapter to chapter in the story.

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O By the end of one session of about 4-6
hours, you and your friends will have an
original story, a unique tale which you
have created together. Thats the kind of
entertainment that role-playing provides.
Thats what a role-playing game is.

CONSOLE RPGS
ANDTABLETOPRPGS
Many of us are familiar with the idea of
INTRODUCTION

but fundamentally different ways than


many RPGs you are familiar with: The
Karma system and Zero System will have
rules which are surprisingly dierent from
other tabletop RPGs. Please familiarize
yourselves with them, as Tenra Bansho
has some interesting things that set it
apart from similar fantasy games, and take
a while to get used to. Things like:

video games known as Role-Playing Games The Emotion Matrix, which determines
or RPGs. Final Fantasy and Mass Eect what your character initially thinks of
are the kind of games that you play on a other characters when they rst meet.
video game console. The dierence between Aiki chits, which are a mechanism for
console RPGs and tabletop RPGs is a basic players outside the scene rewarding good
one: In console RPGs, the author has the role-playing and adherence to character
story written from beginning to end. You background.
may be presented choices throughout the The Karma system, which reects how
game, but you still must follow the plot of your characters personality grows and
the pre-determined story. You are the sole changes throughout the game.
player of the game.
Familiarize yourself with these unique
With tabletop RPGs, several friends play bits before your rst game, and your game
at once. Almost like a theatrical play, they session will ow much more smoothly.
serve as both the actors and the audience.
The player choices matter in tabletop play: WHAT DOES TENRA
The game will shift and change, grow and BANSHO ZERO MEAN,
develop, all as the players make choices ANYWAY?
throughout the game. The playersby In short: All Things in Heaven and Earth
role-playing their characters actions
It is a play on the Buddhist expression
write the story in real-time. There is no
shin-ra-ban-shou, a concept which
pre-determined path and no correct way
connotes The Universe, Nature,
to do anything. The players make it up as
Heaven and Earth, Everything that
they go along.
Exists. It originally hails from the
HOW IS TENRA BANSHO Dhammapada, a Buddhist scripture
DIFFERENT FROM written in Sanskrit and later translated
OTHER RPGS? into Chinese. The Chinese character for
If you are familiar with tabletop role-playing Shin (nature; forest) has been replaced
games in general but are not familiar with with Ten (heaven; sky) to make a unique
Tenra Bansho Zero, after you look through word that plays on this expression.
the world and setting sections to get an idea Tenra is the name of the land featured in
of how the world works, you will want to the game (both the planet and the string
carefully review the rules sections. While of continents). The hidden Sanskrit
characters and combat work in similar meaning of the word is eternal.
ways to other popular role-playing games,
the ow of the game operates in some small

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TENR A B A NSHO Z ERO | G AME R ULES

ZERO is the moniker for this new Player or PC


edition of the game, which features The rest of the participants in the game
tightened rules for Karma, drama and aside from the GM are players. Each player
story. is in charge of a Player Character (PC),
Tenra Bansho is the original name of this which they guide through role-play. Players
role-playing game, originally published in who take part in a scene are called acting
Japan in 1997. The game was redesigned, players, and a player who takes the role of
re-conceptualized, and republished in a an important character for that scene is
new edition in the year 2000. Th is new called the scene player.
edition was called Tenra Bansho Zero.
Player Character or PC
The Zero referred to a new beginning in
These are the heroes and characters that
the year 2000, and the system that made all
the players use to tell a story, as opposed to
the drama and action happen was labeled
the background characters that the heroes
the Zero System. This English version of
meet, which are called NPCs.
the game comes directly from the Zero
edition of the game. Since Zero referred to Non-Player Character or NPC
a new beginning for the game, we thought it These are the various story characters
would be tting to keep that title as Tenra that the Game Master controls, such as
Bansho Zero nds a new beginning in the townspeople, leaders, and villains. They
English-speaking Western world. interact with the PCs. Sometimes the
players will take on the roles of these NPCs

TENRA RULES as well.

Acts
LEXICON Acts are units which show the passage
Here we will introduce the special words of time, just like acts in a play, movie, or
used in the rules sections of Tenra Bansho anime. Think of acts as chapters of a novel.
Zero. Throughout the rest of this book, Normally, one game session is organized
the words here will be used without into 3-5 acts.
explanation. If you know the meaning
of the words below beforehand, youll Scenes
eectively pick up the rules of the game. An act is further broken down into scenes,
just like a TV show or anime. Scenes are
Game Master or GM the where the actual role-playing happens.
This is the person in the group who is in They are small chunks of time or space in
charge of the game. She is responsible for which the story, drama and action occurs.
the ow of the game, setting the stage and Strings of linked scenes become an act.
creating scenes, and creating the adventure
scenario in which the other players will Intermission
play. She also creates conf licts for the Intermissions are the phases of rest
characters, and describes what happens between two acts. During an intermission
when the players react to those con icts. phase, Kiai becomes replenished, character
The GM is also the referee and judge of the Fates and Destinies may change, and
rules. changes to the characters are recorded on
character sheets.

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INTRODUCTION

Zero Act a ict the mind and body. Only through


The first act of the game is called the cutting ties to the physical world can these
Zero Act, and is meant to introduce the delements be reduced or eliminated.
characters, introduce major NPCs, and for
the GM to assign each character a Destiny.
Fate
Fates represent the PCs relationships and
Each character gets one single scene in the
connections with the world. Each Fate can
Zero Act.
be an emotion towards another character,
Aiki, Aiki Chits a thing the character did in her past, a
Aiki (pronounced: Eye-Key) means motivation, a belief, and so on. Fates are the
harmony or kinship. Aiki chits are rewards beliefs that move the character to act day
that the players or GMs give to players who to day. A characters Fate could also be a
are role-playing well. Whenever someone trauma, a reason to continue living, or even
has their character do something cool, a sin that they committed.
or something that is interesting in the
context of that character, that player will
Destiny
Destiny is a special kind of Fate which the
receive an Aiki chit from the other players.
GM assigns to each PC at the beginning
Aiki is later converted into Kiai. It is
of each gaming session. It is a goal that the
recommended that the players use poker
player should try to act out through their
chips, coins, colored stones, paper strips or
PC during that session. It is the characters
other physical artifacts to represent Aiki
mission in that scenario.
chits.

Kiai, Kiai Points Asura


When you crave for unattainable things,
Kiai (pronounced Key-Eye) is literally
when youre plagued by the loss that you
a ghting spirit or a yell used in martial
feel when you realize you cannot change or
arts. It is a symbol of character power.
let go of attaining your goals, and when you
Spending Kiai lets the character do
cannot forget the pain of wanting things
incredible acts of skill and grace, usually in
out of your reach, you lose the part of you
the form of rolling extra dice, or gaining
that makes you human. You either actively
extra successes. Power comes with a cost,
or inadvertently destroy everything that
though: Whenever Kiai is used, it will turn
you once loved. You become an Asura
into Karma. The word Kiai is made up of
(pronounced Ah-Shur-Ah)also known
the same two Japanese kanji pictographs as
as a Lost Soula demon in human guise.
Aiki, only reversedThey are two sides
You reveal yourself to be evil, and your PC
of the same coin.
becomes an NPC under the GMs control.
Karma
Karma is gained when Kiai points are
Audience
In each scene, the GM and a few of the
spent. They represent the pollution of
players will participate, role-playing their
the characters soul or show the strength
characters. The players who are not actively
of the characters ties to the world of esh
taking part in the scene are the audience,
and suering. Karma is strongly tied to the
just like the audience of a Kabuki or
108 Buddhist De lements or Sins, the
Bunraku play. They have a role in awarding
aictions caused by human suering that
good role-play and character expression
with Aiki chits.

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TENR A B A NSHO Z ERO | G AME R ULES

Scene Judge 1: RULE CHANGES AND


This is an optional rule for beginning CANCELLATION
players. The role of the scene judge is to The GM is allowed to change rules or
give Aiki chits to the other players. As decide to work around or outside of the
other players role-play well, they should be rules at any time.
encouraged as well as given Aiki chits by
2: DECIDE HOW TO USE RULES
the GM or scene referee. The scene referee
TO RESOLVE A SITUATION
changes from scene to scene. In normal
In situations where the rules dont clearly
games of Tenra Bansho Zero, the scene
cover how to resolve a situation, the GM
referee is not used and all players reward
can decide which rules should be used or
each other with Aiki chits.
how to resolve that particular situation.
If the GM faces a situation where the rules
THE BASIC dont apply at all or where the PCs want
to do something not covered in the rules,
RULES OF please use the following criteria when
thinking of a judgment:
ROLE-PLAY Does it feel like it ts the atmosphere of
Tenra Bansho Zero is like a play or story the scene?
that everyone participates in creating.
Does it sound cool?
The goal of the game is to engage in the
fun process of creating that story through Does it seem to t inside the plans of the
their characters, and enjoying the story as rest of the adventure?
it unfolds. Does it add to the fun of the players?
THE GM
GM s POWERS 3: CANCELING THE EFFECT OF
AND ABILITIES ANOTHER PLAYERS ACTION
For the player who participates as the If the player decides to do something that
GM, there are some additional powers and completely counteracts the atmosphere of
abilities that come with the job. Of course, the game, the GM can say that it didnt
they should stick to the rules as much as happen, and have the player choose their
possible. Moreover, they should try their action again. The GM should never have to
hardest to apply the rules impartially to all use this power often with a focused group
the players. of enthusiastic players, but it is there as a
If the GM makes a mistake in the sort of emergency break, just in case.
application of a rule, they should apologize
4: DECIDING THE ACTIONS OF
immediately and use the correct rule from
THE REST OF THE WORLD.
that point on. Dont try to rewind time,
The GM can control the basic actions of
as it were, and try to reapply the correct
the NPCs without making them roll dice.
rule to the situation. Think of it like a
They simply succeed or fail at tasks as the
referees call in a sports game; it shouldnt
GM decides.
be undone. Whats past is past. Just make
an eort to use the correct rule or judgment
in the future.

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INTRODUCTION

VICTORY CONDITIONS 3) You get the GM to say, That was


Tenra Bansho Zero is a type of game where cool! or That was great! when you do
there are no winners or losers. However, something.
if the players dont have any goals to work 4) You were able to encourage the other
for, they certainly wont be able to play the players and keep them involved.
game well. Weve gone ahead to set victory
5) You took the opportunity to show o or
conditions for the game, both for the
express yourself.
players and for the GM in a game of TBZ.
The more of the conditions you fulll, the 6) You helped create an interesting story.
closer you are to victory, as it were, in the If the player lled more than half of the
game. above conditions, then they have achieved
a victory. The player can go ahead and tell
THE GM VICTORY CONDITIONS,
others that she mastered Tenra as well. If
IN ORDER OF IMPORTANCE:
you suer a defeat, then regroup, focus on
1) You helped the players have as much fun
the victory conditions, and try again later.
as humanly possible.
Make sure to stand tall and not to blame
2) You help bring the characters to life in a the others if you are defeated.
way that the players say, I want to play
this character again someday!
3) The players tell you the session was THE FINE
interesting and enjoyable.
4) You helped each of the players take the
PRINT
This section just has some small elements
stage, and show o or express themselves
to be aware of when reading through the
in their own ways.
rules sections of this book.
5) The players thank you for your eort in
doing all the above. RULES ABOUT DICE
This game uses six-sided dice, the kind that
6) You helped create an interesting story.
come with most board games. When we
If the GM lled more than half of the above refer to rolling dice or making a roll, we
conditions, then the GM has achieved a mean rolling these six-sided dice. Usually
victory. She can go ahead and tell others the players will roll with one Attribute and
that she successfully mastered Tenra. one Skill. You will often see statements like
However, dont quit just because youre Make a Spirit: Willpower roll or Roll
ahead! Try to do even better! Moreover, if against the opponents Agility: Melee
you suer a defeat, then regroup, focus on Weapons. See the basic rules section for
the victory conditions and try again later. more details on how to make these rolls.
Dont give up!
ROUND UP FRACTIONS
THE PLAYER VICTORY Any time you take a fraction of a number
CONDITIONS, IN ORDER OF in the game, you will always round up to
IMPORTANCE: the highest full number, no matter what
1) You had fun over the course of the fraction of a number results. 10 / 3 = 3.3,
session. which in Tenra rounds up to 4.
2) You helped the other players to have as
much fun as you had.

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TENR A B A NSHO Z ERO | G AME R ULES

CONCEPT TEXT the other pronoun (he) in alternate chap-


In the sections of text labeled Concept, ters. In the end, this is a game to be en-
we will explain the hidden meanings joyed by both men and women. In Japan,
behind the rules, how they aect play, and for example, Tenra Bansho is a roleplaying
why they exist. There are rules that give game that is traditionally very popular with
the power to the GM to make rule changes female players!
or make decisions based on rules, and we The game is set in a fantasy analogue
wrote the Concept sections to emphasize of Japan during its Sengoku period
that there is often more to the rules than Warring States Eraof several hundred
meets the eye. years ago. Back then, there were traditional
GMs should read the Concept sections, so roles set for men and women. There is no
that their decisions take the reasons behind reason whatsoever to emulate the gender
the rules into consideration. Once the GM roles of historic Japan in this fantasy
is aware of the purpose behind the rule, it game. Think of it more like an anime or
will help the GM make better on-the-y manga-ized fantasy world, where women
rules decisions in the game. and men can (and often do) trade gender
roles and break cultural, caste and gender
TENRA, TENRA BANSHO, stereotypes. Play with modern sensibilities
TENRA BANSHO ZERO, to culture and gender, and have fun with
TBZ bending or breaking those stereotypes!
Throughout the game we will make
reference to all of the words above. Tenra VICTORY IN A GAME
Bansho and Tenra Bansho Zero refer WITH NO LOSERS
to the game you hold in your hands. Tenra Bansho Zero is dierent than most
Sometimes we use TBZ as a shorthand console and board games, as there are only
of Tenra Bansho Zero. The world Tenra winners. Defeating a player doesnt lead to
alone may refer to the game, but more often victory for the GM, and trouncing a GM
than not it refers to the game world, as the does not make the players winners. Its
setting the stories take place in is a land important to understand that in this game,
called Tenra. Playing in a way that benets everybody
usually begins with Play in a way that is
GENDER, GRAMMAR fun for yourself, and dont ruin the fun of
AND THIRD PERSON the other players. Or, more colloquially,
PRONOUNS Dont be a jerk. This is a game for the kind
Throughout the text, we will indiscrimin- of people who think If I help others have
ately use male and female pronouns (he/ fun, Ill probably have fun myself .
she) when using third person in the rules: Lets aim for that kind of play. Play with
The Japanese printed language simply has friends you trust, enjoy their company,
no regular-use pronouns, so weve had to do and push each other to higher levels of
our best to add them in to this English enjoyment. Its that simple. It takes a while
version. In many sections we refer to the to get used to role-playing games like Tenra
GM as she and the players as he. In the Bansho Zero, but were condent you can
rules sections, we tend to alternate using quickly have successful game sessions.
one pronoun (she) in some chapters (Like
this one, for instance. Did you notice?) and

10

tbz_v2_book2_r11.indd 10 12/19/12 12:08 AM


there is another you
a youwho exists in the world of Tenra
here you will take form

INTRODUCTION
Youve read or at least skimmed through the world section, and have seen the kinds of
people that inhabit the volatile world of Tenra. Now its time to experience it. Its time
to play the game.
This section details the methods for bringing to life another side of you, a part of you
which will live in the world of Tenra. These are the character creation rules.
In Tenra Bansho Zero, there are a large number of pre-made characters available so
that you can quickly pick one and jump right into playing the game. If all of the players
each choose one of the characters in that section, everyone will be able to begin the game
quickly.
For people who are new to playing Tenra Bansho, or people playing at a game convention
or other place where time is limited (like a spontaneous game with friends), we suggest
you use one of the many sample characters found in the back of this book. However, for
people who really want to get into making a character from scratch, we have rules that
explain how to create new characters.

DECIDING WHAT TO PLAY


The rst step to creating a character in Tenra Bansho Zero is to rst understand what
kind of game you are going to be playing this time. More often than not, the Game Master
will have at least some idea for an adventure scenario, if not an entirely prepared adventure

11

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TENR A B A NSHO Z ERO | G AME R ULES

from start to nish. In this situation, the high drama, with lots of backstabbing and
GM will share with the group some of the intrigue. I have some ideas for the scenario,
ideas that she had for the scenario. The but nothing set in stone. So feel free to
players can from there decide what kinds choose any kind of character that you want,
of characters to play. but make sure that you think about your
The best thing to do is to not decide alone Station, Empathy and Willpower scores,
what kind of character you want to play, because theres going to be a lot of talking
but to bring your idea to the table. Share and confrontation, and maybe one ght, if
your idea with your fellow players and see any.
what they think. They might have some 3) From Scratch
suggestions to make your character idea GM: Thanks for coming. I dont have any
more exciting, or perhaps be inspired prewritten scenario today, but I have a few
to come up with a character type that loose ideas. So lets talk about what kind
complements your choice. of game we want to experience, and what
Sometimes the GM will have a scenario kinds of characters you want to play. When
that is very focused, where the GM will were done, Ill need about 10 minutes to
create a few characters to be used in that jot some notes down, and well be ready to
scenario. Each player will pick one of the play.
prepared characters, and play out that role
in the game. CHOOSING A
Other times, the GM will have a simple,
SAMPLE CHARACTER
When choosing characters, here are some
short outline of a scenario. Or perhaps
things to consider:
the GM is going to wing it, and have no
prewritten scenario at all, instead basing it Does the GM require that certain
on the role-play and choices of the players. character types are chosen for the
In these situations, the players will be given scenario?
more freedom to choose their characters. What kind of character do you really
Compare the following game introductions, want to play? Is there a character type
and think about the kind of character that you havent played yet, and want to give
you might choose for it: it a shot?
What would work well with the other
1) Prewritten Scenario
characters? If the other three players are
GM: Hey everyone, Ive put together a
all playing kugutsu, would it be more fun
Ninja Clan War scenario. Basically two
to play a kugutsu as well? Or would it be
ninja clans duke it out for supremacy of
more interesting to play a dierent kind
the domain. Id like you all to make ninja
of character, to accentuate the dierence
characters, or at least character types that
between your character and the others?
will work well in a ninja village.
In the end, play what you want to play.
2) Scenario Outline Share your ideas with the other players,
GM: Hey everyone, we were talking and listen to what they think of your idea.
earlier about a change of pace, and Jason The nal decision rests with you, though.
was interested in a court drama game. So
I was thinking of running a game where
all the players are nobility. Its going to be

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CHARACTER CREATION

There are no wrong choices in character COPY THE CHARACTER SHEET


creation. The focus of Tenra Bansho Zero Copy the sample character you chose
is on the characters, their struggles, and from the back of the book, or print out the
the stories that emerge. You dont have to sample sheets of those characters from the
balance the party as you might in an online Tenra Bansho Zero website. Just copy the
roleplaying game: We dont have a healer. needed information like Attributes and
Somebody needs to be the groups healer. Abilities, Soul points, Wound Levels and
Who is going to be a Buddhist Priest? the like.
Dont consider strategic party balance for
overcoming combat challenges: Instead, MAKE THE CHARACTER
consider what would make for a more YOUROWN
entertaining time for everyone. A good From this point, the players can make small
GM will make sure to change the scenario changes to the sample character templates
in a way where any character choice is valid. to make the characters their own. The
players should help each other come up
Finally, do not be concerned if everyone with a suitable Tenra-like character. Come
is interested in playing the same up with names and genders, perhaps a very
character type. You can have a game with brief backstory for the character. Work
four samurai, and yet each samurai is with the other players to make sure that
dierent, both in abilities and especially the characters will be able to interact easily.
in personalities. One might be young and
rash, another might be old and jaded. One NAME
might have Art of War skills, while another In this book and on the website weve
has annelids or limited onmyojutsu skills. provided several tables of cool Tenra-
Even in a group where everyone picks the sounding names for you to make use of.
same general character archetypes, you can Most characters will not require a last
still have a great range of actual characters: name (traditionally only lords and other
So dont be afraid to pick the character type higher members of the caste system have
you want to play, even if other players are last names), but instead have a single name
choosing similar types. or nickname. For characters of nobility,
If you are a brand new player to Tenra they will have a rst and last name, and
Bansho Zero, it would probably be best be called almost always by their last name.
not to choose character types like onmyoji Nicknames in English (or Japanese) are
or shinobi, as they have magic or special also very common for seasoned adult
abilities that take a little while to get used characters, too (Yellow Knife; Gonta
to. For your rst game, it might be better the Weaver; Ayame the Headhunter;
to stick to the character types that dont Shadow Edge). Buddhist Monks,
have as many special exceptional rules: Onmyoji, and samurai often have names
samurai, kugutsu, kijin and the like. that might be cool (Ten Blades), owery
Having said that, if you are really interested (Red Lotus), or esoteric (Symphony
in a particular kind of character for your of Clouds). Kongohki and Monks (once
rst game, go for it! Just be ready to spend they join the order) almost always have
a little extra time learning the special rules descriptive, poetic names that are based
that go with that character type. on words and not human names.

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TENR A B A NSHO Z ERO | G AME R ULES

Another eect is to add a nickname to a second game onward, feel free to change
rst or last name for extra eect: Hawk the Fates written on your character sheet
Murakami , O-Ren the Songbird , to whatever you want. Some of the Fates
Magobei the Snake. that automatically come with pre-made
characters might not be fitting for the
GENDER AND AGE scenario. If you or the GM dont think a
Choose these freely. Gender wont be an particular Fate is relevant for the scenario,
issue, and age will rarely matter. However, change it to a Fate that works for you.
the GM will sometimes have a scenario
planned where This is a samurai scenario; CHARACTER CREATION
children characters wouldnt work for FROM SCRATCH
this scenario or You are all going to be The rules for character generation
surviving orphans at a temple, so older from scratch are for those people who
folks wouldnt t in this scenario. If the arent satised with using pre-generated
GM has prepared a scenario, listen to the characters, or when your group has
description of it and choose an age that ts more time to work together to make new
from there. characters.
SOCIETY AND SOCIAL CLASS Its been suggested above that for your rst
Tenra is a world at war. The traditional game you should choose a pre-generated
status and severe restrictions of a classic character. Making a character from
social position system are not strongly scratch is not hard, but it can be a little
enforced in this world as they were in time consuming the rst time you try. It
real Japan. It is the kind of world where can take up to thirty minutes to customize
the power a person wieldsmoreso than a character from scratch your rst time, but
their social standing or genderinuences in time you will probably be able to create
others. Having said that, a loose caste a character in ve minutes or less once you
system is still in eect in Tenra, just as become used to the system.
it was in old Japan: First vassal warriors, Characters made from scratch are created
then farmers, then artisans and lastly from archetypes. Essentially, you pick and
merchants. choose two to four (or more) archetypes
which will determine your starting skill
CHARACTER IMAGE
levels, special abilities, equipment, special
The player should feel free to describe the
eects, and more. All you really need to do
characters image: the clothes she wears, her
is choose 2-4 archetypes and you are ready
looks and style, the things she carries, etc.
for play, though in some cases players will
The color of your kimono, the condition of
want to customize their characters further.
your sandals, the look of the weapon you
carry, your posture, grooming or bearing CHOOSE ARCHETYPES
all these are little touches that bring out the
Archetypes are brief descriptions of
interesting parts of your character, making elements that make a whole character.
her more lifelike for the other players. Some describe the focus of the character,
like samurai or Shinobi. Others give
CHANGING FATES
describe their jobs, or other roles or
For your rst game, it is recommended that
qualities like Weaponmaster, Doctor
you keep the Fates for the characters as-is
or Wanderer.
to get used to how they work. From your

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CHARACTER CREATION

The first step is to skim through the KARMA COST


archetypes section of the rulebook and Each archetype you choose has an
look for the archetypes that appeal to you. associated Karma Cost. When you
If you want a specialized character like a calculate the total Karma for your chosen
samurai, kongohki, onmyoji, annelidist, archetypes, the total for your starting
oni or the like, you will want to rst pick character must be less than 108. You are
the archetype that will give you those free to choose as many packages as you want
special abilities. From there, look at the as long as their combined Karma does not
skills which the archetypes provides, as exceed 108. However, you probably dont
well as the unique Fates that the archetype want to build your character with too much
comes with. Sometimes you will want to starting Karma at rst, as you wont have
pick up an extra archetype (Hard Luck is much room to spend Kiai points during
a popular choice) because it provides your the actual game. A good starting place
character with an exciting starting Fate. is somewhere between 50 to 90 Karma.
If you want to play a character with magic Less than 50 and you may have a hard
powers, specialist abilities, or unusual time accomplishing goals. More than 90
equipment, its necessary to select an and you will nd yourself with a powerful
archetype that provides those abilities. starting character, but one who is very close
Later on you have the opportunity to to becoming an evil NPC, an asura.
raise your starting basic skills like Melee The total amount of Karma of your
Weapons or Pillow Arts, but if you want archetypes is your characters total
to be able to use Ninjutsu, Wormcharm, starting Karma. Please write it down on
Resonance, or Interface, you will have to the character sheet.
buy an archetype during character creation
KARMA COST
that grants those abilities.
Starting characters have a trade-off that you
If you want to play something other than will see in play: You can choose to start off
a human like a kugutsu, ayakashi, or oni, with a potentially powerful character with a
you need to choose that races archetype high Karma cost, like 100 or above. You can
package, called a species package. also choose to start off with a potentially
Humans do not need to take any special weak character, with a starting Karma of
packages for their race. 50 or so. The difference is that the high
It is possible to combine several archetype Karma character will always be walking the
packages together to make unique line of Good vs Evil, and will not be able to
characters. The one exception is that perform as many wild feats using Kiai points
you cannot take more than one of the at first. However, the character with the
aforementioned species packages (i.e. lower starting Karma may not have as many
half-oni and kugutsu; ayakashi and oni). nifty abilities, but she will be able to spend
Kiai wildly and do incredible things without
Character components like age and
having to worry about the consequences.
gender are not de ned by archetypes, so
you can choose these freely. Write your For new players, we suggest a starting
chosen archetypes on a blank character Karma somewhere around 60-90. Once you
sheet (either copied from the book, or become used to the way the game works,
downloaded from the Tenra Bansho Zero youll be able to see the long-term effects of
web site). starting off with higher or lower Karma.

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TENR A B A NSHO Z ERO | G AME R ULES

ATTRIBUTE COST Melee Weapons: 2 and Melee Weapons:


Some of the character archetypes have 3, then you keep Melee Weapons: 3 and
something called Attribute Cost. We will pick another general skill to set at 2 like
explain this in detail soon, but it means Movement or Evasion. You do not add
that you will have a minus when it comes them together to get Melee Weapons: 5).
to spreading a number of points (usually
40 at character creation) amongst your IMPOSSIBLE ARCHETYPE
Attribute scores like Body, Spirit and COMBINATIONS
Station. In the various archetypes, there exist
some packages that cannot be combined.
SKILLS For example, if you choose a kugutsu,
The archetypes list the skills the character you cannot combine that with a samurai
will receive, and the level they are set at. An because of their magical bodies. Please
archetype that lists the skill Movement: 3 read the archetype description for details
means that the character sheet will have a on possible combination restrictions.
nal rank of 3 in movement, so they should
have Three Dots total lled in under the TRADING ATTRIBUTE POINTS
movement skill. Since the movement skill FOR GENERAL SKILLS
is a generalist skill which every character At the cost of one attribute point (the
starts out with one dot already lled in, the points that you use to spread amongst your
player will only need to ll in two more dots starting attributes) you can either gain one
in that skill for a total of three lled-in dots. single skill rated at 3 (Advanced), or two
skills rated at 2 (Skilled). You can only do
OVERLAPPING SKILLS this with general skills (the ones that start
If you pick multiple archetype packages out at 1, or Unskilled), not specialist
and get the same skill more than once, it is skills. Specialist skills can only be gained
called an overlapping skill. You may change by taking the appropriate archetype which
either of the overlapping skills to another contains that skill.
basic skill on the sheet. If the overlapping
skills are Specialist skills (skills that SOULGEM AND CUSTOM
start at No Skill/Zero Dots, usually WEAPONS
magic and special abilities like Ninjutsu, If you want to start the game with a soulgem
Onmyojutsu, Etiquette, Strategy and the weapon, please look at the weapons section
like), you can change one of the skills to in the appendix. If you plan to take part in
either another specialty skill or basic skill. a erce battle, soulgem weapons are very
If the overlapping abilities are both basic useful in the hands of seasoned warriors.
skills (skills which every character starts It costs ve points of Karma to purchase
at a rank of Unskilled/One Dot, like each soulgem weapon. The weapon comes
Melee Weapons and Movement), you can fully loaded with its capacity in soulgems:
only take another general skill and not a A soulgem-katana with a capacity of 6
specialist skill. soulgems starts out fully loaded with its
At this time, you are not able to increase six soulgems. To purchase additional
the level of any of these stacked skills: soulgems to use later (ammo bags and the
That is, you cannot add them together to like), it costs 1 additional Karma point for
get a higher level of ability (Example: If you
choose two archetype templates and get

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CHARACTER CREATION

every 5 soulgems at character creation. Example Attribute Ranges:


During gameplay more soulgems can be 1-3: Normal for average people. Pretty low
acquired. for most player characters.
Some players may want to create 4-6: Normal range of PC attributes.
customized weapons for their characters: 7-8: Excellent/high range for PC attributes.
Soulgem swords or rifles with a higher
capacity or rate of fire, or perhaps an 9+: Supreme PC attributes.
unusual wicked-looking weapon that was
ASSIGNING ATTRIBUTE POINTS
inspired by some manga, anime or video
You have 40 points to spread amongst your
game. A player can use the weapon creation
seven attributes. Make sure that you take
rules in the weapon list appendix to create
into account any attribute cost that your
a custom weapon. Custom weapons cost an
character archetypes have, or attribute
additional attribute point to take during
points which you traded in for skills,
character creation. Please see the weapons
mechanica, or custom weapons. Divide the
list and custom weapon creation rules for
remaining attribute points amongst those
more information.
attributes however you wish. The number
ATTRIBUTES of points you assign to an attribute will
In TBZ, all player characters have become that attributes nal value.
seven attributes: Body, Agility, Senses, The lowest you can have an attribute is 1,
Knowledge, Spirit, Empathy and Station. and the highest is 10. However, its best to
When you try to complete actions in the try to keep your attributes around at least
game, the attributes represent the number 3 or higher. That way you will roll at least
of dice that you will pick up and roll for three dice for any given action.
that action. Here is what each attribute Spend all of your 40 points. Do not leave
represents: any points unspent, as they cant be used
Body: Muscular power, physical energy after character creation. Remember that
and stamina you may also spend these attribute points
Agility: Pure speed, dexterity, reexes, and to raise the level of generalist skills.
quickness RECOMMENDED ATTRIBUTES
Senses: Your ve senses Some of the archetypes you choose for your
character will indicate if there are attributes
Knowledge: Education, reason, logic,
that you should focus on more than others.
understanding
If the archetype lists a recommended
Spirit: Guts, ghting spirit, willpower and attribute, youll probably want to start that
sixth sense attribute o at 6 or higher (for example,
Empathy: Sympathy, emotional control, Knowledge for onmyoji characters).
the ability to manipulate people or However, there is no rule forcing you to
relationships do so, this is simply guidance to help you
create an eective character.
Station: Social standing, Eminence, social
class, and inuence in the world of Tenra Some of the archetypes list arms or
equipment that have a minimum Station
requirement. In cases where a number is
written after Station, that means that you

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TENR A B A NSHO Z ERO | G AME R ULES

must take at least that score or higher in SOUL


your station attribute to be allowed to take This represents a characters force of will
that archetype. and ability to take mental or spiritual stress.
They act like Magic Points (MP) in popular
ATTRIBUTE RESTRICTIONS console or online role-playing games. Soul
Kongohki, oni, half-oni and kugutsu points decrease as you use magic and other
archetypes have special requirements for special abilities like Ninjutsu or Buddhist
attributes. Many require you to put one Magic. When Soul reaches 0, the character
attribute higher than all of the others. falls unconscious. The maximum number
Others, like the kongohki, start out with of Soul is the total of two times the total of
some attribute scores set in stone. Please Knowledge and Spirit.
follow the specic rules listed on those
archetypes. (Knowledge + Spirit) x 2 = Maximum Soul

CONCEPT: The Meaning of Attributes WOUNDS AND


Player Characters in the world of Tenra THEWOUNDTRACK
possess attributes that are higher than most The Wound Track is a way to represent
normal people. This is a way to make the serious injuries in a way that encourages
players understand that the character is not role-playing. Aside from Critical and Dead
a regular human being. She is something conditions, theres no real rule punishment
much more. Th is is something that the for stacking up wounds. To see how these
players should remember. Their PCs are work in more detail, please refer to the
not necessarily do-gooder heroes, but they Combat rules section.
certainly are something more than the You calculate your Wound Track by
everyday people that populate the world, the method below. Remember to always
and are capable of moving and shaking the round up for any fractional number to
foundations of Tenra. the next whole number (A score of 5 in
Body, divided by 4 for Critical Wounds,
SUB-ATTRIBUTES becomes 2 Critical Wound boxes.) On the
There are three sub-attributes for each character sheet for each injury value, count
character: Vitality, Soul, and Wounds. the number of boxes you need to leave open
(for your Body, Body 2, etc) and blacken
VITALITY
out the boxes left over in pencil.
This represents a characters physical
durability and ability to take physical Light Wounds: The same as Body
punishment and wear. You can think of Heavy Wounds: Body 2
them as being like Hit Points (HP) from
Critical: Body 4
console, online, or other tabletop role-
playing games. These decrease as the Dead: 1 (Always just one)
character takes damage in a ght. When Characters that have a variable Body
Vitality reaches 0, the character passes out attribute like samurai and annelidists (or
and is out of the ght, though she does not the kongohki/armour Meikyo Bonus) do
die. The maximum number of Vitality is not suddenly raise or rewrite their Wound
the total of Body plus Spirit. Track or increase their Vitality score
Body + Spirit = Maximum Vitality when they activate their higher adjusted
body score. Rather, the wound track is
calculated at their default resting state,

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CHARACTER CREATION

before the eects of the samurai shiki or


HEALTH, SOUL AND
annelids or Karma, and stays at that range
NEGATIVE NUMBERS
even when their bodies are boosted.
It may be a little hard to grasp at first, but
EQUIPMENT AND MONEY its possible to get Negative Damage
Equipment and starting money entirely when using Soul and Vitality. If your Vitality
depends on the Station score. Station or Soul goes below zero, you simply pass
is your social status, rank, and political out; thats all. Youll stay that way for
power in the world of Tenra. It denes the however long is dramatically appropriate
things you are able to use your resources to (but certainly not realistic): A few minutes, a
purchase and carry with you and the social few hours, even a few days.
level of equipment that youre allowed to Theres no limit to the amount of Negative
use. Damage you can take. For example, if you
In olden days of historic Japan, only true fell 3,000 meters from the sky and landed
mono-no-fu (samurai) or vassal warriors on solid rock, and take all that damage in
were allowed to carry katana or other Vitality (and none in Wounds or the Dead
weapons. Anyone who wasnt of the correct Box) you will simply only pass out. But
rank who was caught with a katana was eventually (a few hours? 50? GMs should
severely punished or executed. In Tenra, be careful not to be too easy on the players,
Station represents your ability to get your but dont try to mimic reality too much, and
hands on otherwise restricted weapons certainly do not bore the players) youll wake
or equipment, usually through political up, stand up, and say, Damn, that was a
power and social status. close one. I thought I was a goner for sure!

If theres no information in the rules about Or, as a player, you may think it would be
the equipment you feel want your character interesting or cool to take some of that
to have, feel free to take it if it makes sense damage in wounds. That way, you can act
(an extra kimono, a pet frog, art supplies cool and have your character say, Crap.
for my paintings). However, in the case of Well, there goes that arm or something like
weapons, make sure you have a high enough that. Its always best to aim for the coolest
station to possess that weapon. Please see or most interesting result when interpreting
the weapons list for more information on damage.
the station score for various weapons. do. But remember, this is a game about
Any other equipment you want to take, feel drama and action, dont get too caught up
free to look through the sample characters in buying stu and worrying about what
or check with the GM to see if its okay. you can or cannot buy. Moneyin this
gameis used mostly for show, drama,
In regards to money, there are not really
and role-play purposes.
any denite rules to how much you start
out with, other than what is already written SPECIAL EQUIPMENT
in the character archetype. Just have the Gunpowder pistols, soulgem spears,
characters carry as much money that would samurai-shiki, magic spells, annelids,
be appropriate to that character type. If and yoroi armours are all set and limited
youre really in a pinch and need to know to specic archetypes only. Please look at
how much money and resources a character those archetypes to nd out more about
would be able to gather as per their station,
around Station x 500 mon worth should

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TENR A B A NSHO Z ERO | G AME R ULES

their equipment. You can only get that kind MEIKYO, THE CLEAR MIRROR
of equipment by taking the appropriate Agents of the Shinto Priesthood, yoroi
archetype. armour-riders and some of the other
Once you have some experience with the archetypes start out with a meikyo soul
system, you can choose to substitute or mirror, and have the ability to enter or
customize your characters starting special manipulate the realm of Reection.
equipment. For example, you might want By using two objects called a Soulcord
to change your starting annelid loadout (which looks like a cable that stretches
from the standard one on the annelidist from the Meikyo to the Helm) and
archetype. Or you might want a four-legged Interface Helm (a visor, helmet, or other
war platform yoroi armour with more headpiece that covers the eyes and ears),
guns and no melee weapons instead of the these characters can interface with the
standard one that is written on the armour intangible information-based world known
rider archetype. You can manipulate your as the Reection. When they do so, they
starting special equipment, but because of can use all of their general skills at the
the time required to read those sections, its same level as their Interface skill. Interface
suggested that for your rst few games of eectively replaces these skills while in the
Tenra you simply stick with the equipment Reection.
listed on your archetype. For example, while interfaced with a yoroi
STARTING FATES armour, instead of using Agility with
When you choose your characters Melee Weapons when you are attacking an
archetypes, youll notice that they have enemy with your armour, you use Agility:
Fates set in them. Write those Fates onto Interface to make melee attacks. This
your character sheet. applies to Notice, Evasion, Movement, and
all other general skills as well.
For starting characters, you are initially
limited to two Fates. If you choose three or The Reflection is also a means of long-
more archetypes, please just pick two of the distance communication. If you acquire
Fates which you like the most from your both a meikyo soul mirror-disk and
collection of archetypes and write them on have ranks in the Shinto skill, you have
the character sheet. One Fate will be rated the ability to enter the Ref lection and
at 3, the other at 2; you may freely choose communicate messages through other soul
which of these two ratings applies to which mirrors. This ability is usually limited to
Fate. If there are any special conditions agents of the Shinto Priesthood. However,
regarding Fates in the character archetype, it is possible for two soul mirror users
please take note of them. to form a temporary network between
them for communication, like instant
SPECIAL CHARACTERS communication over the Internet. Feel free
ANDPOWERS to decide limits of meikyo use with the GM
There are some special archetypes that when youre playing.
have special rules, powers or conditions Also, feel free to describe the mysterious
applied to them. Some have special Reection world as you explore it: There
equipment or abilities. Please read the is no set appearance of the world behind
following section to see which powers apply the meikyo soul mirrors. However, it might
to which character types, and what special help to consider it like a futuristic magical
conditions they have.

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CHARACTER CREATION

Internet controlled by one agency: The a Meikyo Bonus. It is described in detail


Shinto Priesthood. What it looks, feels, in the armour and kongohki rules section,
and sounds like, and how you communicate and again in the Karma rules section.
within it, is up to you.
KONGOHKI OVERDRIVE
Meikyo mirrors are special objects meant ABILITY
solely for their owners: it is impossible to Kongohki have the ability to temporary
acquire one through money or other means. boost their speed, movement, attacks and

KARMA AND SOUL MIRRORS the like to incredible levels. This ability is
Both the character and the characters called Overdrive. It allows the kongohki to
meikyo accumulate Karma separately. move at incredible speeds in combat. Please
When you create your character, nd the see the combat rules or kongohki rules for
overall Karma cost of your character. The more information on the Overdrive ability.
armour-riders Karma will start at 10, while ANNELID IMPLANTATION
all the other Karma for that character goes Annelidists are people implanted with
into the armour-riders (or puppeteers) creatures and control those creatures
soul mirror. Keep track of these numbers by using a skill called Wormcharm. For
separately: Meikyo users start o innocent, starting characters, each annelid has an
with very little accumulated Karma until ingestion/implantation/infestation cost
they experience more and more of the that must be bought in Karma.
world.
When a character implants herself with an
For example, if you have a total starting annelid in the actual story, the player has
Karma of 80, that means that your to pay the annelids implantation cost in
character only has 10 Karma herself, and Kiai points. During the game, annelids can
your meikyo soul mirror controlling the only be implanted during an Intermission
armour has accumulated 70 Karma. You phase. Do not forget that the Kiai spent
will keep track of your meikyos Karma to implant the annelids in this manner
separately, because as it increases towards immediately becomes Karma.
108 it grants a bonus to the user when
using the meikyo (piloting an armour, for ONI RESONANCE
example). Later in the game, the meikyo It is said that oni and half-oni get their
user will be able to take in the meikyos mystical powers through their magical
Karma in order to sublimate it. hearts. The special abilities that are
Kongohki are dierent. With kongohki, available to them because of their horns
their meikyo is actually part of their body. and hearts are called Resonance. For
Therefore, all of their personal Karma is complete rules on how to use Resonance,
the same as their meikyos Karma: They are please see the oni Resonance rules section.
one and the same, and do not get tracked Pureblood oni can spend extra Karma (5
separately. points each) to use the special Resonance
For all meikyo users, including kongohki, abilities of Gale and Bless. Please read the
there is a type of special bonus to actions Archetype and Oni Resonance Powers
that comes from using a soul mirror with sections carefully when you are creating
accumulated Karma. This bonus is called your character to find out how these
abilities work.

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TENR A B A NSHO Z ERO | G AME R ULES

SAMURAI ABILITY Ninja that go through this procedure are


Some of the archetypes have samurai from that point forward called Shinobi.
listed in their equipment sections. These They can reduce the cost of using their
are no mere warriors; these characters have special ninja arts: They can reduce the Soul
special abilities, as they have gone through cost of activation of all ninja abilities by one
the mystical and painful samuraization point for each ve points of Karma added
surgery. Through verbal and mental to the archetype. Remember to mark
commands, they can cause their bodies down any additional Karma cost on your
to increase in size and even mass, growing character sheet.
muscle and chitin plates all over their Karma Cost 5 = Number of Soul Points
bodies: The exact nature and form of reduced from the cost of activating any
the transformation is up to the samurai Ninjutsu ability
player. Samurai also receive special abilities
Example: Genta the Claw is a shinobi of some
granted by the shiki spirit which inhabits
renown. Gentas player decides to ignore the
their form. They can only receive these
Karma cost of the Dark Arts of the shinobi
abilities for a certain amount of time: template, and instead spend 30 Karma during
The time duration and Soul Point cost to character creation on the Dark Arts to make
activate the samurai abilities varies fromthem more powerful. This 30 Karma, divided by
person to person. Write down the samurai 5, means that Gentas Dark Arts rating is 6. This
shikis abilities in the notes section of the
means that whenever Genta performs a Ninjutsu
character sheet and note the Soul cost to ability, he subtracts 6 from the listed Soul cost
activate the samurai. of that ability, down to a minimum cost of 1
(Ninjutsu abilities cannot be reduced to a zero or
While we suggest simply using the samurai
minus cost because of the Dark Arts).
abilities listed in the archetype, experienced
players who want to try a different One character cannot be both a samurai
samurai loadout can pick a different and undertake the Shinobi Dark Arts. You
one from the samurai rules section. For can still combine the archetypes to create
experienced Tenra players who want to a samurai-ninja (as crazy-badass as that
try experimenting with the samurais shiki sounds) who can use Ninjutsu abilities,
abilities, they can use the onmyoji Shiki but the samurai will not be able to reduce
creation rules to come up with dierent the Soul cost of the Ninjutsu abilities like a
shiki to possess their bodies. You can nd pure shinobi can by use of Dark Arts.
more on shiki creation in the Onmyojutsu
KIJIN MODIFICATION
rules section, and various samurai loadouts
If you choose a kijin archetype, you are able
in the samurai rules section.
to implant more kijin robotic/cybernetic
DARK ARTS OF THE SHINOBI implants (called mechanica) if you wish.
The Dark Arts is another type of soulgem- Look at the Mechanica Data section for
based surgery that elite ninja use to implant more information. Most mods have an
gems inside their body. This procedure attribute cost, so reduce your attribute
allows them to stock dark magic into their pool by the listed number when making
bodies that make it easier to perform your character. Add the attribute cost to
special ninja arts. When they use their the cost listed in the archetype. Also write
ninja arts, the amount of Soul consumed is down any attribute or other benets the
reduced, down to a minimum of one point mechanica bring.
of Soul per ability.

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CHARACTER CREATION

THE KUGUTSU You can reduce the Karma cost of yohjutsu


BUTTERFLYDREAM abilities by taking one or more Weaknesses.
Kugutsu have the special ability to use the The amount of Karma reduction is listed in
illusions cast upon them to aect other the Ayakashi section. In short, a Weakness
people: Kugutsu can make people enter of 2 gains 5 points of Karma back, a
the Buttery Dream, a strange dreamlike Weakness of 3 gains 15 points, a Weakness
hypnotic state. of 4 gains 35 points, and a Weakness of 5
If the person is sleeping, the kugutsu can is worth 75 points. However, you cannot
make them dream without any eort. If reduce your total yohjutsu Karma cost
the person is awake, they have to use their lower than 0. See the ayakashi rules chapter
Performance or Pillow Arts skill to aect for more information on ayakashi abilities
them. The opponent rolls their Spirit: and weaknesses.
Willpower, and if the kugutsu is successful EXAMPLE OF CHARACTER
the opponent is pulled into the kugutsus CREATION
dream world. In this next section well take a look at
The Buttery Dream happens in a moment building a sample character from scratch.
of time outside of the normal ow of time. Character generation will happen in the
A dream is acted out in a Scene, just like following order:
any other Scene in the game. The people 1) Work with the group and GM to choose
involved in the dream are usually limited a general character type.
to the kugutsu and the person or people
that she pulls into the dream. It is possible 2) Pick Archetypes.
for other characters to enter the Dream 3) Divide up attribute points.
of the Buttery, but they will be gments
4) Work out skills.
controlled between the kugutsu and the
GM. 5) Choose weapons.

Also, if a kugutsu pulls another PC into the 6) Calculate total starting Karma.
Buttery Dream by force (or when asleep), 7) Choose and record starting Fates.
the kugutsu chooses one of the PCs Fates
or their own Fates. The situation acted out WORK WITH THE GROUP
in the dream must somehow involve that It turns out that for this example scenario,
Fate. It would be a good idea to discuss the Game Master will be running a game
with the GM the details of the dream about mercenaries. All character types
before starting up the dream scene. For are welcome, but ones that work well
more details of the Buttery Dream, see as mercenaries (or would make a good
the kugutsu rules section. contrast to mercenary characters) are
welcome. Thinking for a little, you decide
YOHJUTSU: AYAKASHI ABILITIES to make an armour hunter: An ex-armour
If you choose an ayakashi or half-ayakashi rider who now has dedicated her life to
archetype, you can gain some of the single-handedly toppling those mechanical
sorceries and unearthly abilities of the monsters. The GM and other players give
ayakashi called Yohjutsu. a thumbs up and offer a suggestion or
To learn about the various ayakashi powers, question or two about your characters
please see the ayakashi rules section. background (Perhaps you are the daughter
of a feudal lord? Did you turn your back

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TENR A B A NSHO Z ERO | G AME R ULES

on your family after you stopped being an Looking at the three archetypes chosen,
armour rider? etc). With a general idea of we see they recommend having a decent
a character, were ready to esh them out. starting Body, Agility and Senses. It will
probably be best to start out with 6 or more
PICK ARCHETYPES points in these attributes. Also, it appears
After f lipping through the archetypes that we will start out with the fearsome
section of the rulebook, a few fitting armour hunter weapon called ZAKT-8,
archetypes stand out. Armour Hunter is a a huge modied yoroi shortsword. Th is
given. This character used to be an armour weapon requires a starting Station of 4, so
pilot, so Former Armour Rider looks like we must have 4 or more in that score as well.
a tting archetype. Perhaps the characters
yoroi armour was destroyed in a rout, and There are many ways we can divide up the
nowadays because of her experience and 39 points amongst the attributes. For now,
background, she makes a living hunting the we will divide them like this:
very armours that she used to pilot. Finally, Body 7
the Mercenary archetype looks useful, so Agility 8
well add that one to the mix. We can make Senses 6
an interesting character with these three Knowledge 3
Spirit 5
archetypes, so well use them for now:
Empathy 6
Archetype Karma Cost Attr. Cost Station 4
Former
After writing the above on the character
Armour 10 0
Rider
sheet, we then look on to the sub-attributes
and ll those in as well:
Mercenary 30 0
Armour Vitality: Body + Spirit = 12 points
30 1
Hunter
Soul: (Knowledge + Spirit) x 2 = 16 points
Total: 70 1
The starting Karma Cost must be less than Light Wounds (Body)
108. Were at 70 to start o with, and that Heavy Wounds (Body/2)
is a good number: Not too low, and not Critical Wounds (Body/4)
too high. 60-90 is a good range for starting Dead (1)
characters. After weve marked the above on the sheet,
We will now jot down the archetypes we well move on to the next section.
chose on the character sheet, as well as the CALCULATE SKILLS
total Karma cost and attribute costs. Looking at our three chosen archetypes, we
DIVIDE UP THE see that they provide us with the following
ATTRIBUTEPOINTS skills:
Next we divide 40 points amongst the Former A-Rider: Interface 3
various character attributes. However, Etiquette 2
because of the attribute cost of 1 (due to Art of Rule 2
taking the Armour Hunter archetype Mercenary: Melee Weapons 3
which includes a custom weapon, the Marksman 3
ZAKT-8 blade), well actually begin with Information 3
39 points to spread around. Armour Hunter: Melee Weapons 4

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CHARACTER CREATION

It looks like weve got two counts of Melee CHOOSE AND RECORD
Weapons, so this is an overlapping skill. STARTING FATES
Well keep Melee Weapons at 4 (from Th is is one of the more exciting steps of
theArmour Hunter template), and move character creation: Were going to decide
the second Melee Weapons score of 3 what the character cares about at the
(from the Mercenary archetype) over to beginning of the game! As well see, these
another general skill. Well choose the Fates will change over time as the story
general skill Notice which is currently 1 progresses. However, for now we will look
for all characters, and turn it into a Notice at the three archetypes and choose the two
score of 3 . Fates that appeal to us the most. Looking
over the three available Fates, these seem to
CHOOSE WEAPONS be the most interesting to us, so well write
Because we picked the Armour Hunter them down. Well ll in three dots for one
archetype, well start out with a ZAKT-8 Fate, and two dots for the other:
Yoroi-killer sword. After checking with
the GM, well add a simple light katana Emotion: Hatred of Yoroi Armours 3
shortsword as well. Its mostly going to be for Emotion: Attracted to Strength 2
show or used as a backup weapon, though. The current Fate Cost of these Fates is 10
A shortswords Station requirement is 2, so points (A Fate rated at 3 costs 10; a Fate
we can own it with no problem. rated at 2 costs nothing; see the Karma
The ZAKT-8 comes fully loaded with 8 rules for details), which is always the same
soulgems at no cost, but it doesnt have any for most starting characters. Well write
extra ammo. Well take 15 extra soulgems 10 under Fate Cost on the part of the
in case the character gets in a difficult character sheet which lists the Fates.
battle. Soulgems cost 1 Karma point for
5 extra soulgems, which means that well WRITE INFORMATION ON
have to increase our starting Karma by 3 THECHARACTER SHEET
points: It is a small price to pay to be able As we go through the creation process,
to power up one of the most dangerous were writing in words and numbers, as
weapons in the game. well as lling in dots for skills and Fates,
on the character sheet. Once weve come
CALCULATE TOTAL to this point all that is left to note on the
STARTINGKARMA character sheet are any special rules or
Weve already totaled our starting Karma extra equipment that our archetypes grant
for the three archetypes we picked, making us. This is where we would list our samurai
sure that they dont go over 108. We started powers or Ninjutsu abilities in the notes
with 70 points in Karma. We added 3 section of the character sheet.
points for the extra soulgems. Therefore, The character that we made, however, has
our total starting Karma is going to be 73 only her two weapons, 15 soulgems, and
points. Well record this on the character three coppers/mon to her name (by player
sheet, and track the rise of our Karma over choice). Shes pretty poor, which is always a
time. great starting motivation to seek adventure
and danger perhaps not for fortune, but
at least to eat a hot meal.

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TENR A B A NSHO Z ERO | G AME R ULES

FINISHING TOUCHES and uncouth to use casual speech in front


Since weve nished all the above, the last of a lord, but she sure doesnt use polite or
steps are to decide a character name or honoric speech unless she needs to.
nickname, as well as personal touches. A range of speech types includes Always
First, lets pick a name. Were going to make Honoric, Polite, Plain/Normal, Casual,
this character a female, in her late teens Rough and Uncouth. Well call her speech
(probably just a few years after coming of Casual. Shes got a loose tongue after a
age and not being able to resume duties as few years as a mercenary.
an armour rider). The character used to be With these last few touches, were done.
an armour rider, so she probably had a full We are now ready to get started in an actual
honoric last and rst name. Now, though, Tenra Bansho Zero scenario.
she is a rough-and-tumble mercenary, so
more likely than not she goes by her given OTHER THINGS TO CONSIDER
name and has thrown away her last name. In truth, your character is absolutely ready
She might take on a nickname later once she for play at this point. You dont have to
takes on a few more scars as a mercenary. think too much more about the characters
But for now, well call her Kirie (KIRI-E), past, mannerisms or beliefs. Anything
her rst name, and say that at this point important you can bring up in the actual
she has no interesting nickname (but may game through role-playing.
pick one up later). She hasnt told anyone However, if you want to give your character
her last name, and does not know if shell a little more avor, here are some questions
ever speak it again. you can ask yourself as if you were your
As for possessions, we will note that she character. They might provide interesting
has 15 extra soulgems. Just as a character answers that you can bring into play:
touch, well give her some money. Kiries
Character Questionnaire
player decides that she has 3 mon to her
1) Is there a story behind your name?
name, about enough to pay for her next
meal and maybe a mat to sleep on. Kirie 2) Does your age and sex affect your
will have to take a job soon in order to eat. personality?

Next, well think about a few personal 3) What kind of body type do you have?
touches, like speech mannerisms. In 4) Hair color? (usually black or brown)
Japanese there are various dierent ways
to say words like I or You, depending
on how casual or honorific you were
attempting to be. We dont have this sort
of variance in English (like the polite and
old-school Wata-kushi and Anata-sama,
or the aggressively, almost threateningly,
casual Ore, Boku, Atashi, or Anta and
Omae/Omee), so well just make note of
the fact that, even in polite company, she
often talks plainly and casually with others
even above her station. Shes not so rough

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CHARACTER CREATION

5) Skin color? (light, dark, etc)


6) Eye color? (usually black or brown)
7) What kind of lifestyle do you live?
8) Can you bring yourself to kill a person?
9) What do you think of death? What do
your personal or religious beliefs tell you
about death?
10) What is your purpose in life?
11) In one word, how would you describe
your personality or self?
12) Is there anything or anyone that you
love?
13) Is there anything or anyone that you
hate or fear?
14) Is there anything that you dont want to
do, or would refuse to do?
15) What is one thing that you would like
to do soon?
16) If you left your family to travel, why did
you leave them?
17) Do you know anything of the Shinto
Priesthood? What do you think about
them?
18) Do you know anything of the oni
people? What do you think about
them?
19) Do you know anything of annelidists?
What do you think of them?
20) Lastly, what is your greatest hope?

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tbz_v2_book2_r11.indd 28 12/19/12 12:08 AM
every world
has certain rules
which dictate how things are done

BASIC ACTIONS
Youre running through a battleeld. Swords are clashing all around you, bullets are
whizzing past, and the screams of the fallen are deafening. Can you make it through
without being hit or fazed?
This is the kind of thing that the resolution system behind the game of Tenra Bansho
helps determine. In media like dramas, movies, books, anime and manga, the characters
often engage in duels of wits, challenges of the mind, physical struggles or outright ghts.
In those media the outcome is pre-decided and written by the author. The fate of the
characters is left entirely up to the author or director.
However, in role-playing games, the players often do not know if their characters will
succeed at a dicult challenge or not. We use cards, dice, or other randomizing tools to
help determine whether the character succeeds or not, and then watch the story develops
based on those results. Success leads to the next step in the scenario, and failure also
leads to progress through interesting and dynamic follow-up challenges. Having a game
system in place of a single author amplies the thrill of each conict.
In Tenra Bansho Zero, the game system takes the form of rolling several six-sided dice.
It is recommended that you have several dice available during play.
When the characters in the story come upon a challenge, the resolution system follows
the following steps:
1) The GM decides initial success or failure
2) The GM decides the skill that should be used for the challenge
3) The GM decides which attribute should be used with the skill

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TENR A B A NSHO Z ERO | G AME R ULES

4) The diculty number of the challenge them by other characters. When the GM
is decided presents a challenge to a player, the rst
5) The dice are rolled step is determining if the character is
immediately successful or not.
6) The player counts successes
A fun and interesting challenge is a
7) The outcome is determined challenge where success or failure could
lead to exciting results. This is important
INITIAL SUCCESS to remember, especially for beginning
OR FAILURE Game Masters. If the challenge is one
Characters do things. They do things
where the result of failure simply is not
because they want to affect the world,
fun (Jump over a cli or die), or would
or because situations were forced upon
prevent the adventure from continuing
forward (Find the clue: If you cant nd
BASIC ACTION SUMMARY the clue, you cant proceed), then it is not
Here are the absolute basics of the resolution an interesting challenge. Simply have the
system of the game: result be a success for the player, and move
Attribute: This is the number of six-sided dice on to the next, more interesting challenge.
you roll. Alternately, the player and the GM might
consider that failing a challenge would be
Skill Level: This controls the number (or less)
a far more fun result than success. In this
needed on the face of the rolled die for that die
to count as a success: 0 (No Skill, impossible
to perform), 1 (Unskilled), 2 (Skilled), 3 AWESOME TRUMPS DICE
(Advanced), 4 (Master), or 5 (Supreme). On some occasions, a player will describe
a solution or do something so cool when
Successes: The number of dice that, when
presented with a challenge that the GM
rolled, came up equal to or lower than the Skill
wants it to happen that way. Youll know it
Level.
if you see it: A player suggests a solution
Difficulty, or Challenge Rating: The number or describes an action so fun or interesting
of successes you need to clear a goal (usually that the other players sit there in awe for a
1). Scoring a number of successes equal second before they reply. Usually Aiki chits
to or greater than this rating means that the start flying as well. In that case, as a GM
character succeeded at the task. dont let the dice get in the way: If youre
Rolling: Roll your attribute in dice, and count the the GM and you think that the players
number of dice rolled that came up at the same action was too cool not to happen, simply
rank as your skill or less. Each of these dice are let things happen in the way described. This
a success. also rewards your players for being creative
and really pushing on making the story as
Example: Rolling your Agility: Melee
interesting as possible. Save the dice for
Weapons. If your Agility is 6 and your Melee
another future action.
Weapons is 3 dots, then you roll 6 dice: Any
die that has a 1, 2, or 3 on it is a success, and Final approval of this is up to the GM.
any die that has a 4, 5 or 6 on it is a failure. If Use this guideline in moderation, though.
your skill was 2 dots, then any die with 1 or 2 The dice add a thrill to every encounter,
on it is a success, and any die with 3, 4, 5 or 6 make sure you dont opt out of using them
on it is a failure. too much!

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GAME RULES

case, the GM will describe the event as an The number of the rank (the number of
automatic failure and move the scenario dots lled in on the character sheet) that
forward. a skill has represents the skill level of the
In other words, dont even pick up the dice character.
if the result of failure (or success) would A quick way to remember the words
simply stop the game, or bring a result that associated with skill levels is through
isnt interesting or fun for anyone (instant their rst letters: NUSAMS: No Skill,
character death, for example). Unskilled, Skilled, Advanced, Master,
If you have found a situation where winning Supreme. If you want to remember the
and losing are both viable, interesting skills only by their rank/number, thats
options that wont bring the game to a halt, ne too.
this is an interesting challenge. Its time to You will note that many of the skills listed
translate this challenge into a die roll. on the character sheet have one dot in them
by default. These are general skills that
DECIDE A SKILL most human beings have innately. Also,
The GM decides which skill is applicable to many skills have no dots in them. These
the roll in question. For assistance, please are specialty skills that require specialized
read the skill descriptions in this chapter training and talent to have. There is no
carefully. Just choose the one that seems Unskilled Level in specialized skills; You
most appropriate for the task at hand. either dont have it, or you are at the rank
In many situations, two skills will seem of Skilled (or higher) in that skill.
equally relevant to the task at hand. If
Supreme represents the pinnacle of
two skills seem to be equally applicable in
human, or perhaps inhuman, ability. The
a particular situation, then simply let the
highest most characters will climb to is a
player use the higher of those two skills.
skill level of 4, or Master. Supreme skill
The GM has final say on which skill represents inhuman or magical ability,
is applicable to a specific situation. unique or unnatural training, or just
Remember that as a GM youre not out to that the character is that one person in a
choose a characters weaker skills to make million at the peak of human perfection.
them fail, rather youre attempting to be a The character simply has a sublime Zen-
fair arbiter of which skill seems to be the like mastery of that skill (or perhaps a skill
best t for the characters action. boosted with dark magic, forged on the
res of corruption, sacrice and unbridled
REGARDING SKILLS
inhuman ambition).
Skills usually represent a characters innate
talents as well as ability learned through DECIDE AN ATTRIBUTE
practice and study. The skills are divided After choosing a skill that is applicable for
into several classes: the task, the next step in the resolution
Skill Level Dots/Rank system is to pick the attribute that ts best
No Skill 0 for this challenge.
Unskilled 1 On the character sheet, the skills are
Skilled 2 grouped under their recommended
Advanced 3 attribute (Sneak is under Agility,
Master 4 Information is under Knowledge, etc).
Supreme/Special 5 This is simply a good default attribute to

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GAME RULES

fall back upon. However, any attribute can o than other challenges in the game, then
be coupled with any skill when creating a the challenge rating for that challenge will
challenge, if it ts. be higher.
For example, going into a town and quickly The GM should reveal to the player how
assessing where the village elder must live many successes are needed before the dice
(without talking to people or getting the lay are rolled. The success number should not
of the land rst) will probably be a challenge remain hidden from the player. This helps
involving the Information skill with its them understand how challenging the
default attribute of Knowledge. However, task is, as well as if they want to bring in
if a character comes across a dead body in other resources (like other characters, or
the woods littered with arrows, and wants the spending of Kiai points) to assist in
to determine where the arrows were made succeeding at the task.
or which group uses this kind of arrow, The Dif f icult y/Cha l lenge R ating
a fitting roll would be Marksman with determines the number of successes
Knowledge (instead of Marksman with the the player needs to roll on the dice to
default attribute of Senses; the challenge accomplish the task successfully.
is testing the characters ability to know
about the arrow or gather information CHALLENGE RATING
about them, not to re an arrow). 1 You could probably do this in your sleep
In cases where it is hard to decide a tting 2 If you have some skill in it, you probably
attribute, simply use the default attribute wont fail
for that skill.
3 With practice, skill and innate ability,
DECIDE THE DIFFICULTY OF you can do it
THE CHALLENGE 4 People with advanced training at least
At this point, the Game Master should have a chance of doing it
determine how difficult the challenge 5 Extremely dicult
is. Since the player is not rolling against
another character (see Opposed Actions), 6 Almost Impossible
the GM will have to set the diculty at It is not suggested that you make diculties
one number, usually between 1 and 6. higher than six, except in extremely rare
Th is is called the Challenge Rating or circumstances such as the player wanting
Diculty. to do something physically impossible yet
The player will soon roll the dice and the GM wants to give them some remote
determine how many of their dice are chance instead of saying No outright.
successes. The GM will have to reveal
ROLL THE DICE
now how many successes are required to
At this point, now that the player knows
overcome the challenge.
the diculty of the task, she will roll dice
In most cases, simply getting one single and measure success. The player rolls a
success means that the character succeeded number of dice equal to the attribute score
at the task. One success is all that most used for this challenge. The dice are rolled
rolls require. However, if it is more tting in front of everyone.
that the task is dramatically harder, more
challenging, or requires more risk to pull

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TENR A B A NSHO Z ERO | G AME R ULES

COUNT SUCCESSES Determine What Happens


When the dice are rolled, the player will The last step in this process is determining
make use of the skills value and count the what happens based on the results. The
successes. A success is any die that comes GM is the one who usually describes what
up with a number of pips equal to or lower happens based on the die roll, whether the
than the characters skill level. In other result was a failure or a success.
words, rolling low (ones) is better than The GM can also invite player input. Or,
rolling high (sixes). she might ask the player:
For example, a player is using her Movement You succeed. What happens?
skill to leap through a forest canopy to
pursue a foe. The characters Movement Or:
skill score is 2 (Skilled), represented by You fail. What happens?
two lled-in dots on the character sheet. In this case, the player can describe the
Any die rolled that comes up showing 1 or result. The GM has nal say as to whether
2 pips is a success. Any die that comes up it happened that way or not. The best thing
showing 3, 4, 5 or 6 pips is a failure and is a GM could do when letting the player
not counted. describe the outcome (success or failure) is
If you are rolling your Notice skill, and your to let the player describe the gist of what
notice skill has 4 dots on your character happens, then the GM restates that result,
sheet (indicating that you are a Master of adding in details and continuing forward
Noticing), then any die that comes up as a from there.
1, 2, 3, or 4 is a success. Any die that comes
up as a 5 or 6 is a failure and is not counted. CHALLENGE RATING LIMITS
The max challenge rating is usually 6.
Compare the number of successes the
For extremely rare cases, you can make
player got with the challenge rating that
it higher than this. However, remember
the GM set. If the player gets a number
that while all challenges shouldnt be
of successes that equals or exceeds the
easy, the object as GM isnt to beat up
challenge rating, then their character
the players from game start to nish with
succeeds at the action. If the player gets a
high difficulty numbers. In most cases,
number of successes which is lower than
1-3 successes should suffice for easy to
the challenge rating, then their character
moderate tasks, and 4-6 successes should
fails.
be ne for a challenge rating that is hard
It can take a little bit of time to get used to to impossible.
the system, but simply remember:
Remember that the number of dice that the
Attributes represent how many dice are player can roll is based on their attribute.
rolled in challenges. There is a nite limit (which can be bent
Skills represent the number of pips a or broken by spending Kiai, more on that
die must have, when rolled, to count as later) to the number of dice a player can roll
a success. for a task.

You are attempting to roll many dice, and If you want to determine the odds that
trying to roll them as low as possible (ones your character can beat a particular task,
and twos in most cases). You then count you can calculate the characters average
the number of dice that were successes. success rating for that skill. Its s simple
mathematical process:

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GAME RULES

Average Success Rating =


AUTUMN RAINS JUMP Attributex(Skill Rating 6)
GM: Autumn Rain, a mercenary on the run, now
In the jump example, Autumn Rains
knows well the price of retreat. The tide of battle
average success rating for Movement skill
turned against her company, andas mercenaries
tasks based on the Agility attribute would
dothey dispersed and ran away. Autumn Rain
be 8 x (3 6), or 4.
finds herself alone as she is running along a forested
mountain path. Through the bitter cold and the rain, Its a handy equation to have if you want to
she finds herself talking to herself to keep her mind see if your character has a decent chance
focused: of succeeding at a task without the aid of
Kiai points.
Player: Those Rasaku Clan bastards. The first sign
of trouble and they tuck tail and run
CONCEPT: WHY USE A GAME SYSTEM?
GM: Suddenly, the path opens up into a 4-meter-
For many people used to online chat-based role-
wide pit. Must have been a stray artillery shell.
playing games where people make up results on
Player: I can make it. the fly, or computer-based role-playing games
With that, Autumn Rain leaps up, her body where the results are decided by the computer,
silhouetted against the surrounding trees for several its probably a good idea to understand why
seconds. this game uses dice and challenge ratings
and the like.
After deciding that this is an interesting roll (she
decides failure means that the enemy troops catch First, not knowing the outcome of a conflict,
up to Autumn Rain and capture her), the GM thinks where both winning and losing could result in
about the difficulty. Autumn Rain is running up a interesting results, is entertaining.
sloped mountain path. On top of that, the rain has Second, its a way for tasks to have their outcome
made the ground slick. The 4 meter distance will be decided in a non-arbitrary way. Sure, the GM
hand-waved by the GM: Many characters in manga decides a difficulty rating, but from that point on
and anime can jump that far with no problem. The its up to the player whether they succeed or fail.
GM decides that the challenge rating will be based
Third, it interjects some chaos into play: Watch
on the skill Movement, and have a challenge rating
as skilled people fail, or unskilled people succeed,
of 3. Autumn Rains player uses her Agility score
and decide how that came to be. This chaos
with this roll. Since her agility is 8, she picks up and
creates some interesting story twists!
rolls 8 dice, and compares the numbers that come
up against her Movement score to find successes. The GM is given a lot of power in this game: She
Her Movement skill is 3, so any die that comes up a decides the difficulty of tasks, where the story
1, 2 or 3 is a success. She is looking for 3 or more of turns and leads after the dice hit the table, etc.
these successes, since the GM announced that the The GM has to decide what to do when a task or
challenge rating is 3. conflict isnt really covered by the rules. Overall,
the GM should strive to remain fair and balanced.
She rolls the dice, and gets 5 successes.
They shouldnt strive simply to shut the players
GM: Autumn Rains form floats through the air in a down if they try new things by using the rules
magnificent arc, landing squarely on the opposite as a wall: Rather, they should use the rules to
side of the pit and tucking into a roll. Glancing support the players in their characters acts as
quickly back to the enemies chasing after her in the the story develops. The Zero System chapter
distance, she snorts in defiance then turns to run the gives more tips on how to run a fair and exciting
rest of the distance to the nearest town. game of Tenra Bansho Zero.

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TENR A B A NSHO Z ERO | G AME R ULES

OPPOSED ACTIONS
An opposed roll happens when one character does something, and another opposes them either directly or indirectly.
The opposing or defending character rolls an appropriate attribute and skill combination. Count the successes that
result. Thisnumber of successes will now be the diculty number or challenge rating for the aggressor.
If the aggressor gets more successes than the defending character, the aggressor succeeds.
If the aggressor gets fewer successes than the defender, then the defender succeeds instead.
If their results are a tie, both players pick up the exact number of dice they just rolled, keeping all modiers for spent
Kiai andthe like in place, and roll again. They do this until one character wins.

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GAME RULES

OPPOSED ACTIONs EVERYDAY POSSESSIONS


When one PC is working against an NPC, In the game of Tenra Bansho Zero, theres
or two PCs are working against each other, no real sense of keeping track of money.
both players (or the player and GM) roll Even though your character might have
dice against each other and look for written down 10 mon or 5 ryo on
successes; the side with the most successes the sheet during generation, thats more
wins that conict. Its that simple. of a color item to give you some details
There are times when both players will have about what kind of character they are.
the same number of successes. When this Players shouldnt worry about how much
happens, both sides simply pick up the dice money their characters have, or how
and roll again, repeating this until one side much they need to buy stu. Instead of
wins. On these rolls, the dice and bonuses that, use common sense and role-playing
do not change. If you spent Kiai points to determine what your character might
to gain more dice, or used Kiai to gain a get a hold of, or how much things cost. If
temporary skill level bonus, those continue you decide you need something thats well
to remain in eect until one side gets more within your character concept, you have it.
successes than the other. At this time, time If you need something that falls outside of
stops within the game until the roll ends your character concept for that time, work
with a clear winner, then resumes when a it out with the GM. The GM will either let
victor emerges. you have that resource outright, or perhaps
work out details to get one.
Money shouldnt really be treated as
anything more than color for the game.
Sure, theres the Japanese expression Yoh

THE HIDDEN INFILTRATOR


Autumn Rain has infiltrated the estate of a noble bushi. She pulled away a ceiling board in
the entryway, and has just climbed up into the rafters. She passes over a room containing the
lord and his highest paid ronin, talking and drinking sake a few meters below her. She passes
over a small hole in the ceiling tile, casting an almost imperceptible shadow below. The ronins
instincts flare up, and he slowly begins looking around the room.
Damn. Does he sense me?
The tension rises, thick as a fog.
The GM calls for the player to make a roll to stay hidden, to effectively cover her presence by
remaining still and holding her breath. This roll, the GM decides, will be based on the attribute
Spirit and the skill Stealth. The Ronin will oppose by rolling Spirit and Notice, to try to detect
(even without realizing it) the ki or presence of the intruder.
Autumn Rains player rolls and gets 3 successes. The GM rolls for the ronin and gets 3
successes, too. Since its a tie, its a do-over: They both pick up their dice and roll again. This
time Autumn Rain gets 3 successes, and the ronin gets 2. Autumn Rain wins this conflict.
Suddenly, the master calls to the ronin while tapping his empty sake glass with his lacquerware
fan, breaking the tension in the room and the ronins concentration. The ronin nods subtly and
pours more sake in the lords cup. Autumn Rain continues to move forward in the ceiling rafters.

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TENR A B A NSHO Z ERO | G AME R ULES

no naka wa kane ja, or Money makes EQUIPMENT REPAIR


the world go round . However, how Sometimes kijin mechanica, gemblades,
much money you have on your sheet isnt and other special equipment purchased at
important. Its how it is used in the game character creation can become broken.
thats important. Its not about how much This doesnt necessarily mean that they are
you have or lose, but how money can make forevermore unusable.
the situation more interesting:
Instead, it is just that they dont provide
GM: The mob boss looks you up and down. their dice or other special bonuses anymore.
I know I told you ten ryo. But you botched The equipment is eectively tapped out.
that job up. Got one of my men killed. Heres Equipment only becomes broken if it works
ve ryo, and you should count yourself lucky I for the story; equipment has no hit points
give you that much. or wounds. Instead, the GM may simply
Player A: We agreed on ten. The price rule that an item needs repair. Breaking or
is ten. Your man got himself killed. If youre damaging equipment may be a result of a
going to back out of our arrangement I failed skill roll (the GM should discuss this
say as I sloooowly lower my hand to the hilt of possibility before the roll occurs).
my sword, looking at the other guards with as
For example, a gemblade would no longer
much of a erce glare as I can muster.
provide its damage bonus, nor would it
Player: Muroku needs a horse. be able to use soulgems or gunpowder.
GM: Sure, hes a samurai. I can imagine you The same is true for kijin mechanica.
have enough money to buy one at the next Their effects are lost, their die bonuses
town, no problem. and the like no longer work. In cases like
Or mechanical eyes, it isnt that the character
becomes blind: They can still see, but the
Player A: Muroku needs a horse.
in-game mechanical bonuses are lost until
GM: Hmmm. You just escaped from they can be repaired. A gemblade might be
your bandit captors, who took all of your
cracked in half, or simply dulled, requiring
possessions. You fought your way out, and
repair to return it to its natural condition.
barely managed to keep your trusty katana.
Youll probably have to work at it. Either steal Repair can happen during intermissions
a horse from the bandits, or perhaps nd a job or at the end of a game session. Theres no
as a bodyguard for a few days once you get to repair roll or anything like that. All that
town. is required is the permission of the GM.
Player B: What if Muroku has an old friend Usually this means that the character took
in town who could lend him a horse? the time to seek out a repairman, or made
GM: Thats a good idea, too. So which do you the necessary repairs herself.
want to do? Steal one from the bandits? Or get If it makes sense in-game, and the player
to town and nd your friend? The latter one agrees to it, then a piece of equipment like
will involve more in-character role-playing. a gemblade could be totally annihilated,
Player A: Hmmm. I want to get back at the destroyed without possibility of repair.
bandits. Ill steal one of their horses.
GM: Cool. Ill make that the next scene,
well see if you can steal that horse or not, and
maybe nd out more about the bandits in the
process.

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GAME RULES

FINDING SPECIAL GUNPOWDER AMMUNITION


EQUIPMENT Like soulgems, gunpowder weapons
During the course of a scenario, a character require ammunition to function. However,
might nd an excellent new gemblade or lead and gunpowder bullets are not nearly
stumble upon a cache of hundreds of as hard to acquire as soulgems. Bullets
soulgems. During the adventure, the for gunpowder weapons are completely
character can use these as she sees fit. refreshed during each intermission phase
However, to keep this equipment from one of the game. There is no Kiai cost for
Act to the next, the player has to spend the replenishing gunpowder ammo.
Equipment Cost of the equipment found,
as per the chart below. The GM may rule SPECIAL EQUIPMENT
that a player can keep special equipment Kongohki and kijin mechanica, as well as
from one Act to the next, but before the the armour hunters ZAKT-8, all are special
game ends the character must spend the equipment which requires an attribute cost to
cost if she wishes to keep the equipment. initially purchase during character generation.
When these are chosen at character creation,
If the player doesnt spend the cost (on
they are effectively a part of the character (in
the Equipment Cost chart) of the newly
both the physical and philosophical meanings).
found equipment by the last act of the
scenario, then that equipment is lost. Your Damage, destruction and loss may be interesting
onmyoji character might obtain thousands to portray in the game, but unlike other
of soulgems at the end of a scenario that equipment it can mean life or death for the
focuses on a mining conspiracy, but start owning character.
the next scenario with that character with Thats why the intermissions give the players
only 20 soulgems (4 Kiai points worth) a chance to quickly heal any damage to this
in her pockets, having left the rest, given equipment. In most cases permanently denying
them to someone, or spent them all on sake this equipment from the player would really mess
and fancy kimonos. The choice is up to the up the initial character concept. Thats why the
player. player has so many chances to replenish and
EQUIPMENT COST IN KIAI
repair her characters equipment. Thats also why
the player has the final say in the permanent loss
Special Weapons* 10
or destruction of specialized equipment: It might
Gemblades 3
make the story cooler, but its good to make
Gunpowder Weapons 2 sure the characters player is on board with that
Buying New Soulgems decision as well.
1
(per 5)
While upkeep should be spent for new equipment
Buying New Shiki
1 gained, some GMs may want to wave away the
Prayer Slips (per 10)
idea of equipment damage. Sometimes it can be
attribute
Mechanica interesting in a game, other times threatening
penalty x 10
players with equipment failure or damage can
Annelids annelid cost
simply get in the way of the story. If you want,
* Includes armour, kongohki, kijin weapons
feel free to treat equipment damage and failure
and equipment, as well as customized
weapons. as optional, unless the rules specifically call for it
(Some Arts of War require the destruction of the
attackers weapon).

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TENR A B A NSHO Z ERO | G AME R ULES

however they need a good reason (or story


SKILL LIST idea) for how they were able to take such
The skills below are listed under their skills. Decide with the GM and the other
default attributes. Remember that in play players how that might have happened.
you can couple any skill with any attribute,
BODY CLASS SKILLS
depending on what your character is trying
to do. Some examples are provided for each UNARMED COMBATGENERAL
skill of cases where you might pair another This is the skill and the art of fighting
attribute with the skill. Many skill usages unarmed, or using special open hand-
overlap with each other, as the skills have based weapons. Th is ability can also be
multiple purposes and usages. used for spiritual or open-minded actions
like detecting an opening in the enemys
Skills are listed by Skill Name and Skill
defenses, or feeling a killing intent from
Type. There are basically two types of
the spirit power of a nearby enemy.
skills: General and Specialist. General
skills are skills that everyone starts off BODY: Attacking and defending
with as Unskilled (one dot lled in on SENSES: Sizing up the enemy and
the character sheet). These are skills that guessing their general strength or skill
anyone can quickly raise through self- KNOWLEDGE: Recognizing the
training and practice. Specialist skills opponents style or weapon
can only be bought through choosing SPIRIT: Detecting a killing intent from
special archetypes which provide them. an open or hidden enemy
These skills represent special training and
STATION: Demonstrate your martial
background that most common people
ability through words or physical actions
cannot hope to attain, and always start out
at Skilled (2 dots) or higher. WORMCHARMSPECIALIST
This is the skill that is used when an action
You can pick up a general skill at the
deals with annelids in any way. Finding
Skilled (2 dot) level any time in the game
annelids, knowledge of annelids, caring
by spending the requisite Kiai (5 points).
for them and using them all fall under
You can also spend Kiai to raise a general
this skill. When employing combat-based
skill up a level any time during the scenario.
abilities, this skill is used as well: Couple it
You may raise a specialist skill up one level
with Body for melee worm attacks, or with
any time during a scenario you wish as well.
Senses for projectile attacks.
However, if you want to take a specialist
skill for the very rst time (raising one of BODY: Making melee attacks with
these skills from 0 to 2 dots, or No Skill annelids
to Skilled), you must wait for the next AGILITY: Catching wild annelids
Intermission phase to gain that specialty SENSES: Finding annelids; making
skill. annelid ranged attacks
A number of specialist skills are classied KNOWLEDGE: Annelid knowledge
as elite skills. Elite skills are specialist EMPATHY: Caring for annelids
skills that require special upbringing
STATION: Information about the
from childhood, or induction through an
Mushi-tsukai, Nests and rank in
intense training regimen. A character can
Annelid-user society
gain these skills like other specialist skills,

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GAME RULES

AGILITY CLASS SKILLS STEALTHGENERAL


This is the art of doing things without
MOVEMENTGENERAL
being seen. Hiding in shadows, or moving
Almost every physical action falls under
without making noise. If you are trying
this skill: Lifting heavy objects, climbing
to do something without someone else
up a cliff face, jumping over obstacles,
noticing, they will usually make a roll to
swimming, maneuvers in the air or while
resist using Notice. This ability can also be
falling, leaping from tree to tree, or riding a
used to hide from armour and devices with
horse or carriage. All these things and more
the Soulnd ability.
fall under the Movement skill.
AGILITY: Moving stealthily, hiding
BODY: A hard endurance run, lifting
without being noticed
heavy things
SENSES: Detecting ambushes,
AGILITY: Quick sprints, falling without
optionally use in place of Notice to
hurting yourself
detect hidden people
STATION: Riding a horse
SPIRIT: Hiding your own ki-presence,
MELEE WEAPONSGENERAL holding your breath, blending in with
This skill involves the use and knowledge the environment
of any and all melee weapons. Theres also
NINJUTSUSPECIALIST (ELITE)
a mental aspect which encompasses things
This is the elite skill of the ninja and
like detecting an enemys killing intent,
shinobi of Tenra. This skill represents
or seeing through an enemys stance or
high-level specialist training and Spartan-
defenses.
style rearing. At the command of their
AGILITY: Attack and defense actions in clans leader they would quickly take part in
melee combat dangerous missions. This skill is not really
SENSES: Determining the relative used like normal skills, but rather shows
power or skill of an enemy the rank and power level of the ninja. Please
KNOWLEDGE: Knowledge of weapons see the Ninjutsu section for ninja abilities
and descriptions.
SPIRIT: Detecting an enemys killing
intent, either open or hidden You should write your clan or style name in
STATION: Intimidating others next to the Ninjutsu skill (Ninjutsu: XYZ
Clan). If you are training in more than one
EVASIONGENERAL style or under more than one clan, then
This skill is used to escape dangerous write each Ninjutsu ability separately.
situations. In many cases it is a simple
dodge, and can be used against an opponent CRIMINAL ARTSSPECIALIST
attacking with any kind of weapon. Pickpocketing, lock picking, applying
However, if this skill is used you can not or treatment of poisons, setting up or
make a counter-attack (see the Combat dismantling traps, or tricks of the hand used
section for more details). in criminal activities, all these fall under
criminal arts. It also represents knowledge
AGILITY: Dodge an attack
of crimes and their punishments, as well as
SPIRIT: Detect the presence of others
knowledge of the criminal underworld, and
STATION: Demonstrating your power connections within it.

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TENR A B A NSHO Z ERO | G AME R ULES

AGILITY: Pickpocketing, springing MARKSMANGENERAL


locks or traps, sleight-of-hand tricks The Marksman skill covers all weapons
SENSES: Spotting traps, detecting that fire, shoot, or are thrown by hand
poison including shuriken and kunai, bows,
KNOWLEDGE: Criminal knowledge, gunlances, gunpowder weapons and heavy
knowledge of the underworld society, weapons. Unlike other weapon skills, this
poison lore skill cannot be used to defend or gain a
counter-attack. The mental aspects of
SPIRIT: Intimidation
this skill include repair, assembly and
EMPATHY: Finding or keeping knowledge of missile weapons, as well as
underworld connections detecting ambushes, sensing killing intent
STATION: Intimidation based on social and the like.
status
SENSES: Firing weapons, throwing kunai
SENSES CLASS SKILLS KNOWLEDGE: Knowledge of missile
FIRST AIDGENERAL and thrown weapons
This skill covers the treatment of common SPIRIT: Detect killing intent, sensing an
injuries and illnesses. This is an important ambush
skill in the world of Tenra, a world without STATION: Intimidating foes
prestigious medical colleges and the like:
PURSUITGENERAL
Home doctoring, plant-based medicine,
This is the skill of using tracks and
bone-setting, and homeopathy are the
knowledge to hunt down people and
common tools of this skill. Please see the
animals. Its also a skill that can be
Combat Section for more information of
employed to shake o a pursuer by covering
the rules usage of this skill.
ones tracks and blending in. It can cover
SENSES: Actually performing rst aid, everything from knowledge of animal
nding medicinal plants movement habits, to understanding the
KNOWLEDGE: Herbal lore, doctoral psychology of the criminal mind.
knowledge
SENSES: Spotting clues, tracking
NOTICEGENERAL downprey
This is the skill used to nd hidden people KNOWLEDGE: Knowing common
or things. It can also be used to detect runaway and refugee hideouts
killing intent from a hidden foe (to prevent SPIRIT: Covering your tracks, blending
an ambush), or a persons physical presence. into a crowd
It also involves the use of all ve senses,
including hearing, touch, and taste (and FORGERYSPECIALIST
perhaps even the sixth sense). This skill covers lots of things, including
cutting coins or counterfeiting, creating
SENSES: Finding hidden or hard-to-nd
fake documents or passes, crafting keys,
people or things
or engineering small devices or traps. This
SPIRIT: Detecting killing intent or a skill also covers the knowledge of all the
humans ki-presence above (and the network of other people
who do them), as well as the ability to spot

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GAME RULES

or size up the quality of a forged work. In ART OF WARSPECIALIST


social situations, this skill can be used to This skill represents ones level of mastery
nd forgers or other related connections. in a particular Art of War discipline. This
AGILITY: Creating a fake or forgery skill is not used like normal skills, but
byhand rather simply shows the level of power
and inuence in that discipline or art. You
SENSES: Engineering, creating or
should write down the art studied next
setting traps, spotting fakes
to the skill name (Art of War: XYZ). If
KNOWLEDGE: Knowledge of precious more than one Art of War is learned, then
metals, crafting techniques and the like record that instance of style separately. For
EMPATHY: Finding or keeping more information, see the Art of War rules
connections in forgery circles section.
STATION: Knowledge of and
connections with fences and other SPIRIT CLASS SKILLS
people who move stolen or forged goods WILLPOWERGENERAL
More a reactive skill than an active skill,
KNOWLEDGE CLASS this skill represents ones mental and
SKILLS spiritual fortitude, and the ability to resist
INFORMATIONGENERAL everything from persuasion, seduction and
Also known as, Ahh, Ive heard of this swindling from even charismatic people.
before, this is the general skill of trivial Its not a skill that you will roll actively
knowledge. Its also the skill of having ones often, but its an important skill where you
ear to the ground, of knowing the lay of the may nd yourself in trouble if you dont
land (both physically and socially) of towns take it.
you visit, and hearing the latest big news.
BODY: Resisting torture, enduring
KNOWLEDGE: I heard about this from physical stress
a doctor friend of mine SENSES: Sizingg upp another pperson
STATION: I heard this rumor about
Lord Kagehisa when I was at court, KUGUTSU SKILL SPECIALIST (ELITE)
talking to his entourage This skill is rare, only taken by kugutsu-
maker players or NPCs. It involves the
ONMYOJUTSTUSPECIALIST knowledge and history of kugutsu, as well
Th is skill covers all training, knowledge as how to make and train them. Since it is a
and use of Taoist summoning magic. It rare skill, it does not normally appear on the
also represents knowledge of mechanisms, character sheet. You may write it in under
armours, samurai, and other objects the Knowledge attribute area.
powered by magic. Please see the Onmyoji
section of the book for more details of the AGILITY: Carving and forming the kugutsu
use of this skill. SENSES: Assembling the kugutsu
KNOWLEDGE: Knowledge of magical KNOWLEDGE: All knowledge regarding
devices and spirits kugutsu and their makers
STATION: Inuencing other onmyoji, EMPATHY: Training a kugutsu
using your reputation as a Taoist
STATION: Knowledge of and influence in
summoner
kugutsu-maker circles.

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TENR A B A NSHO Z ERO | G AME R ULES

KNOWLEDGE: Resisting being BUDDHIST MAGICSPECIALIST


swindled This skill represents ones ability to exercise
SPIRIT: Resisting intimidation or Buddhist Magic. Its practitioners believe
temptation in the endless circle of reincarnation, and
EMPATHY: Resisting temptation strive to help save other souls through the
powers bestowed upon them. The way they
STATION: Resisting intimidation or
go about that practice depends on the sect
temptation by virtue of your nobility or
they belong to. Please note that this skill
social status
does not equal belief: One can still be a
RESONANCESPECIALIST devout Buddhist without having the ability
(ELITE) to use or master the rare powers of unique
Resonance is the extraordinary power that Buddhist monks. For more information on
oni and half-oni call upon. Only those who Buddhist magic, please see the Buddhism
have chosen the oni or half-oni templates rules section.
can make use of Resonance. Resonance
uses the power gathered in the oni heart EMPATHY CLASS SKILLS
called Earth (Dii) or the horn called PERSUASIONGENERAL
Heaven (Alu) to perform almost magical This skill is the art of using talking,
feats. conversation and social inuence to move
BODY: Using Dii power the hearts of others. Everything from
chiding someone to fast talk, moving
SPIRIT: Using or resisting Resonance
someone to tears or inciting a rebellion
EMPATHY: Using Alu power
and more, is covered by this generally
STATION: Ones standing in oni shaman useful skill. When inuencing another, the
circles opponent makes a Willpower, Persuasion
INTERFACESPECIALIST (ELITE) or Art of Rule counter-roll to resist. If the
This elite skill makes use of a meikyo soul opponent loses, then their character either
mirror to access the Shinto Priesthoods believes in what they are told, or at the very
all-prevalent Meikyo network. Typically, least gives the speaker an ear.
this skill is used by riders to pilot yoroi BODY: Physical blustering
armours, by Shinto agents to access AGILITY: Fast-talk, quickly explaining
and contact others through the meikyo something away
network, or by Shinto puppeteers to hijack
SENSES: Getting common rumors
control of a yoroi or kongohki. To make
started
this skill work, Karma should be kept as
KNOWLEDGE: Discussion, theorizing
low as possible. This is because if too much
Karma builds up, the soul mirror will SPIRIT: Stopping someone in their
cease responding to the user and become tracks with a commanding or powerful
clouded. tone, moving someone to action
EMPATHY: Flattery
When utilizing the power of a meikyo
soul mirror, all general skills are actually STATION: Starting rumors in court,
performed using the Interface skill. All using social rank instead of words to
other specialist skills cannot be used with inuence others
the Interface skill (you must rely on that
specialist skill instead).

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GAME RULES

PILLOW ARTSGENERAL AGILITY: A small ceremonial or social


This skill covers everything from seduction dance
to using ones sexual or sensual appeal to SENSES: Polite entertainment,
get things done. Various sub-uses will be calligraphy
left up to the readers imagination. KNOWLEDGE: Poetry, tea and tea
SENSES: Finding an attractive person ceremony
in a crowd, spotting people interested EMPATHY: Conversing with nobility,
in you social maneuvering
KNOWLEDGE: Knowing who is seeing STATION: Saying and doing the proper
who in a social environment thing
SPIRIT: Resisting seduction
SHINTOSPECIALIST (ELITE)
EMPATHY: Seduction, talking, Th is elite skill represents ones standing
attering, gauging interest within the Shinto Priesthood. Characters
STATION: Resisting seduction, or using that have this skill have some relation
ones political weight to seduce another to the Priesthood, usually a wandering
PERFORMSPECIALIST Gyoshi (Shinto priest) or Miko (shrine
Musical instruments, dramatic acting in maiden). Please see the Shinto section for
traditional plays, singing and otherwise more details on the use of this skill and the
entertaining are all covered by this skill. powers associated with it.
This skill may also provide a source of small This skill is special: Without GM
income when performing in a large town or permission (and a good explanation), you
city square in a pinch. must wait for Intermissions to raise the
BODY: Physical performances, dance, level of this skill. Normally you cannot use
taiko drums the Skill Boost Kiai ability on this skill as
it represents rank, but GM permission may
AGILITY: Traditional dances, biwa,
override this (to access higher-level Shinto
shamisen
abilities) if there is a good story explanation
SENSES: Acting for why the player has an anity with local
KNOWLEDGE: Knowledge of songs kami.
and plays, performers and artists
EMPATHY: Singing, vocal ART OF RULESPECIALIST
performances (ELITE)
This skill represents the schooling and
STATION: Inuence in performer
training that one receives when preparing
circles
to be a ruler. It includes learning the
STATION CLASS SKILLS Machiavellian teachings required to
gain power, politics, political subterfuge,
ETIQUETTESPECIALIST
negotiation, diplomacy, and always
This is the skill of behaving in a way that
showing ones best qualities while hiding
wouldnt embarrass ones self or others
the worst. Ones noble airs are covered
in front of people of high status. It also
by this skill, which makes it useful when
includes skills or knowledge of tea and tea
resisting Persuasion or Pillow Arts.
ceremony, poetry, small social dances, and
Successors to a throne or the heirs in a
the skilled use of supremely polite-form
noble family commonly have this skill.
conversation.

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KNOWLEDGE: Negotiation, political


SKILL GROUPINGS
information, political history, famous
For ease of getting into play, the skills
political works and edicts
have been grouped into categories with
EMPATHY: Pure charisma and their suggested base attribute. If you
leadership want to organize the skills in other ways
STATION: Politics, the ins and outs (for example, if you want to create a new
of court, manipulation of the court, character sheet for your group), feel free
diplomacy if you think it will help play. Heres another
STRATEGYSPECIALIST sample breakdown of skills into other
Some people grow up studying styles of categories:
leadership, tactics, group combat, and war COMBAT GROUP
formations. Sometimes this knowledge Evasion/Agility
comes from studying classical war journals Melee Combat/Agility
in cloistered halls, other times this Unarmed Combat/Body
knowledge is passed down from captain Marksman/Senses
or general to son, or through grassroots PHYSICAL GROUP
knowledge gained as a leader in times of Movement/Agility
war. Stealth/Agility
Not only limited to martial combat, Notice/Senses
well-schooled ministers and leaders have Pursuit/Senses
keen insight into the battlefield-like Criminal Arts/Agility
conditions of social machinations, plots, MENTAL GROUP
and manipulation. Classical knowledge of Willpower/Spirit
great works of ction and political journals Persuasion/Empathy
can teach one to be an expert tactician in Pillow Arts/Empathy
social schemes. Interface/Spirit
This skill allows one to anticipate the SUPREME ARTS GROUP
outcome of a martial skirmish or even Wormcharm/Body
social machinations, and maneuver ones Onmyojustu/Knowledge
resources in a way which greatly benet Resonance/Spirit
their goals. Buddhist Magic/Spirit
Once per act, a character may roll a Station: Ninjutsu/Agility
Strategy roll against a diculty of zero, Shinto/Station
and bank all of the successes made for Art(s) of War
later. In later rolls made by themselves or KNOWLEDGE GROUP
their allies, they can convert some or all of First Aid/Senses
those banked successes into bonus dice Forgery/Senses
on a one for one ratio, which can be given Perform/Empathy
out by the strategist. Any dice left in the Etiquette/Station
bank at the end of the act are nullied. Information/Knowledge
Art of Rule/Station
Strategy/Station

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GAME RULES

This eect in the game represents that the warrior walking into battle will be a re
situation is going exactly as the strategist with unmasked killing intent. A rieman
planned. The strategies must be present in will aim her killing intent at the target she
the scene when rolling this ability. res at. The best assassins will attempt to
Strategy rolls can also be used against set hide their killing intent (and their cover)
diculties to remember historical records until the precise moment of the killing
of war or politics, recognize political blow. Killing intent might be felt right
or martial traps, or carefully calculate before an ambush in the woods; or perhaps
the resources required to overcome an you detect almost beams of pure hatred
opponent. from the eyes of the mysterious girl in
the marketplace, watching you from afar,
KNOWLEDGE: Military history, giving you goose-bumps or making the
weapon knowledge, knowing the size of hairs on the back of your neck stand up or
a neighboring lords army. the candles in the hall icker as if a slight
EMPATHY: Understanding the move- wind was blowing over them.
ments of the enemy leader, anticipating
an opponents next step. TAKING NEW SKILLS
STATION: Crafting strategies, plotting General skills and most specialist skills
war council machinations. can have their level permanently increased
(think of it as a level up) by using Kiai
KI-PRESENCE AND at any time during the game. You can also
KILLING INTENT pick up new general skills (starting at two
You will notice that many combat and dots) any time during the game as well.
notice skills allow the user to detect However, new specialist skills can usually
anothers presence, detect a persons ki- be only gained during Intermissions.
presence, or detect killing intent.
Ki-presence (or kihai in Japanese) is that
feeling you get when someone is watching SKILLS EXPRESS THE CHARACTER
you: Hairs stand up on end. You feel like The skills in the book represent the things
someone is watching you or you feel that that will appear most in the game. There
someone is here, in this room (or house). are things like physical skills, combat skills,
It isnt used like a sonar or a game of Hot/ mental and magical skills. The skills that the
Cold to zone in on enemies, nor is it used player chooses become what that character
to detect friends who are far away. Rather, is about. Things like specialist skills and
its primarily used to sense the presence (or especially elite skills can really define a
hear the breathing or heartbeat) of people characters role and set them apart from
who are physically near you: The ninja others.
hidden in the rafters making his way over
Three samurai built using the same skills
your head, or the samurai who is hiding
and attributes can still have very different
three meters away in the closet, ready to
backgrounds, personalities and fates.
pounce.
However, you may want to explore a
Killing intent (or sakki in Japanese) is the characters individuality further by crafting a
ki-signature that is generated of boiling character with unique skills. Pick something
hatred, anger and force when an assassin that you think would express your character
or other enemy makes that fatal stab. A in a new or interesting way.

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This represents the downtime required to


study and learn the ins and outs of those
specialist skills.
While it may make things interesting to
bend that rule, having a character suddenly
say, Hey everyone. I know I kept it a secret
until now, but actually Ive had extensive
Onmyojustu training as a child. I didnt
want to use these skills, but I see now I
have no other choice, it could also be
disruptive to the feel of the game. Always
work it out in advance with the GM: The
fewer random Oh yeah, Im awesome at
XYZ, too! twists, the more stable the
game will be.
For those elite skills like Ninjutsu, Shinto,
Interface and the like, the downtime of
the Intermission required to gain these
skills might represent the intense short-
term training, or relearning what was once
learned and forgotten, or perhaps a secret
revelation about the character: She was
always a member of the Priesthood, and
just now became activated.

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the thread of Karma is the strongest thread
nothing you wield can sever it
nothing you carry can deny it

THE KARMA SYSTEM


Within the game Tenra Bansho Zero is a subset of rules which focus on the psychological
condition of your character. That rules system is called the Karma System.
The Karma System is the backbone of this game. While these rules are an important
part of playing Tenra Bansho, they are fuzzy rules, rules that dont rely on hard numbers
and math. For those of you familiar with role-playing games, you understand that the
actual act or role-play is not something that can be quantied in a number or rolled on
dice. The Karma System attempts to bridge the gap between qualitative role-playing and
quantitative character change.
The Karma System is made up of four inter-linked concepts: Kiai, Aiki, Karma and Fate.
Lets take a look at each element in detail.

KIAI
Kiai is synonymous with a characters potential power. The more Kiai a character has,
the more power and inuence the character can exert on the world. Kiai is represented
in a pool of points that the player spends. Kiai is sometimes called Kiai Points.

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The word Kiai comes from Ki (spirit/


chi) and Ai (joining/harmony), together WHAT IS KARMA?
meaning ghting spirit. Its the martial Doing good things leads to Good Karma, and
yell that martial arts practitioners scream doing bad things leads to Bad Karma: Good
while attacking, generating a forceful things come to those who have good karma, and
spirit to overcome obstacles. In the game bad things happen to those who have bad karma,
Tenra Bansho Zero, Kiai represents the right?
characters force of will, and how she exerts Not really: Thats Hinduism.
herself upon the world. If the concept of In Buddhism, all karma is bad.
Kiai is hard to remember at rst, think of
it as focus. In Buddhism, there is just one kind of karma. Karma
(or goh in Japanese) actually means actions.
Kiai has two major roles in the game. The It represents the actions that people do in the
rst role is explosive power, the ability to world. In Buddhism, as people care more about
do heroic or mythic deeds. Many tabletop the world, they become bound to it. Eventually, as
games have this kind of pool of points: They karma amasses, they are tied to the cosmic cycle
are sometimes called Hero Points, Action of life and rebirth. Karma is such a burden that
Points, or Fate Points. The second role of the more you gain, the more perverse your actions
Kiai, albeit a lesser-used one, is character and emotions can become. You can start to love
development. Just like experience points something so much that you would destroy it, or
in many tabletop and console games, Kiai everything around it, in order to preserve it.
is used to raise attributes, skills, and gain
new abilities or equipment. You can love your kingdom and become so
attached to it that you make brutal war on your
Kiai starts at 0, but there is no upper limit peaceful neighbors in order to keep your kingdom
to the amount of Kiai you can have. When safe from the threat you perceive.
Kiai is spent, it turns into Karma during
Intermissions (special scenes that occur You can care for your wife or husband so much that
between acts of the game). Kiai must be you want to protect them from the influences of
recorded carefully: Not only the Kiai pool other people, seeing every friend or neighbor as a
that you currently have, but every spent threat.
point of Kiai has to be recorded as well. Your love for a person, organization, activity, object
Make sure to note spent Kiai carefully, or goal can become so strong that you cannot let it
as each point turns into a point of Karma go. You would do anything, kill anyone, even tear
later. down the world in order to mistakenly pursue that
love.
AIKI CHITS
Emotions and emotional ties to the world are a
Aiki is the player currency of the game, a
very human thing. However, too much of a good
reward for good role-playing. When the
thing leads to pain, as well as being trapped in
players receive this reward, it is passed to
the cosmic cycle of rebirth, of which escape is the
them in the form of what are called Aiki
goal of Buddhism.
chits. Aiki chits can be pieces of paper,
coins, poker chips, or other physical, tactile If the concept of Karma is hard to understand, you
counter. They are given to the players by can get by for now by thinking of Karma as Sin.
the other players and GM as a small reward Although it differs significantly, especially how it is
for excellent roleplay. gained (caring too much vs doing actual evil), the
term makes a good substitute at times.

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KARMA

Aiki is the reversal of the same characters a past trauma, or developed from a reason
which make up the word Kiai. Ai and for living, or perhaps from the shame of a
Ki together mean A Harmony of Spirit. transgression.
It represents the fact that when you gain Each Fate has a type, as well as an ability
Aiki chits at the table, you are receiving scale (like other skills and abilities) rated
them because your spirit is joined to that 1-5. The higher the Fates rating, the
of the other players: You have made them more the character feels strongly about
laugh, gasp, or say That was cool!, and that particular Fate. Fates assist in the
they in turn reward you for it with praise. conversion of Aiki chits to Kiai points, as
If the word Aiki is hard to remember at well as showing the psychological state of
rst, think of it for now as Praise from the the character: Essentially what they care
audience. about, and how much they care about it.
Aiki chits turn into Kiai points through
what are called Fate Rolls. Aiki can also DESTINY
be spent to gain new Fates. Finally, Aiki A Destiny is a particular type of Fate which
chits themselves may be spent in the same is given by the Game Master to the player
way as Kiai, although they do not generate during the Zero Act. It represents the
Karma. characters goal for this particular story. By
pursuing their Destiny, the character will
We will look further into the role of Aiki
progress through the scenario or adventure.
chits throughout this chapter.
The players should take careful note of this
Fate, and are encouraged to make use of it
KARMA through the game. Mechanically, Destinies
function exactly the same as Fates.
Karma is the sound of your soul tearing
The Destiny represents the characters
itself apart. It is the act of destroying the
role in the scenario. If a player is new to
world because you cannot keep your strong
role-playing, or at a loss as to what to do,
emotions in check.
they should follow the Destiny their GM
Karma starts as a number between 1 and gave them. Doing so will ensure that the
108, and usually signies the power level of scenario unfolds smoothly, and that the
a PC. If it goes below 0 or above 108, the player character has a solid path and role-
character becomes an NPC. play opportunities to follow in the game.
We will look further into the game rules of
Karma, how it is gained and lost, further in
this chapter. AIKI CHITS
FATES Aiki chits form the core economy of the
game. To understand how and why they
Fates in this game represent the PCs work, you need to know a little about
past, the things they accomplish, their Japanese Kabuki theater, which Tenra
goals, beliefs, and desires, all expressed Bansho attempts to emulate in style.
as abilities. They represent an event that
had some sort of impact on the characters Kabuki theater is similar to Western-
heart. That impact might have come from style theater, but there are a few poignant
dierences. The makeup, the music, and
the stage tricks aside, the biggest dierence
is the role of the audience. In Western

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KARMA

theater (Shakespeare, etc), the audience pieces. You will need about fifteen to
stays silent and enjoys the performance. In twenty Aiki chits per player, including the
kabuki theater, the audience participates: GM. If you have dierent colored chits, you
They yell and holler during the action could use one color to count as a ones chit,
scenes or when the actor strikes a classic and another color to count as a ves chits.
dramatic pose. When the actor delivers one The system of giving Aiki chits is a soft
of the famous lines within the play (usually rule, not as mechanical as rolling dice or
striking a traditional kabuki mie pose), the adding combat modiers. However, this
audience goes nuts. The serious kabuki fan system is the core of the most important
will scream out to the actual actor: Way rules set of the game. Make sure that all
to go Ichikawa! You tell em, Nakamura! the players understand it well, and that
Even if the audience knows whats coming the GM and experienced players set an
up next (and the kabuki enthusiast almost example of giving Aiki chits for the new
always does, being familiar with the play players of the game.
before watching it), seeing the actor play
up their backstory or deliver a set line in a Asking How many Aiki chits should a
certain way, is part of the dance or exchange player receive in a scene? is a little bit like
that happens between kabuki actors and asking, How much money should I tip
audience. my waiter? The answer is a subjective It
depends. However, a good rule of thumb
In Tenra Bansho, the Aiki chits help is this: The players should try to aim at
replicate the same kind of feel of the ow receiving about 2-3 Aiki chits per scene
of kabuki theater. A player (the actor in through role-playing, perhaps 4-5 or more
a scene) entertains the other players (the if the scene is long or the player is simply
audience) through cool or interesting role- bringing the house down.
playing, great ad-lib lines, or specically by
acting up their characters Fates. The other THE AUDIENCE
players will certainly smile, say Thats In the default method of gameplay, all of
awesome! or laugh. But they will also give the players at the table (including the GM)
the acting player a reward in the form of can award the acting players Aiki chits at
an Aiki chit (Awesome line, Mary: Here, any time. The role of the audience is simple:
take an Aiki chit). Each scene the players When they are entertained, they award the
will usually receive 2-3 or more Aiki acting player an Aiki chit. There are some
chits, depending on how much they exert things to look for when awarding Aiki
themselves and play up their role. chits:
There are two systems of handing out Aiki: Does the acting player express their
The main method is called The Audience, characters Fates? If so, give them a chit
where all players can award Aiki chits at right there. Make sure you read and
any time. The optional method is called understand the PCs Fates.
The Scene Judge, where one player per
Did the player entertain you? Did they
scene takes on the role of the audience and
say something really cool or really funny
awards Aiki chits to the acting players.
without distracting from the scene? Give
The Aiki chits themselves can be coins, them a chit.
poker chips, slips of paper, colored glass
beads (such as life counters used in
collectible card games) or other physical

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Did the player say or do something that


pulled at your heartstrings, something AIKI CHITS AND SUBJECTIVITY
that moved you? Give them a chit. What is cool is going to be different for
Keep an eye on the players role-playing. each player at the table. Its subjective.
Some players are more comfortable with Its the classic Beauty is in the eye of the
acting than others. Dont judge one beholder expression, applied to role-
players role-playing based on anothers, playing. However, you will see when you
but rather against their own skills. If a actually play that no matter how much you
player has a hard time coming out of their might be wary of the subjectivity involved
shell and acting out their part, reward in relying upon the players to reward what
them when they make an eort. is cool, the players will ultimately be
properly rewarded for their role-playing and
Each player should keep three Aiki chits in
cool lines. There is no need to worry about
their hand or somewhere near them on the
playing to what the audience (or scene
table. Award the chits as you see t. When
judge) thinks is cool over what you, as an
CONCEPT: AIKI CHITS AND HURDLES acting player, thinks is cool in order to be
It takes a few minutes to get used to rewarded. Unless someone actively acts
handing out Aiki chits to the players at the like a jerk to the others, the system of Aiki
beginning of the game, even for long-time chit giving normalizes over time and does
players of Tenra Bansho Zero. Giving Aiki function as intended.
chits is a process which is like the heartbeat
Jason likes things that Elizabeth doesnt
of the game, and an indicator of the games
like. Thats always going to be true. That
pacing. During the Zero Act, the giving of
doesnt mean that if Jason is the scene
Aiki chits may be a little haphazard: Acting
judge you should roleplay your character
players might get Aiki chits for almost every
one way, and if Elizabeth is the scene judge
line they say, or else the players might forget
you should roleplay your character another
to give out Aiki chits, even when they are
way. In fact, that kind of nuanced acting and
awestruck by something cool an acting
role-switching is pretty much impossible
player said or did. Soon, though, youll see
when your head is busy just trying to stay in
that the Aiki chit giving begins to normalize
character over the course of the scene.
in the first act, and from that point on the
flow of chit giving will rise and ebb as The other players are presumably your
expected throughout the game. friends, or at least people who you respect
enough to sit together over the game table.
At the beginning of the game, though,
Theyll recognize your cool lines. Theyll
its very important to not keep extreme
give you Aiki chits when you bring out your
standards for role-playing: The acting
characters backstory and motivations
players are just getting used to their
(Fates). Theyll reward you when you push
characters. Award them quickly for
your limits. And you will do the same for
interesting/fun lines, or for acting upon
them. Dont sweat subjectivity; the system
their Fates in even a small way. Dont set
works as intended. Thousands of players in
the award hurdles too high at the beginning:
Japan and the West have seen this truth for
Keep them low. Award early and regularly.
themselves in play since the release of the
Over time, the hurdles will naturally rise and
game in Japan. Everyone will have a good
even out for each player as they settle into
time. Try it and see for yourself!
their character and the game.

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KARMA

you run out of chits, or at the beginning When you give Aiki chits to a player for
of the next scene, pick up three more and role-playing their Fates, call attention to the
repeat the process. Having three chits at a Fate in question you are rewarding: Here,
time helps keeps the pace, making sure that take a chit is ne. However, Interesting
the acting players in the scene dont receive play o of your Fear of Divine Wind Fate.
too few or too many Aiki chits. Once all Here, take a chit will let the other players
of the players have played a few games of know your reasons for awarding that Aiki
Tenra, you can just keep a large pile of chit, as well as remind them of what the
Aiki chits in the center of the table and acting player has on their character sheet.
give them to the acting players from there.
GIVING TOO MANY CHITS
The players should keep the Aiki chits In the Audience mode, anyone (including
they receive somewhere on their character the GM) can give a player an Aiki chit
sheet to dierentiate their own Aiki chit to the players in the scene as per the
pile from the chits they are giving to other guidelines above. However, for one cool
players. line, or one great expression of a Fate, the
Keep in mind that you dont award too few player only gets one chit. If three players
Aiki chits. When the role-playing becomes are entertained enough by the acting
intense, its easy to be moved by the action players role-playing, and they all reach out
or dialogue, and in the process forget to to give the acting player an Aiki chit, that
award the acting players Aiki chits. You player will only receive the rst one, and
can reward players after the fact. When the the other two players withhold their chits:
scene closes, you can award players after That player wont get three Aiki for just one
the fact for their role-playing or for hitting single in-character line.
their Fates (Oh, you really played up your If you see the players giving too many chits
Love of the Princess Fate in that last scene. (such as a player receiving five or more
Here, take an Aiki chit. I got sucked into regularly in every scene, continuously),
that great dialogue you had with the GM you can talk to them about it during the
and forgot to give you the chit then). next Intermission. However, most Aiki
LOOKING AT PLAYER FATES chit inf lation originates from the GM
The players will be intimately familiar with giving too few chits. If the GM makes sure
their own characters Fates. However, it is to reward good role-playing and acting on
important to learn the Fates and Destinies Fates, it sets an example and pace for the
of the other player characters when they other players to reward the players as well:
appear in their scenes. Knowing them Not too little, not too much.
will help you, the audience, understand This system is pretty much impossible to
what nuances of the player is aiming for in game to your advantage. Any attempt
their role-play. If you dont know what the to do so will likely be seen as cheesy, and
acting PCs Fates are, you wont be able to you wont get rewarded. For example,
reward that player properly, so make sure a PC might have a Fate of Goal: Gain
to familiarize yourself with the session Freedom. If the player suddenly blurts out
log sheet (if you are using it) or the Fates (in character) I wish I had my freedom!
written on that players character sheet. apropos of absolutely no other dialogue or
event in the scene, and holds out her hand
to the other players, no one is going to

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reward her. But if she brings up that Fate the audience gameplay method. If they are
in an interesting way that entertains the using the session log sheet, they will also ll
other players or makes them take notice, or in a Scene Judge check box next to their
simply ad-libs really cool lines of dialogue, name, indicating that they acted as a scene
the other players will reward her, and judge.
rightfully so. Its nigh-impossible to gameWhen the scene judge hands out the last
the system in unfavorable ways when the of the chits, its time to nd a new scene
goal of the system is the entertainment of judge. The GM will pick a new scene judge,
everyone at the table. and the new scene judge will pick up three
Beyond that, dont worry about giving too Aiki chits. The GM may simply allow the
many Aiki chits. Too many is better than existing scene judge to pick up another
too few, and over time you will get used to three Aiki chits and act again as scene judge
the ow of the game. for the rest of that scene.

GIVING CHITS TO NPCS The Aiki chits can provide a good pacing
While they cannot make physical use of mechanism to the novice GM. When the
them, you should also reward the GM with scene judge runs out of chits, its a sign for
an Aiki chit if they engage in some great them to start wrapping things up (either
role-playing through an NPC. GMs need soon or shortly). The acting players have
love too! been rewarded, the players have been
entertained, so now its time to move to the
The GM will sometimes assign players next scene. If the GM thinks that there
to play the roles of NPCs that appear in is more to be pulled from the scene, then
a scene (giving them an Aiki chit to pull they should feel free to continue onwards
them into the scene). These temporary with a new (or the same) scene judge, but
NPCs wont have Fates, but the player may the last Aiki chit being spent may become
still entertain the audience through role- a helpful indicator of the pacing of your
playing. Those players can still be awarded scenes. Speed them up or extend them as
Aiki chits for entertaining the others while you need.
they are taking on the roles of NPCs.
CHOOSING THE SCENE JUDGE
OPTIONAL RULE: The scene judge will usually be a player
SCENE JUDGE whose character does not appear in that
The second method of distributing Aiki scene. Additionally, the scene judge should
chits is the Scene Judge method. It is an be a player who has the most Aiki chits. The
optional rule, and if used, it completely player with the most Aiki chits can focus
supersedes the Audience method. Read on the players with fewer Aiki chits. That
and be familiar with the above default way, there is less of a chance of a lopsided
method of play before reading further. distribution of Aiki chits per player, with
In the Scene Judge method of gameplay, one player having tons of chits while the
the GM elects one player to become the other players have few.
scene judge at the beginning of the scene.
SCENE JUDGE AND SCENES
The scene judge gets three Aiki chits and
Just because a player is a scene judge doesnt
acts as the audience. This player pays
mean they cannot participate in the scene.
attention to the acting players and hands
You can have an acting character also be the
out Aiki chits in the exact same method as
scene judge, but it can be hard to remember

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to reward the other players when you are The scene judge rules make it easy for
also role-playing in that scene. Thats why one person to look over the session log
the scene judge is usually a character who is sheet (or notecards, or character sheets)
not in the scene. However, that scene judge to see what the acting players characters
has just as much right to push their PC into have as Fates. The scene judge rules also
a scene as any other player. When that control the distribution of Aiki chits, as
happens, either let that person continue to the person with the most Aiki chits will
be the scene judge or pass the role to any often be the next scene judge (giving the
players left without PCs in the scene. other players an opportunity to keep up
or surpass that leading player). Over time,
GM AS JUDGE and maybe a game or two under your belt,
The scene judge is one of the non-GM youll nd yourself naturally gravitating to
players at the table, acting as the audience the audience method, because youll soon
for the other players. However, the GM remember the other PCs Fates without
always has the power to give Aiki chits being reminded, and youll be constantly
just like a scene judge does. If the GM aware of how many Aiki chits each player
is entertained by the role-playing of the has, as well as how much eort they are
acting players or sees a characters Fate putting into their characters.
being played in a particularly interesting
way, they always have the ability to give Use the scene judge rules once or twice to
them Aiki chits at any time. However, get the players used to the Aiki chit system.
just as the default audience rules, the GM But when you start to nd yourself wanting
should not give an Aiki chit to a player at to naturally reward the acting players with
the same time as the scene judge: They only Aiki chits (but cannot because you are not
earn one chit per line. the scene judge), then its time to make the
switch over to the default Audience rules
WHY THE OPTIONAL SCENE system.
JUDGE RULES?
The scene judge rules for Aiki chit
distribution are nothing more than USING
training wheels for the audience method.
The audience method is a less structured AIKI CHITS
but more rewarding method of distributing Using Aiki chits is not nearly as
Aiki chits. The scene judge method is complicated as the methods in which they
more structured, more calculated. There are distributed. There are two places where
is some overhead and added handling time the players use them: during scenes and
(passing sheets, chits etc) as the scene judge during intermissions.
changes from scene to scene. However, its
a good and simple method to get used to DURING SCENES
the idea of rewarding your fellow players USE AIKI AS KIAI
for how they entertain you or play up their Players can spend an Aiki chit in order to
character goals. Not many other tabletop use it as Kiai (See the Kiai rules in this
role-playing games do this kind of thing (or chapter for how to use Kiai.) One Aiki chit
certainly not as much, or in a method as grants one point of Kiai for immediate use.
central to the rules as Tenra Bansho does), Its usually a poor trade because Aiki chits
so it might take a little getting used to.

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can be used to make Fate rolls to get far all Aiki chits are spent and the player is left
more points of Kiai. However, spending with a pool of Kiai. See below for how to
Aiki can be helpful in a pinch. make a Fate roll.
The main benet of spending Aiki chits as A player can make a Fate roll during a scene
Kiai points is that Aiki chits spent in this (with the GMs permission), or even during
way do not add to the spent Kiai pool, so combat as an action. However, instead of
it doesnt increase Karma. This is the only using the characters highest Fate, the
Karma-free way to spend Kiai points. player makes the Fate roll against the Fate
which is most applicable to that scene or
BRING ANOTHER PC INTO situation.
THESCENE
This is a method most commonly used TAKE OR GIVE A NEW FATE
by the GM after the scene is underway When it is time to take new Fates during the
in order to draw in the other players into intermission, a player can give themselves
the scene (usually as their PCs, sometimes a new Fate ranked at 2 for a cost of one
temporarily to play the role of an NPC Aiki chit. They can oer another player a
within the scene). The GM or player gives new Fate ranked at 2, in which case (if the
a player a single Aiki chit and, in return, other player accepts) they actually give that
the receiving player jumps into the scene player the Aiki chit instead of discarding it.
as their PC or an NPC.
FATE ROLLS
ADJUST THE EMOTION MATRIX Fate rolls are the most common use of Aiki
When a player rolls on the Emotion chits. During the intermission, a player
Matrix, the GM can oer them Aiki chits makes a roll using the PCs Empathy as
to move up, down, left or right one or more the attribute, and the Fates rank in dots
spaces. One chit is given for each single as the actual skill. This roll will result in
space moved. Another player can also oer a number of successes. Every single one of
their own Aiki chits to another player to these successes become Kiai points, and
guide them to Emotion Matrix results. are recorded on the character sheet in the
If the player rolling on the Emotion Matrix Kiai pool. If the player has eight Aiki chits,
wants to move towards an emotion that they can make eight Aiki rolls in a row and
interests them, they can spend their Kiai hopefully gain a large pool of Kiai in the
for each square moved. See the Emotion process.
Matrix rules for more information on this The player chooses whichever Fate they
action, as well as why the GM or other want to use to make the Fate roll. Of
players would want to adjust the matrix course, this means that the player will use
roll. their highest-ranked Fate, the one with the
most dots in it (usually 3 or 4). In this way,
DURING INTERMISSIONS the character becomes stronger (or gains
MAKE A FATE ROLL more potential) through the things that the
This is the most common use of Aiki chits. character cares about. If the player doesnt
At the end of the intermission, the players feel they have a single Fate which applies to
exchange their Aiki chits for Fate rolls. their character any longer, they should be
Each Aiki chit is traded in for one roll, until encouraged to spend one Aiki chit to buy a

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new Fate (see the No Self Phase section SKILL BOOST


later in this chapter for the rules on buying Another common use of Kiai is to raise the
new Fates). level of the skill temporarily before a roll is
Fate rolls can be made during the game as made. This can only be done with general
well. A player can make a single Fate roll skills, not specialist skills. Three points
in a scene, or make a Fate roll as a combat of Kiai will raise a skill level by one level
action. However, at those times the player (from 1 to 2, 2 to 3, or 3 to 4). A skill can
must roll against the most applicable Fate be raised more than once in this manner
for that scene or situation, as approved by (for example, spending 9 Kiai to raise a
the GM. skill level from 1 to 4 for one roll). The skill
boost can raise a skill to a maximum level
of 4. This can only be done before the dice
USING KIAI are rolled. This can also be combined with
The legends of Tenra are lled with stories the dice boost or other Kiai eects. This is
of people doing incredible deeds: Single a temporary eect, and the skill returns to
samurai who face off against armies normal levels after the roll is made.
of 5,000 and survive, or Onmyoji who If you use a dice boost or skill boost and
destroy entire cities with their rampaging roll a tie against an opponent outside of
summoned shiki. Kiai represents the combat, you pick up all dice and reroll
explosive power that these heroes draw them. You keep all the eects of dice boost
from to perform these acts of legend. and skill boost when you reroll the dice in
Kiai comes from Aiki chits in the methods this manner.
explained above. Kiai becomes a pool of
SUCCESS BOOST
points which the players can use to have
After the roll is made, you can buy
their characters do those legendary acts or
additional successes. You can do this to
improve their abilities. Keep careful track
increase the level of success on a successful
of spent Kiai, as later it becomes Karma.
skill roll, or else turn a failure into a tie
Here are the ways in which Kiai can be used.
result or even a success. Each success after
DICE BOOST the roll is made can be purchased for three
The most common use of Kiai is to boost Kiai points. Any number of successes can
the number of dice rolled for a skill roll. be purchased in this manner.
Each extra die costs one point of Kiai.
INTERRUPT ACTION
Before a skill roll is made, you can spend
Two Kiai can be spent to take an action
any number of Kiai points to gain an equal
that interrupts another character or NPC
number of dice to roll. There is no upper
before they make a roll. This allows you to
limit to the number of dice that can be
take an action before the other character
purchased in this manner: 50 points of
can act. Another player cannot interrupt
Kiai can be used to roll 50 additional dice
an interruption in progress: only one
on a skill roll. Once. And with monstrous
interruption can happen at a time. In other
karmic fallout.
words, if Player B declares an interrupt on
Player As action, Player C (or any other
player) cannot say, I will interrupt that
interruption, and do this

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In combat, an interrupt to take a combat EMOTION MATRIX SHIFT


action costs three Kiai points: Two points When you roll on the Emotion Matrix,
for the interrupt action, and one for the you can pick another emotion (usually near
additional action. the one you landed on). It costs one Kiai
to shift the matrix one box left, right, up
MULTIPLE COMBAT or down. In other words, add or subtract
ACTIONS 10 to the 10s die, or add or subtract 1 to
For the cost of one Kiai, you can take the ones die. If you land on one square of
another combat action. Th is can be done the Emotion Matrix, and you really want
any number of times. These additional to instead take an emotion which is two
combat actions happen after all of the boxes away (one shift to the right, and one
other characters act in that round. shift up), it would cost two Kiai points to
If you want to make an additional action take that emotion. The GM may haggle
in combat before the other characters have with you, oering Aiki chits to move to yet
a chance to act, you have to couple the another emotion in the matrix.
combat action with an interrupt action (3 See the Emotion Matrix rules for more
Kiai total per interrupted combat action). information.
Taking multiple combat actions can make
combat a little confusing, so make sure to GAIN EQUIPMENT
declare your actions with the GM in order Useful new equipment is purchased in
to help keep things in order. Karma, not in copper or gold. Equipment is
purchased usually during the intermission
PROTECT phases, but it can be purchased in a scene
When another character is hit in combat, with GM permission.
you can spend 1 Kiai to have your character
jump in to protect that character. There are Soulgems cost 1 Kiai for a set of 5. Shikigami
two types of Protection, Before and After. prayer strips for onmyojutsu summoning
cost 1 Kiai for 10 strips. Soulgem weapons
Before: If you declare that your character cost 5 Kiai, while gunpowder weapons cost
will Protect another before the attack/ 3. Annelids require a number of Kiai equal
counter-attack or attack/defense roll is to their cost. Mechanica cost an amount of
made, your character jumps in and makes Kiai equal to 10 times the attribute cost of
the defense roll for the other character. If the equipment.
you succeed, your character cannot make
a counter-attack. If you fail, you take the A character can receive a new weapon in the
damage as normal. middle of a scenario as part of that scenario,
but they must pay the Karma cost to keep
After: If you declare that your character it by the end of the next intermission.
will Protect an ally after the attack/ Otherwise, that equipment cannot be
counter-attack or attack/defense roll is used. Instead, it is lost, discarded, or given
made (and your ally presumably failed), the away.
damage that the ally takes is automatically
transferred and applied to your character: RAISE ATTRIBUTES
Your character does not roll to defend, she 10 Kiai can be spent to raise any attribute
simply takes the damage intended for the by one point. This can be done at any time.
other character. Armour attributes can only be raised in
this manner during intermissions: It is

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expected that the armour was tuned-up KIAI AFTER


or upgraded by a skilled armour-maker or THE SCENARIO
onmyoji. When the scenario is over, any Kiai the PC
has left disappears. It does not carry over
TAKE NEW SKILLS to future scenarios. Because it disappears
A new generalist skill can be taken for a
without being used, this Kiai does not
cost of 5 Kiai. This raises it from 1 to 2 (or
become Karma.
Unskilled to Skilled.) Generalist skills can
be raised at any time. A specialist skill can ALTERNATE RULE:
be taken for 5 Kiai as well (raising it from 0 MINIMUM KIAI
to 2), but specialist skills can only initially Fate rolls can produce wild results. Even
be purchased during an intermission. This a character with a high Empathy attribute
represents the downtime required for a could roll cold dice and end up with few
character to be trained in an entirely new successes over multiple Fate rolls. If the
ability. player wishes and the GM allows, they can
RAISE SKILLS forfeit rolling dice for Fate rolls and instead
take a number of Kiai points equal to the
AND ABILITIES number of their highest Fate.
All skills can be raised at any time in
the scenario. The only issue is that GM Example: Lord Kagetora has a Fate ranked at 4
permission is required to take a skill at dots, Emotion: Hatred of the Steel Horse Clan.
This is his highest ranked Fate. His Empathy
a rank of 5/Special, as those abilities are
attribute is 7. However, the player has had a
usually game-changing. Otherwise, if you
run of poor dice rolls and is wary of getting few
have the Kiai, you can increase your skills
successes again. So during the intermissions Fate
and abilities on the y whenever you wish. roll segment, Kagetoras player decides to cash
Raising a skill from 2 to 3 (Skilled to in all of his eight awarded Aiki chits and turn
Advanced) costs 10 points. them into Kiai using the Minimum Kiai rules.
He multiplies the number of Aiki chits (8) by
Raising a skill from 3 to 4 (Advanced to the value of his highest Fate (4 dots) and takes a
Mastery) costs 20 points. total of 32 Kiai points. He might have been able
Raising a skill from 4 to 5 (Mastery to to roll many more successes if he rolled his Fate
Special) costs 40 points and requires GM normally, but this time, Lord Kagetoras player
permission. doesnt want to take any chances.
If the highest ranked Fate is higher than
STARTING KIAI the characters Empathy attribute, then use
Before any play begins, each player makes the Empathy attribute as the Minimum
a single Fate roll to create their characters Kiai score.
starting Kiai pool. Roll against the highest
Example: Flower-of-Iron is a kongohki with a
starting Fate (usually with a rating of
Fate of Sealed Memories ranked at 5 dots.
three), and take that many Kiai points However, his Empathy attribute score is 3. He
before play begins. For this roll, if you do will only be able to receive a maximum of 3 Kiai
not start with at least a minimum Kiai pool points per Aiki chit spent using the Minimum
of three points, raise your starting Kiai to Kiai rules.
three.

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to the earth, or else nefarious inhuman


KARMA monsters who happen to wear a human
All spent Kiai points become Karma at the skin over their own.
beginning of the Intermission. Asura cannot be reasoned with, nor can
The upper limit of Karma for all characters they be empathized with. The only thing
is 108: Th is is the number of Buddhist they care about is the ful llment of their
attachments, defilements, sins. If the goals or destiny. Anything that gets in the
characters Karma exceeds at 108 by the way is ignored, discarded, or destroyed.
end of the Intermission, that character Their goals are given preference above
becomes an Asura and the character is everything. They did not become Asura
immediately retired, becoming an NPC. because they couldnt fulfill their fate.
Rather they became Asura because it was
Karma can be reduced by sublimating impossible for them to let go. Everything
(erasing) or changing Fates. else is secondary to the pursuit an Asuras
chosen fate.
ASURA
Asura are lost souls, people who have BECOMING ASURA
utterly destroyed themselves in the pursuit When a PCs total Karma plus spent Kiai
of their fate. They give up trying to change goes over 108, they are in danger of becoming
their fate and simply resort to stopping at an Asura. In the next intermission, if they
nothing to attain their goal. They cannot do not reduce the total of Karma to 108 or
change; they refuse to give up what they less, that character becomes an Asura. PCs
view as their goal or destiny. They make can attempt to lower their Karma through
a decision, even unconsciously, to give up changing or sublimating Fates, or they
on being human, to abandon their soul, could simply make the conscious decision
and to simply be carried away by their to become an Asura.
unattainable fate.
If a character becomes an Asura, the
People who become Asura dont simply character sheet gets passed to the GM.
snap and run around killing people They become an NPC. If the player of that
recklessly like berserk savages. However, if
character had any Aiki chits left unspent,
normal people were to watch the Asuras each Aiki chit is multiplied by the PCs
actions, they simply wouldnt understand Spirit: The character gets that many
the seemingly insane connections between additional Kiai points, which the GM can
their obsessive actions and their goals. use for this Asura in the same ways that
Asura are not a species. They are not a players can use Kiai.
category of race or creed. They are people In the end, the concept of Asura is a wall
who act in the same manner of the Asura which should not be breached, a line in
of ancient Buddhist mythology. Asura are the sand which you should not cross, a
consumed by their emotions, obsessed mechanism to promote change of ones
with violence and unable to calm their goals and beliefs (Fates). However, if the
raging spirits. The common people of player thinks it would make for a great
Tenra view Asura as true demons of pure story to have the character lose control and
evil, emerging from the heavens and fallen become an Asura, that line in the sand can
be crossed, that wall breached.

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See the Scenario section for more details PC Fates are generated from character
on what to do when a player character archetypes, created by their player, given
becomes an Asura. by another player, or assigned by a GM
(these are called Destinies). Players should
VOLUNTARY ASURA put some thought into Fates they create for
The player can keep an eye on their Kiai, themselves. When making Fates, you will
Karma and Fates and make sure that they want to choose something that you nd
can avoid becoming an Asura during the interesting for your character, as well as
next intermission. something that youll be able to role-play
In some rare cases, the player will decide in a scenario. If a Fate is too subtle, it will
that becoming an Asura is the most be hard for you to portray, and the audience
interesting option for their character, even to spot.
though it means that the PC will be taken
away from them and made into an NPC. DESTINIES
This sort of decision comes usually towards During the rst act of the game, the Zero
the end of the scenario. If the PC has more Act, every player will receive a special
than 108 Karma, and the player decides Fate from the GM. Th is Fate is called a
that this is the best option, they should Destiny, but rules-wise, it functions the
discuss it with the GM. The GM may allow same as a Fate. This special Fate shows the
them to become an Asura immediately. characters role in the scenario, what they
should do in order to navigate or succeed
This is an option, but ultimately a sorrowful in the scenario. Of course, players are free
one. There is no return once a character to plot out their own direction in a scenario
becomes an Asura. It is likely that the other and ignore or even sometimes go against
characters will have to destroy the Asura. their Destiny. But if a player cant decide
However, on rare occasions, a player may their next course of action, at the very least
want to take this option if they think it following or playing up their Destiny will
ts their character. The GM should never keep the game on track.
pressure or suggest the player go that route.
WRITING FATES
Fates are written down on the character
FATES sheet. If you are using the session log sheet,
Fates are the things that a character cares you will also make note of your Fates on
about. Its the relationships they maintain, that sheet as well. The session log sheet can
the paths they walk, the goals they wish be passed around to the audience members
to attain, the acts they must never do, so that they remember your characters
their backgrounds and histories. Picking motivations. Update the sheet during the
Fates and role-playing them is central to intermission when your Fates change.
the game, the core of Tenra Bansho Zero. If you are not using the session log sheet,
The players will pick interesting Fates a good idea is to write down all of your
to act out in character, appealing to the characters Fates on a notecard. Leave the
audience through dramatic or cool lines, notecard in front of your character sheet, so
in-character actions, and general role-play. that any other player can grab it and look it
The more you act out your Fates, the more over when your PC is in a scene. This way,
Aiki chits you will collect from the other the audience can try to empathize with
players.

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your character, understand which goals or is done together in a group before the next
emotions you are role-playing, and perhaps action is taken, and the order of the actions
reward you as appropriate with Aiki chits. is very important. Those actions are:
1 Create new Fates
THE NO-SELF
NO-SELF 2 Raise the level of Fates
ANATMAN PHASE 3 Sublimate (discard) Fates
The intermission phases of the game, 4 Rewrite Fates
which happen between acts (usually
Again, this order is important: Once the
2-4 intermissions per game), is a time
group gets to the third step and start to
for the players to rest, decide the next
sublimate their Fates, a player cannot go
course of action for their characters and
back a step and raise another Fates level,
the scenario, and make deep changes to
not until the next intermission.
their characters. The players will make
changes to their PCs Fates during the After the four steps are complete and the
intermission, in a structured method No-Self Phase is over, the players should
called The Anatman Phase or The No- record the changes in their Fates on the
Self Phase. Their characters personality session log sheet or Fate notecards.
will start to change as they begin to care
about new things, become concerned
FATE COSTS
One thing that the players should
more with goals and relationships, start to
remember at every step during the No-Self
change their relationships with the things
Phase is that the Fates have an associated
they care about, or even stop caring about
cost which has to be accounted for. The cost
things altogether. See the Zero System
of the Fate is related to its level (the number
rules chapter for more information on the
of dots associated with that Fate: 2, 3, 4
structure of intermissions.
or 5). The total cost of all PC Fates must
There is a Buddhist expression known as be less than that PCs total Karma score.
Anatman in Sanskrit, which in Japanese The character can only care about so many
is called Shogyo-Mujoh. In English, we things, and the Karma score represents
call it The Impermanence of Worldly that characters capacity for caring about
Things or in simple shorthand No- their Fates.
Self . It means that the self (the body, the
Calculating the costs of PC Fates is
mind, ideals and personality) is always
sometimes jokingly referred to as Doing
changing: You are never the same person
your Fate taxes. Early in the game, it is
from moment to moment. Theres a similar
almost impossible to exceed your total
expression from the Greek Pre-Socratic
Karma score. After the second or third
philosopher Heraclitus, who expressed the
intermission, though, the players have to
same idea in his expression, You cannot
be careful that their total Fate costs do not
step twice into the same river. The world,
and the self within it, is always changing. exceed their Karma score.
Your characters will change as well. Fate Rank Fate Cost
Just as four kanji make up the Japanese 2 0 points (free)
expression Shogyo-Mujoh, four actions 3 10 points
make up the No-Self Phase. Each action 4 30 points
5 70 points

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steps of the GIVING FATES TO OTHER PCS


No-Self Phase You can assign Fates to other PCs as well.
Give the PCs player an Aiki chit, and tell
CREATE NEW FATES them the Fate you wish their character to
You may create one single new Fate for your
character, at the cost of one Aiki chit. FATE BALANCE AND FATE ROLLS
You will see later that there is a limit to
This is an important step of the No-Self
the level and power of the PCs Fates. In
Phase, and most players will want to create
short, you could have many Fates ranked
new Fates for their characters during the
at 4 and 3, or one single Fate ranked at
rst and second intermissions. New Fates
5 with few other Fates. Having a higher
give your character new directions, and
ranked Fate means that you get more Kiai
more capacity to receive Aiki chits.
points when making Fate rolls. So why not
Players will roll on the Emotion Matrix, always aim to raise one single Fate to the
but these do not automatically become highest possible level, a rank of 5, in order
Fates. Instead, if the player wants their to increase the possibility of Kiai payout for
PC to have a relationship with another Karma rolls?
character tied into a Fate, they will need
The reason is that this will leave you little
to spend the Aiki chit and write in the
room for other Fates. If you have any other
nature of that relationship (or feelings
Fates at all, they will be few, and be low
towards that person) as a Fate. However,
in rank. This means that on your character
the Emotion Matrix is a great starting place
sheet, you will only have 1-2 Fates that
for generating relationship-based Fates,
the audience will be able to use to award
especially because many relationships will
you Aiki chits, even though one of them is
change over the course of an adventure.
ranked higher. You have to engage in the
The player spends one Aiki chit, and writes same behavior over and over again to get
down the Fate (the type of Fate, and the Aiki chits, and over time, that becomes very
Fate itself) on their character sheet. This hard. You will end up earning less Aiki points
Fate will start at a rating of 2. Remember through your Fates, but those that you do
that new Fates do not have a Fate cost, so earn have a much higher chance of cashing
dont worry about picking up new Fates. out as Kiai.
The maximum number of Fates a character
Compare that to a character with one Fate
can have is eight: Seven Fates and one
ranked at 4, and several others ranked at 3
Destiny. However, many characters hover
and 2: This character is more balanced in
around 4-6 total Fates.
the things they care about, and the player
FATES AIMED AT OTHER PCS can role-play out far more Fates. This means
Many relationship or emotion Fates are that there are more opportunities for the
tied to other PCs: Fear of Kawagoe, Love audience to award them for role-playing
of the Spiral Princess, Anger towards their character.
Crimson Fist, Friendship with O-rin.
Breadth of character and higher possibility
If you create a Fate for yourself where the
of receiving Aiki chits, or very focused
target of your emotion is another players
character with less of a possibility of
PC, give that player your Aiki chit instead
receiving Aiki chits: This is a decision youll
of discarding it.
have to make in play as you decide what
your character cares about.

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have. If they accept, they receive the Aiki been achieved, or perhaps a Fate that you
chit and write down that Fate. If they dont as a player never really felt all that strongly
want to take that Fate, you can keep your about), you can now remove it from play.
chit. Draw a line through it to sublimate it, but
Since you can only create one new Fate still leave it on your sheet for now (dont
for your own character per intermission, actually erase it from your character sheet).
encouraging the players to assign each If you want to sublimate a Destiny, please
other Fates will help everyone increase check with the GM to make sure that it is
their total Fate count. okay to do so.
The sublimation of Fates instantly results
RAISE FATE LEVELS in a great reduction of total Karma. When
In the second step of the No-Self phase, you remove it from play, you immediately
the players can raise any and all of their lower your total Karma score by a number
Fates up by one single level: Fates ranked equal to that Fates current score: Fates
at 2 dots can be raised to 3 dots, and so ranked at 2 do not lower Karma at all; Fates
on. There is absolutely no cost to do this ranked at 3 lower it by 10, Fates ranked at
(Aiki chits, etc). Simply add a new dot to 4 lower Karma by 30, and if you sublimate
the Fates you wish to raise by one level. a Fate ranked at 5 dots, your Karma drops
However, this is where you need to keep by 70 points.
careful track of your Fate costs, so that This is one of the two ways you lower your
they do not exceed the PCs current Karma in order to avoid becoming an
Karma score. Use the Fate Cost table to Asura. It is important to raise the levels
calculate the new total cost of all the Fates, of Fates throughout the game so that you
ensuring that it is less than Karma. If you can knock them out and lower your Karma
accidentally exceed the Karma score, then score.
undo adding dots to Fates until their total
no longer exceeds your Karma score. REWRITE FATES
If you have a Fate on your sheet which The last step in the No-Self Phase is
you dont particularly care too strongly rewriting Fates. When you rewrite a Fate,
about, you dont have to raise it. You can you change one aspect of it. For example,
imagine how strongly your character cares if you had a Fate of Emotion: Anger
about her Fates, and try to increase the towards Crimson Fist, you can change
important ones accordingly, while leaving the Fate to something like Emotion:
the less important ones as-is. However, at Friendship towards Crimson Fist or
the beginning of the game, it is important Emotion: Undying Hatred of Crimson
to start raising Fate levels right away. This Fist. Or perhaps Taboo: Must not Kill
eventually leads to having more higher- can become Taboo: Can only Kill in Self-
ranked Fates (3-4 dots) which you can later Defense.
sublimate or change in order to reduce your If the Fate is a relationship (like the above
rapidly increasing Karma. example towards a ctional monk named
Crimson Fist), feel free to change the
SUBLIMATE FATES nature of the relationship or emotion, but
The third step in the No-Self Phase is the leave the target (the character to which the
sublimation of Fates. If there is a Fate that Fate is directed) unchanged.
you no longer care about (a goal that has

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KARMA

When you rewrite a Fate, you lower that to manage your Karmawithout thinking
Fate by one rank down to a minimum about your character or the storya story
of 2. You also lower your Karma by the will begin to emerge anyway.
dierence between the Fate ranks:
TABLE: REWRITING FATES
TYPES OF FATES
There are several categories of Fates. You
Rank Change Karma Reduction dont have to actually write the category
2 stays 2 0 points down when deciding on a new Fate, but
3 2 10 points the categories will help you quickly come
4 3 20 points up with an applicable Fate that works well
5 4 40 points within the game.

Rewriting Fates is the other way to GOAL


reduce Karma and reduce your chances A goal is one of the most common types of
of exceeding the Karma threshold to Fate, next to Emotion. This is a goal that
becoming an Asura. your character has, a mission or task that
they feel obliged to complete. Once a goal
WHAT DOES IT MEAN? is completed, this Fate can be sublimated.
You will be adding Fates to round out your
Characters with their dreams or hopes
characters personality and creating new
as goals can become very optimistic
avenues to receive Aiki chits. You will be
characters. Characters who tell the others
raising Fate levels in order to drop them
about their goals through role-playing, or
later (through sublimation and rewriting.).
complain when they drift further from
You sublimate Fates that no longer apply
their goals, will likely receive Aiki chits.
to your character in order to lower your
characters Karma. You rewrite Fates to EMOTION
also lower your Karma, as well as to express Emotion-based Fates are the easiest to
change in your character. create and role-play, and they are perhaps
One way of looking at the No-Self phase the core Fates for Tenra Bansho Zero.
is simply a way to manage keeping your You choose a target of the Fate (another
Karma below 108. The system can be PC or NPC in most cases), an emotion
gamed.: You can simply start erasing towards that target, and role-play that out
and rewriting Fates on your character to in scenes. These Fates can be rewritten
do nothing more than avoid becoming an during the No-Self Phase to reect that the
Asura, and story be damned. However, characters feelings towards that person or
take a look at your character after you make object change over the course of the game.
those changes. See what the changes mean As the game progresses, a PC might start
for your character. You will nd that these to develop contradictory or inconsistent
changes will make sense for your character, emotions towards a single target at the same
and youll start imagining reasons for why time: In those cases, instead of rewriting
it makes sense. No matter how you erase or one Fate over and over, take a second Fate
rewrite Fates, the changes will make sense against that same target with that second
in the end with a little interpretation. emotion, and play them both out over the
Game the system all you want. Youll course of the game.
realize quickly that no matter how you
manipulate the Fates on your character just

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Emotions are powerful, and since people


In one famous real example (from a Tenra Bansho
are emotional animals, emotion-based
replay, a presentation of an actual session of the game
Fates are easy to create and act out.
in screenplay format), a samurai character ghts against
SECRET a deadly opponent in the nal boss battle. The session
was long, the player was lucky with Fate rolls and role-
This type of Fate means that the character
played well, and had amassed a huge pool of Kiai. The
has a Secret. Of course, this secret is known
player looked at his formidable opponent, then down at
to none of the other characters. However,
his pool of Kiai points, then his Karma total. He did
this Fate type can represent a secret that the math. Then he attacked the enemy twice (he had to
is even hidden from yourself. For example, attack twice, to rst break the enemys Dead box, then
some kugutsu do not even know that they to nish him o ), with two powerful attacks, rolling
are kugutsu; others do not realize that their 30 bonus dice for one, 20 bonus dice for the other,
friend is actually their long-lost sibling, raising his melee weapons skill level, and buying extra
and so on. Any time you reveal the secret, successes. In the end, he ended up having a spent Kiai
or the events in the scene play out so that and Karma total of 168.
your secret is at the center of them, you will Since that was the last scene of the game, the last
likely receive an Aiki chit. intermission and epilogue began. With 168 Karma,
the player had a plan, based on the calculations he did
If you revealintentionally or uninten-
earlier: He sublimated all of his Fates ranked at 4 and
tionallyyour secret to everyone, it can
3, four Fates in total. The only ones he had left were
probably can no longer be considered a se-
ones Fates ranked at 2 dots. This immediately lowered
cret: Target it for sublimation in the next his Karma to 108 exactly: His character was safe, and
intermission. did not become an Asura.

LOVE Then the GM asked him, Well, you just burned


Love is an emotion, of course, but it is through all of your Fates. What does that mean? The
much stronger than the Emotion Fate player thought about it for a second, then determined
that his character was struck hard by his enemy in the
type conveys. Falling in love with someone,
battle, and almost died. When he eventually came to a
and then having your character act on that
few weeks later, he had amnesia. He couldnt remember
emotion throughout the game, will dene who he was or what he was trying to do. In the end,
your character and possibly result in Aiki the story followed the players actions: Even though
chits for role-playing. he was gaming the system in order to be as eective
Perhaps you are in a loving relationship, as possible without becoming an Asura/NPC, the
or maybe you love someone but have not player inadvertently created a great story twist for his
character.
confessed your feelings to them yet. If your
love is forgotten, or you break up with that In fact, a follow-up game was played, where the still-
person, or your love becomes unrequited, amnesiac samurai PC was in the employ of an onmyoji
then it is likely that you can sublimate this sorceress as a bodyguard. The sorceress was evil, and
Fate in the next intermission or will you? the other PCs were attempting to stop her while at the
same time trying to protect the samurai, and to help him
An unrequited or unfullled love cannot be
recover his past. At the same time, the samurai player
erased so easily. Perhaps it would be more
chose the Fate Background: Lost Memories in order
interesting or dramatic to keep that love- to connect that condition to his character.
based Fate going for a while longer, until
In the end, making decisions in the game based on
you can nally let it go.
reasons of rules eciency or eectiveness can cause real
interesting twists in the stories and characters, or even
create new stories out of nothing.

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ENEMY BACKGROUND
This person must be broken or destroyed. Background Fates are rare, since most
This is a person, group or organization that character backgrounds worth role-playing
you cannot forgive or forget, and you will will fall into the categories of Emotion,
not stop until they have fallen at your hand. Goal, Misfortune, etc. However, there are
This is a very easy Fate to role-play, and its a few characters with set backgrounds,
also a very easy Fate to sublimate: When like the kongohki, where their Fate is
you nally reach your goal of defeating that tied to their very being (In the case of the
enemy, the Fate can be erased. Perhaps kongohki, they have one Fate called Sealed
over the course of a scenario you can learn Memories, which represents the memories
to let those feelings go, or come to a new of their earlier human life, suppressed by
understanding of the person who you the meikyo soul mirror they inhabit).
thought of as the enemy. While most other backgrounds will fall
Enemy-type Fates work great as Destinies. into other Fate categories, if you can think
If the GM hands out an enemy Destiny, of something about your characters past
odds are theres no question of But what that aects them, that can be role-played
should my character do? Its a pretty out in front of the other players and will
simple goal: Defeat that enemy! emerge in the scenario, then consider Fate
with a type of Background.
MISFORTUNE
Something happened in your past (either OTHER
long ago, or even something that happens You can make up any kind of Fate of your
in the course of the game) that defines devising. However, its a good idea to stick to
you. If your actions reect the fact that the basic types above. Over time, you wont
you were aected by that misfortune, you even need to write the type of archetype
are likely to get Aiki chits. If you forget you have, youll naturally create a Fate that
this misfortune, overcome it, come to falls into one of the basic categories above.
terms with it, or forgive yourself for the
misfortune, you can target this Fate for FATES AND APPEAL
sublimation. The Fates you choose for your character are
your own. You can aim to choose Fates for
TABOO your character that will appeal to the other
There is something that you absolutely players, interesting ones that will likely get
must not do. Every time you act upon that a rise out of the others (and award you Aiki
taboo, you will likely receive an Aiki chit, chits in the process). However, dont aim to
whether you follow the restrictions of that solely appeal to the others in ways that will
taboo or cast it down. Taboos make for change your character in ways you dont
very powerful and dramatic Fates. want to pursue.
Just because this action is a taboo does
FATE PATTERNS
not mean that you can never do it. In fact,
After playing the game a number of times,
in most cases, its just a matter of time
you will start to notice that Fates fall into
until you do, or that you come to a new
a number of patterns. Knowing these
understanding of your taboo. In those
patterns may help you pick Fates to better
cases, target this Fate for rewriting or
serve your player goals.
sublimation in the next intermission.

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CLOSED FATES your characters family will not appear in


Backgrounds, Taboos and Misfortunes any form; Love of my Sister in a game
usually fall into the pattern of a Closed where your sister wont appear because
Fate. These kinds of Fates are great for your character is thousands of miles from
setting your characters background and home. These Dead Fates might make
past, making them believable. However, your character seem more interesting and
theyre not as easy to bring clearly across give them more of a human feel, but they
through role-play, and theyre very hard to wont contribute to the game.
rewrite. Usually, players have to sublimate It will be very hard to get Aiki chits from
them in order to gain Karma from them. these dead Fates. Since the target does not
OPEN FATES appear in the game, these Fates cannot be
Open Fates are easy to create and role-play.: easily rewritten or sublimated. They sit
These represent relationships with the other there on the character sheet, unused. They
characters, as well as emotions towards wont help your character out, and they
other characters and organizations. They wont keep the character from becoming
are easy to create and use in play. They are an Asura.
also easy to change and rewrite during the As a GM, if you see a player taking a dead
No-Self phase. However, they are harder Fate, or if one of the Fates from their chosen
to sublimate. Once you have a relationship archetypes or character sheet is a dead Fate,
with someone, it may be harder to justify talk them out of it. Let them just make that
completely severing your Fate with them element a part of their personality, just not
unless they die, leave or otherwise stop codied and written on their sheet as a
being a part of the characters life. They true Fate. Ensuring that players avoid dead
are great for character background and Fates will help the player in the long run as
rewrites, but harder to gain Karma from their Karma starts to build up.
than scratch-o Fates. Some of the Fates that appear on the
SCRATCH-OFF FATES sample characters might be dead Fates.
Enemy Fates, as well as Fates that represent If the sample character comes with a pre-
specific attainable goals, fall into this written Fate that is not likely to come up in
pattern. Once the goal is attained or the play, or you have a better idea for a Fate, go
enemy defeated, you scratch them o your ahead and change it.
sheet. These Fates are easy to sublimate,
and result in a great one-time drop in
Karma.
KARMA AND
Scratch-off Fates will help keep your MEIKYO
character from becoming an Asura, as When a character is interfaced with a
long as their goals get fullled, or they nd meikyo soul mirror, like in the case of an
a good enough reason to abandon them. armour rider or Shinto puppeteer, the Kiai
DEAD FATES and Karma rules work slightly dierently.
The pattern to watch out for is Dead Fates. The PC has a total Karma, and the meikyo
These are Fates where the target simply also has its own Karma pool. Unlike the
wont appear in the game. For example: normal rules for spent Kiai, which becomes
Loyalty to My Family in a session where

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KARMA

Karma later during the intermission, Kiai Your meikyo bonus can increase over the
used when interfaced immediately becomes course of a single roll. For example: An
Karma added to the meikyos Karma pool. armour rider is interfaced with a yoroi
Kiai spent by the PC when not interfaced armour and the meikyos Karma is 60. The
is added to the PCs spent Kiai pool, meikyo bonus is currently +2. The pilot
which will later become Karma during spends three Kiai to gain three bonus die
the intermission as normal. In the case of on a combat roll. This raises the meikyo
kongohki, their very existence is tied to bonus from +2 to +3. However, for that
the meikyo soul mirror. Kongohki have roll the meikyo bonus stays at +2. From
a single Karma pool just like every other the next roll onwards, the rider will be able
character, and Karma works exactly the to roll three dice for future rolls.
same for kongohki as it does for all other
MEIKYO AND ASURA
character types.
When a human interfaces with a meikyo
MEIKYO BONUS mirror (in the common case of an armour
Karma weighs on the soul, and it has a rider), the total Karma of both rider and
strong effect on meikyo. Any machine meikyo cannot exceed 108. If a rider tries
powered by meikyo will receive a bonus to interface with a meikyo, and the total
to its physical properties when it gains Karma at that moment of Interface is over
Karma. The more Karma a soul mirror has, 108, the meikyo will reject the rider. She
the stronger the interfaced Body, Agility will never be able to interface with that
and Senses attributes become. This eect meikyo ever again.
is called the Meikyo Bonus: If the user is interfaced with a meikyo, and
while interfaced, the total Karma of both
MEIKYO KARMA BONUS
rider and meikyo/armour rises to exceed
0-20 +0 108, the soul of the armour rider becomes
21-40 +1 trapped within the meikyo. The meikyo
41-60 +2 user will forever be tied to that meikyo,
61-80 +3 and eectively dies. The meikyo user (and
81-100 +4 her armour) immediately becomes both an
Asura, and an NPC. This is an exception
101-108 +5
to the rules regarding normal characters:
109+ +6 Non-interfaced characters have until the
APPLYING THE MEIKYO BONUS next intermission to lower their Karma
The Meikyo Bonus applies to all die rolls. below 108 before they turn into an Asura.
An armour or kongohki with a Karma total Interfaced users like armour riders and
of 70 would add three dice to every physical puppeteers whose combined character and
die roll made. meikyo Karma goes above 108 will become
Asura immediately.
However, note that the attributes dont
actually increase. Even though there is a Remember that kongohki, whose souls
bonus generated from Karma which adds are already bound to a meikyo, work as
dice to physical attribute rolls, the Wound normal human characters. Their Karma is
Gauge and Vitality Point pool dont not divided between rider and meikyo,
increase: They will stay the same.

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and their Karma can exceed 108. All is during the Raising Fate Levels step of the
well if the player can reduce the kongohkis No-Self Phase. When Fates rise from
Karma below 108 in the next intermission. one level to the next higher level, the rider
can choose whether or not to reduce the
REDUCING MEIKYO meikyos Karma at that time, taking on
KARMA that Karma herself.
Karma amassed by meikyo soul mirrors
If a Fate rises from 2 to 3 dots, the meikyo
needs careful attention. As mentioned
user can choose to accept 10 points of
above, having too much total Karma when
Karma from the meikyo. If a Fate rises
interfacing with a meikyo results in the
from 3 to 4 dots, the user can choose to take
interface failing and the meikyo rejecting
in 20 points of Karma from the meikyo. If
the user. Gaining too much Karma while
a Fate rises from 4 to 5 dots, the user can
interfaced means that the user can become
choose to burden herself with 40 points
trapped inside the meikyo forever, their
of Karma from the meikyo. The meikyos
armour going on a rampage or running
Karma cost can lower with each raise of a
away, while their bodies inside waste away
Fates level, and that amount is added to the
and die. However, there are two methods
meikyo user or armour rider.
for reducing the Karma held by meikyo
soul mirrors: Calling upon a Buddhist The rider can then sublimate or change her
monk, or taking the meikyos Karma into Fates to reduce her Karma as normal.
oneself.
KIMENKYO
MEIKYO CLEANSING The kimen-style technology that has been
Some Buddhist monks are capable of propagated by the Northern Court of the
performing a limited amount of ritualized Priesthood does not accumulate Karma.
magic. One of these rituals is called This means that kimen armour riders
Meikyo Cleansing: Through chant and can interface with kimenkyo mechanical
prayer, they can cause the Karma amassed mirrors without fear of being trapped
by the mirror to dissipate. Please see the inside. Kimen technology is weaker and
Buddhist Magic rules for more details on thus does not gain the meikyo bonus of
the Meikyo Cleansing power. If this spell pure meikyo-style technology. However, a
is performed on a kongohki, or an Asura kimen armour rider can exceed 108 Karma
armour rider whose soul is permanently while interfaced without fear of becoming
trapped within a meikyo, the meikyos an Asura, as long as that Karma is reduced
Karma can be reduced to 0. If that happens, during the next intermission.
the soul is set free and passes on safely to
KIMEN KONGOHKI
the afterlife. Perhaps it will eventually
Kongohki created with kimen technology
reincarnate one day.
are simply not as powerful as their soul
MEIKYO AND FATES mirror-based kongohki counterparts. They
The main way for a rider or meikyo user to do not receive a meikyo bonus. However,
reduce the Karma held in a meikyo mirror they still their Overdrive ability. That still
is to accept it into their own spirit. During makes them formidable opponents and
an intermission, the rider can cause the terrors on the battleeld.
meikyos Karma to transfer into her own
by raising her own Fate levels. This is done

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KARMA

THE
IMPORTANCE
OF THE
KARMA RULES
In closing, the Karma rules are centered
around one thing: Creating and getting
into a story that is fun and exciting, both
beautiful and sorrowful, enjoyable and
painful. It requires the cooperation of all
the players to make this happen. If the
game session is a canvas and the players the
painters, the Karma rules are the paints.
The players play the roles of their
characters, and the GM coordinates the
action and ow of the game. Together, the
drama develops through play. Fates are
the players inuence over what happens
to their character and the story. Destinies
are the GMs message to the players, as to
what their role is in the story that unfolds.
The Karma system brings that out to the
forefront in a way where an entire story can
be told, from start to nish, over the course
of a single session. It condenses the action
and drama into a short time period, and
emphasizes change in the player characters
and surrounding events.
When you engage with the Karma rules
in Tenra Bansho, you need to remember
the mantra of the creator of the game,
Junichi Inoue: Everything exists for the
sake of the drama. Your characters are the
tools you control to make the story more
interesting for everyone. The characters
are the resolute, unbreakable entities,
the focus at the center of the story. The
story that develops from your characters
and your role-play is your story, your own
unique mark left on the world of Tenra.

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what kills a person
is not a blade
is not skill
it is the will to murder
that all humans possess

BASIC COMBAT
The combat system of Tenra Bansho works very much like the combat of any console
RPG that you may have played.
Combat is broken down into rounds. One round lasts just the amount of time needed
for all characters to act. This can range from a few seconds in quick exchanges, to up to
a minute per round in great battles. The length of time is an abstraction and is rarely
important. What is important is how a round of combat plays out: What is at stake?
What will the characters gain if they win? What will happen if they lose? With those
things in mind, combat begins.
Combat begins with the character with the highest Agility. If two or more characters
are tied for Agility, then compare their Body scores, then Senses, then Knowledge to
determine order. Each character takes an action, then the spotlight passes to the next
player character or enemy character. Here is the order of actions in a combat round:

THE ROUND BEGINS


1) Declare Actions
Rest
Wait
Moment of Truth
2) Move (up to Agility x 10 meters)

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3) Take an Action then all of them decide that they want


Attack action to go at the exact same time, then those
Special ability characters who waited will act in their turn
Samurai form order.
Start up a yoroi armour
Fate roll MOVEMENT
Cheer If a player decides to move their character
to a new location, she does so now. She
4) Half-action can move up to her Agility score times 10
A quick activity, either before or after in meters per round, if you are keeping
theaction careful track of distance in a battleeld. In
The Round Ends most cases, battles in Tenra Bansho Zero
are skirmishes between small groups of
Interaction Phase characters. In these situations, if the eld
An upkeep phase between rounds where of battle is not very large (the inside of a
some record-keeping is done tea house or store room, a forest path a few
Next Round Begins. meters wide, etc), simply move to a new
location, or describe moving closer to or
further from an opponent.
DECLARING ACTIONS
ACTIONS Actions are the core of the combat round. It
is where the actual ghting occurs.
When a round starts, it is assumed that
the character will take normal actions like Every round, you may perform only one
moving, attacking, or using special abilities action. These actions (sometimes they
and the like. If you want to Rest, Wait, or are called combat action, full action,
declare a Moment of Truth, you have to say or major action to distinguish them
so now before you take any further action. from half-actions) are the important or

REST Optional Rule: MOMENT OF TRUTH


If you declare that you are resting, your Once per session, one single character can
character pauses to collect her breath, to use a Moment of Truth to spend a large
get her bearings and to rest (as much as amount of Kiai at one critical moment. The
possible on the battleeld). The character Type Zero rules section has a more detailed
gains back one point of Vitality. You may description of what this does. When this
not move or take any actions, though special action is declared, all action stops.
you may defend yourself if attacked (and No one else can take an action, and no one
initiate counter-attacks). can interrupt nor jump in with an action until
WAIT the Moment of Truth is resolved.
If you declare a Wait action, your character When the Moment of Truth is declared, note
will skip her turn, and instead act later that the players Kiai pool is at risk. They
than she would have acted. You can later should try to use as much Kiai power as
declareat any time later that round possible, because at the end of the round all
that you want to take an action. If many of that characters unspent or unused Kiai
players declare that they are waiting, and points disappear.

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COMBAT

common actions like attacking, using character somehow. It doesnt have to be a


special equipment, powers, etc. They are a nice Fate (it could be things like Hatred,
separate concept from half-actions. In a tie Must kill, etc), but some sort of Fate
for time between a full action and a half- specically towards that target character
action, the full action happens rst, the must exist on the giving characters sheet.
half-action second. The cheering character should roleplay out
how she is cheering on the other character
ATTACK ACTION (a pep talk, screaming out enthusiastic
An attack is the most basic action to take in commands, etc). The cheering character
a round. Using Unarmed Combat, Melee can then give the target character a number
Weapons or Marksman skills, the attacker of Aiki chits from her own pool to the
selects a defender and makes a die roll to target, up to her own Empathy attribute
try to hit the defender. See the Attacking score.
and Damage section below for more details
on resolving attacks. If the giving character does not have Aiki
chits but has Kiai points, those can be
SPECIAL ABILITY traded in for Aiki chits and given as well:
Onmyojutsu, Samurai Transformation, Every one Aiki chit costs the giver three
The Butterf ly Dream, Wormcharm, Kiai points to convert. Be careful, though;
Resonance, Buddhist Magic, Ninjutsu, the giver must erase those Kiai points, and
Arts of War, Shinto Magic and Ayakashi mark each one spent as Karma. Carefully
abilities all usually require a full action to record the Karma gained by spending Kiai
perform. in this manner.

FATE ROLL DEFENSIVE ACTIONS


In combat, it is possible to make a Fate Roll, A note on defending: It does not cost an
using an applicable Fate to the situation at action to defend, so you do not ever have to
hand. Sometimes the highest Fate score declare a defensive action. Using Evasion,
can be used for this roll. At other times a Unarmed Combat or Melee Weapons
lower, more applicable Fate will have to be against an incoming attack can happen
used instead (at the GMs discretion). That at any time and as many times per round
player should describe how the situation as needed. However, you can only roll a
aects their characters Fate. This is usually defense once against an incoming attack.
done if Kiai points are needed in a hurry, For example, you cant fail at using Melee
or the character wants to take an action to Weapons to parry an incoming sword
spend on some melodrama. See the Zero strike, then say that youre going to try to
Rules and Karma sections of the rules to defend against that same attack again using
learn more about Fate Rolls. Evasion. Only one defense per incoming
attack roll, but you can defend any number
CHEER ON of attacks aimed at you that round.
Most player characters will be working
together towards a common goal, and many That holds true for ideas like a single attack
will take emotional Fates with each other. of one thousand incoming arrows. Its
By taking an action to perform a Cheer absolutely better for the GM to treat that
On roll, one character can give Aiki chits as one 1000-arrow attack or5 200-arrow
directly to another character. The cheering attacks instead of rolling to evade each of
character must have a Fate aimed at that the 1000 individual arrows.

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A SIDE BENEFIT OF CHEERING A COMRADE ON


A character can cheer on another character as many times as she wishes in a combat scene. This is a good way for a good
roleplayer whose character has a low combat ability to give a low-Empathy/high combat ability character a chance to beat
a challenging foe. Rack up those Aiki chits or Kiai points, and spend them on friends!
Or, alternately, you could make that finishing blow yourself, trading in a huge pile of Kiai to gain a large number of dice and
temporary skill bonuses. See the Karma section for details on how Aiki chits, Kiai points and Karma works.

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Some special abilities from Buddhist


monks, onmyoji and ayakashi (like the
Possession ability) require a Willpower
roll to resist. This resistance roll is treated CONCEPT: THE LENGTH OF
as a defensive action; the target does not A COMBAT ROUND
have to spend an action trying to defend While, conceptually, a combat round usually
against mental or spiritual attacks. involves a few quick sword strikes and lasts
a couple seconds, the official default length
HALF-ACTIONS for a combat round is one minute, unless
When a character acts, she can perform the GM declares otherwise. This gives the
one action and one half-action. A half- players enough time to formulate actions
action can be performed either before or without worrying about if the action they
after their major action, whichever the want to take is an Action or a Half-action.
character wishes. A half-action allows As mentioned above, though, the concept
the character to take small, quick, simple of time is elusive in a combat round, and
actions. Things like dropping an item, everyone deciding that each round is only a
switching weapons, yelling something, or few seconds long (10, 20) by default might
moving a little can be performed during the add a bit of cinematic action to the game.
half-action phase. Also, if the player calls
The GM might decide that a close-quarters
a Moment of Truth, this is considered a
combat between one player and three
half-action. The GM will have nal say
assassins might have rounds which last ten
if a lengthy action can be performed as a
seconds each. The GM might decide that
half-action, or if it will require a full action
a full-scale battle between two warring
to perform. A good rule of thumb for the
factions on a bloody battlefield might be one
GM is that if it takes about ve seconds or
minute or more per round.
less, it is a half-action. No attacks or other
damaging actions can be performed during In the end, there are tactical choices in the
a half-action. Also, remember that in a tie combat of Tenra Bansho Zero, but time really
for speed, full actions occur before half- isnt all that important in most games. The
actions. only time you would really want to define the
length of a combat round might be if some
players are in the middle of a fight, while
EXAMPLES OF TYPICAL HALF-ACTIONS other players are in another location trying
Readying a weapon to do something tricky at the same time.
In either case, round length is a matter of
Moving 10 meters or less
action and cinematic flavor: Distinctions for
Yelling a sentence or two Actions and Half-Actions wont change if a
Give a shiki spirit a command round is ten seconds or ten minutes (A ten
minute mass battle round length wont give
Call a Moment of Truth
the character 4 actions and 60 half-actions,
An exciting athletic stunt for example, even though that would be
Anything that takes about 5 seconds more realistic) When all else fails, though,
or less the official default length for a combat round
is one minute.
A half-action can not cause damage to
an enemy

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INTERACTION ATTACKING
PHASE AND DAMAGE
The interaction phase is the name of the Fighting with sts, swords and magic is a big
period which occurs between the end of part of the combat system. In this section
one round and the beginning of the next. well discuss how to make attacks, take
Its a period of quick bookkeeping, status defensive actions, make counterattacks,
checks, and preparation for the next round. and deal damage. In the section below, the
Think of a potentially innite number of person making attacks will be called the
potential combat rounds: Interaction attacker, and the target of the attack will
phases are the glue which holds the be called the target or defender.
combat rounds together.
HITTING A TARGET
If your character is wounded, the When an attacker makes an attack against a
interaction phase is the time where you defender in melee or unarmed combat, both
mark down loss of Vitality due to wounds sides roll an attack against each other at the
or where your character might pass out or same time! The attacker and the defender
die. roll their respective combat skills (in close
Here are some other things which occur combat this is usually Body: Unarmed
during the interaction phase: Combat, or Agility: Melee Weapons)
Environmental or special damage: Fire, and count the number of successes. The
acid, poison, loss of Vitality points due to person with the most successes wins: It
the Critical Wound track being marked doesnt matter if they were the attacker
or the defender, the person with the most
Passing out or dying because of wounds successes is the one that hit, and caused
Shiki spirit appearing after a summoning, damage to, their opponent.
or disappearing when dispelled Unarmed Combat can be used to defend
Regaining Vitality or Wounds from or counterattack against Melee Weapon
shiki, annelids or innate ayakashi abilities attacks with no penalty: Most martial
Finally, the GM has the ability to declare artists train themselves to fight against
an Intermission if she wants. This might armed opponents.
be used to break up a long combat scene, In a case where the attacker is using her
or to take a much-needed break. However, Senses: Marksman skill against a defender
be careful: Calling for an Intermission in (using Unarmed Combat, Melee Weapons
the middle of a combat scene could break or Evasion), roll and count successes. If
the tension and mood if done poorly or too the attacker wins, damage is dealt to the
often. We dont recommend doing it often, defender. If the defender wins, no damage
but its there as a possibility if it is needed. is returned to the attacker: The arrow, knife
or shuriken was deected or caught, not
red back against the attacker. The bullet
bounced o the blade or the samurai used
her training to narrowly take cover; she
cannot re the bullets back at the attacker.

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Remember that re attacks, attacks which If Attackers Successes = or < Defenders


use spiritual or magical force, explosive Successes
attacks like mortar and bombs, and other The attacker fails and misses.
incorporeal attacks can only be defended
against using the Evasion skill. Even though a counterattack does damage
to the attacker, a defending player may
If both sides roll the same number of choose to simply not do damage back to
successes and get a tie, then neither the attacker, and take mercy on them. In
side succeeds. In a normal non-combat this situation, the defender is not injured
opposed roll, you would normally freeze and the attacker takes no damage from the
time, ignore the tie and roll the dice counterattack.
again until one side simply ends up with
more successes. However, in combat, that TAKING DAMAGE
attack simply does not succeed and is not Damage is easy to determine in Tenra
re-rolled. In a swordght, one can envision Bansho. However, deciding what to do
this easily: Swords clash, sparks y, both then with the damage once you take it is
ghters pushing at each other to give, but hard at rst, and takes a little bit of practice
neither side can make a strike this time. to get used to.
Thats the kind of thing that happens when
The damage received is equal to the
neither side has the advantage.
dierence between the winners successes
COUNTERATTACK and the losers successes. After that, the
When the defender gets more successes damage modier of the weapon used by the
when defending against an attacker, the winner is added to that total. This means
result is called a Counterattack. If more that the more you succeed on an attack or
than one attacker attacks a defender, the counterattack roll, the more damage you
defender has a chance of counterattacking will do to the opponent. The amount of
each attacker. success usually adds more to damage than
the damage rating of the weapon used; a
If Attackers Successes > Defenders Successes skilled ghter could kill with a sword, a
The attacker wins, and scores a hit stick or a teacup.
If Attackers Successes = Defenders Successes Once the amount of damage is determined,
This is a Tie the target of the damage decides how to
distribute those damage points. Damage
If Attackers Successes < Defenders Successes can be distributed in one of two ways: on
The defender wins, and scores a Vitality or on Wound boxes. The target can
counterattack. spread the damage across these two areas
As mentioned above, if the attacker is in any way she wishes.
using the Marksman skill, or the defender For example, if your character receives
is defending against any attack by using the ten points of damage from an attack (For
Evasion skill, then no Counterattack can example, an attacker wins by 7 successes
occur. If the defender wins, the attacker and is using a +3 damage katana), here are
simply does not take a hit: some examples of how you can decide to
If Attackers Successes > Defenders Successes distribute damage:
Reduce Vitality by 10 and dont ll in any
The attacker wins and scores a hit.
Wound boxes

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Fill in 10 Wound boxes and dont reduce


Vitality. MAKING MULTIPLE ATTACKS IN
Reduce Vitality by 4 points and ll in THE SAME ROUND
sixWound boxes Every good samurai or chambara movie has
that scene: The lone hero faces off against
Fill in two Wound boxes and reduce
3-8 or more foes who end up encircling the
Vitality by 8
hero. The classic Zatoichi movies and TV
Damage Points Taken = The dierence franchise were full of these great scenes.
between the numbers of successes rolled The hero draws, the enemies advance to
between attacker and defender, plus the attack, and in a few seconds they all go
damage rating of the weapon. down in a flurry of steel. Or the hero makes
COMBAT EXAMPLE a few quick strikes in the air, the enemies
SEKISHU, YOU JUST DONT KNOW pause for a second, surprised, then cry out
WHEN TO QUIT, DO YOU? as they all fall at once like cut bamboo.
Autumn Rain, a re blazing in her eyes, points at Looking at the rules as-is, though, with one
the man in ninja garb before her. attack per round, this seems impossible,
The man called Sekishu, his face covered below right?
his cold, narrowing eyes, doesnt answer back.
Wrong. There are two basic ways to go
Instead, his hand slides to the hilt of the sword
about performing one-on-many combat
strapped to his back, inching it out of its scabbard.
feats:
That was the last time either would exchange
words. The not-so-smart way: You can spend Kiai
points to gain additional actions. Therefore,
Autumn Rain, wielding a ninja sword (damage
on your turn you can spend four more Kiai
rating: +3) makes an attack against Sekishu. She
uses Agility (8) and Melee Weapons (Advanced, points and make four more attacks in that
Skill 3) to attack. She rolls 8 dice for her 8 round.
Agility and tries to roll a 3 or under to match or The awesome way: Simply take your
stay below her Melee Weapons Skill of 3. Upon character and put them in harms way. Find
rolling the dice, they come up with a 1, 1, 1, 2, a group of enemies and plant yourself right
3, 3, 4, and 6. Only the 4 and the 6 are above
in front of them, or maneuver around so
her Melee Weapons Skill of 3, so everything else
that they encircle you. When every one of
counts as a success, for a total of six successes.
those enemies attacks you, you are actually
Sekishu is also wielding a ninja sword and uses attacking them back with a counterattack.
it to defend. He rolls his Agility (9) and Melee
6 enemies surrounding and attacking you
Weapons (Advanced, Skill 3). Because he has 9
means that you get to make 7 attacks
Agility, he rolls 9 dice instead of Autumn Rains
that round: Your normal attack, plus the
8, though like her, he has to roll a 3 or under to
achieve a success. The dice come up 1, 2, 2, 3, 4, 6 potential counterattacks disguised as
4, 4, 5, and 6. This gives him four successes. This defensive rolls.
means that Autumn Rains attack succeeds. Be careful, though. This is a great way to
The dierence between Autumn Rains successes mow down weaker enemies, but being
(6) and Sekishus successes (4) is 2. That is the surrounded by strong enemies will make this
base damage that Sekishu receives. Autumn a real dangerous challenge.
Rains ninja sword deals three damage, which
raises the damage total to 5. There are no

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additional damage types done (magic, electricity,


poison, etc), so the total damage to Sekishu
remains at 5.
INJURY AND
If Sekishu happened to get seven successes there VITALITY
instead of four, he would have beaten Autumn Each character has a maximum Vitality
Rain. The margin of success, or dierence score. When they take damage, the Vitality
between their numbers of successes, would have
score lowers. Over time, the Vitality score
been 1. His ninja swords damage rating of 3
returns to a full state.
would have been added to that, so Autumn Rain
would have received 4 total damage. Once a character has received damage, its
Next, Sekishu will have to decide how to divide up to the player of that character (or the
up those 5 points of damage received between his GM, if the character is an NPC) to decide
Vitality and Wound boxes. how to split up or spread out the damage.
As mentioned, she can choose to take all
EVERY DEFENSE IS A the points of damage received and use
COUNTERATTACK! it to reduce Vitality by that amount. All
Well, almost every defense anyway. For of it could be taken in the form of lling
those of you familiar with other role- in Wound boxes, a more lasting kind of
playing games, many set up a chain where injury. Or more commonly, a portion of the
an attacker rolls to attack and the defender damage can be taken in the form of Vitality
rolls to defend. Then, the defender later damage, and the rest of the total taken in
becomes the attacker, and rolls an attack Wounds.
against their opponent, who rolls to defend.
Vitality is a more f leeting area. It
In Tenra Bansho Zero, these rolls (for represents the characters ability to stay
melee and unarmed attacks) are collapsed conscious. Points of damage taken in
into a single roll: Both the attacker and Vitality represent supercial cuts, bruises
the defender attack, and the winner and stabs, esh wounds, fatigue, weariness,
does damage to the loser. If the defender loss of maneuverability, that kind of thing.
wins, she eectively parried the attack and When Vitality goes to zero or less, the
came back with her own counterattack. Be character is eectively out of the ght. She
careful of this, as a weak character stabbing lost. She goes down for the count. The ght
or punching a strong enemy is eectively an is over, and the opponent won. This doesnt
invitation to get smacked down hard by the necessarily mean death, in fact it rarely
stronger enemys counterattack! does: It usually means that the opponent
However, characters using Evasion instead gets bragging rights over the victim or that
of a weapon skill to defend and characters the antagonist can cross over the heros
using their weapon skills to defend against fallen body to continue on to fulll his goal
ranged attacks (deecting arrows, grabbing now that the opposition has fallen.
knives mid-f light, and protecting vitals Every point of damage taken in Vitality
from bullets) do not make a counterattack. lowers the Vitality pool one point. It can
go past zero to a negative number: If a
character has given up on a fight after
taking a huge amount of damage, she can
spend it all on Vitality to be taken out of

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the ght without dying. When the ght is Heavy Wound boxes, a very few number
over and the opponent has moved on, the of Critical Wound boxes (usually 1-2), and
loser wearily regains consciousness. one Dead box.
Vitality is short-term damage that quickly Heavy Wounds have interesting eects on
goes away. Under normal circumstances, a character. When you take wounds from
a character can regain all of her Vitality a category, there are usually associated
back once the combat is over and the scene die eects. If you have one wound in that
ends. Otherwise, it heals at a rate of about category, you gain that eect.
1 point per minute in the game world (as You can also choose how to spread your
opposed to minutes in the real world) when Wound Boxes around. If you take 3 points
not ghting in combat. of damage, and you decide to leave Vitality
A quick note: Soul acts very much like alone and take those 3 points as Wounds,
Vitality in combat situations, but the then you could take 2 Light Wounds and
recovery rate is one hour per point of Soul. one Heavy, or 3 Light Wounds, or perhaps
Taoist sorcerers who summon too many 2 Critical Wounds and a Light Wound, or
powerful shikigami spirits in battle will any other combination. You dont have to
quickly find themselves face down in a ll in all the Light Wound boxes before
ditch. starting to ll in Heavy Wounds, Critical
Optional Rule: If you are playing in a Wounds or even the Dead Box. You can ll
long term battle, and the GM decides to them out in any order you desire!
allow unconscious character to return It may take a little while to remember
to the fray (this should be extremely rare this in play, as it seems counter-intuitive.
or under unusual circumstances, like a But the player has full control over which
large war) every negative point of Vitality boxes in the Wounds area of their sheet are
damage received represents a combat checked o. Each damage that becomes a
round, or a minute of game world time Wound becomes a story element of that
that that character remains unconscious battle, an element which the player gets to
before rising up to 1 Vitality and regaining narrate!
consciousness.
EFFECTS OF WOUNDS
WOUNDS AND THE Light Wounds: Nothing
EFFECTSOFDAMAGE Heavy Wounds: +1 die to all die rolls
Wounds, unlike Vitality, represent long- Critical Wounds: +2 dice to all die rolls,
term damage and a more serious level of but every Interaction Phase you lose 1
injury. Wounds are deep cuts, painful additional Vitality point
stabs, broken bones, torn muscles, and
Dead Box: +3 dice to all die rolls
other gritty physical wear-and-tear that
takes a while to recover from. If you have wounds across more than one
wound category, you gain the eects of only
In the Character Creation chapter, the most serious of the wounds.
we looked into how to determine the
characters Vitality score and Wound So what does the above mean, then?
track. Most characters have several Light If you take 3 points in Light Wounds,
Wound boxes, about half that number in nothing happens. You have received a nasty
wound which will take a bit to heal.

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COMBAT

If you take 3 points in Heavy Wounds, When a player received a number of


then you get the benet of the Heavy damage points and decides to take that
Wound category: From that point on you damage as Wounds, she must check one
get to add one extra die to every single roll wound box for every point of damage
that your character makes: Combat, Non- spread to wounds. However, with the Dead
combat, everything. It doesnt matter if you Box, it can be checked to completely ignore
have one Heavy Wound box checked, or all the eects of damage from one attack.
of your Heavy Wound boxes checked, you This means that if your character takes a hit
will only receive one single extra die for from a powerful foe which does 3 points of
having a one or more Heavy Wounds. damage, 30 points of damage, or even 300
If you take 1 point in Heavy Wounds, and 2 points of damage (which wont ever happen,
points in Critical Wounds, then the Heavy but its a good example), the player can wave
Wound eect (+1 die) is ignored and you away all of that damage, and not have to
focus only on the eect of the more serious take any of it, by simply checking that Dead
wound, the Critical Wound. In this case, Box. The Dead Box makes all the damage
you get to roll 2 extra dice to every single go away, but in return the character is put
roll that your character makes. However, in a dangerous state.
your character will also take one point of Once the Dead Box is checked, the
Vitality damage every round during the character is at risk of dying. She will receive
Interaction Phase between combat rounds those three extra bonus dice to use on any
until you reach one point of Vitality: When action. However, you must keep track of
you reach one point of Vitality, the eects your Vitality score. If your Vitality goes
of Vitality Drain stop. down to zero while the Dead Box remains
A note on Critical Wounds: A critical checked, the character literally dies.
wound will not by itself cause your Vitality Usually this means that she goes down
to drop to zero. Once your Vitality is and is out of the ght, and then afterward,
reduced to 1, it stays at 1. However, you when the ght is over, she can say a few
can always choose to take the extra step to words to her companions or enemies before
accept Vitality damage, push Vitality to passing on.
zero and drop out of the ght. When the When the Dead Box is checked, as
ght is over, your Vitality goes back to 1 explained above, all other wound eects
and remains at that level until you heal all and bonuses are ignored. This means that
of your Critical Wounds. if the player has a Critical Wound, then
THE DEAD BOX the player stops losing Vitality points every
The Dead Box is special. When the round if the Dead Box is checked.
player checks the Dead Box, it means the The Dead Box is a useful tool in a dangerous
following: ght, however you will want to make sure
The player gets to roll those three bonus that you have enough Vitality points and
dice on every roll from that point forward enough open Wound boxes left in order
(regardless of other boxes lled in). to soak any additional incoming damage.
Only activate the Dead Box if youre okay
The player is signaling to the GM, My with the possibility of your character
character is willing to die to win this permanently dying.
ght, and Im OK with that.

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DAMAGE EXAMPLE Vitality: 14


Sekishu couldnt hide his surprise at the swift Light Wounds:
strike he received. Autumn Rain had improved
her skill since they last crossed swords, and now is Heavy Wounds:
much faster than she once was. Critical Wounds:
I see that you are indeed Oboro Enshus greatest Dead:
work, puppet. Prepare yourself, for I will make
After Autumn Rains attack, Sekishus character
sure that we put your hidden skills to the ultimate
decides to spread the 5 damage between both
test.
Vitality and Wounds. Sekishus player thinks
With that, Sekishu chokes back the blood welling it would be more dramatic to take a Heavy
up in his throat, and curls his lips in a perverse Wound. Not to mention he will receive that
smile. bonus die to future attacks if he takes any
Sekishu takes 5 points of damage. Before Heavy Wounds. He spreads the damage around
this attack, he was uninjured. Since his Body between 2 Vitality, 2 Light Wounds and 1
attribute is 7, his Vitality and Wound gauge Heavy Wound, and his gauges now look like this:
looks like this: Vitality: 12
Light Wounds: 
THE MORE WOUNDED YOU ARE, Heavy Wounds: 
THE MORE POWERFUL YOU BECOME Critical Wounds:
Yes, thats the fundamental rule of combat in
Dead:
Tenra Bansho Zero. Think of all the samurai
movies or anime youve seen, manga youve A bloody strike, but he can manage. Sekishu
read, and video games youve played. The reaches for that bonus die, as he now has a Heavy
big enemy doesnt often go down in one hit: Wound. He looks at his opponents moves to try
to nd an opening for the next strike
Instead, they become fiercer, stronger, more
reckless as they get hit, until they finally go WOUND DICE
down like a ton of bricks. Sometimes, when One thing that may help your game is to use
they appear to take that fatal hit (checking special brightly-colored dice for keeping
off the Dead Box), they rise back up into the track of wound damage. When a character
fight with a different appearance, perhaps takes wounds and gains dice bonuses,
on fire or surrounded by an energy halo, that player will take those 1, 2, or 3 extra
more powerful than ever, screaming This is dice from those bright red (or other color)
my Final Form! special Wound Dice and keep those dice
The same thing happens in Pulp and other in front of them to remind themselves to
Western cinema the heroic cop, superhero or use them. It is easy to forget about the extra
archeologist gets beaten up, only to have the dice when youre new to playing or running
theme music play as they rise up and bring the game, and having a set dierent colored
the pain down on the enemy. dice set aside for wounds sometimes helps.
Tenra Bansho Zero combat emulates the ARMOUR AND
dramatic and cinematic ideals of combat (in TWOWOUNDTRACKS
fact, a lot of these conventions are used in Yoroi armour riders who pilot their armour
Kabuki stage combat as well), and hand- in combat have a few special rules to be
waves the reality of shock, trauma, blood aware of. When piloting an armour, they
loss and other real combat factors. will use two sets of Vitality scores and two
sets of Wound tracks.

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When an armour rider takes damage, If both the pilot and the armour have taken
she can spread the damage between the wounds, then only count the bonuses and
armours Vitality and wound tracks, as penalties of the checked box which grants
if the armour were a separate character. the highest bonus. For example, if the
When the armour reaches 0 Vitality, it pilot herself has 1 Critical Wound, and
shuts down until combat is over. If the the armour has 2 Heavy Wounds, then
armour has a checked Dead Box then drops the armour rider gets the two bonus dice
to zero Vitality, it is completely destroyed. to all rolls that comes with having a single
Critical Wound.
Finally, an armour rider can choose to
spread damage to her own wound track
WHEN DO PLAYER CHARACTERS DIE?
when her armour takes damage. Th is is
In Tenra Bansho Zero, the player effectively
dangerous, but it can keep an armour in a
decides when the character dies. If the
ght longer. When doing this, all damage
player eggs on a series of brutal and
from that attack must be taken by the
insurmountable fights, she could simply
character as Wounds (spread between
choose to lose on purpose, running out of
the armour and armour rider); if a rider
Vitality and passing out each time instead
chooses to take some of the damage, that
of dying. Of course, this means that theyre
damage cannot be spread to Vitality at all,
taken out of the fight, perhaps demoralized,
whether to the characters Vitality or the
rebuked, or even taken captive. It also
armours Vitality. It must all be taken as
often means that the antagonist or their
Wounds.
enemy gets to advance their plot with
them out of the way, which will probably One thing to note for armour rider
soon begin to affect the things that the PC characters: Like kongohki, their armour is
cares for (Fates). Eventually, the PC will not a living thing. When the armour takes
find themselves in a fight that they (or their a Dead Box, it means that the armour
player) wants to win, nay needs to win. is irrevocably damaged. One day it will
Thats when theyll start checking off the eventually crack and break down. While
Dead Box to stay in the game, at least long characters can eventually heal their own
enough to see the fight through. Dead Box after combat, a Dead Box on an
armour or kongohki cannot be recovered
When an NPC dies, they might have a few
during a game session: Theyre stuck with
last words or a small speech as they pass
it for the rest of the game!
on. Likewise, when a PC chooses to die, its
probably best to give that player some time If an armour breaks or powers down, the
to say a few things before the character hits armour-rider can still leave the armour
that eternal slumber. To that end, while the (eectively ejecting or crawling out of the
character might die in a battle, they arent armour). The rider can then ee or even
totally dead until the player says so. At that take up arms against the enemy without
point, the battle ends, and the scene hangs. the aid of the steel giant.
Time comes to a standstill, and in that
FINISHING BLOW
eternally lasting moment, the player has
A character can finish off an enemy
time for her PC to act out a dramatic death
by declaring a Finishing Blow. If the
or have her character say a few last words
character is in range, and spends a major
before the scene ends.

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action on a Finishing Blow to an enemy WOUNDS AND RANKS


who has fallen (0 Vitality), that enemy is Wound Rank
nished. Light 1
The opposite is not entirely true, though: Heavy 2
The PCs cannot be nished o if they fall Critical 3
(unless they had their Dead Box checked). Dead Cannot heal in combat

Think about the action movies or anime These ranks are used in determining how
youve seen: Why doesnt the villain simply easy it is to heal a wound at that level. A
nish o a fallen enemy? Because its simply warriors player, familiar with how damage
not interesting. The PC has a place and a works, might be inclined to make sure that
time where they are fated to be nished o. they take a Heavy Wound right o the bat
Of course, the player may declare that this (to gain that bonus die advantage). But
is the time and place by checking that Dead looking at the chart above, in a critical
Box. In that case, the GM should respect situation where they need healing to
the players wishes and nish them o if continue fighting, Heavy Wounds are
they lose all of their Vitality and go down. harder to heal than Light Wounds. There
is always a trade-o.
Until that time, though, the enemy will do
things that villains usually do: Walk away,
not realizing that the character still faintly OPTIONAL RULE:
clings to life. Or realize that the PC is still THE DEAD RISE AGAIN
alive, and simply gloat while exiting the If the GM allows this special rule, then
stage to push their evil agendas further. Or one character per game session can be
the characters could be taken captive. Or temporarily brought back from the dead. If
they could be publicly humiliated. Theres a character has checked off their Dead Box
a lot of options which the GM can employ, and let their Vitality fall to zero, they die
the default being that the enemy simply (either right there, or stay down until the
walks o, presuming the PC is dead:Oh, end of the battle, at which point they die).
thats all she had in her, eh? Humph, good If it would seem appropriate, one single
riddance, Im off to the castle/tavern/ character per session can be temporarily
pleasure district. brought back from the dead.
Make a First Aid roll to help the fallen
HEALING DAMAGE character (one success is required). If that
IN COMBAT roll succeeds, then the dead character
There are essentially four ways to heal returns to the battle for a few minutes,
damage taken during combat. The only perhaps for a final strike, or to block a blow
thing to note is that, in the middle of a for a companion. Their Vitality returns to
combat scene, the Dead Box cannot be 1. If the character drops to zero Vitality
healed; You have to wait until combat is again, they go down for good and cannot be
over. If you are still alive by then, the Dead re-healed.
Box can be healed.
After the battle, if the dead character is
Every type wound has a number associated still standing, that character will fall again
with it for healing purposes. Here are the permanently. Perhaps they have enough
wounds, and their associated rank: time to say a final word or two before they
are gone forever.

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In combat, though, it is generally hard to This magic does not work in a combat scene
heal unless you have innate abilities that let on a character with the Dead Box checked;
you do so. Its much easier to heal after a The nature of Healing Prayer cannot break
battle scene, so take care when racking up the rm lines of fate to which the Dead
wounds in combat: Sometimes it is better player has resigned themselves.
to take a fall in combat unless the battle See the Buddhist Magic section for details
means a lot to you. on the Iyashi spell.
FIRST AID ANNELIDS AND WORMCHARM
First Aid has two functions in combat Rejuvenation and Immortality worms
scenes. If another character has passed out assist their character during the interaction
by dropping to 0 or less Vitality points, phase. An annelidist does not need to take
you may try to stabilize them and return an action to use these worms to heal their
them to the battle. Make a First Aid roll own bodies, this happens automatically
against the number associated with the during the interaction phase. However, if
highest wound taken (0, 1, 2 or 3). In a they wish to use their Rejuvenation Worms
case where the hurt character has not to heal another character (a common task
taken any wounds, at least one success is for annelidists), the annelidist must instead
required. If the healer succeeds in this roll, spend a full action to heal them. See the
then the wounded character returns to 1 Annelid List for more information on the
Vitality (no higher than 1, regardless of the eects of these creatures.
number of successes made). That character
has been stablized. SHIKI OR AYAKASHI
The other function of First Aid in combat is REGENERATION ABILITY
to heal characters who have taken a Critical Shikigami powers (including Shiki-
Wound. Critically wounded characters given samurai powers) and ayakashi
will naturally bleed out a point of Vitality Regeneration powers are activated every
every round until they reach 1 Vitality if Interaction phase in combat.
left unchecked. Making a successful First
HEALING DAMAGE
Aid roll against the Critical Wounds
rank of 3 (three successes or more needed
AFTER COMBAT
When a combat scene is over and the fallout
on a First Aid roll) stops the eect of the
of battle has been tallied, other forms of
Vitality Drain.
healing become available.
BUDDHIST MAGIC
VITALITY AND SOUL
The Buddhist Magic spell Iyashi (Healing
REPLENISHMENT
Prayer) can take away wounds from
Damage that was taken to Vitality
hurt characters. Essentially, the healer
rejuvenates quickly. One point of Vitality
will spend ve Soul, roll their Empathy:
returns for every minute that the character
Buddhist Magic, and count the successes.
is not in battle until their current Vitality
Subtract the Wound rank of the highest
matches their maximum Vitality. This
Wound the hurt character has, and the
usually means that by the time the next
remainder of the successes can be used
scene starts, the character is fully healed.
to restore checked Wound boxes on a one
for one basis. On top of that, all Vitality is
restored to its maximum score.

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The exception is if the character has taken a equal to or greater than the rank of the
Critical Wound. In this case, the character highest wound level of the hurt character
will need treatment soon, or they will pass (0, 1, 2 or 3). For every single success greater
out (losing one Vitality per minute, down than the highest wound rank, one wound
to a minimum of 1: At one Vitality point, box can be removed from anywhere on the
the eect of Vitality Drain ends). If losing hurt characters Wound Track (wherever
consciousness is inevitable, they can be they wish to have it removed from: Light,
healed in a future scene (assuming the other Heavy, Critical, or even Dead). If there is
characters or an NPC drag that character no healer around, the character can roll
somewhere to be healed). If nothing else, their own Senses: First Aid to try to heal
the character can wake up suddenly in themselves.
the care of a stranger with their Vitality Example: The hurt character has 5 Light
replenished and no idea of how they got Wounds and 1 Critical Wound. The target
there. If this makes sense for the story, go number to heal this character is 3, the rank of
with it. the highest wound (Critical). A healer rolls 5
successes on her Senses: First Aid roll, so the
Soul requires more time, replenishing at the
healer succeeds. The hurt character may remove
rate of one point per hour. This means that
two Wounds equal to the number of successes (5)
if the next scene after combat happens right minus the highest wound rank (3). In this case the
away, the characters will only have time to result is 2, so the hurt characters player can clear
replenish maybe one point of Soul. If the 2 wound boxes from anywhere on her sheet. It
next scene happens several hours or a full might be a good idea for the player to remove that
day later, then it is likely that all characters 1 Critical Wound box and 1 Light Wound box.
will have their Soul fully restored. If the
This can be attempted one per day in the
combat happens at the end of an Act, then
game world, or once per act if more than
at the beginning of the next Act (after the
one act occurs on the same day.
Intermission) the character will be fully
restored in Soul as well. If the First Aid roll fails, then the characters
condition does not change, although this
While Soul replenishes one point per hour
will not cause it to get worse.
of game world time, a full days rest or
relaxation (including sleep) will completely The Dead Box can be healed after combat
rejuvenate Soul. It might be interesting using this method. The Dead Boxs rank
to act out a relaxation scene. This could is equal to 1 (the same as a Light Wound).
include time spent with friends at a tavern Its easy to heal from a mortal physical or
or hot-springs resort, indulging in mindless spiritual wound, but only after the battle is
fun, carousing, gambling, calligraphy, over. The character will still most likely be
painting and so on. shaken by the experience. Consider later
adding a Fate (or changing an existing Fate)
RECOVERING FROM WOUNDS that somehow deals with that battle.
Wounds will heal much more easily once
a battle scene is over. The character can Healing Formula Summary:
recuperate through resting or medicine. First Aid: Roll the dice and count successes.
If the character gets the aid of a doctor, Target diculty number: the Rank of the
herbalist, acupuncturist or similar highest wound taken (1, 2, or 3 for Light,
caregiver, the healer can make a First Aid Heavy and Critical, respectively, and 1 for
roll. She must get a number of successes Dead)

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Success: The hurt character can clear a annelidist rules for healing wounds. This
number of wound boxes equal to the class of living armour can be healed by and
number of successes rolled over the heal themselves with annelids.
highest wounds rank.
Failure: The hurt characters status does
not change. SPECIAL
YOROI ARMOURS, COMBAT
KONGOHKI AND HEALING
Yoroi armours and kongohki are creatures RULES
of magic and steel, not esh and blood. The following is a list of special rules
They cannot be healed with First Aid or for combat. Some of them are special
Buddhist Magic. They can only be healed maneuvers that any player can use, while
by onmyoji who are skilled with repairing others are unique abilities only open to
these technological wonders. Roll the characters that take a specic archetype or
healers (or mechanics) Knowledge: ability.
Onmyojutsu against the rank of the highest
wound taken. Every additional success AIUCHI ATTACK
past the wounds rank equals the number Aiuchi means simultaneous strike. It is a
of wound boxes that the character can very dangerous maneuver, but in those rare
clear from the sheet. In short, it works just circumstances the incredible risk could be
like human healing but with Onmyojutsu worth the reward. The defender drops
instead of First Aid. her guard and takes on the full weight of
an incoming attack, then counters with
One thing to note, however, is that a Dead
a deadly and unblockable attack. Both
Box can never be healed in one game
characters will roll for damage as if their
session. Once the machine takes enough
opponent had zero successes.
damage to be hurt in such a way, its days
are numbered. While other wounds can Only the defending character can declare
be healed, the Dead Box will not go away an aiuchi, and it must be declared before
for the rest of that scenario. If, later, in a the dice are rolled. The other character
future game of Tenra Bansho (not the same gets to make their attack rst, against a
scenario, but a future one with the same diculty of zero. All successes, plus the
characters) the same kongohki or armour weapons damage, hit the aiuchi character.
returns, then it can return with a healed If the aiuchi character is still standing and
Dead Box: The armour or kongohki was conscious, then the aiuchi character can
completely retrotted, broken down and return the attack: She rolls to attack, and
re-crafted by skilled machinist-sorcerers the opposing player will take an amount
or Priesthood agents. of damage equal to all of the successes
There are a class of rare armours called the aiuchi player rolled plus the weapons
living armours, made of both steel and damage rating. This is a brutal maneuver
esh. Living armours are healed externally and should be used sparingly because of the
like other steel-based armours. However, damage it inicts upon the initiator.
if the living armour is implanted with
Rejuvenation Worms, then follow the

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While the aiuchi attack is a classic sword Autumn Rain as leaping out of the grass, knee
maneuver, missile or f lying weapons forward, at the same time brandishing her
(shuriken, arrows, guns) can be used to ninja sword, the player rolls Autumn Rains
make aiuchi attacks as well. Agility: Melee Weapons and gets 6 successes.
The ashigarus player (the GM) rolls his Agility:
SNEAK ATTACK Melee Weapons and gets only 2 successes. Not
Characters who use their Stealth skill, or only does Autumn Rain win, she won as if the
shikigami or ayakashi with the Invisibility ashigaru had zero successes. With the 3 damage
for the Ninja Sword, that makes a total of 9
ability, have a chance of making a
damage to the ashigaru.
devastating surprise attack. To initiate a
Sneak Attack, the attacker must be hidden, The ashigaru falls silently backwards into the tall
disguised or invisible. In most cases the grass, his face contorted into a ghastly mask of
shock.
target will make a Notice roll against the
attackers Stealth roll to see if they can spot SAMURAI FORM
the attacker or not. If the attacker is not The warriors who have living shiki bound to
spotted (or is simply magically invisible), their esh are called samurai. Samurai form
they can make a sneak attack. is the name of the state when the samurai
The attacker rolls to attack and the activates the shiki and changes physically:
defender rolls to defend as normal. If the Muscles grow and enhance, mass increases,
defender wins, then the target is safe and chitin-like armor and spikes appear on
does not get attacked (or they parried their bodies. It is a spectacle to behold.
the attack at the last second). However, This is the process to engage the samurai
they cannot make a counter-attack on a form:
surprise attack. If the attacker wins, then
the attacker does damage as if the defender 1) To start the samurai form transformation,
had zero successes to defend. In other the samurai must expend Soul. The exact
words, the defender takes damage equal to amount depends on the power level of the
the total number of successes the attacker bound shiki spirit.
rolled, plus the weapons damage. This can 2) The samurai then immediately gains use
be a deadly attack strategy for stealthy of her samurai abilities (attribute bonuses,
characters and gunlance-wielding snipers. special powers, etc).
SNEAK ATTACK: AUTUMN RAIN 3) From that point on, the samurai form
VSASHIGARU can be sustained for a number of rounds
Autumn Rain slows her breathing. Although she equal to the samurais Spirit attribute
was crafted as a kugutsu, a beautiful creature to
score. Starting at the beginning of the next
stand out in society, she is doing everything in her
round, start counting the rounds samurai
training to remain hidden in the tall grass. Her
form is active during the interaction phase.
target, the lone ashigaru foot-soldier pursuing her,
is rustling noisily through the grass towards her. 4) A samurai has no limit (other than Soul
He runs past her, almost stepping on her prone reserves) to the number of times a day the
form. Autumn Rain sees his exposed, unguarded samurai can attain samurai form.
robe covering his back. She leaps out of the grass
to make her strike! During combat it takes one action for the
samurai transformation to be completed.
Autumn Rains player made a successful Stealth
The metamorphosis occurs once that
roll against the ashigarus Notice roll, so she is
set up to perform a Sneak Attack. Describing

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action is used, and during that combat weapon can then fire any number of
round all subsequent rolls that round (like soulgems the user wishes in that single
defending) use the modied samurai levels. attack up to that weapons listed Rate of
Since the transformation requires one Fire.
action, most samurai will simply not make For every soulgem the attacker expends,
an attack action until the next round. one point of additional damage is done to
However, a samurai may still attempt to the target as the blade tears through its
attack that round by spending an extra Kiai target like an electric knife carves through
point to take a second action. In a pinch, a block of tofu.
when faced with an incoming attack before The attacker can declare the number of
the samurai has transformed, a samurai can soulgems she is using after the attack
spend 2 Kiai as an interrupt action, spend succeeds; she does not have to declare the
1 more Kiai to take an action (3 total), and soulgem expenditure beforehand.
start the samurai transformation in order
to use the modied samurai attribute levels INTERFACE SKILL
to block the attack. See the Karma section, When piloting a yoroi armour (either a
Kiai abilities for more information about hand-crafted meikyo armour, or a mass-
interrupt actions. produced kimenkyo armour), the pilot
Note that when the samurai form is substitutes her Interface skill for all general
activated, from that instant onward the skill rolls. This includes melee attacks,
samurai can use the enhanced ability scores marksman attacks, evasion, notice and the
for defense/counterattack rolls. However, like.
the process of transformation itself is not
instantaneous, and the samurai cannot
BUTTERFLY DREAM
Kugutsu have the ability to manipulate the
normally make an attack until the next
physical illusion which covers their body to
round. However, the samurais player can
create hypnotic worlds of dream. It is a kind
spend Kiai points as mentioned above to
of brain hacking or forced psychotherapy
take additional actions that round, and
which can be performed on any single
then make attacks with those actions
character. Once per combat, a kugutsu
using the adjusted samurai attributes, or
character can attempt to engage a Buttery
enhanced defense rolls by interrupting
Dream against any single opponent as a
early in the round and transforming then.
major action.
YOROI STARTUP If a kugutsu successfully brings a target
There is no roll required for a yoroi armour into the Dream, she instantly knows all of
pilot to start up an armour. However, it the target characters motivations (If the
does require a full action for the pilot to target has any Fates, reveal at least one, if
perform the initial startup. Additional not all of them). The kugutsu has instantly
actions require further spending of Kiai. gotten a sense of who that person is and
what their goals are.
SOULGEM WEAPONS
When an attacker scores a hit with a From there, the kugutsu can pursue the
soulgem weapon, they can then choose target and engage in illusory combat,
to increase the damage by squeezing the try talking to the target as kind of
soulgem weapons trigger. The soulgem psychotherapy, or break it o and return
to combat.

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KONGOHKI skill. Spiritual attacks, ame, energy balls,


Kongohki have the Overdrive ability, which explosions/mortars/missiles, and lasers
lets their fearsome steel bodies move and can only be dodged with the Evasion skill.
act at incredible speeds for a short period 3) A character can make a number of
of time. When Overdrive is used before an different attacks equal to the weapons
action and the kongohki makes a roll based Rate of Fire. However, the attacker only
on Body, Agility or Senses, they can count rolls one time for multiple attacks.
the number of dice that came up successes,
4) There is a damage bonus for using a
roll that number of dice again, then add
ying weapon with a rate of re to make
those successes to the total.
multiple attacks against the same defender.
Kongohki can activate this ability instantly See the chart for details.
before they take an action. They can use
Overdrive for a number of times per game ATTACKS AGAINST MULTIPLE
session equal to their Spirit score plus their TARGETS WITH RANGED
Body score. Each Overdrive activation will WEAPONS
boost one single action. Keep track of how An attacker using ranged weapons can
many times this ability is used in a session. make attacks against multiple targets as a
If the kongohki increases its Body or Spirit single action as long as these two conditions
attributes in the course of the session, are met:
they receive additional Overdrive actions. 1) All of the targets are within range
Overdrive activation is instantaneous and
2) The weapon used has a Rate of Fire equal
can be performed at any time during the
to or higher than the number of targets
kongohkis turn.
selected
For example: A kongohki goes into Overdrive,
The attacker makes one attack roll, and
and makes an Agility: Melee Weapons roll.
each defender rolls to defend separately.
The result of the roll is 6 successes. The player
can pick up 6 more dice and roll those, adding If the attacker res or throws a weapon
them to the total. If the player rolls 4 more more than once against the same target,
successes, then the total is 10 successes for that then the attacker gets a damage bonus. The
action. damage bonus is equal to +1 for each shot
spent against an opponent.
RANGED WEAPONS
For ranged, ying or projectile weapons like MULTIPLE ATTACKS AGAINST
bullets (red from soulgem or gunpowder A SINGLE OPPONENT WITH
weapons), kunai, shuriken, or knives, there RANGED WEAPONS
are various rules for their use in combat. In the case where multiple shots are taken
against the same enemy, the character
1) They cannot be counter-attacked, only
simply adds a higher damage rating to the
parried with weapon skills or dodged with
single defender if the attack succeeds. This
the Evasion skill.
happens often, as ninja are classically fond
2) Knives, arrows, shuriken and bullets of throwing many shuriken or kunai at an
can be parried or dodged with the melee enemy at one time.
weapons, unarmed combat or Evasion
Every additional shot spent against a
target grants a damage bonus of +1, for a
maximum damage bonus of +2 per target.

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DAMAGE BONUS FOR RANGED WEAPONS


Rate of Fire Sample Weapon Number of Targets Aimed at
1 2 3 4 5 6 7 8
1 Single Shot 0 - - - - - - -
2 Bow, Soulgem Rifle +1 0 - - - - - -
3 Kunai, Knives, Repeater +2 0 0 - - - - -
4 Soulgem Pistol +2 +1 0 0 - - - -
5 Shuriken, Heavy Repeater +2 +1 0 0 0 - - -
8 Dreadnaught Repeater +2 +2 +1 +1 0 0 0 0

Follow the chart for easy reference. If your OTHER DAMAGE


character uses weapons which require the There are other types of damage besides
Marksman skill, it might be helpful to weapons, such as re or falling from great
reference the numbers above. If it seems heights. When calculating other kinds of
too complicated, the GM can declare damage, use the following formula:
these rules optional and just use the default
Find the damage rating.
damage ratings for ranged weapons.
RANGED WEAPONS: AUTUMN RAIN
Resist the damage with the appropriate
AND THE SHURIKEN roll.
Autumn Rain is crouched on the other end of the Every success rolled subtracts one from
Red River Bridge facing two ashigaru soldiers the damage rating, down to a damage of 0.
who have their spears pointed at her. She opens
her hands, revealing four shuriken which she Here are some examples of types of damage,
sends speeding quickly towards their targets. their rating, and what to use to resist
Shuriken have a maximum Rate of Fire of Type Damage Resist With
5, but Autumn Rains player doesnt want to Falling from a cliff height (in meters) Movement
waste them. She can get the exact same damage
Poison/Fire/Acid/Cold damage rating Willpower
bonus (+1) throwing against two targets with 4
Explosives damage rating Evasion
shuriken as she can with 5, so she uses the Rate
of Fire: 4 column to determine the bonus. If she The damage rating is set for each of the
were throwing all the shuriken against one target damage types either by the GM, or by
she might use the maximum Rate of Fire of 5 the power it comes from. For example,
shuriken for a +2 damage bonus.
an ayakashi might have a poison with
Autumn Rains player rolls 8 dice, and gets 5 a damage rating of 10, or a shiki might
successes. Not bad. explode with a damage rating of 15. If there
The GM rolls the ashigaru soldiers Evasion is no set rating for the damage, the GM will
skills, and gets a total of 1 success for one soldier decide the damage rating.
and 2 successes for the second soldier.
Things like poison, re, cold and acid will
The shuriken base damage is +1. The damage continue to do damage every round during
bonus for using 4 shuriken against 2 opponents the interaction phase. Poisons have a time
is +1 for each opponent. Finally, the attack and rating, which is the number of rounds the
defense roll dierence was 4 for one soldier and 3
character is aected by it. Fire, Cold and
of the other. The total damage is 6 damage to one
Acid lasts until the characters situation
soldier, and 5 damage to the other soldier.

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changes (she puts herself out, she gets out A character can combine multiple
of the acid pit, or she takes shelter from the techniques into a single attack, defense
cold). or counter-attack, as long as all of the
Continual damage can be resisted every techniques are from the same school.
time it is dealt to the character. In some rare cases, a character might be
skilled in more than one war art. In these
EXAMPLE: AUTUMN RAIN
cases, a weapon master can use multiple
ANDTHEPOISON
techniques from one art in one attack, and
Autumn Rain is hit with a poison needle red by
a hidden assassin. After taking the slight damage
multiple techniques from a second art in
from the needle, the GM determines that the a second attack. However, you cannot mix
poison has a damage rating of 5 and lasts for 5 techniques from two dierent schools in a
rounds of continuing damage. single attack or defense: The arts require
a distinct mindset, focus, and movements
Every interaction phase, Autumn Rain will
make a resistance roll using Spirit: Willpower which are impossible to stack at the same
against a target number of 5 to try to reduce that time with a dierent arts mindset.
damage. Failure means that she will take damage For example, a character who is supremely
that round. Autumn Rain better nd and nish skilled (5) in both Crescent Moon Blade
o that assassin before she gets hit with another Tactics and True Illusion Style could
needle.
use the True Illusion styles Light and
ARTS OF WAR Shadow technique in conjunction with
Weapon masters and some trained warriors the True Illusion styles Three Year Kill
have access to the abilities called the War technique, since both techniques come
Arts. There are many styles to choose from, from the same school. However, she could
each style having its own progression level not use the True Illusions Light and
of unique abilities, attacks and maneuvers. Shadow technique in conjunction with the
See the Art of War section for more details Crescent Moon Blade Tactics styles Seal
on these abilities. of the Blade maneuver in the same attack
because they come from dierent schools.
The arts of war are a unique set of skills. Like
the Shinto abilities, the characters skill STRATEGY
level at an art is simply just a marker which A character with the Strategy skill can at
shows the characters rank and knowledge any time make a roll of Station: Strategy
of that art. The war art itself is almost never to build up an advantage for their force.
rolled as if it were a skill. It simply shows This can only be done once per Act. This
the player of that character what their represents expert plan creation, barking
characters level is in that particular style out orders clearly, setting up strategies
and which abilities within that school that to win skirmishes and the like. The
they have access to. When using the war strategist should describe, when awarding
arts to perform a special maneuver, the advantages to their allies, how their actions
character will make attack rolls as they or strategies led to this advantage.
normally do and not Art of War rolls. In All of the successes rolled in the Station:
most cases, the weapon master uses their Strategy roll become banked bonus
Melee Weapons, Unarmed Combat or dice. Later, at any time during the Act, a
Marksman combat rolls as normal. strategist can award some or all of these dice
to their allies (usually for attack or evasion

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COMBAT

rolls), or even use these dice themselves. All dice that remain banked at the end of
For every banked die spent, the character the Act are immediately removed from
chosen by the strategist can roll one extra play. The strategist may attempt to roll for
bonus die. This can be done as many times another advantage sometime in the next
as the strategist wishes until they run out act.
of banked dice. Also, there is no limit to In a future Tenra Bansho supplement, there
the number of dice that can be given in this will be rules around using the Strategy skill
manner: 1, 5, 10 or more for one roll is ne. to direct mass combat battles and full-scale
wars.

KIAI AND THE UNBEATABLE FOE KIAI// AIKI TRICKS


KIAI
Most adventure scenarios will put the There are a number of tricks that you can
players against strong enemies with high use in combat by expending Kiai or Aiki
natural dice pools and high levels of skill. chits. Here are some of their combat uses.
Please see the Karma chapter for a more
As youve seen in the rules, combat comes
detailed explanation.
down to a roll-off of dice between you and
the enemy. There are tricks you can use in ATTACKS/COUNTERATTACKS
combat: things like filling in the Dead Box, By spending Kiai, you can boost your
declaring aiuchi, making sneak-attacks, or Weapon or Evasion skill up a rank or two
using Arts of War. But in general, many end (up to a maximum rank of 4) for one roll, or
game bosses are too strong. You can roll add more dice to a combat roll. If you dont
dice against them all day, but youll only win succeed at the combat roll, you can spend
if youre really, really lucky. Kiai to gain some automatic successes.
Thats the way its supposed to be! Strong These are some techniques commonly used
enemies simply cant be beat using normal in combat.
means. Thats where Kiai comes in. Kiai lets
PROTECT/TAKE THE BLOW
players perform extreme feats of skill. A
Spending one Kiai point lets you take an
character could easily raise their skill level
attack that was meant for another character
one or two levels with Kiai for a strike, then
(even if you are out of range). You cannot
buy 5 or 20 extra dice to roll. Or break a tie
counterattack when you protect. See the
against a foe by using Kiai to buy one or
Karma chapter for more information on
more instant successes. This is the only way
the Protect maneuver.
players will be able to defeat strong enemies
or boss opponents. ADDITIONAL ACTION
You can gain Kiai from role-playing your After your action, you can spend another
character well and entertaining the other Kiai point to make an additional major
players. The more you get into character and action. If the next character acts afterwards,
play out that characters Fates, the more Aiki and you want to make an additional action
chits you will receive from your friends. This before the end of the round and your
leads to having a pile of Kiai points to spend, turn has passed, you will need to buy an
the very Kiai you need to do the tricks to take Interrupt to go before other characters.
down a powerful enemy. Yes, in the end,
boss enemies can only be defeated in Tenra
Bansho Zero by role-playing well.

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INTERRUPT character doesnt die until the player checks


You can take your action before your that Dead Box and signals that shes okay
turn officially comes, or after you have with dying.
performed your major action, by spending That means if the character falls o an
2 Kiai points. You can take additional orbital platform, burns through the
interrupt actions by spending 2 Kiai for atmosphere, and falls several kilometers to
the interrupt, and one more Kiai for the land in a rocky crater, if the player doesnt
additional action. Th is is a good way to want the character to die there, and leaves
assume samurai form in a hurry before you that box unchecked, she doesnt die. It
would normally be allowed to go in order to
might make for some strained narration to
defend with the samurai attribute bonuses.gure out how they lived, but it just wasnt
See the Karma section for more detailed that characters time to die.
explanations of these Kiai-based actions. When a character takes damage, its up to
the players and GM to decide what that
COMBAT damage means. Here are some examples
to get you started:
BALANCE Vitality Damage: Tears in clothes, thin
cut lines, narrow misses, running out of
AND breath. This is the kind of wound or cut
where, if you saw it in a manga or comic,
NARRATION in a few panels the artists will simply stop
As you read through the rules and begin drawing it and move on.
to play, youll soon learn that theres really Light Wound: Flesh wounds, some blood
no major detriment for taking Heavy or bruising.
Wounds or lling in that Dead Box (until Heavy Wound: A bone snaps, or blood
the character passes out, that is). It might doesnt easily stop owing.
seem strange to have a system where hitting
Critical Wound: Being hit hard somewhere
an enemy for a large amount of damage can
painful or dangerous.
make that enemy stronger, giving them
Dead: Being run through.
more dice to ght back in exchange for
taking some wounds. Also, it might be good for the GM and
players to talk beforehand about the level
The combat rules in Tenra Bansho do not
of splatter/gore in the game. The default
reect reality. They instead aim to reect
is a little blood, like a cinematic movie or
the ctionalized reality of what youve
anime. Many players will be squeamish
come to see in theatrical plays (or kabuki
with narrations of bloody rampages of
plays if youve had the experience), manga,
spilled organs and bloody decapitations.
anime, video games and the like.
Theres no need to gross out the players, try
The important thing in combat isnt how to keep the action focus on the characters,
long a character can go before dying, but not on the trails of blood spatter.
how the characters act out the performance
in those combat scenes. What cool lines
are thrown out? Dramatic posturing?
Cool wire-fu maneuvers? To that end, the

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zeroshiki
the zero system
make use of these rules
and you will enter a new world

WHAT IS THE
ZERO SYSTEM?
Up until now, the basic game rules have focused on creating a character, doing things in
character, being rewarded for role-playing, and battle. The Zero System is the collection
of rules that tries to establish a fun, fast-paced play session. These are the rules that
make playing the game feel more like a story out of a stage or kabuki play, anime, manga,
or novel. The breakdown of the game into distinct acts, scenes and intermissions, and
understanding the ow of the game is an important part of the play process.
There are also other rules that all players need to know. Learning them is just as important
to the success of a session as learning how to make combat rolls or learning how to gain
or spend Aiki chits. Things like game preparation, scheduling, organization, character
creation and approval, game ow and nally clean-up after a session are important to a
successful and fun session.

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In this chapter were going to explain these with your friends two or three Tuesdays
Zero System rules in detail. While this in a row, for example). As long as you are
section is going to be very important for able to keep the momentum going, you can
a GM, all players are encouraged to read probably break those 5-6 hours up over two
this section to see how to take part in a or more sessions. Just dont put too much
successful game. time in between sessions, as players will
quickly forget what happened in previous
GAME PREPARATION sessions.
The game of Tenra Bansho Zero, from the
beginning to end of a single story, usually A PLACE TO PLAY THE GAME
happens in the space of one single multi- Tenra is what is called a tabletop role-
hour session. To begin a session, you need playing game. You can try playing online
the following things: with friends over the internet, but the game
was really meant to be played face to face
A place to play
with friends in a single room.
Free time
Friends
NIFTY CULTURE POINT
Those three basic things are all that is In Japan, houses are often small and
essentially needed to play the game. private spaces, so gamers often want to
play in more public places when they meet
CONCEPT: THE SESSION up to play role-playing or other games.
While many RPGs are structured so that Friends meet up to hang out far more often
the story runs on and on over the space of somewhere in town than at someones
many sessions, Tenra Bansho was meant to house. In Japan, there are community
be a fast role-playing game. The entire game, centers where you can grab some table
from character generation, to adventure, to space for a few hundred yen (a few dollars)
conclusion, usually happens in the space of a day, or cafes where spaces can be
one session. A Tenra Bansho campaign borrowed or rented.
happens from start to nish in one session
lasting a few hours, usually 5-6. The quintessential Japanese role-playing
experience, though, is to play RPGs in a
This can easily be done if you plan to meet Karaoke club. Karaoke clubs are relatively
and play with your friends on a single inexpensive, where each room is spacious
weekend day. In Japan, people meet with and almost soundproof from other rooms.
friends far more on the weekends than Instead of singing songs, though, gamers
on weekdays. However, in the West, we will bust out their role-playing books, order
often make plans to meet with friends on some drinks and snacks from the Karaoke
weeknights as well as on weekends. club menu, and play for hours. Luckily, in
Therefore, while the intent behind the the West we dont have to go to such great
design of Tenra Bansho Zero was for all the lengths to find a play space. We dont have
players to meet on one day of the weekend as many reservations against hosting events
and together share an epic story over the in our houses, so most role-playing happens
course of 5-6 hours, many of us in the at someones house or apartment. Coffee
West are more exible with our time. You houses or even local game stores are also
could break this up over say two or three available when the players want to meet in
weeknights of 3-4 hours each (meeting a public area.

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All you really need is a table and enough This also assumes that you will have
seats for four to six people to sit comfortably friendly chatter, but will be pretty focused
around it. In Japan, youd want to use at on the game and the story you are telling
least a six tatami-mat room, but since while youre playing the game. If you nd
most of us dont live in Japan, the basic play yourselves taking longer intermissions to
area in someones home will be the dining chit-chat, that will add an hour or two to
table or living room coee table. The shape the game time.
of the table doesnt matter, nor whether you With a Game Master and four players, you
sit in chairs or on the oor around a coee might nd that four hours is a little too
table, as long as everyone is comfortable. tight, and that ve or six hours makes for
You will want to pick a relatively quiet a more natural, fun story without cutting
place, or at least a place where you can out too many interesting parts. In fact,
raise your voices without disturbing others. many kabuki plays, like long-scale western
A coee shop or library might seem like a theatrical productions (Shakespeare),
good place to play, but when something last six or more hours when you include
cool happens in a game, the players tend intermissions. This kind of session is best
to get noisy. Wherever you play, make sure held over a Saturday or Sunday afternoon.
its a spot where a little noise isnt going to However, if you play on the weekdays you
disturb people around you. might have to split the session up into two
or more 3-4 hour sessions.
FREE TIME
Tenra Bansho Zero can usually be played You probably dont want to be spending any
in one single four to six hour session. more than seven or eight total hours on one
Th is assumes that there are 3-5 players game of Tenra. More than six hours in one
(including the Game Master). This is easy play session can be really tiring, especially
to organize on a weekend, but if you wish if everyone is really role-playing and acting
to play on a weekday, you might nd it aggressively. The players will probably
best to divide the game into two or more want to wrap up the story in six hours or
3-hour sessions. You will also want to keep less, so that they can plan other events for
in mind that it usually takes about 20-30 the weekend.
minutes for everyone to get into the game In four to six hours a story will be told. The
after showing up, as well as another 20-30 game will start and come to a close. The
minutes after the last scene of the session ending will be dramatic, especially as the
happens to do after-game discussion with characters deal with their Fates. But at the
your friends. end of that session, the story is over, and
Time to play can be adjusted if the GM it is time to move on. Your next game of
organizes the event over email: Over email Tenra might focus on an entirely dierent
the GM can describe the game she has in situation, with all-new characters. Or, you
mind, and together with the players work may bring some or all of the characters
out roughly what kind of story and what back together again to tell a new story
kind of characters they wish to make. You with them. However, each session, from
can save an hour or so by doing this kind of beginning to end, is a complete story.
preparation in advance before the session Unlike some other games, the same story
begins. with the same characters does not get
dragged out for days, weeks, or even years.

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FRIENDS be entertained as if they were passively


You can play a game of Tenra Bansho Zero watching television, lack enthusiasm, or
with one Game Master (GM) and two or dont help entertain the other players and
more players. The best stories tend to come GM, then the game will op. It will fail as
out in games where there is one GM and if it were a theatrical play where the actors
3-4 players. Its very likely that games with are not interested in performing that day.
6 or more players will not take o: You have Bring your Game Face to the table.
to spend an incredible amount more time
on the story to include all of the characters, THE GAME SCENARIO
and that estimate of 4-6 hours of play will When the game comes together, at least the
start to expand exponentially and look more GM has to have an idea of what they want
like 10-12 hours in order to include all of to have happen. The GM usually writes
the characters in a meaningful way. The down a scenario, or story outline, of the
game looks more like an Epic than a Story. events which will happen in the game, the
Normally, that wouldnt be a problem, but characters that will appear, and perhaps
in an RPG like Tenra that means that a the stats of major villains and other major
character will be onstage for a while, and NPCs.
after that there may be a long downtime Some GMs, especially beginning GMs,
before they can take the stage again. This want to script out many events in a way
will increase the play time, and may be where they expect to have the players
boring for players who are red up and move their characters in a line from Act to
want to act out the role of their character Act, Scene to Scene, following the GMs
but have to wait longer for scenes focused carefully-made story. Other GMs come up
on them. with just a basic concept of what they want
There are other options with larger groups, to have happen, maybe writing a single
though. If you have six friends who want line or two for their entire scenario, and
to play, you could run a game for three ad-lib or improvise everything from the
of them one day, and the other three at beginning of the game to the end.
another time. Or, if your players are up for Probably the best way to prepare (until you
the challenge, you could run a game with 6 get used to the game and how your friends
players but only 4 player-characters (PCs): play the game) is to be in the middle of
The other 2 players will assist the GM in those two extremes, perhaps writing down
playing the roles of the other characters some ideas for the characters Zero Acts,
(NPCs, both minor and major NPCs) that some NPC names and roles, plan out a
the PCs interact with. few encounters (and jot down some villain
Finally, its important to note that everyone stats), and in the end have a general idea of
is responsible for making the game a how they imagine the ow of the game to
success. The GM is the one who plans the take place from act to act, scene to scene.
session, sets the story spinning, and plays That way, if the players take the horns and
the role of many of the NPCs that appear steer the game in exciting and interesting
in the game. The players are there to be ways, the GM can ditch his notes and
entertained, and to entertain each other: make up new ones on the y (which is very
They should be willing to act out their hard if the GM structures the scenario
roles and have a hand in helping shape too much). At the same time, they have
the story. If all of the players show up to already prepared some interesting NPCs

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(including their names, personalities and play more powerful characters. Regular old
cool character lines) and solid events ready dice can be bought in almost any pharmacy
to re o at any time. or grocery store. You can buy pretty sets of
dice online or at your local gaming store,
ITEMS USED or dig them out of popular board games.
IN THE GAME
While the basics of the game require simply RULEBOOK (EVERYONE, OR
a place, players and time, in truth some ATLEAST ONE)
other supplies are also required to play You need at least one copy of the rules to
the game. For example, its hard to write play the game. However, its always a good
up characters if nobody brings any writing idea for the GM and players to have their
utensils. Here are the items required to own copies of the rules so that any player
play the game, as well as who is responsible can reference the rules at any point without
for bringing them. having to take it from someone else.
Having only one copy of the rules during
WRITING MATERIALS
character generation make it take longer
(EVERYONE)
for the game to start, since each player
In the game, the players write up their
will need to jot down their character
characters, keep track of Wounds and
stats from the pre-made characters or ip
Health, and erase old Fates while writing in
through the Archetypes section to make
new Fates. To that end, all players will need
character choices. At least two or more is
pencils and erasers. Its probably a good
recommended.
idea to have some spare pieces of paper
laying around so that the players can take AIKI CHITS (GM)
notes (writing down the names of major The GM should bring something to use
NPCs or place names so they dont forget, as Aiki Chits, or else have another player
for example). The Game Master will also bring some. You can use anything as Aiki
probably want some paper or a notebook chits, like coins, colored glass beads, or
to write down things as his scenario plans strips of paper. Poker chips, especially
change. The GM may have to make up new colorful clay 11.5g or 14g chips (or even
characters, places, events or update villain the cheap plastic poker chips you can buy
stats on the y. anywhere) make excellent Aiki chits (you
can call them Aiki coins in play). You
DICE (EVERYONE)
will want to bring either a lot of chips in
When deciding if a character succeeds at
one color (100), or else smaller amounts
a task or not, that characters player rolls
in two colors: one coin representing 1
normal six-sided dice to determine success
Aiki coin, another color representing 5 or
or failure. A six-sided die is sometimes
10 Aiki coins. Clay poker chips are very
called a d6 for short.
inexpensive these days, can be purchased
Each player should bring about 10 dice at almost any thrift store, and can be used
with them to the game session. If one of for other games as well.
the players or the GM forgets their dice,
Edible tokens like chocolates or cookies are
you can pool the dice together and use
generally not good for Aiki chits. Its very
them as needed. In this case, 20-30 dice
hard to resist the temptation to consume all
per group is a good number. You can bring
of your delicious power.
more if you want, especially if you tend to

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The GM and players may also wish to have SNACKS AND DRINKS
(THEPLAYERS)
a plastic cup available to dump a lot of Aiki
chits or coins into. Th is will be the pool The players should all bring maybe a
that the GM or players use to give to the drink or a snack or two, especially if you
other players, as opposed to the Aiki coins are playing at someones house. Bring
they have received (which they can place on something that the other players will enjoy
their character sheet or in front of them). as well. You might want to avoid snacks that
have too many empty calories or stu like
CHARACTER SHEETS (GM) really greasy potato chips which can stain
The GM should have enough copies of the books and sheets. Be sure to clean up the
character sheet or other reference sheets play area when you are done with the game.
(like the Emotion Matrix) ready for the
players. They can be photocopied from this The GM should feel free to reward any
book, or downloaded online and printed players who bring quintissential Japanese
out from the ocial English Tenra Bansho snacks like Pocky or Ramune to a Tenra
Zero website (www.tenra-rpg.com). Bring game session. Particularly Mens Pocky.
enough sheets for all the players in case
GAME DAY PREPARATION
they forget. If there is a cost associated
Usually the person who owns a copy of
with printing or copying the sheets, all of
the game, or else the Game Master, is the
the players should help pitch in evenly to
person who will contact their friends and
mitigate that cost.
make arrangements to play a game of Tenra
Bansho Zero. Luckily, due to technologies
like email and text messaging, planning for

CONCEPT: Game Preparation


The Zero System. You might be wondering
why such specific common knowledge
things like bring snacks, where to sit,
help clean up etc are written here under
the game preparation section. The thing
is, these rules are just as important (and
possibly even more important) than the
actual game rules.
When you run an RPG, there are a lot of
unspoken assumptions about how theyre
supposed to play out. Normally, this is fine,
but if theyre unspoken, its a little harder
to learn them if youre new to role-playing
and a lot easier to forget if you arent. This
section will cover those basic assumptions.
If youre familiar with tabletop role-
playing games, go ahead and give this
section a quick read anyway. There might
be something new that you would have
Paper Aiki chits otherwise missed.

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a game session is extremely uncomplicated The GM is the person who creates the
in this day and age. Just contact some world. They describe the scenery and
friends, set a tentative date, place and time, setting. They provide challenges to the
and get conrmations as to who can come characters. They make things happen,
and who cant. and ask the players What do you do?
Everyone should try to be on time. You can then describes how the world reacts to
plan for everyone to come a little early (or whatever the PCs do. The GM also acts as
set the meetup to happen at 11:00AM but the referee for the rules parts of the game.
plan on the game beginning promptly at The GM also takes on the roles of many
11:30) so that everyone can catch up and of the background non-player characters
make small talk. However, please try to be (NPCs).
on time: If youre late to the game, it will This seems like the GM is responsible for a
mean less time for everyone to have fun. lot of things. Thats because she is, but its a
If someone gets sick or has to cancel, please very fun and interesting role to take on. We
let everyone else know as soon as possible suggest that all players give a shot at being
so that other arrangements can be made. the GM at some time. Some role-playing
In some cases, one missing player means groups have one person who regularly
that the other players can still meet and assumes the role of the GM. Shake it up by
complete a Tenra Bansho story. However, calling for the other players to run the game
folks can always choose to reschedule to next time. The game only lasts one session,
another weekend or weekday. Just dont so theres no harm in giving it a shot!
leave everyone waiting for you to show up Here is a summary of the GMs
if you arent going to be there. responsibilities:
1) Starting the Session
THE ACTUAL 2) Storytelling
GAME SESSION
Tenra Bansho is normally played out in its 3) Rules Judgments
entirety in one session (or sometimes split 4) Role-Playing
over 2-3 shorter sessions). This includes the 5) Combat Scene Handling
three high-level stages of the game: Setting
the Stage, the Production, and the Curtain 6) Drawing the Session to a Close
Call.
STARTING THE SESSION
The rest of this section is written with the
Once everyone is together and ready to
GM in mind, but everyone is encouraged to play, the GM is the one who calls a start to
read this section and understand how the the session. The GM could simply say, OK
ow of the game works. everyone, lets get started! Or, if the GM is
feeling a little more poetic, we suggest that
THE ROLE OF THE GAME MASTER
the GM call a start to the session with the
Every session of Tenra Bansho Zero has a
following set phrase:
Game Master. The term might sound high
and mighty, but its a basic role. The GM Toki Wa Sengoku: It is an age of warring
is the one who scripts out an adventure or countries. The world is stained by hundreds
scenario and is usually the one who gets of years of continuous war, with no end to
everyone together to play the in sight. This is but one tale of the land
of Tenra

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From that point, move on to the rst act, forth challenges, monitoring scenes and
called the Zero Act, and begin the rst pacing, until it is time to draw the story to
characters scene. a conclusion.

STORYTELLING The most important thing to remember


The GM is responsible for the pacing and about creating the story is this cardinal
ow of the session. They react to the actions rule: Make sure the players are having
of the players, adjusting and creating the fun. It is important for the GM to engage
story as the players perform their roles. the players and make their characters shine.
The GM should not be writing a story
The GM should take what she knows from beginning to end, forcing the players
from watching movies, anime, and TV to dance through it without being able to
dramas to help maintain tension, to create change events or what happens, much like
good scenes, and to keep the plot moving puppets on a string. If the players have no
like a roller-coaster ride. Setting scenes, input into what happens over the course of
closing scenes, skipping over boring scenes a session, and the GM controls every aspect
and extending interesting scenes are all of the game (perhaps by creating powerful
techniques which the GM can employ. NPC characters who tell the PCs what to
The goal here is to create events that will do, save them in combat or challenges, etc),
keep the players engaged, that will present then theres really no reason for the players
dramatic moments or challenges for their to be there.
characters, and to react to the events and
actions proposed by the characters. RULES JUDGMENTS
However, one huge place where Tenra Another important role of the GM is to
Bansho and other RPGs differ from make fair rules judgments. When rolling
scripted plays, movies and anime, is the to succeed at tasks, the GM is the one who
way the story is made: In anime, theatrical has the nal say on which attributes and
plays and movies, the story is already skills are appropriate. At times where it
predetermined from beginning to end. The looks like the character could use either
players read their parts, and act out their of two attributes or skills, let them use the
roles in an entertaining fashion, but they higher ranked one. Make sure the players
have no control over how the story develops are having fun, as always, but make sure
or ends. Instead, the writer is the person that the rules apply fairly in all situations.
who controls where the characters go, what Its also up to the GM as to when to
they do and what happens next. ignore or change the rules. For example,
In Tenra Bansho, the GM only has about if a characters Zero Act involves a ght
half or less of the story written (usually which they are destined to lose (like when
just the setup portions, and a few notes role-playing out the last fight before a
for what will likely happen later). The GM downtrodden warrior destined to become
might have ideas for events that may take a kijin or samurai), then theres no reason
place, and may guess at how the players to engage in lengthy combat rolls. Simply
might react, but the story is not written in declare that the player will lose, but describe
stone. The players are the ones who dene the fight dramatically with the player.
the story and for most of the game the GM Other times, the PCs might be following
must simply react to the players, putting clues in some sort of investigation (the
whereabouts of the assassin, the location

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of the kidnapped princess, etc). At times on. Dont go back and rewrite or replay
when its simply uninteresting or silly to what happened earlier in the game because
make the players fail (especially if the game an incorrect rules call was made; whats
cannot proceed unless the player succeeds), done is done, just be mindful of the correct
then simply have them succeed. Ignoring, rules going forward.
bending or breaking the rules with a mind
towards the story is left up to the discretion ROLE-PLAYING
of the GM. The GM can always talk with or The GM will also play the roles of many
seek the advice from the players if she cant major NPCs or inconsequential NPCs.
decide how to judge a rule. The GM is a player himself, but instead of
one character he plays the roles of several
Finally, when the GM makes a judgment characters. The GM should create motives
based on the rules, treat it like a referee and possibly even NPC Fates for major
call at a sports game; the GMs authority NPCs, and remember them when playing
on the matter of rules interpretations that characters role. All of the characters
and the like is nal. You can talk to the that appear in the game, except for the
GM about a decision, but dont derail the player characters, are ocially owned by
game by arguing rules semantics. Also, the GM, but the GM should encourage
like a referee call, if later on in the game a players who do not have their PC in a
player or the GM realizes that they were particular scene to pick up the role of a
forgetting a rule, or did something wrong, new or established NPC. Remember to
then that correction stands from that point tell the player all the applicable motives
and Fates. Its a great way for them to have
THE GM MAKES A MISTAKE
something to do, its a fast free Aiki chit for
A group of friends are playing Tenra Bansho
bringing them into the scene, and it gives
for the first time. They get to right near the
them more opportunities to entertain the
end of the scenario, the Last Act. Suddenly,
other players (and, incidentally, potentially
one of the players realizes that they had been
be awarded more Aiki chits).
doing combat incorrectly this whole time.
GM: Uh oh. I just realized that in our previous COMBAT
two combats, weve been forgetting to add In almost every game of Tenra Bansho
the weapons damage to our attacks. We there is combat. In the grand tradition of
have just been using the difference between most dramatic period dramas, theatrical
the winner and the loser as damage. plays and the like, most sessions do have
at least one or two combat scenes. It is
Player: Oh man! That means that I would have
the GMs responsibility to make combat
finished off the renegade shikigami in two
fast-paced and thrilling. There are a few
hits instead of three. Before my third hit, the
components of making combat scenes
shikigami hit me for 12 damage points which I
exciting which the GM is responsible for.
took mostly as Wounds. If we knew that rule,
These components are also applicable to
I wouldnt have taken that damage.
elements outside of combat as well:
GM: Sorry, yeah that was my bad for
1) Teaching the Rules
forgetting that. We wont reverse that
damage you took, but we know the right way The GM will need to explain the combat
to do things going forward. Ill make sure to rules the rst few times battle scenes occur.
keep an eye on that next time. Things like counterattacks, damage
calculation and sneak attacks take a few

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tries to learn. Make sure to ll the players direction. Put eort into describing the
in as you go along, and explain combat combat scenes, using scenery as detail.
actions as they happen. Turn up the heat, and bring the players to
2) Checking the Power Levels of PCs the edges of their seats.

Player characters in Tenra Bansho are CALLING THE SESSION TO


special. They are almost superheroes. ACLOSE
Make sure to treat them as characters that The GMs last responsibility is to call the
can change the destinies of entire nations session to a close. When the story is over,
and give them appropriate challenges and and the players nish the last act, perform
battles. Before going into battle make sureone last intermission, and possibly discuss
you know the characters skill and attribute
possible epilogues, the GM should call the
levels in general, or you may overpower or session to a close: That brings us to the
underpower the enemies by accident. close of this session. After that, the players
3) Making the Enemies Intriguing and can all discuss the game, what they thought
Powerful was cool or interesting, and perhaps start
planning for a future session.
Pick enemies that will push the buttons
of the characters. Connect them to a PCs If it looks like youre running out of time
back-story and give the player characters and the last act has not started yet, end
reasons to want to defeat these enemies. the game a few minutes early at the next
Also, make sure to give them appropriately intermission. This will give the GM some
high skills and attributes, so that some time to plan out the events of the next
teamwork or Kiai spending is required to session, and maybe discuss things that may
defeat the boss enemies. happen in the second half of the story.

4) Turning up the Heat SETTING THE STAGE:


Dont linger on battles against waves of GAME PREPARATION
countless zako enemies (weak enemies to Setting the Stage, the period before the
be mowed down, also known in RPGs as actual game play occurs, happens in four
mooks) unless youre demonstrating the sections.
combat rules. Make the ghts climactic and First, the GM must decide on a situation or
meaningful against enemies that matter to problem. Before the GM can start planning
the PCs. Make sure not to stop role-playing out the adventure, the GM needs to have
or saying cool lines once the swords come an idea of what the adventure is going to be
out. If the characters are rolling over an about, where it is going to take place, and
important enemy who you accidentally what it is going to involve. See the scenario
didnt make powerful enough, adjust their creation section of this chapter for more
abilities on the y to compensate, but be details on this step.
careful not to go overboard in the other

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Next is scenario creation. Once the GM The scenario will take place entirely
comes up with an idea of a situation, its within the capital city, so make sure
time to start writing down notes to start to your characters are comfortable in a city
develop it into a scenario. These two steps environment. Most of them will have
are usually performed before the day the lived in the city most or all of their lives.
game happens. This scenario is all about a fallen ninja
After that comes character creation. This clan trying to raise itself up and take
is where characters will be made to go revenge on the people that tried to wipe
through the scenario and play out that it out. You should all be ninja, shinobi,
situation. Major background NPCs may or other characters that regularly interact
also be created at this time if they werent with shinobi. In fact, everyone should
created by the GM in advance when take at least one of the ninja-themed
planning the scenario. archetypes.
Finally, the preparation for the actual game This scenario is set on a far away continent
session has to be done. You have to nd a outside of the reach of the Priesthood.
place to play and make sure the players are Imagine The Road Warrior, but with
ready to play. katana and kimen-armour motorcycles.
Its mostly a desert wasteland of scarce
TALK ABOUT THE SCENARIO resources. Theres going to be a tribe of oni
The GM should describe the scenario in which will be important to the scenario,
general detail to the players, so they have so at least one or more of the characters
an idea of what to expect. This will help should be an oni or sympathetic to the oni
them come up with character concepts people.
compatible with the GMs scenario idea.
Here are some examples: TALK ABOUT THE SETTING
In this scenario, youre going to be For new players, its important for the GM
exploring the ocean ruins of the old to give a little background of the world of
capital city of Jinrai. Theres going to be Tenra, and the particular corner of the
a lot of action in the ocean and in port setting where the game scenario will be
towns. Any character concept is ne. Just set. Dont go into too much detail about the
make sure that if you choose an armour setting before the game starts, or players
or kongohki that its capable of going will be overwhelmed. Just give enough
underwater. relevant information to help the players
understand what the world is like. Make
In this scenario theres going to be a war sure they understand that the world is
between two provinces, and you want essentially feudal era Japan with 1600s-era
to make sure your side wins. Buddhist buildings of wood, peasants gathering rice,
monks might not t into this scenario etc, but with high-technology magical
well. Also, at least one of the players weapons (the default world is not lled with
should be a samurai, as thats going to be futuristic skyscrapers, metal buildings
important later. and the like). Letting the players f lip
through the colorful introductory section
of the book should give them enough
background to jump into a game. There is

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also a summary of the world of Tenra in the make sure that things dont get too out of
appendix which the players could read to hand. If one of the characters has a question
understand the basics of the setting. about the way the world works, then as long
If the setting of your scenario is dierent as it doesnt contradict the setting material
than the standard Tenra setting, or there in the book or in the scenario in a way that
are unique features of the world which would cause a huge disruption, it might be
will be relevant to the game (deep magical good from time to time to let the players
forests, under the ocean, on a far away invent the specics of the setting, especially
hidden continent, in space on the Bridge as it relates to their character. If a player
of Heaven, on top of a mythical mountain, asks, How many other samurai are in this
etc), make sure to describe that to the city?, the GM could let the player of the
players as well. samurai character decide that.

PLAYER KNOWLEDGE CHARACTER CREATION


A player may ask, Does my character know The next step is for the players to make
that heartgems are the actual living heart characters together. For players who have
of oni people? Well, thats entirely up to never played Tenra Bansho Zero before,
the player. Its totally ne for the characters the best thing to do is to choose one of
to know things that normal people in the the sample characters listed in the back of
world may not. What they do with that the book. There are dozens of pre-made
information is the interesting thing. If it and ready-to-play characters there that
turns out to be more interesting for the need only a player-supplied personality to
player to pretend that their character be brought to life. Sample characters are
doesnt know something about the world even recommended for experienced Tenra
that the player knows, then thats ne too. players as well, if you want to jump straight
Just dont let it hamstring or derail the into playing the game.
game, and everything will be ne. Sometimes the GM will prepare characters
Sometimes a GM will need to have the for the scenario, or simply choose a few
characters know something about the world of the sample characters that t the best
in order for the game to progress: The role within the scenario, and ask the players
of the Demon Mask Faction, how a soul to use those. The players can also work
mirror works, etc. Keep explanations brief together to choose character types that will
and to the point. Theres no use explaining work well with each other.
the intricacies of the struggle between the Character creation from scratch by
Northern and Southern Courts of the assembling archetypes and crafting
Priesthood if they arent going to appear weapons can be a fun activity for
anywhere in the game. However, if a rst- experienced players. In those situations,
time player chooses an armour-rider, it the GM should give a few guidelines for
would be good for the GM to explain the the kinds of characters that work best
basics of armour, meikyo soul mirrors, and within the scenario, and leave the rest to
the fact that most pilots are children. the players to come up with together. The
Finally, let the players take responsibility GM may recommend or require certain
for lling out the world as well. Nothing archetypes to be taken for the scenario to
about the setting is set in stone, although run smoothly.
the GM usually has nal approval just to

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ONE CHARACTER TYPE, MANY All of the above have the exact same
CHARACTERS attributes and the exact same skills, but
The classic role-playing game standard of through role-playing they can become quite
character creation is to make characters of dierent and exciting characters.
various dierent roles or classes, and have
them work together in a scenario. This is PRE-MADE CHARACTERS
often the case of many Tenra scenarios as If the player has a copy of the Tenra Bansho
well. For example,a cyberized Buddhist rulebook, then he could simply make a
monk, a samurai, a shinobi kugutsu character at home and bring it to the game
and a Priesthood armour-rider could session. Th is is a possibility which saves
join together and ght an evil overlord. some time, however the character will be
However, having most or all characters made in a vacuum, without the direct
come from the same background (all input of the GM or the other players. This
armour-riders, all shinobi, three onmyoji can be avoided by discussing the characters
and one samurai, etc) can make for very or scenario by email before the day of the
tight, interesting scenarios as well. game session.

Three players can choose to take the same The important thing to be careful about
sample character, with the exact same when allowing pre-made characters are
abilities, and each play the character in the characters Fates. These will dictate the
a completely dierent way. For example, characters starting goals. The GM should
the GM decides to make a scenario about make sure that they can actually happen or
onmyoji demon-hunters who have to clean be used within the connes of the scenario,
a haunted city. He requests that three of the and that they are not too unique or specic:
players use the onmyoji sample character This could result in a character that wont
and one of the players use the Buddhist be able to interact well with the scenario,
priest sample character. The players decide the story, or the other characters.
amongst themselves who chooses which, It might be worthwhile for the player
and this is what they come up with: creating a premade character to write
Player As onmyoji is a cloistered young potential Fates on the character sheet in
adult, gifted with power and not a lot of pencil, and to not assign them ranks yet.
experience, who is confused by the world For example, a character made up of 5
around him. archetypes could have 5 potential starting
Fates. When the players sit down to play
Player Bs onmyoji is a world-weary female and the GM approves the character and
in her mid-20s, lusty but strong of heart. describes the scenario, the player can then
She is quick to anger, and seems to have choose the two starting Fates from the
friends and enemies in the shadows potential Fates and rank them.
everywhere.
Player Cs onmyoji is an elder sorcerer. He APPROVING THE CHARACTERS
is more interested in calligraphy and poetry The GM has final approval of the
these days than the principles of magic. But characters. The GM should look over each
he holds the others of his order as if they character and decide if it will work for that
were younger siblings to be looked after session or not, and if not, make suggestions
and educated. for ways that the character would better t
with the scenario or the other characters.

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In general, most characters will be ne. If you leave these characters unchanged,
However, there are two patterns that the scenario could fall apart. A character
can emerge when selecting characters has no tie into the story, has no motivation
(particularly pre-made characters) that to interact with it, and the player has no
players and GMs should be aware of. opportunity to role-play those Fates.

CHARACTERS WHICH DONT CHARACTERS WHOSE


FIT WITHIN THE SCENARIO FATES FOCUS TOO MUCH
A skilled GM will take the input from the ONTHEMSELVES
players, look at the characters, and adjust As soon as the game begins, the players
the scenario to make those characters should be creating new Fates for themselves
stand out. Other very skilled GMs will and the other players that describe the
simply have the barest of game notes for relationships between their characters,
the scenario, and create the scenario on so theres no need to be worried too much
the y based on the characters and how about self-centered characters at the start.
they interact with each other. However, However, its important to note that Tenra
most of the time a GM will prepare at least Bansho Zero is a game where the stories
an outline of a scenario, and have certain focus on all of the characters, not just one.
ideas about where it takes place, the people If a player chooses Fates that focus only on
involved, and so on. If a character has Fates their own Destiny or future, and dont tie
which put them too far outside of that themselves to other characters or NPCs,
scenario, they wont be able to do much, or then that could result in a character that is
wont really care about what happens. separated from the other characters. Those
For example, a player may create an characters tend to wander o, to explore, to
oni character, with Fates that focus on nd their own story. Meanwhile, the other
oni-centric ideals. However, the GMs players and GM are left with a constant
scenario really doesnt focus on the oni at struggle to keep the story moving forward
all. Perhaps a few minor details could be because they are all on the same page,
changed (an oni NPC introduced here or interacting with NPCs and each other,
there), but even so the game will not be oni- while the lone PC is off on their own,
centric. The GM should simply say, Well, ignoring the story and the other characters.
there really arent going to be too many oni Th is is usually remedied by the players
in this scenario. The GM may still allow being aware of this kind of potential hazard.
the player to make an oni character, but At the intermission at the end of the Zero
request that the player changes the Fates to Act, the players should quickly create Fates
ones that will work better with the scenario that involve the other PCs or major story
or the other players. Otherwise, those oni- NPCs in order to keep themselves tied to
centric Fates will be wasted; the GM wont the story.
have opportunities to bring those issues up
in the game, so the player wont have solid CREATING NPCS
opportunities to role-play them. The GM should create some NPCs for the
scenario as well. With experience, the GM
can make up solid adversaries that arent
too weak or too powerful on the y, but
starting GMs can make some competent
NPC enemies by simply taking one of the

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sample characters and adding +3 to all judge will hold on to this sheet). Write in
of the attributes, and +1 level to some of the character names, player names, and all
their skills. There are tricks in the Scenario of the characters starting Fates.
chapter of this book which may help ne- Throughout the game, as the Fates and
tune NPCs for a scenario as well. Destinies of the characters change, the
SITTING AT THE TABLE player with the log sheet will update the
Session Log Sheet with that information.
In the West, we dont have small Japanese-
style kotatsu tables to sit around. Youll The Session Log Sheet is used not only
want to make sure that everyone can hear for tracking Fates, but for also reminding
everyone else. If you have a rectangular the other players about the Fates that your
table, rather than having the GM sit at character has. That way they can bring
the end of the table, its probably better those Fates up through role-play or take
for the GM to sit at the middle of the table note when you role-play a focus on one of
in order to clearly hear and see all of the your own Fates.
players. The actual order of seating of the Players can use notecards instead of the
players around the GM is not important. session log sheet to copy down their fates,
You are free to give the comfortable chair then place that notecard in the center of the
to the person who brings the best snacks to table when their character is in that scene.
share with the group.
Clever GMs can make good use of how the CHARACTER
players sit around the table. There are also INTRODUCTIONS
sorts of hidden techniques that you may Starting from the GM and going clockwise,
discover through play. For example, you the players will all give a brief character
may encourage strong inter-character Fates self-introduction in-character (as if they
or Destinies to the characters of players themselves were that character, talking
who are sitting next to each other. In fact, about themselves). At that time, theyll
the GM might encourage a seating order describe their characters in brief detail:
where the GM encourages people with Name, sex, age, a few small details about
stronger inter-character Fates/Destinies what they look like and what sort of role/job
or relationships (good or bad) to sit next they do. This should be less than a minute
to each other. The kind of subtle behaviors or so per character. Remember, the players
that occur through the use of organized will be role-playing the description of their
seating can really fuel the drama of a game characters as if they were the characters
session! themselves: My name is X. Im a young
samurai of some renown and so forth.
THE SESSION LOG SHEET
If you wish to use the Session Log Sheet, FIRST FATE ROLL
either make a copy of the one found at the Before the rst scene begins, have all the
back of the book, or print one of the copies players make their rst Fate roll. Th is is
that are online on the Tenra Bansho Zero a good opportunity for GMs to teach the
website. This sheet is used for tracking the players how dice rolls function in the game.
general ow of the session. The GM will Have them roll their Empathy ability in
hand it to a player for record-keeping (if dice against their highest-ranked Fate
you are using the optional Scene Judge (which will have a rating of Advanced/3),
rules for handing out Aiki chits, the scene and all successes will form their rst small

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pool of Kiai points which can be used in THE EMOTION MATRIX


the Zero Act. Mark down the starting Kiai The Emotion Matrix is a great way to
on the character sheet. All characters will determine new character Fates. There is
start with at least three Kiai points. more detail about the use and purpose of
the matrix later in the Emotion Matrix
ADDITIONAL FATES rules section, but it is simply a chart that
Each character starts out with two Fates, can be used for determining what your
usually determined by their archetypes. character initially thinks about another
However, the player can remove one of character when they rst meet. It can be
these Fates and replace it with a Fate of used before the Zero Act to prime all the
their choosing, as long as it ties them player characters relationships with each
directly to one of the other characters at other, or it can be used in the game when
the table. one PC interacts with another PC for the
The GM may also request that the rst time. It is also used on major NPCs.
characters start the game with a third Fate For the characters rst relationship-base
before play begins, one that specically Fate, the player can simply write the result
describes their relationship with one of the of the Emotion Matrix as a Fate, or perhaps
other characters. One suggestion is to have reword it to be a little more tting. An
every player write in a Fate which describes Emotion Matrix result of Blood Relative
their feelings towards the character owned could result in Fates like Emotion: I
by the player sitting to their immediate left. love X as a brother or Goal: Protect my
That way, all the characters are tied together brother X at all costs. Additional Fates
and no one is left out. If the GM does not (for example, Fates purchased during the
request this third Fate, then the players intermission phase by spending Aiki chits)
should be ready to create an additional Fate can be created in this way as well.
with one of the other characters at the table
One suggestion is to write down the results
when the rst intermission comes.
of all your Emotion Matrix rolls somewhere
The GM will also soon assign each on your character sheet, perhaps in the
character a Destiny in the Zero Act. Notes section, or in the margins. Later,
once you decide to take a Fate towards that
CHOOSING FATES character, you can use those notes to help
Most characters will start the game in Act
guide your decision.
One with four Fates: Two will be already
written on the character sheet (or picked Not all rolls on the Emotion Matrix will
from the archetypes when creating a turn into Fates, not even with all the
character from scratch), a Destiny (which is other PCs! You can still care about other
a kind of Fate) will be given to the character characters without writing it up as a Fate.
by the GM either before the game starts Just because your character has a strong
or at some point during the Zero Act, initial reaction about another character, it
and likely one optional relationship-based doesnt mean that this reaction is required
Fate connected to one of the other player to lead to a Fate.
characters created in the intermission after
CREATING FATES FROM SCRATCH
the Zero Act. More Fates are gained during
Another way for a player to create new
later intermission phases of the game.
Fates for their own or other characters is
to utilize what just happened in the game.

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Sometimes in play, a player will find a STAGE PLAY:


new direction, goal or purpose for their THE PRODUCTION
character, or perhaps meet new characters Game setup is complete. Now its time to
and create new relationships. The player actually play the game. The stage is set,
can then create new Fates that fit well and it is time to raise the curtain. We will
within the shared story. take on the roles of various characters, and
Remember to pick Fates which keep you through them tell a fantastic story set in the
engaged in the story and engaged with land of Tenra.
the other characters. If your character In this section we will describe the system
becomes too unbalanced with Fates based of Acts, Scenes and intermissions which
on personal goals that dont require the make up the game. First, lets look at these
aid of the other characters, then your elements in brief, before exploring them in
reasons for working together could fall detail.
apart. Sometimes this creates interesting
character drama between your character ACT
and the others. However, a lot of the time The Act represents a period of time within
it simply means that the GM and the other the game, just like the acts of a stage play.
characters are engaging in an interesting The act takes place over a period of time
drama, while you are o in your own little set by the GM. In the acts, the players will
world doing not much at all. Split o too role-play their characters actions. They
far from the goals of the scenario and the will talk, ght, get into conicts, and go on
relationships with the other characters, various adventures. The GM should clearly
and it will be hard to rejoin the game. separate the action in one act from another,
and label them Act One, Act Two and so
PICKING EASY-TO-USE FATES on. They can be separated from each other
Some players like the challenge of role- by time (each act representing a day, a week
playing the characters subtle or dicult or a month), or by theme (one act could be
Fates. However, all characters should have held entirely within one city, another act
at least a few easy-to-use Fates. The most could focus on the action within a castle,
simple and easy to use Fate is a favorable etc.). In one session of Tenra Bansho Zero,
Emotion Fate taken against another expect to play through 3-4 acts.
players character: Emotion: Camaraderie
with X, Emotion: Childhood friend of In Tenra Bansho Zero, there is also a special
X, etc. These are easy to role-play and starting act called the Zero Act. This is the
make use of in a game. Even if a character rst act of the game, which introduces each
has complex motivations, they should have character (one quick scene per character)
some easy-to-understand characteristics and establishes the characters role in and
and emotions in the form of easy-to-use connection to the scenario. This is the
Fates. When you want to create a new act where the players receive character
Fate, but are unsure of what to take, go Destinies from the GM. The Zero Act is
with creating a favorable emotional Fate incredibly important, and as such it has a
towards one of the other PCs. chapter devoted to the organization and
play of Zero Act scenes.

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SCENE ACTS
An act is divided into smaller chunks called The GM decides when the next act begins.
Scenes. Or one could say that a string of Each act is made up of a string of scenes.
scenes makes up one act. Think of them Normally, play progresses in the following
as scenes in a play, movie or anime: The manner:
characters are set, the location and time are
1: Start of an act
set, and in each scene we see the characters
take action. When the characters change 2: Begin a scene
location, time passes, or the GM introduces 3: Decide which players are in the scene
action that happens in a dierent place or 4: Optional: Choose a scene judge
between dierent characters, the scene will 5: Role-play through a scene
change.
6: End the scene
Each scene usually lasts just a few minutes 7: Return to 2 for the next scene, or proceed
of real time, and most involve drama or to 8 if the act is at an end.
role-play between some of the characters
8: The act ends
in the game.
9: Intermission
INTERMISSION 10: The next act begins
The space between one act and another Theres really nothing special to starting
act is called an intermission. This is a brief an act. The GM simply announces that
period of rest where the players see how the first (second, third, last, etc) act is
their characters change over time. Kiai is beginning, and immediately transitions
spent, Karma is recorded, Fates increase into creating the rst scene.
and change, and characters grow and
There is no set number of scenes in an act.
develop during the intermission phases.
Some acts may have just a few (2-4), other
While intermissions generally happen
acts may have several (5 or more). It all
only in the space between acts, the GM
depends on what is happening in that act.
can introduce an intermission in between
The GM will usually have a general idea
scenes of an act as well, especially if one act
of the number of scenes in an act, but the
has a large number of scenes. In general,
GM is free to create new scenes as the plot
one intermission should occur every hour
develops or changes.
or so, and should be a brief break that lasts
about 10 minutes. The GM will decide when to end the act.
In many scenarios, each act will have a goal
In general, most people have an attention
of some kind which the players attempt to
span of about one hour. Intermissions serve
achieve. When that string of scenes and
to help people relax and keep the game
that goal is complete, it is time to end one
focused. Make good use of intermissions
act and move to the intermission phase.
to keep the players recharged and the game
lively. In general, an act should last about one
hour of real time. If it goes on too long,
Now lets look at these three elements in
it would probably be best to break it up
greater detail.
with intermissions. Usually 4-5 scenes
will play out in an hour, if the players
are concentrating. If you plan to have

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more than 6 scenes in one act, consider them more chances to role-play. There are
interjecting intermissions in order to keep a lot of factors to weigh when picking the
the players refreshed. characters for the new scene.
When the act ends, the next intermission The GM might call for an open scene,
begins. After the last act, the GM should allowing any player who wishes to appear
provide an epilogue to summarize what be allowed in. Or she might declare a set
happens to the characters after the scenario scene where only 1-2 characters are allowed
ends. (usually for purposes of focus or advancing
the plot). In scenes where the GM wishes
SCENES to have other NPCs present, she may
The scenes are where all of the real action of request volunteers from the other players
Tenra Bansho occurs. It is where the players whose characters are not participating in
role-play the actions of their characters. those scenes to take on those roles. This is
Think of scenes in terms of stage plays or a great opportunity for players to step up
movies: A point of time, at one place, where and take the role of interesting background
a few of the characters do things. When characters, as well as be rewarded with
that scene comes to a close, the action Aiki chits for doing so.
moves on to the next scene. When planning
out a scenario, the GM should record the ACTING PLAYERS AND SCENE
scenes by number: Scene One, Scene PLAYERS
Two, and so on. Everyone sitting around the table is a
player, although we commonly make a
PICKING CHARACTERS TO distinction between the players and the
APPEAR IN THE SCENE GM. The players that are currently in the
While some scenes will feature all of scene, taking on the role of their own player
the characters together, many of the characters, are called acting players.
scenes should feature just a few of them,
If the GM is focusing on the story, plot or
perhaps two. The scene will focus on
drama of one single PC for that scene (a few
those characters. When their scene ends,
acting players, but one of them with clearly
it will be the other characters turns. Its
a major role in the scene) than that acting
important to give everyone a chance to role-
player is sometimes referred to as the scene
play their characters, so keep careful track
player. Theyre the star of that scene. The
of who appears in which scenes.
rules dont change for that PC, but the GM
The GM might have ideas for scenes will give their characters story more of a
written down (OK, next were outside the focus on that scene.
castle, and the samurai is talking to the
NPC princess. Go!), or she might decide INTRODUCING THE SCENE
the next scene based on game factors, like The GM will introduce the location and the
making sure that a character who did not time of the scene, as well as a brief rundown
appear in the last scene appears in the next of the situation, to give the players an idea
scene. Another common practice is to have of what is going on. This is the place where
a scene that features a character whose you might also introduce some NPCs to
player has the fewest Aiki chits, giving the scene. The GM determines which
players will be the acting players for that
scene. The GM may also decide which of

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the acting players is the scene player, the CHOOSE A SCENE JUDGE
player whose PC will be the focus of that If you are playing the game with the
scene. optional scene judge rules (see the Karma
rules section for more details), before the
scene begins the GM or players determine
the next scene judge here.

Scenes With Fewer Acting Players


One thing to be aware of, for experienced
role-players and GMs of other role-playing
games; most games dont set scenes in such Examples:
GM: In this next scene, we see the outside
a strict fashion as in Tenra Bansho Zero. It
of the mountain temple at dawn. Some
might take a little bit of time to get used
students are practicing meditations in the
to this structure. In most games there is a
courtyard. Autumn Rain is here, as well as
natural tendency to create all of the scenes Genta the Claw. The master of the temple,
so that all of the characters appear and an elderly, kind-looking woman, notices you
interact at the same time. This is great at and gestures for you to come speak with her.
times, but creating a lot of focused scenes Autumn Rain, well have you be the scene
where only two PCs are involved allows the player and take the lead here.
players more opportunity for in-character GM: Youre all in a tavern. Its night, and
role-playing. the place is noisy due to the nearby mine
The default method in Tenra Bansho Zero workers spending their salaries for good food,
is to have scenes with only some of the drink and conversation. Lets have Genta
the Claw and Spring Reection discuss their
characters in them, usually two or three.
plans for the next season. Jason, since youre
There can be one PC in a scene (maybe bring
not in this scene, Id like you to play the role
a few other players come into the scene to
of the barkeep. Also, Elizabeth, youre going
take on the role of NPCs), and of course you to be a townie who doesnt like strangers, and
can have scenes with all the players in them. will try to pick a ght with Genta.
However, remember that when opening a
GM: Dusk falls in the Floating Palace. A
scene as a GM, you need to pick the PCs,
while back, Empress Genshi Daigo invited
location and time. Make sure you go through Spring Reection to discuss what should be
that exercise each time you open a scene to done about the recent assassination attempt
limit the number of players within the scene. from the Southern Court, so lets do that
Youll see that relationships between scene. Ill be the Empress. Jason, youll be
characters are formed quickly and change her over-protective advisor. The Empress
speaks
drastically when the GM sets the scenes
for a limited number of PCs. In general, GM: This Act is drawing to a close. Any of
if a GM realizes that the last few scenes you want to have one last scene before moving
have involved all of the PCs, it would be on to the intermission? If so, let me know in
brief what you want to do or who you want
good to force a scene between just two
to interact with, and well make that scene
of the characters, even if it lasts for just a
happen now. Anyone? Alright Jennifer, you
minute or two. Make up an excuse for those
want a scene with Autumn Rain and Spring
characters to be away from the others, and Reection at an outdoor hot springs at night,
see what direction the players take their discussing the previous battle? Sounds good,
characters. lets do it!

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ACTION! REACTION SCENES


The action begins. The acting players role- Reaction scenes are where a GM presents
play their characters actions and words, an open choice to the players. This often
and the scene progresses from there. takes place in a scene with another NPC.
The NPC will present new information
While there are many kinds of scenes that
to the characters, and the players decide
can possibly happen in a game of Tenra
how their characters react. The lord tells
Bansho, most scenes that the GM starts
the PCs to nd a priceless kugutsu, but
will follow one of these two basic patterns:
leave it up to the characters as to how they
scenes where the characters have to take
go about nding her. The monk tells the
action to overcome some kind of event or
characters that a monk in another temple is
challenge, and scene where the characters
performing evil acts, and leaves the means
meet with or talk to an NPC, and react to
and methods of punishment up to the
the information gained from the NPC.
character.
While these are effectively both called
scenes, the kinds of things that would Depending on those reactions, the game
happen in each of these scenes, or the kinds may proceed down a dierent path than
of role-playing that will happen, are quite expected. Its also expected that the GM
dierent. is open to any choice the player comes up
with as well, and wont simply force the
EVENT SCENES player to choose one single option anyway.
In event scenes, the GM takes the initiative
Reaction scenes can be excellent ways to
to set up in advance some kind of challenge
show o the personalities of the characters
for one or more of the PCs to overcome.
when they make their choices. However,
The longhouse catches re. The merchant
sometimes a player will have a hard time
leaps at you with a erce expression, katana
choosing what they want their character
drawn. The Bright Lotus monk is singing
to do. In those situations the GM could
a song that is clearly insulting your regent.
give them a prod towards action by giving
The path to the town is blocked by three
them a binary choice: Something like, If
members of the ninja clan who have been
you want to do X, you might want to do
hunting you, and they look ready for action.
this. If you would rather do Y, you might
The person in the gambling house sitting
want to say that.
across from you looks very much like the
kugutsu you were paid to nd. For example, the characters ght their way
through an evil merchants fortress, and
The players must act. In these situations,
beat him into submission. The GM sets up
if the players dont start describing their
a reaction scene where the merchant pleads
actions right away, the GM should ask,
for the characters to let him go, perhaps
OK, what do you do? There is usually a
even pleading that he will change his wicked
lead-up to the event of the scene, but the
ways. The decision is totally up to you, the
scene usually focuses on whatever even the
GM says, You can do whatever you want
GM planned (or came up with on the y).
at this point. If the players seem to stall,
When that event is overcome, the scene
or arent sure what they should do next, the
will usually wrap up and end.
GM can oer suggestions like, If you want
to bring him to bloody justice, you are well
within your right to do so. Your lord will
permit any action here. If you think that

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he might be capable of changing his ways As the players step forward and describe
if you let him go, and you want to look the their characters actions, they are taking
other way if he promises to behave, thats part in the scene without specically being
ne too. The important thing to remember called on to participate in the scene. The
for the GM is not to make any correct GM should set up situations to pull in the
answers. If the GM sets up a truly open players and the players should try hard to
reaction scene, she should be prepared for jump in and start doing things in-character.
the players to make unexpected decisions. The more dangerous the scene seems, the
If it makes sense within the story, make faster the players will tend to jump in and
sure not to instinctively say no simply start acting.
because the GM didnt make any plans for A GM should also open up the framing
that contingency. of the scene from time to time, and turn
In the above scene, we can see that the GM it over to the players. If the next scene is
has presented a situation for the players to not set in stone, the GM might ask the
engage in. The GM here (unlike normal players if anyone has an idea for a situation
scenes) didnt set who would appear in in the next scene. If a players suggestion
the scene, simply leaving it open for now. sounds exciting, then go with it. If the
players suggestion sounds out-of-place
SETTING UP A SCENE with the scenario or strange, either oer
GM: New scene. Nightfall washes over the a compromise or simply say no and move
path like a thick blanket. The moon, as bright along to a new scene.
as it has been in weeks, illuminates the forest
path in front of you. The forest night is as ENTERING A SCENE
quiet as death, and not even the forest insects A GM lays down a scene and declares the
dare make a sound, for fear of attracting the participating characters in the scene, or
attention of the eerie silence. simply leaves it open for any player to join.
This is where the characters nd themselves. If a character is not explicitly in a scene,
Lets see them enter the scene. they can still join. The player can spend
Player A: So I dont see anyone else nearby? a point of Kiai to allow their character to
enter the scene.
GM: It doesnt appear that there are others
here. And yet, the thick, cloying smell of blood Spending a Kiai point is a good way to
hits your nostrils. It feels like the air itself force your character into a scene where
in this forest wishes to do evil upon you. It they might normally not be there. Your
doesnt feel like youre being watched it feels character happened to be nearby, or
like something is marking you for death. happened to overhear the other characters
Player B: Ugh, Ive got a bad feeling about talking, that sort of thing. However, if
this. I yell out quickly, then listen for having your character enter the scene later
movement or try to sense any attackers. Kind was something that works for the GM, he
of like echolocation. Actually, Im just trying may waive the 1 point Kiai fee and allow
to get any danger to present itself now rather your character to enter at no cost.
than later.
GM: OK. Use one of your combat abilities CALLING A PC OR PLAYER
like Unarmed Combat, Melee Weapons, INTOA SCENE
Marksman or Evasion, and roll using your Sometimes a GM wants to suddenly bring
Spirit attribute another player character into the scene after
that scene has already begun. By giving that

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characters player one Aiki chit, he can have One thing to note is to not start o scenes
that player jump into that scene. When the this way too often. Sometimes they provide
GM does this, that player does not spend a an explosive rush of cool role-playing.
Kiai point to enter the scene, because they Doing it too often, though, and rewarding
were pulled in by the GM. players who join into player-less scenes all
Calling a player into a scene does not always the time, could encourage the players not
mean having them bring in their character. to step forward when the GM is creating
For example, sometimes the GM will want the scene, creating a situation where the
the players (whose characters are currently players will only step forward when they
not in the scene) to take on the roles of will be rewarded with an Aiki chit. Keep
important background NPCs. The GM that in mind, and strike a balance between
can oer an Aiki chit to the player if they crafted scenes with set players, and open
come into the scene and play the role of an scenes with rewards for player who jump
NPC during another characters scene. in.

The player can resist if they really dont LEAVING A SCENE


want to be in that scene, in which case they A player can leave a scene with the GMs
do not receive the Aiki chit. permission any time they wish, in any way
This example scene just sort of began they want to.
from nothing. There were no set players WHEN NPCS LEAVE A SCENE
or characters, just the GM beginning a NPCs are for the most part totally
scene through role-playing, and oering controlled by the GM, so they will leave the
an Aiki chit to a player to join. If the GM scene when the GM says so (even if another
doesnt care who is in the scene, she might player is temporarily taking on the role of
simply hold up an Aiki chit, encouraging that NPC for a scene). Sometimes the GM
any player to jump into character into the will have a combat scene where they wish to
scene (and thus receive the chit). have a major NPC run away before they are
killed (as they plan to have them face the
player characters again, perhaps as a nal
THE GM PULLS IN ANOTHER
boss for the scenario); this kind of thing
PLAYER
happens in plays and movies all the time.
Its best to bring in players using at least a
little acting or role-play. Heres an example: In a combat situation, a player can spend
GM (Role-playing a Regent): Anyone? I say, two Kiai to make an interruption action
is anyone here? (see the Karma rules for details), perhaps to
jump at the NPC and defeat them before
GM: is what the regent says as he calls to
you from his chamber.
they can run away. In that kind of situation,
where the GM has denite plans for that
(the GM passes an Aiki chit to a player, gives
NPC in a future scene, simply tell the
that player a knowing nod indicating that
player that the NPC runs away before they
shes putting that player on the spot to take
could react, and the player does not lose the
action)
Kiai spent. Just let the players know that
Player: My lord, I am here! I say, the NPC will get away this time but will
presenting myself before him.
return later, and the players should be okay
GM: Oh! says the regent, gladly surprised with that.
at your sudden entrance

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ENDING THE SCENE Its important for the GM to keep the


The GM can call for the scene to end at action moving forward. But the GM
any time. From that point, the GM can will also have to balance this with not
either introduce the next scene or call for pushing too hard or too fast. If the GM
an intermission phase if appropriate. keeps cutting forward any time theres no
The GM should call an end to the scene Extreme Action, that may lead to scenes
after one of the following conditions: that feel disjointed, with no opportunities
for the players to role-play the nuances
The time changes and subtleties of their characters. The GM
The scene was played out, and the next should try to nd that balance.
events will naturally occur at a dierent Combat ends
time.
If the scene featured a combat, the scene
The location changes will usually end right after combat
The characters end their interactions in concludes. In the next scene, we will see
one place, and the action moves to another all of the characters at their full Vitality
place. Meanwhile, back at the castle is points again.
an appropriate way to end one scene and
begin another. INTERMISSIONS
Intermission phases are just as the name
The scene is played out implies: they are a period of rest between
When the players have nothing more to say acts. While the GM may want to break
or do, or nothing further to react to, it is up an exceptionally long act with an
time to close the scene. intermission, the GM should always put
In order to move the story along, it is an intermission phase between two acts,
important to make sure that play doesnt even if the acts run quickly.
linger on unimportant things. If the players The intermission is a period where the
are in the middle of an exciting role-play players think about the changes that their
moment, then the GM should let that characters went through in the previous act,
conversation or role-play conclude and and prepare their characters for challenges
then end the scene there. If the scene goes in the next act. It only needs to last for a
on too long, or the GM doesnt cut the few minutes. It is also an opportunity for
scene when the action winds down, it will the players to go to the bathroom or eat a
take longer to get to the more interesting snack.
scenes of the game. The GM is the one who calls for the
As a GM, you will soon spot times when intermission. The GM decides when the
the players will come to a gradual standstill, intermission begins, and when it ends.
unsure of what steps their characters
should take next. Thats when you should INTERMISSION EVENTS
cut the scene so that it doesnt linger, and The following are the things that happen
then jump forward a bit to the next scene, during each intermission.
perhaps a few minutes or hours in the PREVIEW OF THE NEXT ACT
future, in a dierent place. The GM provides a preview of the events
of the next act. This is similar to the
preview or the On the Next Episode of

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segments which we see at the end of an The preview is important, as the players
episode of an anime or TV drama. Some will use it as a jumping-o point to think
previews will be very matter-of-fact (You about their characters and what they wish
will go to the castle and stand o against to accomplish in the next act. This will lead
the evil Regents army). Some previews to some players increasing the abilities or
will be more poetic. Some GMs will have skills of their characters, or more often,
a few pre-written sentences to use as their changing or increasing appropriate Fates
preview, while other GMs may wing it as that they think will be addressed in the
events in the story change the events of the next act. The GM shouldnt give everything
next act.
A POETIC PREVIEW
(GM reads the following intermission she
prepared the day before, which consists of
ACTS AND INTERMISSIONS
seemingly random lines of dialogue and poetic
As explained before, the intermission offers descriptions using dierent intonations)
a period of rest for the players. As the span
(in a soft voice) My father the Regent
of concentration for humans is about one
doesnt care whether I live or die!
hour, breaking up the game into roughly
hour-long acts and inserting intermissions (in a calm narrators voice) The great gears
will let the players recover and refocus on of Fate slowly grind forward, crushing
everything that gets between them.
the game.
Four assemble in the mountain village of
However, think of the events of a game of
Haruyama. The shadow that forms behind
Tenra Bansho Zero as a story. A story has
them, at a glance, looks like the outline of a
chapters: Thats what the acts are. Each serpent.
chapter contains multiple scenes where the
Blades will cross at the mountain pass. War
action and drama occurs. Chapters exist in
seems imminent.
a book to prevent the reader from feeling
the need to power from one end of a novel (in a rough, noble voice) Those who wont
to the other. They offer periods of rest and stand with us against the tide, they will be
crushed underneath it.
reflection, so that the reader can think about
the events that just occurred. The same (back to the narrator voice) An attack at the
thing happens in many stage plays and mountain threatens to unravel everything.
kabuki theater as well. Breaking up the story Not even the great kami know who will
cleanly with acts and intermissions will push emerge victorious.
the story forward and keep it focused. Tenra Bansho Zero, Act Three: Renka and
the Assassins
The GM can insert intermissions wherever
they are needed, but the GM is encouraged A STRAIGHTFORWARD PREVIEW
not to use intermissions too often (more than GM: Okay guys, the next Act Lets see
Were going to start o in that Haruyama
once an hour, for example). The players play
town where we ended the last Act. Were
their characters through the acts, and the
going to spend most of the Act in this town.
intermission is where we see the characters
There is going to be some investigation, well
change; creating too many intermissions see what happens to Renka the kugutsu,
and not long enough acts means that the and nally the boss ght against the samurai
characters do fewer things in play, and thus warlord Garoku. Get ready for Act Three,
hardly change at all during the intermission. Renka and the Assassins.

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away, but like a good anime or drama THE ANATMAN/DOCTRINE OF


preview, she should describe in vague NO-SELF PHASE
details a few possible key events that are The Doctrine of No-Self is a Buddhist
likely to occur. doctrine that says All things are
The preview should also have a certain impermanent and change from moment
amount of impact. Three years have to moment, never staying the same. This
passed since the last act Hows that phase is probably the most important in the
for the beginning of a dramatic preview? intermission for the characters; it is where
While most scenarios will feature events the characters Fates change.
that happen in roughly the same time The players will have an opportunity to
period and location, having huge changes create new Fates, to raise up the rank of
in time or location will certainly create a existing Fates, to sublimate or erase Fates,
memorable tale. Make sure that if you go and to rewrite Fates. Please see the Karma
that route that the changes make sense to rules for a breakdown of how this process
the players. They could step on a boat at works.
the end of one act and start the next act in a
One important thing to note is that at
foreign land several months later. How this
the end of this phase, if a character has
is handled is up to the GM. And the GM, more than 108 Karma points, then he
as always, is expected to balance impactimmediately becomes an Asura (demon
with utter craziness when it comes to or lost soul) and is removed from play.
previews and following acts. Th is No-Self phase is where the player
INCREASE KARMA attempts to lower Karma to prevent that
All of the Kiai spent in the previous act from happening.
becomes Karma at this time. Record the MAKE FATE ROLLS AND
new Karma total on the character sheet. GAINKIAI
Unspent Kiai remains in the Kiai pool, This is where the players exchange all of
which can be used later. their accumulated Aiki chits for Fate rolls.
If the character wishes to replenish their For each Fate roll in the intermission, the
pool of soulgems, it is done at this time. player takes their characters Empathy
New mechanica, annelids, and new skills attribute score in dice, and rolls against
can also be taken, or old skills increased their highest-ranked Fate. One Fate roll
at this time. Anything that requires the is made for each Aiki chit owned: If the
expense of Kiai to attain is taken here, player has twelve Aiki chits, then she
and the Kiai spent immediately becomes makes twelve Fate rolls, building up a nice
Karma. The character cannot gain new pile of Kiai to use later. Each success grants
skills or equipment that require more Kiai a Kiai point which can be added under the
than the character has in stock: Sometimes Kiai point total. Role-playing well in the
a player must wait for the next act, and previous act will give a player more Kiai
accumulate more Kiai, in order to gain points to spend in the next act.
more powerful equipment and skills.
GM AND PLAYERS DISCUSS
THEGAME
The GM and players should discuss in
brief what just happened in the last act.
If a player has certain ideas that he thinks

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might be cool for his character, he can tell THE FINAL INTERMISSION
the GM here and discuss the possibilities Its probably better to call it an Epilogue,
of making that happen in the story. If the as the game has reached its conclusion.
players have suggestions for the GM, or the However, one final intermission phase
GM has suggestions for the players, those begins when the last act ends. We will see
would be discussed here as well. In general, how the characters have changed in the last
this is where the GM and players talk about act, as well as see if any have become lost
what they think of the scenario so far, and as Asura.
what they are imagining will happen in the
next act. IMPROVING YOUR CHARACTER
If the character has enough Kiai points,
TAKE A BREAK the player can spend them to increase the
Take a breather. Clear your mind, grab level of attributes and skills or gain new
a snack or drink, stand up and stretch skills. Remember that this spent Kiai
your legs, hit the bathroom. Check those will immediately become Karma. You can
phone messages, talk with your friends spend Kiai and bring your character to a
about some cool anime or movie youve total higher than 108. However, make
seen recently, and let o some steam. A ten sure that by changing and sublimating
minute break should bring all the players your Fates during the No-Self Phase you
back on track and keep them focused can lower your Karma back down again.
through the next act. See the Karma section for the details on
changing Fates.
THE GAME PLAYS OUT
Players do not need to improve their
The group goes through acts, scenes, more
character if they dont want to. Its common
scenes, intermissions, and so on. The game
for a player to play a new character in
moves in that fashion until the scenario
a new adventure rather than playing a
draws to a close. Well take a look next at
previous character again: That characters
what happens towards the end of the game.
story is done. If a player wishes to play this
CURTAIN CALL AND EPILOGUE character again later, though, now is a good
After everyone has enjoyed their tale in a opportunity to improve that characters
game of Tenra Bansho Zero, its time to attributes and skills if they want to.
bring the session to a close. Heres what
SUBLIMATE DESTINIES
happens after the last act has concluded.
AND MAKE FINAL FATE
SCENE JUDGE BONUS ADJUSTMENTS
If you are playing with the optional scene After the character spends Kiai improving
judge rules, check the Session Log Sheet their characters, the last Doctrine of No-
to see how many times each player has Self phase begins. The players should
been a scene judge. Each player is awarded sublimate (erase) their Destiny if it has
with a number of bonus Aiki chits equal been achieved. As per normal Fate rules
to the number of times they acted as a (see the Karma rules chapter for details),
scene judge. If one of the players declared a this will lower the characters Karma. The
Moment of Truth, they do not receive this players probably wont need to create new
bonus (see the Moment of Truth rules for Fates or raise the level of existing Fates,
an explanation). but they are welcome to do so if they really

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TYPE ZERO

want to. It might be a good way to show style taverns (izakaya) outside of Japan, but
how their character will live out the rest of a family restaurant, fast-food joint or other
their life after the session is concluded. place to eat and talk would work ne.
If the character has more than 108 Karma The after-game discussion is an important
at the end of the last No-Self phase, their part of the game, so dont forget to do it.
character is lost forever. That character There are many players who consider the
becomes an Asura, or simply dies. See the after-play discussion of the game events
Karma rules for more details on Asura. an integral part of the game, so if possible
schedule some time for this discussion.
EPILOGUE
The GM should spend the last few That concludes the play of a session of
moments talking about the results of the Tenra Bansho Zero. Hopefully, everyone
characters actions and discuss in brief has had fun, and is interested in playing
what happens to the characters after the again.
curtain closes. Perhaps each player could
describe a quick one-minute scene in the
life of their character, days or even years
after the events of the scenario. This is the
kind of scene we might see as the credits
roll on the last episode of an anime, movie
or TV drama.

CLEANING UP
The table is a mess, so help clean it up.
Throw garbage away, and do your part to
leave the play-space cleaner than when
you started. This is, in fact, a rule of the
game which must be followed by all of the
players.

AFTER-GAME DISCUSSION
Many games of Tenra Bansho happen on a
weekend day, or are broken up over a series
of a few weeknights. After the curtain falls
and the players clean up, dont just split.
Instead, take a few minutes to discuss the
game with your friends. Talk about what
they liked, what they thought could use
improvement, and just reect on the fun
moments of the scenario. Make plans for
when to play next, and who will act as the
GM. Feel free to move to another location
for the after-game discussion if you want.
Unfortunately, there are no good Japanese-

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in the beginning
the stage is set
the characters take form
goals become known
emotions take shape

ZERO ACT AND


THE EMOTION MATRIX
THE RULES WHICH BRING
CHARACTERS TO LIFE
In this section, we will explore some of the rules central to the beginning and the end of
the game. The Zero Act, Destinies, Emotion Matrix and Moment of Truth.

ZERO ACT
The rst act of the game is not Act One, but the Zero Act. In it, each PC has their own
scene where they are introduced. We discover a little bit about the character, and the
GM gives the PCs player a Destiny.

DESTINIES
Destinies (capitalized) are a special kind of Fate: They are a Fate that the GM assigns
to the player. It represents the PCs role or goal in the scenario. The rules for handling
Destinies are otherwise the same as Fates.

EMOTION MATRIX
The Emotion Matrix is a six-by-six grid of 36 dramatic emotions. It is used to determine
what your character initially thinks about major NPCs and other PCs. The Emotion
Matrix is used primarily in the Zero Act and initial scenes of the rst act.

MOMENT OF TRUTH
Towards the end of the scenario, a player can call for a Moment of Truth: This optional
rule (with GM permission) is a last-ditch eort that allows the other players to give them
their Aiki chits. The player uses the last of this Aiki for Fate rolls, and amasses a large
amount of Kiai which they can then use.
Lets take a look at each in detail:

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MAKING AN ENTRANCE IN
THE ZERO ACT THEZERO ACT
The very rst act in the game is a special Unlike the other scenes in other acts, the
act called the Zero Act. It sets the mood, Zero Act scenes focus on each character,
image and feel for the rest of the game, and each scene highlighting and introducing
it is where the characters are given their one character. For the sake of the story,
Destinies. If the Zero Act goes well, it is the GM might have two player characters
very likely that the rest of the game will in one scene (one with a minor role in
proceed smoothly as well. For this reason, another characters focused scene). More
the rst act is a very important set of scenes. commonly, the GM will have the character
interact with other NPCs (the PCs lord,
SCENES IN friends, family, peers, etc), whose roles can
THE ZERO ACT be given to the players not in that scene. In
Scenes in the Zero Act are created and any case, unlike other scenes, the players
happen very similar to other scenes in the cannot spend Kiai points to appear in a
game. The only dierence is that usually scene: The GM is the sole person who
each scene will focus on only one single determines who appears in a Zero Act
player character. scene.
The Zero Act is essentially a way to AIKI CHITS AND THE
introduce the player characters which will FIRSTSCENE JUDGE
appear throughout the rest of the adventure, If you are playing with the optional scene
as well as give them an opportunity for judge rules, then the scene judge will be
their players to get used to role-playing the person sitting to the right of the player
their actions and personalities. What whose character is the focus of the scene.
happens in the Zero Act comes down to Explain the role of the scene judge to that
equal parts of character introduction, player. After that, the next scene judge will
scenario introduction and player warm-up. become the player whose scene just ended.
The scenes of this rst act push these goals.
If you are playing by the normal audience
WHICH CHARACTERS TAKE rules, this is where the GM describes the
PART IN THE SCENE? importance of handing out Aiki chits to
It doesnt matter which PCs are the players, as well as nding the balance
introduced in their own scenes rst. The between giving too few and giving too
GM might choose to start by giving a many. Each of the players should pick up
character a particular Destiny which best and ready a few Aiki chits to give to the
demonstrates the point of the game. Or the scene player.
GM might have an idea for a scene with a
WHAT HAPPENS IN A
lot of impact for a particular character, and
ZEROACTSCENE?
decide to start out with that scene rst. Go
The GM will hand the Destinies to the
with whatever method works best. If the
characters, one Destiny per character per
GM isnt sure, she should begin with the
scene.
player on her left. Or perhaps begin with
the player who is the most veteran role- The scene should introduce the major
player, or the most veteran Tenra player. NPCs of the scenario to the characters.
These NPCs will aect the outcome of the
story. If there is a noble lord who gives a

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PC a secret mission, it should happen in


PLAYING IN THE PAST
the rst act. If there is an evil general who
An interesting technique that is often used
is planning to destroy the nation, one of
in the Zero Act is to show what happened to
the PCs should meet him in this rst act. If
the character in the past. It could be a few
there is a good opportunity or story reason
weeks or even several years, but an event
for the PCs to meet, this will happen in the
in the past should be a pivotal point in the
rst act as well.
life of that character, involve another PC or
This is where all the major Emotion Matrix major NPC, and show us what drives that
rolls happen. There should absolutely be at character.
least one matrix roll per character per scene,
A common example is for the excellent Loss
either against a major background NPC or
of your Most Important Thing Fate which
against one of the other player characters.
comes with the archetype Hard Luck. This
Th is places the players character in the
could be an object (a sword, an heirloom)
events which will unfold through the rest
or more commonly it is a person. The first
of the game. The character will encounter
scene could show how the character had
one of the other major characters in the
that thing: An idyllic lifestyle living with
story (NPC or PC), in an almost fated
this person, a covetous samurai who
encounter. The GM then hands the player
demonstrates his most prized sword, a king
their Destiny.
ruling over his kingdom. The scene could
COMBAT IN THE ZERO ACT also show us how that thing was lost, which
Combat can slow down or derail the scene will absolutely shed some light upon that
in a Zero Act, so its best not to have combat characters motivation. Bandits attack and
at all. If having a scene with ghting in it is kidnap or slay a loved one, a lord demands
important to the story, simply narrate the the samurai give him an heirloom katana, a
victory (or, more commonly, the defeat) of king is exiled or forced from his kingdom.
the PC and move on with the story. Other times, we see what made that
If you want to quickly demonstrate character who they are now, in much
how combat works, or all the players are the same way as a flashback scene in a
experienced players of Tenra Bansho, then superhero movie or comic: the fight lost to
the GM could set up a single-roll Sneak a major NPC, which convinces an otherwise
Attack, or perhaps roll through one round common warrior to become a gem-studded
(at most) of combat. More often than samurai; the conditions which cause the
not, though, it will be better to simply annelidist to implant his most dangerous
talk through what happens in the combat bug inside of his head to serve under an
instead of rolling, let the GM make any NPC lord, the grueling training of a lunatic
nal decisions, and introduce real combat kugutsu-maker which leads to the kugutsu
sometime in Acts One or Two. running away from her home and soon
meeting another PC.
MAKING EMOTION
Playing a pivotal character scene from the
MATRIXROLLS
past is an excellent way to start the story in
At least one Emotion Matrix roll is made
the present, but make sure that each scene
per scene of the Zero Act. Just like regular
includes a major NPC or PC who will appear
Emotion Matrix rolls, the player has the
later in the game, and at least one Emotion
opportunity to spend Kiai to change the
Matrix roll.
result (using any Kiai gained with that

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ZERO ACT

single Fate Roll made during game set-up), Destiny Goal: Protect the Princess: 2
and the GM and other players have the to the player as they are talking to each
ability to inuence the player with Aiki other in character. However, if they do
chits. You should talk through this process, not interact favorably (the player chooses
to make sure that you either go with an an unfavorable reaction to the NPC) the
emotion that will favor the events of the GM should simply pass the Destiny to the
scenario: favorable results for major good character at the end of the scene anyway.
NPCs, unfavorable results for major bad The character might not be getting along
NPCs and so forth. with the princess now, but it is his Destiny
Dont forget that it might make for a to protect her; over time, this will hopefully
great tale to have an unfavorable reaction drive the samurais player to change how he
towards a good NPC or PC, and a feels towards the princess in the game. This
favorable reaction towards an evil NPC. makes for a great story.
Just talk it out when the Emotion Matrix ENDING THE SCENE
roll is made and decided. If a player The GM calls for the end of the scene,
chooses an unfavorable reaction towards and hands out a Destiny to the character
another PC and from that point on never spotlighted in that scene (if he hasnt given
tries to role-play a reconciliation, that the player a Destiny already).
will be problematic for the scenario and
the other players. This often leads to one ENDING THE ZERO ACT
single player taking their character off When all of the characters have one
in another direction, creating a tale for introductory scene, its time to call the
myself instead of working with the other Zero Act closed and move on to the rst
players. Talk about it as a group so that the intermission.
player understands that they should aim to
overcome that initial unfavorable reaction, THE ZERO ACT
and quickly. INTERMISSION
The first intermission phase in the
PASSING OUT THE DESTINIES game, the Zero Act intermission, is very
In most cases, the GM will pass a Destiny similar to most regular intermissions.
to the player, either writing it in advance There are some slight dierences to how
on paper and physically passing it to the the Zero Act intermission works from
player, or simply telling the player to write other intermissions. Review the rules
the Destiny on their character sheet at the for intermissions, then take note of the
end of that characters scene. However, if following examples and exceptions for this
an opportunity presents itself in the middle rst intermission.
of the scene, the GM should be free to hand
out the Destiny in the middle of the scene THE PREVIEW
as appropriate. The rst preview is very important, more
so than any other preview in the game. Its
Also, dont change the pre-crafted Destinies
the prologue. In console video game terms,
due to events in the Zero Act scenes. For
this is the opening movie where we get
example, a GM sets up a scene where a
a picture of the world and the opening
PC samurai will meet a princess. If they
credits roll. Something explosive should be
interact favorably (driven by the Emotion
Matrix roll) the GM could hand out the

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ZERO ACT

happening, driving up the players interest that you can do by using Kiai. Kiai is
or involvement in what is about to come in power, so try to accumulate as much as
Act One and the rest of the game. possible, even if you dont end up using it.

DOCTRINE OF NO-SELF PHASE GAME DISCUSSION


Use this rst intermission to create new This is a great opportunity to answer the
Fates or raise the level of existing Fates player questions about the rules or the
(or the Destiny). At this point, if there game in general, or discuss some things
is any player that has not created at least that happened in the Zero Act. Dont dally
one Fate in relation to another character too long on game discussion, though. The
(especially another PC), have them do so point is to play the game, not to talk about
now. If the GM determines that the game playing the game.
will basically start with all of the characters
knowing each other, the players could make TAKE A BREAK
their inter-character Emotion Matrix rolls At this point, everyone should be ready to
at this time and create a Fate or two based move on to Act One. Feel free to skip the
on the results. rst break and move right into the next
act. However, if youve spent 40 or more
The intricacies of how Fates work can be minutes in the Zero Act, maybe a 5 to
confusing to new players. So simply tell the 10 minute break rst would be best to get
players to raise most or all of their Fates up people ready for action.
by one level or dot (and only one, not two or
more), and not to think too hard about it.
Tell them that raising the Fates they want
to focus on for now will be important later
in the game, and leave it at that. Also, there
is no need to balance the Fate cost with the THE PURPOSE OF DESTINIES
characters Karma level (see Karma Rules Destiny is a rule which creates the story-
for more details), because at this point even based motivation for player characters. As
if a character raises all of their Fates by one human beings, we strive for meaning in our
level or dot, they will still not come close actions. In much the same way, we want our
to that limit: Theres no need to bother characters to have a purpose to passionately
calculating it until the next intermission. work towards. A purpose makes the
Make sure that all players raise at least one characters actions make sense.
single Fate or Destiny up by one level. Destinies are a call to action. If a player
You will not sublimate or change Fates in is struggling to find a way to role-play his
the rst intermission; your Karma will not character, the Destiny provides a simple,
be reduced at this time. clean outlet. An inexperienced role-player, or
a veteran role-player who gets temporarily
FATE ROLLS AND KIAI overwhelmed, can rely on Destinies to drive
Aiki chits can carry over from one act to their character through the scenario. If all
the next. However, its important to have else fails, focusing on the Destiny will help
the players spend all of their current Aiki the game go smoothly. For that reason,
chits on Fate rolls and convert them into Destinies focused on scenario goals or
Kiai. Explain that unless they do this, Destinies that focus on a major NPC in the
their character wont have the power to scenario often work best.
accomplish the kinds of wondrous feats

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DESTINIES GETTING INTO CHARACTER


The GM will later assign the characters The Emotion Matrix is an important part of the
a special kind of Fate called a Destiny, game. It is basically a syringe which injects
either before play begins or in the rst act. drama into the game right from the get-go. It tells
Destinies are Fates that deal directly the players what their characters feel towards
with the scenario, and are usually the other characters upon their first meeting. As
characters goal for that scenario. Another such, it requires a bit of explanation to really
way of describing Destinies are Scenario understand its function, especially since most
Fates which the GM specially creates for tabletop RPGs do not have these kinds of rules.
the characters, as opposed to all the other It can take a while to get into character, and
Fates, which players create themselves. The decide as a player how your character feels
GM will usually hand the Destiny out at about the other characters. The Emotion Matrix
some point during the Zero Act, but he helps get right down to business. It basically is
might also hand it out before the game a way of setting how your character feels about
begins. another character at first sight. Using the results
The Destiny is something that must as cues, even without the game master forcing a
happen in the session. It is usually a goal or story along, the players can create drama simply
mission that is directly tied to the scenario by interacting with each other in scenes. In the
that the GM created. It could also be a end, Tenra Bansho is a character drama game,
strong motivation with no goal, as long as with the trappings of katana, ninjas and badass
the character has plenty of opportunity to mecha.
express that motivation. You could think The important thing to remember about the
of a Destiny as a personal victory condition Emotion Matrix is that these emotions are simply
for that character for the game. Work a flash of emotion or first impression in their
towards it or ful ll it, and your character characters eyes. It is the first thing that their
will usually be considered to have a good character thought when she first met (or started
ending. in a scene with) another PC or major NPC. It is
The Destiny will always involve the scenario not a straightjacket forcing them to adhere to a
in some way. If the GM plans on having relationship for the course of a game.
a super-powerful samurai NPC named Some people might be uncomfortable with the
Blazing Sky in the game, then he might idea that they dont have full control over how
create a Destiny called Emotion: Loyalty their character feels. In this case, its important
to Blazing Sky in a game where Blazing to remember that this is just that first jolt of
Sky gives the PC orders, or Mission: Find emotion that a character experienced. If theyre
Blazing Sky in a game where the object is not feeling it, the player can simply change their
to nd out what happened to this legendary attitude towards the other quickly, brushing
figure. Of course, if Blazing Sky is an off that first emotion as a fluke (It looks like I
antagonist from the start of the scenario, misjudged her. I felt a killing intent from her when
a Destiny like Mission: Destroy Blazing our eyes met, but she must have mistook me for
Sky might be expected. The GM would someone else. I wonder who). However, it
give this Destiny to the character whose can be fun to roll with that emotion for a while, to
story is closely related to Blazing Sky, see how it plays out over the course of the game.
possibly a samurai character.

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ZERO ACT

Each character will have a unique Destiny DESTINY TECHNIQUES


throughout the scenario. Here are some In a game where there are new players and
examples: experienced players, a good GM technique
Mission: Protect the princess is to have the Destiny of the new players
character support one of the veteran
Emotion: Loyalty to the Ten Thousand players. It could be tied to one of the other
Knives Clan characters at the table, in a supportive
Mission: Defeat General Fujiwara way: Protect Character X, Loyalty
Emotion: Hatred of Kogarashi the Axe to Character Xs Clan, and so on. Or it
could be a very similar goal to the more
Mission: Help Master Gen attain experienced players character, giving the
freedom two characters good reason to travel and
Mission: Save the city of Suns Edge work together, and perhaps become strong
allies and companions.
Mission: Prove to yourself that your skill
is greater than (name of another PC)
And so on. The possibilities are limitless,
even within a single scenario.
THE EMOTION
RAISING DESTINIES
MATRIX
The Emotion Matrix determines how
Destinies, like Fates, can be raised during
a players character feels about other
intermissions. The player raises Destinies
charactersboth major NPCs and other
exactly like Fates. They should not be erased
player characterswhen they rst meet.
or sublimated. With the GMs permission,
the player can rewrite a Destiny as the Whenever a player character rst meets
game progresses if there is a good reason another player character, an Emotion
to. For example, a character learns that Matrix roll is usually made. Whenever a
Blazing Sky is the enemy working behind player character rst meets an important
the scenes. The player gets permission NPC within the scenario, an Emotion
during the next intermission to change the Matrix roll is also made. The GM calls
characters Fate from Emotion: Loyalty for the Emotion Matrix, and the players
to Blazing Sky to Emotion: Hatred roll. The GM will roll for the NPCs. The
of Blazing Sky or Mission: Confront
Blazing Sky.

EMOTION MATRIX
1 2 3 4 5 6
10 Unsettled Mind Aquaintance Desire Pursuer Nostalgia Annihilation
20 Loyalty They Hate You Like Your Child Dark Dreams Admiration Hmmm
30 Hatred I Am Salvation A Warning! Deep Impression Rival Companionship
40 Purity/Innocence Killing Intent Love at First Sight Fear Like a Brother/ Unstable Emotions
Sister
50 Soulmate Master Shock Goodwill Chains of Fate Strange Interest
60 Dj Vu Chaos Worthy Rival Thirst For Your Blood Relative A Dark Flame
Blood

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Emotion Matrix tells the players what their on the matrix, the GM can bribe the
character feels towards that other person player with two Aiki chits to take that new
the rst time they meet. result. The other players may get involved
Players should only be making Emotion and oer their own Aiki chits (not Kiai)
Matrix rolls at maximum once per scene. to move along the matrix as well. If the
Eventually, by the first or second act, player accepts the GMs or other players
there will be no new important NPCs suggestions, she receives those Aiki chits
encountered: Most of these Emotion immediately.
Matrix rolls occur during the rst quarter There is a bit of interplay that can happen
or third of the game. between the player and GM when it comes
The player rolls D66 (two dice, one to the Emotion Matrix. A GM might come
representing tens and the other ones) out and oer two Aiki chits immediately if
then checks the result against the Emotion the player makes a particular choice. Or a
Matrix chart in the back of the book. This player might spend a Kiai point or two to
determines the starting point for their shift around on the matrix. Sometimes, the
characters feelings towards the NPC or player will shift to a new position, and the
other PC. GM will oer 1-2 Aiki chits if the player
shifts from the new position to yet another
From there, adjustments can be made. If a position. And then from there, from a
player is not satised with the result, they position far away from the starting point,
can spend Kiai points to shift up, down, left the player could spend more Kiai to shift
or right one space on the matrix. Every Kiai further. While this interplay can be fun, try
point spent allows one shift on the matrix to keep it simple; try to aim at something
to a new result of the players choice. For close to the initial Emotion Matrix result,
example, spending three points of Kiai will rather than wandering all over the matrix
allow a player to move the result up two on every single Emotion Matrix roll.
boxes, then left one box to their desired
result. Mark Kiai used in this way as spent In the end, the player has the nal say in
Kiai, because it will later become Karma. which result they want for their character.
If they would rather spend Kiai to pick a
The GM also has the ability to make matrix result which they prefer and ignore
adjustments to the players roll. The GM the GMs Aiki chit oer, that is ne. The
can oer the player Aiki chits to move to GM shouldnt force the player to take a
a dierent place on the matrix. Perhaps result that they are not interested in role-
the GM wishes for the player to choose a playing.
more challenging result for their character,
or perhaps the GM wishes the player to Once the player decides on a result, they
choose one of the favorable results for begin treating the other NPC (or PC) in
their character that works better for the a manner in which the Emotion Matrix
GMs concept for the scenario. The GM describes. Quickly, or over time, the
can suggest a new result for the character, reaction can change, but the result of the
and oer that player a number of Aiki chits Emotion Matrix dictates their characters
equal to the distance in spaces from the first initial impression of other major
original result to the GMs desired result. characters in the game.
If the new result is down one box and to
the left one box of where the player rolled

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ZERO ACT

D66 between the PCs and maybe one to three


When rolling on the Emotion Matrix, you NPCs, after which they tend to stablize
should pick two dice of dierent colors. unless a major NPC is introduced later in
Announce which color (usually the darker) the game.
will represent the tens place, and which Also, making too many Emotion Matrix
color die (usually the lighter) will represent
rolls in scenes can really disrupt the ow
the ones place. Roll both at once and look
of the game. If there is one new major NPC
up the results. introduced to several PCs at once, consider
SCENE JUDGE AND AUDIENCE only make Emotion Matrix rolls for one or
If you are playing with the optional scene two of the PCs only (perhaps the PCs who
judge rules, a scene judge can also oer would naturally have a stronger story tie to
Aiki chits from his pool of three chits to that character).
encourage the player to move along the THE EMOTION MATRIX
Emotion Matrix. If you are using the basic ANDNPCS
audience rules, the other players at the When meeting major NPCs for the rst
table can encourage the player making the time in the game (nobles, mentors, family
Emotion Matrix roll by oering their own members and the like), it is a good idea
Aiki chits. to have the player roll against the NPC
EMOTION MATRIX ROLL TIMING on the Emotion Matrix. This gives some
Sometimes it is important to establish how inspiration for the relationship between
the PC feels about a major NPC as they
are about to interact in a scene. In those THE EMOTION MATRIX IS NOT
situations, the player should roll as soon A STRAIGHTJACKET
as they meet the NPC in-scene. However, For experienced players of other role-
this might disrupt the ow of the game. playing games, the concept of Tenra Bansho
Zeros Emotion Matrix is very unusual. But
If the GM wishes, he may simply tell the
I control what my character thinks and
player at the beginning of the scene that
feels! is a common reaction. However, just
they will soon meet a major NPC (You are
remember that the Emotion Matrix simply
about to meet your domains Regent.) and
dictates that initial spark that happens
make the player roll on the Emotion Matrix
when two major characters meet. It does
before the scene begins, so that when the
not mean that for the rest of the game the
meeting occurs they can role-play the scene
character will not be able to change their
without the interruption of the dice. Other
relationship with the other character. In fact,
times, it might make sense to role-play the
many times the nature of the relationship
scene rst, and then roll the dice when the
(especially between PCs) changes quickly.
scene ends (as long as the NPC will appear
Do not think that Emotion Matrix results are
in the game again) to determine how the
permanent. They change all the time.
player character really feels about the NPC
they just met, and how they will approach Many character relationships in popular
the NPC the next time they meet. media begin with mistrust or unease,
but soon (potentially through undergoing
As noted earlier, not every NPC requires an
trials together) lead to friendship and
Emotion Matrix roll. Most of the time, the
camaraderie. This is the spark that the
rst few scenes of the Zero Act and maybe
Emotion Matrix provides.
the rst act will have Emotion Matrix rolls

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those two characters. It also offers an Only the very few major NPCsthe ones
opportunity to be steered by the GM into which the scenario focuses onshould be
an interesting relationship with that major rolled against in this manner. You shouldnt
character, allowing the players to build up roll on the Emotion Matrix for bit part
a few extra Aiki chits. merchants, courtesans and the like. Many
times a character wont make an Emotion
Emotion Matrix Roll vs NPC Matrix roll against an NPC at all during a
GM: Before you stands a young vassal scenario. Other times, in scenarios where
warrior. He looks at you with anger-lled
there is a lot of room for social interaction
eyes as he unloosens his katana. His words
with major NPCs, a character might roll
are cold. Ive nally found you. Ive waited
against one or two NPCs over the course
so very long for this moment.
of a scenario.
Player: Uh, who is this guy?
GM: Well, roll on the matrix and lets nd THE EMOTION MATRIX AND PCS
out. Emotion matrix rolls amongst PCs are far
more common. This creates a lot of inter-
Player: OK. The red die will be the tens, the
white will be the ones. 20 and 5, so 25 total.
character drama that develops and changes
over the course of the story.
GM: Admiration? Well, that might work if
you knew what drove his conviction. Let me A popular option in Tenra Bansho games is
see How about I give you two Aiki chits to to have the players all make their Emotion
move up one and over one to Pursuer? Matrix rolls against each other after the
Player: Pursuer? Thats pretty Zero Act, in the intermission before the
straightforward. OK, that works for me, I rst act begins. Th is is great for games
couldnt think of anything there I wanted where the characters are assumed to have
more (takes the two chits). So, youre the one known each other directly or have heard
whos been following me through town. Well, of each other before the game begins. If
were here in this abandoned section of town, characters are actually meeting for the
just as you wanted. What do you want from rst time in the rst act (or in the Zero
me, then? Act, an uncommon but possible occurance
Player 2: Oh, that was pretty good. I give him between a pair of characters), feel free to
one Aiki chit. roll then instead.
GM: The youth lifts his sword over his head. This method helps both get past the
Kudoh Gensai, I hereby claim my revenge initial Emotion Matrix rolls quickly to
for what you did to my father. Die! jump into the game, as well as provides an
Player: (looks to the GM) Um, thats not opportunity for the players to write new
me? Fates regarding their relationships with
GM: Yep, sure isnt. the other PCs before the rst act begins.
Player: Hold your steel, boy. You have me In a game with 2-3 players and one GM, it
confused with someone else is best to have each character roll against
GM: Excuses wont save you now, demon every other character. In games with 4 or
samurai! he screams. Fight time! more players, it might be better to move
the game along quickly by suggesting that
Player: Oooooh. Ill make sure to just beat
the players pick just one other character
him into unconsciousness and settle this
misunderstanding over drinks afterwards.
to roll against. When two players are

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rolling against each other, they should to roll against: In a scenario, a GM might
talk it through so that they both get be planning for three PCs to be traveling
complementary or interesting results. companions, and one PC to be an outsider
Another easy solution is to have each who joins them at the beginning of the
character roll against the characters sitting scenario. In that case, the GM might have
directly to their left and right. Or perhaps the three PCs in the group roll against each
the GM can assign g pairs
p or sets of people
p p other on the Emotion Matrix, and then
everyone roll against the outsider (and vice
Emotion Matrix Roll vsNPC Version 2 versa) when they rst meet. There are a
lot of ways to use the Emotion Matrix in a
GM: Suddenly your attention is drawn back
towards the towns main path. A young girl
game, depending on the scenario. Feel free
wearing the robes of a miko shrine maiden is to experiment!
running towards you. Help me, please help! When another player is rolling against
Player: I look at her. Do I sense a trap? your own character, you can spend your
own Aiki coins to change their results
GM: Go ahead and roll on the Emotion
Matrix. with their permission, just as they can
spend Kiai to change their own results. If
Player: OK. The red die is the tens place. 40
two other players are rolling against each
and 3, so 43.
others characters and you are not involved,
GM: Love at rst sight. Well, that works you can still oer your own Aiki chits and
for me. make suggestions to the players involved.
Player: Hmmm. Interesting! Hmmm.
Actually, I think that my character wouldnt EMOTION MATRIX AND FATES
be one to fall in love so easily. How about I The Emotion Matrix is a great way to
spend one Kiai to shift up one space to 33: determine new character Fates. The
A Warning!. All I see is a loyal dog of that matrix is simply a chart that can be used for
bastard Priesthood running towards me, so determining what your character initially
Im on the edge for an attack of some kind. thinks about another character when they
GM: Hmmm. Thats probably not going rst meet. It can be used before the rst act
to work too well here, because shes being begins to prime all the player characters
attacked by something worse than some relationships with each other, or it can be
Priesthood spy. Do you think a favorable used in the game when one PC interacts
matrix result would work? Ill give you with another PC for the rst time.
three Aiki chits to move down two and
over one from that result for a result of 54: For the characters rst relationship-based
Goodwill? Fate, the player can simply write the result
of the Emotion Matrix as a Fate, or perhaps
Player: Id rather stick with my choice of
reword it to be a little more tting. An
A Warning, since my character hates the
Priesthood. Ill still come to her aid, because Emotion Matrix result of Blood Relative
I do help people in need, but Im not gonna could result in Fates like Emotion: I love X
trust her. as if he were my brother or Goal: Protect
my brother X at all costs. Additional Fates
GM: OK, that works for me. Just dont stab
her or anything. And be prepared for your
(for example, Fates purchased during the
relationship to change with her later. intermission phase by spending Aiki chits)
can be created in this way as well.
Player: OK! (spends one Kiai)

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One suggestion is to write down the The goal of the chart isnt to force you to
results of all your Emotion Matrix rolls role-play a random emotion. The goal of
somewhere on your character sheet, the chart is to put a spark in the players
perhaps in the notes section of the sheet, mind generated from the chaos of a roll of
or in the margins. Later, once you decide to the dice. Whether the player sticks with
take a Fate towards that character, you can that option or chooses another (or is bribed
use those notes to help guide your decision. by the GM to choose another space), the
Remember, not every Emotion Matrix roll players mind has already begun exploring
has to result in a new Fate: Many do not. that possibility. Even if the player chooses
another result for their character, that
THE EMOTION MATRIX AND player has thought about their character
THE POWER OF THE DICE in a new way.
Why use the Emotion Matrix at all? It would
seem easier to just let the players choose an The Emotion Matrix can result in forcing
emotion they prefer for their characters from emotions that are impossible for the
the matrix rather than rolling. players to ignore, which will in turn drive
their role-playing. This will lead to more
While that is true, the Emotion Matrix Aiki chit rewards, but more importantly
injects a spark of chaos that can charge a it ultimately leads to a more interesting
game, or take the players in new unexpected story. As players, we are all well aware that
directions. This small spark of chaos is a the heroic players will very likely overcome
key feature of this game! the evil lord by the end of the scenario: But
Rolling on the chart opens up new whats really interesting is what happens on
possibilities for thinking about your the way to that destination. The Emotion
character, even more so than simply picking Matrix sets the characters in motion on
from the chart (as youd be choosing
something that you would expect for your
EXAMPLE 3: Emotion Matrix Roll
character, something normal). Being Between PCs
able to choose love at rst sight from Player 1: So this is the rst meeting between
the Emotion Matrix is a very different my samurai and your armour-rider.
experience from landing on the love at
Player 2: Go ahead and roll rst.
rst sight space based on a roll of the dice.
When you roll the dice and hit that rst PL 1: This blue die is the tens place. 60 and
4, so 64: Thirst for Your Blood is this
square, it provokes a reaction in the player.
armour rider out to get killed, perhaps?
This is what the chart says. Does this work
for my character? The players mind will PL 2: No killing, I promise! How about I
naturally try to make it work, to make that spend one of my own Kiai to move you over
result t. This is the kind of spark which to 65: Blood Relative? Heck Ill even call
you big brother!
can ignite a very interesting role-playing
experience. PL 1: How about you dont call me big
brother, and I spend one more of my own
Or perhaps the player rolls the idea around Kiai to move over to 66: Dark Flame?
in her head for a few seconds: Hmmmm,
PL 2: Hmmm, looks like you want to start
any way I look at it, I simply cant see that
us o as enemies one way or another. Sure,
kind of relationship, she says, and proceeds
Ill go with that. Initial mistrust can lead to
to spend Kiai to move to another nearby
awesome relationships.
space on the Emotion Matrix. Thats okay.

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an emotional collision course. Used well, (usually the last scene, or one of the last
it can help run an interesting and fun scenes, in the game), all of the remaining
character-focused scenario. Kiai that the character has will disappear.
Take note of this rule exception. Normally
a character can carry their unspent Kiai
THE MOMENT from one scene to the next, but if the player
declares a Moment of Truth, all unspent
OF TRUTH Kiai that player has at the end of the
There are a few times in ones life where scene simply vanishes. The spent Kiai will
the next few moments, the next choice, is eventually become Karma. The unspent
the dividing line between life and death, Kiai will vanish without becoming Karma.
or between achieving your lifes goals and
failing to attain anything. Th is moment ROLEPLAYING THE MOMENT
is an optional rule called the Moment of OFTRUTH
Truth in the game. When a player calls The player is role-playing out a critical
for a Moment of Truth, time comes to a moment. The player nishes talking and
standstill, the player amasses as many declares a Moment of Truth. That player
resources as possible, and their character role-plays out the actions he wishes to
takes one nal action that will determine take, and the other players role-play their
characters in assisting him. The other
their Fate forever.
players give him their Aiki chits, and the roll
Only one player can call for a Moment of is made. Sometimes this default method
Truth (also known as MoT) in a single can cause a long pause in play because of all
game. If the other players agree, then of the Fate rolls made (sometimes up to 20
it happens. The other players role-play or more rolls are made to generate the MoT
how their characters support the MoT Kiai pile), and role-playing momentum is
character, either by physically helping lost. Sometimes the GM will have to have
them, or by offering encouragement or the players repeat the last few lines of role-
moral support. The other players then play in order to pick up where they left o.
hand their own Aiki chits, as many as they
Another option for the Moment of Truth
want (or simply all of them) to the player
is for the player to declare the MoT at some
who declared a MoT. Only Aiki chits can
point in the scene before the majority of the
be given, not Kiai points.
role-playing occurs. The player senses that
If you are playing with the optional Scene this next con ict is going to be the nal
judge rules, then the MoT player is given one of the game, and the results could go
an extra number of Aiki chits equal to either way. The player could simply declare
the number of scenes in which they were a Moment of Truth before the role-playing
a scene judge. If you are playing by the in the scene actually occurs. Aiki chits are
normal Audience rules, the player receives given, a number of Fate rolls are made, a
no extra Aiki chits. stockpile of Kiai is amassed and then the
Time stops. The player will take this large player role-plays their encounter with the
mass of Aiki chits and make one nal Fate major NPC or last boss. Th is method
roll and convert all of the successes gained ensures that theres no break in action
into a pool of usable Kiai points. Action between the role-playing, die-rolling, and
resumes, and the player spends this pool results. The GM should decide which is
of Kiai as they see t. Once the scene ends more appropriate.

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CONVERTING KIAI BACK opponent, but in the process of spending


TOAIKI CHITS all of that Kiai they will raise their Karma
By the end of the game, many players far beyond their limits. They will win that
will have some Aiki chits in their hands. battle against the major NPC enemy, but
However, most of their power will have in turn they will permanently lose their
already been converted to Kiai, which is character as it becomes an Asura. This is
sitting there unspent on their character something to be careful of when declaring
sheets. Th is method lets players convert a Moment of Truth.
their unspent Kiai back into Aiki chits,
which they can then give to the player who
declared the Moment of Truth.
During a MoT, a player can convert any
amount of their unspent Kiai back into
Aiki chits at a rate of 3 Kiai points for 1
Aiki chit. These Aiki chits are then given to
the player who declared a MoT. The player
chooses how much of their characters
unspent Kiai they wish to convert to Aiki
chits and give to the MoT player. Finally,
this converted Kiai is not spent, it is
shared; Kiai converted back into Aiki chits
for the Moment of Truth does not become
Karma.

MOMENTS OF TRUTH
Many games will put the PCs head to
head against a nearly unbeatable foe. The
Moment of Truth mechanic allows one
character to focus the groups energy into
a carefully made nal attack (or series of
attacks), at great risk to that character. It is
an exciting conclusion to an action-packed
session.
However, not all games require a Moment
of Truth. Its up to the players if they want
to use the MoT mechanic. Some foes can
be beaten by a team of players who carefully
manage their Kiai pools or combat options
and skills without declaring a MoT.
A Moment of Truth is dangerous. It
may be possible for a single character to
amass a huge pool of power in the form of
Kiai, and still not have enough to defeat
an opponent. Or, more often, they have
more than enough raw power to defeat an

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the characters have been drawn to life
they can interact, fight, and die
the time has come
to give them a reason to live

SCENARIO CREATION
Scenarios are the foundation of the Tenra Bansho Zero game, and require the most
thought for the game to succeed. Each scenario represents the adventure in which the
characters engage. A scenario might begin with nothing more than a few loose notes, or
it could be an extensive scene-by-scene breakdown of every planned event, complete with
elaborate descriptions and prepared segments of NPC dialogue.
Between one session and the next, the game master creates the scenario. Creating a
scenario might seem like a daunting task, but in the end theres only a few things needed
to create a good Tenra Bansho-esque adventure:
1) A problem
2) Dramatic situations
3) Fast pacing
Lets look at the above elements in detail, then talk about some tips and tricks you can
use to run an exciting scenario.

PRESENTING
A PROBLEM: DESTINIES
AND THE ZERO ACT
Each player, or the group as a whole, has a problem that they must resolve. Instead of
problem, one could call it a situation that needs to be addressed.
In the rst act, the Zero Act, the GM hands each player a special Fate called a Destiny.
That Destiny is, in essence, the problem that the player character is presented with. It
represents a situation that must be addressed or resolved, or a problem to be overcome.
Destinies are things that PCs have to think about, wrestle with, and eventually put to
rest.
Of course, there is no one correct solution to the situation the Destiny addresses. Each
player will look at a problem in a dierent way and try to resolve it in their own way
through various means. Its important for the GM to remember that the Destiny is a
question that the PC must answer, a question that has no single solution. Goal: Defeat
the Enemy could mean so much more than just a combat beatdown.

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In the Zero Act, the GM gives the players Make the Destinies usable by the players.
their Destinies. Each scene in the Zero A good Destiny will feature PCs or NPCs
Act focuses on that players purpose in which appear often in the game or a goal
the adventure, and often clearly shows o which will have implications in many of
the problem or situation which needs to the scenes. A bad Destiny will feature
be addressed. It also tells us a little about NPCs that dont appear that often in the
what that character is like, who they are, game or goals which the PCs really cant
how they act, and what might be in store do anything about. Whatever is written
for them. on the Destiny that the GM gives to the
This is why the Zero Act is so important; player, make sure it is something that can
it creates the image of the game to come in come up in the adventure often.
the mind of each player, and demonstrates Dont turn a Destiny into a straightjacket,
each player characters place within the though. The Destiny should guide the
game. If the GM does a good job of crafting players role-playing. Like Fates, Destinies
the scenes of the Zero Act, the players will can change over the course of the game.
know what to do through the rest of the The Destiny shouldnt be something used
game. against the player or to force them to role-
play in one dened way from the start of the
CHOOSING game to the end. However, this isnt so much
THE DESTINIES a concern in writing the Destiny. Simply
Destinies are the elements that set each make sure that the players understand that
character into their role in the game. Its while they should step up to address the
a purpose or problem that the player has situation the Destiny presents, it should
to eectively role-play in order to move the not be used to articially force the player to
scenario forward. As mentioned above, make role-playing decisions they dont like.
there is no one correct answer for each
Lets look at a sample Destiny: Say that
Destiny. However, at first the Destiny
there will be an NPC princess who will
should reect or hint at an ideal goal to
journey with the players for most of the
the situation (Goal: Destroy the Falling
adventure, and one of the PCs will act like
Leaves Clan, Hatred: Magobei the
her knight or bodyguard. What would be
Snake, Goal: Come to terms with your
a good way to turn that relationship into a
new powers, etc). Without that suggestion,
starting Destiny? The GM wants to write
it wont give the players a good starting
the Destiny up in a way so that it clear
direction for role-playing. Over the course
to the player that the PC should want to
of the game, the Destiny might change.
protect the princess (in the beginning of
The goal will shift slightly or a lot; hatreds
the game, at any rate). However, something
might turn to friendships, and vice-versa.
like Romance: You are in love with the
However, it is a good idea to imagine the
princess is probably a little weak. It will
player characters as toys: wind them up and
most likely lock the player into one single
point them in a direction. Over the course
kind of role-play towards that character
of the game, as scenes are role-played, the
and make it very hard to change the nature
direction of each individual character may
of the relationship between the two. It also
start to change but they need some sort of
leaves no room for player interpretation; its
direction at rst in order to get into the
a straightjacket of role-play that the player
game as quickly as possible.
cant get out of.

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Lets make the situation more interesting. hates role-playing romance, then give
How about if the princess reminds the the Destinies (and roles) with romantic
PC of his or her younger (or older) sister, possibilities to other players.
a sister who died years ago? A Destiny of
Misfortune: Loss of your sister would DESTINIES AND
sound good at rst. However, this too is ARCHETYPES
a little dicult. Theres nothing actually Each sample character has some ready-
pointing this at that princess character. It made Fates. All of the archetypes include
also means that the player will have to role- one sample Fate as well. Make sure you
play their PC in some kind of relationship look over the characters before assigning
(once the emotional baggage is dealt Destinies to the PCs. This will make
with) that will be a familial relationship; sure that you dont accidentally give a
it would be hard to turn this into a PC a Destiny which totally conf licts
romance or a hatred. While not as much with the Fates they already have. For the
of a straightjacket as the rst example, this samurai who wants to know What is true
Destiny represents a lot of excess stu that strength? (based on their pre-written
has nothing to do with the princess. Fate), or a kongohki who has sealed
memories (another archetype-determined
In this situation, something like Emotion:
Fate), a Destiny which focuses on defeating
Deep feelings towards the princess might
the bad guy may be better than one that
work well. The feelings are undefined,
focuses on emotional elements. However,
so they are left up to the player to dene
some players might be up for that additional
where the feelings come from. This gives
challenge!
the player a direction and the ability to
openly interpret what the emotions are and RECOMMENDED
how they will change over time. This is a ARCHETYPES
good emotionally-ripe Destiny. Of course,
AND DESTINIES
something simple like Goal: Protect the
As a GM, you may want to make a list of
princess or Goal: Return the princess
recommended archetypes for the game,
to her kingdom are also solid beginning
then pair the Destinies up with them. If you
Destinies because they push the characters
plan out a scenario for two ninja characters,
together and also give the player leeway on
a samurai, and an armour-rider (rather
how they will role-play in relation to that
than having a free-for-all where the players
character. However, you can probably
choose any character type they want), it
guess that Feelings towards the princess
might be good to pair up each Destiny
will most likely lead to a game that focuses
with an archetype that is compatible. For
on the emotions between those players
example, if there is an enemy to be defeated
rather than the characters simple mission.
in a combat-heavy scenario, it might make
Just one last thing to note when assigning more sense to tie Goal: Defeat the Evil
Destinies to players: You want to give Overlord to an archetype that excels in
Destinies which will allow the players ghting like a samurai or armour-rider.
the chance to role-play their characters This is just a recommendation for getting
in new ways. But make sure to get a sense things o the ground quickly: Ultimate
of what your players want. If you know authority in which PC gets which Destiny
from experience that one of your players is left to the GM.

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BEING CAREFUL WITH the game during the Zero Act. When used
SCENARIOS AND well, theyll help kick-start the players into
DESTINIES role-playing and bring the characters alive.
Most Tenra Bansho Zero stories have Example
elements of tragedy in them. While the Lets look at the Destiny mentioned above,
endings may be happy, more often than Emotion: Deep feelings towards the princess,
notjust like the kabuki theater they are and a quick Zero Act introduction.
based uponthe events or the character GM: It was a hot day then, long ago. That day,
backgrounds often have tragic elements your sisters last quick, oh-so-quick breath escaped
behind them. her lips in your arms. The same sister who
followed you everywhere you went: Kennosuke!
While it is important to remember that, its Brother Kennosuke! She would always be the
also important to remember that TBZ is a rst to greet you when you returned home: Hey
game, and games are supposed to be fun. Kennosuke! Guess what I did today! Guess!
To that end, be very careful of the comfort That energetic spirit is gone forever.
level of your players. Dont force Destinies (to the player of Kennosukes character)
or plot lines upon them that are only there Kennosuke! Kennosuke, are you listening to
to push their buttons or evoke bad feelings me?
in the players. Your role as a GM is to set up
The GM gives the player of Kennosuke a few
the foundation of an interesting story and seconds to respond. If he responds at all, the GM
let the players play it out. Your role is not gives him an Aiki chit for quick-thinking and
to push them into an uncomfortable place jumping in.
just to create something artsy.
GM (continues): Geez, why is your head always
If a player becomes uncomfortable or isnt in the clouds? Whenever I, Chisa, address you,
happy with one of the tragic elements (or you never respond in kind, Princess Chisa pouts,
even the direction of the story), she should while honoring you with polite speech.
immediately feel obliged to tell the GMThe GM gives another opportunity for the player
right then and there. That way, the GM to jump in, perhaps rewarding him with an Aiki
can help re-play the scene, or do-over
chit for quick-thinking and role-play. By this
time, the player should be engaged. If the player
the last few lines of dialogue in order to
lighten or change the tone. is stymied or doesnt seem to reply quickly, dont
stop and dont point attention to it. Simply move
Again, because the original authors of along in the conversation. Even if its one-sided at
the game say it as clear as the summer the beginning, give a few pauses to let the player
sky: Tenra Bansho is a game, a form of jump in. The player will jump in soon enough.
entertainment between you and your
GM: Anyway, guess what I did today, brother
friends. It should never be used to hurt the Kennosuke! Guess!
players of the game.
At this point, its probably a good time to call for
DRAMATIC SITUATIONS an Emotion Matrix roll to see what Kennosuke
Hopefully by now, you understand that thinks about Princess Chisa. The GM in this
setting up Destinies is an important part case should try to steer the results towards a
favorable relationship (oering Aiki chits as
of creating a scenario. The Destiny is the
per the Emotion Matrix rules, as needed), and
direct link which ties the character into
steering away from neutral or unfavorable/
hateful relationships. The GM then reveals that
this is Princess Chisa, entrusted to Kennosukes

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care as bodyguard, and since she was young shes Even if the players pick pre-generated
thought of him as almost a real older brother, characters and do not create their
even addressing him as brother in private. characters from scratch, theyll quickly
GM: I visited my father! He was inspecting start to identify with them. Theyll think
the latest yoroi armour our family received for about the Fates and the character issues
service to the regent. He said, Chisa, it looks like that the PC will have to face.
the lines of battle are shifting and war is upon
Before the game begins, youll create the
us again. Can you believe it? Now Im of age to
ride an armour myself, so I bet hes going to take overall story (either completely, or in an
me along on his next war campaign! Isnt that simple outline format) of the struggle that
great? I bet Ill even get to ght alongside you! the PCs have to overcome together.
You better watch out. I just might overcome more The important thing is to tie these two
enemies than you! together. Having a strong, exciting
GM (continues): With that, Chisa holds her background where the PCs just drift
hand to her mouth and smiles at you. For a brief through it like ghosts without addressing
moment, it reminds you of someones smile, a or resolving their personal issues may leave
smile from long ago the players bored: They have an interesting
The GM hands Kennosukes player the Destiny, character in their hands, but theyre
Emotion: Deep feelings towards the princess. suppressing it in order to jump through the
The scene wraps up quickly after that. hoops of the scenario. Likewise, focusing
While most Zero Act scenes will have more back- totally on character issues at the expense of
and-forth dialogue with the player and role-play, coming up with an overall threat or story to
the above is basically an abbreviated and boiled- throw at the players will turn the game into
down view into what a fast Zero Act scene looks a slow-paced soap opera style game. that
like. The GM had two things that she wanted to lingers on without resolving. Neither of
make clear in this scene, and was able to hit on these extreme outcome is very interesting.
both of them:
Make sure to balance both; keep the
That Princess Chisa looks or feels like your
character issues in mind as you run the
younger (deceased) sister.
game, and have concerns related to the PC
That there is a war happening now. Fates appear regularly. Dont simply treat
The interesting point is that the GM was able the player characters as puppets used to tell
to convey both of these points clearly without your pre-written story. That will bore the
actually coming right out and directly saying players, as it will be transparent to them
either one. that their actions and choices dont matter.
Balancing both the overall story and the

CREATING characters stories is the foundation of a


strong Tenra Bansho Zero scenario.
A STRONG USING TIME
SCENARIO To create an interesting TBZ scenario,
the GM should really use the elements of
There are two elements to track when situation and time in changing from one act
creating a good scenario for Tenra Bansho to the next act.
Zero: Overall story and character story.

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For example, in a scenario that follows a


war between two domains, the characters CHARACTER
domain could win a great battle against
the enemy domain in the first act, be DEATH
completely destroyed in the second act, and Character death happens in TBZ, and it is
in the third act, the characters could join entirely up to the player to manage when
forces with a neighboring domain to ght their character dies. If a character dies in
once again against the enemy domain. Each the nale or a climax, there is no problem
act might be separated by several months at all; it should be easy for the GM to keep
of time in the process. This could create an that death dramatic and appropriate for the
exciting story with a real sense of a large game. However, if a character dies during
scale. any other scene, thats a problem. If a player
Another example might be to have two starts to check the Dead Box, or leaves it
or more years pass between the rst and checked and jumps into a potentially fatal
second acts, and three years between the challenge outside of a climax or nale, its
second and third acts. Focusing on change a good idea for the GM to just straight-up
of the situation (one minute your country warn that player, Were not currently in a
is victorious, the next you are running for climax or nale, so you might want to wait
your lives as refugees) between acts will on that until the next climax.
really keep the story interesting. In the end, Once a character dies, the next step is up to
thats all that matters: Getting a positive the GM. If its the nale, theres no problem
reaction from the players, and together at all, since the story is at a close anyway.
telling an interesting drama or epic. If it happens during a climax (usually near
the end of the game), the GM can keep
CLIMAX AND FINALE
the player involved through the rest of the
A climax is a dramatic end to each act,
game by:
while a nale is the nal climax of the game.
Making that player a permanent Scene
Every act should end in a climax. This is
Judge (handing out Aiki chits to the other
usually a erce combat, but it could also be
players)
a powerful dramatic moment as well (the
PCs convincing a lord to change his ways; a Handing that player a new character at
duel through combat, magic or skill; grand the beginning of the next act, a secondary
social conicts resolved through role-play). character who appeared earlier in the
Its also a good idea to keep the nale of the game.
scenario within its own act. That way, the Having the player quickly create a new
GM has plenty of leeway to change the time character during the next Intermission,
and situation to make it that much more perhaps keeping the same Destiny as the
dramatic. That pre-climax act intermission previous character, or a variation of that
is always welcome, too, in order to ensure Destiny.
that the characters pool enough Kiai to
Handing the player the role of a villain,
(hopefully) overcome any nal challenge.
and letting the player role-play the villain
(as a character, as well as controlling them
in combat).

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Having the player play several major CHOICES AND


NPC roles for the rest of the game, as a CONTRADICTIONS
kind of assistant GM. A game isnt written in stone. As a GM,
one thing that you have to try to remember

BENDING when planning or running a scenario is that


there should be no single correct answers to
THE TENRA any encounter in the game.
Say, for example, you introduce a princess
SETTING to the characters at some point. You can
Th is book is lled with information on pretty reliably assume that the players will
the world of Tenra, from oni customs to try to help her, perhaps by having her travel
onmyoji summoning constraints. As you go with them. However, the players might
through the book, you will likely nd some move in another direction that you dont
inspiration here and there, elements that expect (Not that theyre being jerks, but
you will want to pull into your scenario. just that, for the game and their characters,
Go for it. other options seem more realistic). Maybe
they decide to help the princess by asking
In the process, you may have some ideas relatives to let her stay with them incognito.
that directly contradict the setting Or maybe theyre all mercenaries, so
material. Samurai that can give birth, they give the princess a few gold coins to
zombies, onmyoji that can summon spirits help her out and continue onwards, not
in areas with no residual Sha energy, time realizing that she was an integral part of
travel, a warrior coming back to life because events to unfold. As a GM, you will have
of her intense hatred, and so on. Go ahead to be prepared for the players to go in
and bend or break the setting to create unexpected directions.
your own Tenra setting. Perhaps these
impossibilities were that way because Beyond that, you will actually want to try to
no one ever succeeded. In your own set up contradictory choices, complications
game, legends can be born from doing the for the players to deal with, making sure
impossible. that they know there is no correct answer,
and that the scenario will continue along
When bending or changing the setting, its own unique path no matter what the
just make sure to do it in subtle ways players end up deciding to do.
that the players can accept. Dont feel
constrained to never break any setting These kinds of contradictory choices and
rule, and likewise dont break every rule as dilemmas really help make a scenario
the players wont know what is happening interesting, exciting, and complicated, even
to the Tenra setting theyre familiar with. without throwing in combats and cyborg
Sprinkle some impossibilities into your ninjas. Choices that pit emotion against
game from time to time to keep things reason make for very Tenra-like games.
interesting. Say, for example, the PCs are ghting on
the front lines of a war in their own domain.
The superior enemy troops are advancing,
and they have two options: Meeting the
enemy in the elds outside of the city will
save the inhabitants of the city who have

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not yet ed, but the PCs armies will be undoubtedly bad eects of choosing one
at such a disadvantage that they may be path or the other. This may help the players
annihilated, and the PCs themselves will choose the option that is right for them, or
likely die. Steering the enemy to come ght it might stymie them further as they try to
them in the city means that the PCs will choose between the lesser of two evils.
have the home advantage, and the battle A third option is for the players to do
will be on a much more even ground, but nothing, wait it out, and leave it to fate.
the city will likely be utterly destroyed, (Perhaps they cannot decide which is
and certainly any innocents left in the city better.) That, too, is a valid option. Let
will be cut down in the battle as collateral the next scenes play out from that point
damage. on, the GM deciding what happens due to
Which option will the players decide? the players not making a solid decision. In
Neither option is correct. The GM many cases, the outcome will be worse, but
will need to be prepared with the players the PCs may be able to engage again if the
choosing either option, or come up with situation changes.
their own alternative. The GM could paint Making the choice between two dicult
a vivid picture of the possibly good and options, and then role-playing the
characters living with the results, is a strong
For Example: element in Tenra Bansho Zero scenarios.
Player: The attacks, the spies, all of those Try to include at least one or two good hard
freakish monstrosities This is it. This castle choices in your game.
holds the answers to all of those riddles, I
say as I point at the dark castle on the rock. I
sling my katana over my shoulder and start
walking towards it.
SCENES
Tenra is a game of acts, each act containing
Another Player: Hah, excellent. Have an
Aiki chit (tosses the chit to the player) a series of events. Those events are played
out in scenes. Scenes tell us what sorts of
GM: Okay, this brings this scene to a close.
actions the characters will take, and what
Next scene, well start with you. Youve
kinds of things will happen in response to
inltrated the castle, and have reached the
tatami-lined throne room of the lord of the
those actions. The GMs job when setting
castle up and looking at scenes is to determine
what would make for a good following
Player: Woah, wait a minute there, I gured
scene. It takes some strategy and thought
that we could rst maybe get some more
to keep the action strong and exciting,
details about the castle before
advancing the game to the interesting
GM: (ignoring) Above you, the lord of the parts, without jumping too far ahead.
castle begins to speak
For example, the characters decide that
You can see in this example that care is
they must enter into enemy territory,
needed when jumping ahead in time and
focus using scenes. Careful jumps can keep
sneak into the enemy army camp and nd
the game focused on interesting scenes and information on their next plans. In many
great role-playing moments. But jump too far games, the next scene would involve the
or change the pace too quickly, and the game PCs discussing a strategy to in ltrate the
will quickly become disjointed, random, and enemy camp, doing some investigation
start to y apart. to determine the best way to sneak in. A

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Tenra Bansho Zero-esque scene would Innocent


be simply bypassing all that and starting These characters are the ones the PCs
with the players already in the middle of want to protect. Be careful when choosing
sneaking through the enemy camp. emotions from the Emotion Matrix when
This is a great way to get right to the it comes to Innocents. Start o wrong, and
important actions. Just make sure you it may be hard for the player to care about
consider well the best next scene, and or protect an NPC you brought in to play
not jumping too far ahead of the players an innocent role.
expectations. Exposition
These are the background characters who

NPCS exist to provide information to the PCs or


simply add avor to the scenes. Most of the
Non player characters, or NPCs, are game time they are not important enough to the
elements which exist to provide opposition scenario to use the Emotion Matrix with
or support to the player characters, or them. However, if you create what you feel
role-play opportunities for the player. to be an important exposition-based NPC
Remember this when creating NPCs. important to the scenario, then feel free
to use the matrix more freely with these
NPC ROLES exposition-based NPCs.
When you look into non-player characters
that appear in the game, there are very few Enemy
overall roles they play in the story. Most These are the people who want to stop
fall into one of four categories: Sponsor, the PCs from accomplishing their goals,
Innocent, Exposition and Enemy. through force or subterfuge.

Sponsor When bringing in major NPCs, try to


These are powerful NPCs of rank, ability, think about what motivates them. That
or meaning. They are the life of the game, will help you determine what their next
the characters that the PCs are loyal to and actions would be, how they speak, and
serve unquestioningly. They give orders how they would react to player characters.
to the PCs (expressed as suggestions, Dont forget to role-play them with
requests, demands, or even at-out orders), passion, adopting dierent types of speech
and often help start o or guide a scenario. or mannerisms to really give the players a
striking image of the character.
When creating a major sponsor-style
NPC, be it a noble lord or a sweet mother, NPC ACTIONS
its important to guide the Emotion Matrix When an NPC performs an unopposed
rolls with these NPCs towards favorable action which a PC would normally roll
results. Over time, the PC may become against a set diculty, the GM can simply
disloyal or view a sponsor as an enemy, determine success or failure based on the
but if they dont start o with a favorable events in the scene. There is no need for
reaction (or at least a reaction that would the GM to roll dice for simple NPC skill
make the PC willing to follow a request), and ability checks that are not against
then that will often mean that the game other player characters. When one NPC
cant start. Take care on Emotion Matrix takes an action upon another NPC, the
rolls. GM should also determine the results

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without rolling dice. However, when other enemies may have attributes ranked up to
PCs become involved and conict with the 20! Write down the attributes and their
NPCs, follow the rules normally. Make rank.
skill or ability rolls as you would for a Decide Skills and Rank. Write down
player character. the skills the NPC has, and a skill
A GM can have NPCs suddenly enter level you think is appropriate for them:
or leave the scene without spending Kiai Unskilled/1, Skilled/2, Advanced/3,
points to do so, as they dont follow the Mastery/4, Special/5.
same rules for entering scenes as the PCs. Determine Special Abilities. Arts of
This does not count for enemy NPCs in War, onmyojutsu shiki, oni powers,
boss fights: The GM should not have mechanica, etc. Familiarize yourself with
the NPC suddenly disappear or y away them, or copy down their descriptions
unharmed in the middle of the nal combat and mechanical eects in your scenario
of the session. notes.
NPC STATS Choose equipment and weapons.
AND ABILITIES Choose some Fates to use as character
When determining non-player character motivation when role-playing them.
abilities, skills and attributes (often
Determine Vitality and Soul ratings
referred to as statting out NPCs, as you
normally.
are assigning their statistics), decide them
freely. There is no need to create them Detailed NPCs will not have wound
as if they were player characters, using gauges (Light, Heavy, Critical). Instead,
archetypes, assigning attributes from a set look at the NPCs Body stat, double
pool, and so on. that rating, and add that number to the
Vitality pool. Th is gives the NPC the
However, there are some guidelines for
equivalent of wound boxes in power, but
making NPCs, either when crafting the
in a format that doesnt need to be tracked
scenario or on-the-y.
as closely.
DETAILED NPCs Add a Dead box. Most detailed NPCs
Detailed NPCs are the major non-player have the Dead box, which works in the
characters you determine will play a same way for NPCs as it does for PCs
major role in the game. Certainly, boss- (allowing them to eliminate all damage
level enemies will be created beforehand from one incoming attack and roll three
as detailed NPCs, but you might stat extra dice for all further rolls). This
out critical sponsor NPCs as well. There ensures that, if there is a ght, that the
is certainly no need to have every NPC boss can stand up to more than one single
encountered by the players written up in lucky (or powerful) blow.
such a detailed format.
MODIFYING ENEMY NPCS
Decide Attributes and Rank. Write down
After you have the framework of the
all seven attributes. Normal humans have
detailed NPC, you will want to make some
an attribute range of 2-3. Exceptional
adjustments for major NPC enemies and
people have a range of 3-5. Heroes,
boss characters in order to have battles
paragons and others will have higher
happen smoothly, particularly boss battles
attributes, including 10 or more. Major
against powerful villains. Without taking

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other factors into consideration, you may have the skill at all), perhaps 4 for master
have villains that are knocked over quickly ninja. Never give an NPC an Evasion skill
without a sweat, or accidentally so powerful rating of 5.
that the players cannot make a dent in If one of the PCs has an attack which
them even when spending tons of Kiai. Its can only be defended against using the
best to set the enemys abilities rather than Evasion skill and can not parried with
changing them on the y, unless you totally a weapon (annelidist electrical blasts,
underestimated or overestimated their monk spirit attacks, shiki re attacks,
eectiveness. Here are some guidelines for etc), make sure the enemy has an Evasion
adjusting major enemy NPCs, nal bosses skill of at least 2. Otherwise, it will be a
and the like: very short battle.
If the enemy is not a nal boss, but is The nal bosss main combat skill should
sort of a mid-boss character, or strong be as high as the skill level of the PC most
henchman who is in the ght with the skilled at combat (usually 4, on very rare
final boss, consider simply using one occasions 5).
of the PC sample characters. Raise its
primary combat skill by one rank and The nal bosss main attribute used in
most of the attribute scores by 2-3 points. combat should be higher than the highest
This creates a quite balanced enemy to modied physical attribute between all of
use against two or three PCs. the PCs, usually by 3 or more points.
If the samurai PC can achieve an Agility rating
If the boss battle pits all of the PCs against
of 12 when in samurai mode (compared to its
one single NPC villain, then multiply the
normal value of 9), and this is the highest physical
number of player characters by 5 and add attribute in the group, then consider statting the
that number to the villains Vitality pool. nal bosss primary combat attribute at 15.
If the boss battle pits all of the PCs against Be careful with NPC combat skills rated
two NPC villains, multiply the number 5: Most PCs will have to burn at least 9-12
of player characters by 2 and add that points of Kiai each strike to even slightly
number to each villains Vitality pool. damage NPCs with a combat skill ranked
If one of the player characters has an at 5 if they have a large attribute pool used
Art of War, add 10 points to the villains in combat. If you absolutely want to have
Vitality pool. a combat rating of 5, then you will likely
If there is a PC with healing abilities (like want to lower the NPCs attribute ratings
Buddhist monks, annelidists or ayakashi), a few points for such a character, as almost
either add a second Dead box to the NPC all of their dice will roll successes.
(This just grants a second chance to erase Come to a balance between attribute level
all damage; it wont grant them a doubled and skill level as compared to the PCs. If
+6 Dead Box bonus), or double the the nal boss NPC has a skill ranking of
NPCs original unmodied Vitality pool. 5 and a high combat attribute as per the
Most NPCs will not have skill in Evasion, guidelines above, consider lowering the
simply relying on other skills to parry combat attribute by a few points, or raise
attacks. Only very agile enemies like ninja the attribute a few points more but reduce
and samurai will have Evasion as a skill. It the combat skill down to 4.
is best to keep their skill at a ranking of 2
or 3 for these fearsome opponents (if they

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Keep an eye on the player characters Instead of the normal seven attributes,
Kiai and Aiki chit pool. If there are lots simply use three attributes: Physical
of unspent points and chits, the above (instead of Body, Agility and Senses), Non-
guidelines will likely work ne. If for some Physical (instead of Knowledge, Spirit and
reason the PCs have run low on Kiai and Empathy), and Station. Normal humans
have little left, going up against a final have an attribute range of 2-3. Exceptional
boss with a combat skill of 4 or 5 and a people have a range of 3-5. Heroes,
high attribute pool means that none of the paragons and others will have higher
players will be able to amass the power to attributes, including 10 or more. Pick an
hit the enemy at all. Consider lowering the attribute range for Physical, Non-physical
bosss combat attribute a few points if the and Station attributes based on what
player characters total Kiai pool looks low. you imagine they would be: A legendary
You can try to telegraph the enemys samurai in the service of your lord might be
power a few scenes or acts in advance in 15-6-8 (Physical, Non-physical, Station).
order to help the players make a choice A shrine maiden might be 3-7-9. Feel free
between skipping character improvement to boost the attribute a few points if you
or saving up Kiai for the nal battles. You want to give the PC a challenge, but make
can also set goals throughout the scenario, sure that if the attribute is much higher
complications where if the PCs achieve than the PCs own attribute, that they get
various dicult side-goals, the nal boss the sense that they are outclassed.
becomes slightly less powerful. Next, only write down the skill which
In the end, though, the goal is to create is being contested with a PC. Base the
a detailed enemy NPC who will provide skill level on the level that you think the
a threat to the characters in combat: A person might have, considering that NPCs
threat that is not so unchallenging that the background (Unskilled=1, Skilled=2,
PCs will bowl it over in the rst round of Advanced Skill=3, Mastery=4). A shrine
combat, but not a threat that is so powerful maiden would have a Shinto rank of 2; a
that there is no statistical way for the PCs legendary warrior would clearly have a 4
to ever win against it (except for every or possibly even a 5 in Melee Weapons; a
single character sacricing themsleves with young ninja might have an Evasion skill of 2.
the Aiuchi technique), even when amassing If a simple NPC gets into a combat
Kiai and calling for a Moment of Truth. It encounter with a player character, you
may take one or two sessions to nd that will likely want to quickly take a minute to
balance. turn them into a detailed NPC. You will
de nitely want to stat out major enemies
SIMPLE NPCs and antagonists as detailed NPCs rather
Simple NPCs will provide simple adversity than simple ones. However, if a PC is
for the player characters. It is recommended determined to get in a ght with a simple
that sponsor, innocent, and information NPC, simply do the following:
NPCs be made in this fashion when you
are making an NPC on the y. You wont Double the Physical attribute: That
need to stat them out until a PC actually is the number of Vitality points the
tries to do something against them. Simple simple NPC has. Simple NPCs do not
NPCs only have attribute and skill levels, have Light, Medium or Heavy Wound
nothing else. Gauges.

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Equip the simple NPC with a weapon WHEN PCS BECOME ASURA
Take another look at the Physical During an intermission, at the end of the
attribute level and make adjustments up No-Self phase, if a PCs Karma score is
or down. still above 108, that character becomes an
Asura forever, an NPC controlled by the
This samurai is a legend, so I would bet hes
GM.
skilled with an Art of War. Instead of picking out
which Art and tracking the Arts special abilities, By managing Fates and their Kiai/Karma
Ill instead bump up his Physical attribute by 4 balance throughout the game, the player is
points to reect his skill with combat. never forced to become an Asura. In fact,
Or This shrine girl might be physically t its better to say that the only way for a PC
and have good senses, but shes not skilled with to become an Asura is for the player to
ghting. Ill lower her Physical attribute to 2 make the conscious choice to become one.
points. It does not happen by accident.
Add a Dead box. If you are statting out Once a PC becomes an Asura, the GM
a mass of individual small-beans enemy and player should discuss how and why it
happens. At that time (either in a special
types as a small combat challenge (zako,
scene right there, or in a scene to happen
in Japanese), you may want to skip giving
them a Dead box in order to keep combat early in the next act), the GM will set up an
Asura scene for the player. The focus of the
fast and exciting. If there are more than 4
enemies on the battleeld, most of them scene will be the events or emotions that
should not have a Dead box. Save the drive the character to become an Asura.
Dead box for the major boss NPCs. Role-play out the mental transformation
from a normal human into an evil, twisted,
NPCS AND FATES and obsessed shell of a human. This will
As a GM, you will likely want to assign be the last performance for that character
Fates to major NPCs, especially major before it is turned over to the GM to play
NPCs who support the PCs, and the in further scenes.
main enemies (and certainly the boss
enemy if there is one). You can put them ASURA AS ENEMIES
at whatever rank you see t. NPC Fates Asura can be introduced as extremely
are not rolled and have no mechanical powerful foes. They are enemies under the
weight, but they provide motivation to control of the GM who can make use of
make their personalities and goals more Kiai in the same manner that PCs can.
understandable and perhaps realistic. Asura start out with three times their
Spirit score in Kiai, and cannot receive
ASURA more. If you allow a player to continue
One nal thing to consider when making
playing their character as an Asura, then
Tenra scenarios is the role of Asura in your
they will receive a number of Kiai equal
game. Most enemies will be villainous, evil,
to the number of Aiki chits the player
and corrupt; however, they will still be
currently has, times the Spirit attribute
human in body and rotten soul. Few will be
rating of the character.
as obsessed and crazy as true Asura. Asura
enemies, including NPC Asura and PCs
who turn Asura, are extremely formidable
opponents to be used sparingly.

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entire campaign arc of drama, action, and


THE change emerges over the course of a single
session of play.
CAMPAIGN This element of character change is
GAME important to remember if you decide to run
TBZ as a campaign game. More than other
A campaign in tabletop RPG-speak is a tabletop RPGs, the character you begin
series of adventures strung together one the session with is often quite dierent
after another, where the players use the than the one remaining at the end of the
same characters in each adventure scenario scenario. If you keep this in mind, plus the
until they die or move on somehow. This fact that character change is inevitable in
is very much a standard way to play most the game, you can play TBZ as a series of
tabletop role-playing games. The PCs linked scenarios using the same (or mostly
gain experience and ability throughout the same) characters.
their adventures, and as the campaign of
interlinking adventures continues, the When it comes to campaign play, there are
heroes complete larger and larger goals. some kinds of settings which are ripe for
this kind of linked-scenario game.
Campaign play is not the default mode of
play for Tenra Bansho Zero. Normally, at SENKI-MONO:
the end of each scenario, the game moves THE WAR CHRONICLE
focus to another set of characters, another Some wars are so great that they leave
location, and another story. Sometimes, a scars that echo in history. The war
few of the PCs from the previous return chronicle campaign details the events of
to the next game, but usually not all of a war through the eyes of key characters
them at once. While campaign play is not in a chosen kingdom. Th is campaign is
the default mode of play for this game, similar to the kinds of campaigns we see
by keeping a few things in mind you can in computer or console RPGs, or tactical/
certainly enjoy TBZ as a campaign game. simulation RPGs. They are the focus of
tales like the Chinese Romance of the Three
THE TENRA-STYLE LONG Kingdoms or strategic tales of the ambition
CAMPAIGN of the Japanese warlord Oda Nobunaga.
One scenario of Tenra Bansho Zero,
Other tales focus on the people driven
from beginning to end, lasts about 4-8
to rebel against unscrupulous rulers, or
hours of play. Usually, this occurs over
perhaps the leaders of a kingdom who
one single session of play, but can stretch
have to quash a chaotic rebellion. Classic
to 2-3 sessions depending on the length of
tales like Houshin Engi (Fengshen Yanyi in
your game sessions. (Playing all day on a
Chinese) or the Nanso Satomi Hakkenden
weekend grants more time than a few hours
aka The Tale of the Eight Dogs are virtue-
on a weekday evening, so adjustments
lled tales of families and companions on
have to be made to accommodate session
both sides of a revolution within a great
length). Within that period of time, the
dynasty.
characters come alive, their roles are played
out, and by the end of the session they have To make these kinds of stories into
usually changed in signicant ways. An campaigns, remember to make them big.
And while the scope of the war is huge, the
PCs will most likely be completing small

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but valuable goals in the corners, rather RENZOKU-MONO:


than taking center stage in the front lines of SERIALIZEDSTORIES
battles against armies of 10,000 warriors. Another style of campaign that works great
This kind of campaign takes a bit of is where a group of character companions
planning. The GM has to plan the stick to one location and perform missions,
successive events of the following scenarios, or where the companions travel from place
all the while taking into consideration the to place. The Japanese classic TV series
changes that are happening in the world Mito Komon, as well as the more popular
around them and bringing those changes (outside Japan) TV/movie series Zatoichi
into setting material into the next scenario: are great examples of a traveling tale. The
How will taking over a soulgem mine, or TV series Baian the Assassin is a serialized
defeating a legendary enemy samurai, or story about an assassin acupuncturist and
taking a capital city change the events in the his close friend as they take up jobs in
scenarios ahead? Its a bit more work than a old Edo and smite evil; even though they
single session game, but the campaign can dont often leave Tokyo for travel, they nd
become that much more exciting and epic trouble in all sorts of places with all sorts of
because of the eort put into it. new people in their adventures and dustups
within the old capital.
When planning out a war chronicle style
of game, you should determine how many In a serialized story, theres no set number
sessions of play the game will last. In other of sessions. While there is usually a core
words, break up this large campaign into a stable of player characters, some characters
set of interconnected scenarios. Setting the can change from session to session.
number of sessions or scenarios (4 is a good However, there is no solid connection or
round number for this kind of campaign.) progression of an overall plot like in the
is a good idea, because it gives the players war chronicle. Instead, the companions
an idea of the scope of the campaign and often do the same kinds of missions or
allows them to plan ahead. Its easier for scenarios, just with dierent NPCs and
them to make decisions like when their backgrounds.
characters die or if they become Asura if This can be a strength, though. The
they have an idea of the length of the overall serialized campaign style is perfect for
campaign. gaming clubs or social gaming groups
where you expect to have some members
DESTINIES IN THE not able to attend every session. Some of
WARCHRONICLE the player characters will form a stable, and
When planning Destinies for characters of if the player attends, their character can be
a war chronicle, its probably best to aim in that session. If someone cannot attend,
for Destinies that the character can carry there is no loss as their character is simply
from one scenario to the next, goal-based not used for that scenario. And nally, if a
Destinies which are both exaggerated and new member wants to join in for a session,
grandiose: theres no problem in introducing a new
Goal: Create an ideal kingdom character to the bunch.
Goal: Bring peace to the land

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DESTINIES IN If you create a scenario from the Zero Act


SERIALIZEDSTORIES scenes and carefully outline each scene in
Destinies in traveling tales-style campaigns detail from beginning to end, planning out
(serialized stories where the same the game rigidly, then the players will be
characters travel from place to place) will be doing nothing more than playing the role of
pretty much the same as individual sessions puppets. You might as well tell them their
of Tenra Bansho Zero: Each scenario will lines to say on top of that.
have the same crew of player characters, If you dont start with any preparation and
but will feature all new adventures, NPCs, let the players run the game completely,
goals, and enemies. youll have a meandering mess with no
punctuated breaks, dramatic ow, or likely

SCENARIO even a fullling ending.


Youll want to try to balance these two
ADVICE extremes when you plan out your games.
Creating ideas for strong Zero Act scenes,
Up until now, weve broken down the acts
then a light outline of what you would
of creating scenarios and campaigns for
imagine happening from there (as well as
Tenra Bansho Zero. In this last section
a few NPCs with stats and some ideas for
of this chapter, were going to look at some
cool things that you want to have happen),
advice, mostly for the game master, that
is probably the best way to go. If you are
may help you when running TBZ for your
new to creating scenarios, then you might
rst few sessions. Some of the advice may
want to write your scenario outline in more
seem contradictory, but everything is a
detail, but be willing and ready to eject,
little lesson you can choose to use or ignore
dismiss, and throw away entire scenes or
as you build your own style of GMing.
sections from your plan if it doesnt t with
There is more GM-centric advice in the
the players choices.
Advice section of this book, and some of
the important bits here are restated and AD-LIBBING
emphasized. You dont have to use every Once you get used to the feel of the game,
piece of advice, but some of it may make you can begin stepping away more and
your games exciting and memorable. more from pre-written scenario notes, and
create the game as it happens. After you get
THE GREAT TENRA a feel for the balance mentioned above in
CONTRADICTION crafting a completely planned-out scenario,
As you are reading this book, youve
then you can start to ad-lib your scenarios
probably noticed the heavy inuence of
with little preparation.
Zero Acts, scenes, acts and intermissions
in planning a scenario. Creating a scenario Ad-libbing is not simply running a game
for Tenra Bansho is an exercise in without preparing anything. Instead,
contradiction. The game requires players to you come up with some ideas, do a little
make choices and steer the direction of the preparation, and focus on the situation at
game, yet the game needs to have at least the table. You can try to determine where
that initial framework in order for the GM the players will head next, and plan in
to plan what happens next. your head for the next reaction, event or
scene. It is still recommended that if you

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decide to ad-lib a scenario, you should still Finally, dont get upset or mad if the player
design good Zero Act scenes and plan the characters do something unexpected! Its
Destinies out in advance. your responsibility to react to the players
However, once you give the Destinies and let them create the adventure. It may
to the players, you will see them try to take some practice, but weaving a story
reach those goals themselves, driving the as the players create events is part of the
adventure forward without you having challenge and excitement of being the GM.
to pull it along. The skill of the GM can LIMITING CHARACTER
be seen in watching what the players do, CHOICES IS OKAY
anticipating their next moves, coming up Its tempting to keep the game open as
with challenges and events to react to those much as possible, allowing the players to
moves, and keeping this back-and-forth step in from the beginning and make up
action continuing smoothly and naturally characters from scratch. Letting players
throughout the session. It will take some make their own characters is ne, but it
practice. can put some stress on the GM up front.
DONT SWEAT THE If theres some time (as in, a few days or
SCENARIODETAILS a week) in between the time where the
Often, youll create a scenario and think players make their characters and the GM
of possible ways for the players to progress creates the scenario, then allowing players
through the story. The players will surprise to make their own characters is a great way
you. They always will. Perhaps they want to get the GMs brain thinking of a good
to make friends with the villain, or go to scenario for them.
the next (undened town) to do something However, if the GM has a scenario
you hadnt planned for. You will almost planned ahead of time, its probably best to
always nd yourself changing the scenario tighten the reins on character creation by
as it happens. About half the material you forcing the players to create specic types
think of may go unused, while another half of characters, if not outright providing
of the scenario will be written on the y premade characters from the start. Some of
from creating new paths when reacting to the more focused stories can come from the
the players actions. GM planning out the scenario situation
Th is quick thinking and reacting to the in advance, and putting limits on player
players actions is part of the surprise and characters. Okay, this scenario calls for
fun of being a GM! Make sure that you one ninja, a samurai, a kugutsu, and either
dont force the characters down the roads a kijin or kongohki, or This is going to be
you paved in your story. You should be an oni-focused scenario, so at least three of
worried if you have gotten to near the end you need to have oni archetypes of some
of the session and you have not changed any kind are both acceptable ways of setting
of your session plans. This is usually (but up character creation.
not always) a sign that you are likely forcing One thing to keep in mind is that if you
the players back on track to walk through limit character choices, that you should still
your prepared thought-out story, rather allow the players freedom in their actions.
than nding their own paths. In other words, if you insist that there is
a samurai character, but the samurais
player is making decisions and playing in

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ways that you didnt expect, then as the to choose between stopping the shikigami
GM, you should try to go with the ow. and chasing down the onmyoji, or coming
Dont try too hard to force them into the up with a clever way to do both
decisions that you expected them to make. The oni chieftain gathers the PCs
Just something to be mindful of. around a campfire. While he talks in
WHEN IN DOUBT, START hushed tones about the past, he shares a
WITHTHE SITUATION conversation through telepathy with the
Coming up with a scenario idea from other oni, telling them that the tribe is
scratch can be hard work. Sometimes going to revolt against the humans.
youll want to get feedback from peers on The ninja PC meets the enemy ninja boss
the internet or use friends as a sounding in the woods, where the boss reveals that
board for your ideas. he is the PCs brother.
The best place to start is with some kind A yari-wielding armour falls out of the
of situation. From here, you can come up sky and lands in front of the PCs.
with the details of the situation like NPCs, The prince of the domain invites the
sides of the con ict, events which may PCs for tea. They have to try to get the
occur, and things like that. For example, information they need from him all while
a simple situation is Our domain is under being polite and formal.
attack. That implies that theres at least
two sides of this battle, our domain and Theres a battle over the hovering
the other guys. It also implies some NPCs Priesthood capital of Genshikyo, where
are involved, like the lord of the domain, the combatants are riding on the backs of
the enemy lord or shogun, and a few allies ferocious shikigami spirits.
and enemies. Throw in some minor goals, Having little ideas like this planned out
and youre just about ready. makes them likely to happen and will
certainly spice up the game a little. If the
AFTER THE SITUATION, THROW scenario moves away from your planned
IN SOME MEMORABLE SCENES events in new directions, try to come up
While youre probably not going to create with another cool scene to replace the one
the scenario from the ground up and plan that you planned out (or make it happen,
out every Act and Scene in minute detail but in another location or in a slightly
(which wouldnt allow much wiggle room dierent way.)
for the characters), its important for the
GM to at least plan out a few memorable REMEMBER THE HARD CHOICES
scenes that she wishes to see happen in the Like the above, when planning out
game. For example: memorable scenes, remember to include
Four samurai attack the players inside a few hard choices as well. Planning out
the multi-tiered pagoda, and theres at the events surrounding the hard choices
least one swordght on the roof. in advance (You can always change the
details on the y as the scenario changes
The enemy onmyoji summons a terrible through the players actions.) will help you
shikigami which immediately begins to remember to include those choices, even if
rampage through the town. The PCs have you dont use them all.

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You can chase the nefarious ninja clan have character Fates pointed at each other.
members as they assault the castle, which The best way to push this hard is for the
may give the ninja leaders a chance to GM to make sure to force a few scenes
escapeOr you can leave the castle to where there are only two player characters
its fate and instead go to the undefended (or one player character and a major NPC)
ninja clans village and attempt to kill the in the scene.
unguarded leaders, eectively destroying If the GM feels like the PCs havent done
the clan. enough inter-character talking, a great
Th is scoundrel has lied to you at least thing to do is to call for a scene. Declare
three times. You can help free him from that only 2 (or 3) PCs are in it to start, set
the corrupt local police who have captured the location and time, and give them a brief
him for stealing and plan to execute him rundown of whats going on and what they
(a punishment far more severe than the should do. This is great for characters who
crime warrants)Or you can leave him have Fates with each other. Even though
to his fate and stay out of the way of the these scenes wont last too long (usually a
regent-backed police force: After all, he minute or two), they are a great way to allow
did lie to you and steal from you earlier. the players to develop their characters a
You can accept the princes offer of little more. Its also a great opportunity for
marriage and risk your new status and the players to get some Aiki chits through
honor when you try to leave the fortress role-playing in character. Finally, its also a
to help your friends (but at least you will great way to exercise the Spend one Kiai
be able to requisition the equipment point to enter the scene rule; eventually,
and troops that your friends need to youre going to have a scene between two
bring down the evil wandering monk) - PCs, and a third player will want to have
Or you can snub the prince to continue their PC enter that scene to either take part
journeying with your companions, but in the discussion, or else simply be present
you wont be able to ask for the resources to listen to what the other characters are
that you need to defeat the evil monk, discussing.
meaning that it is very likely some or all For example: Given the characters Princess
of you will die. Rin and Kenzaburo the Edge (where one of
You can bring the orphan with you, these characters has a Fate with the other):
putting her at risk to the assassins that Okay, next scene. You guys were traveling
want to kill you - Or you can leave her in to the next town. In this scene, youve
the ruins of her home with a little money, stopped at a roadside tea house. Rin and
hoping that shell be able to fend for Kenzaburo are drinking tea and eating
herself (but be free from potential harms while the others are elsewhere.
way aimed at the PCs). Everyone is exploring the haunted town
SPLIT THE PLAYER at night. Lets see lets have Rin and
CHARACTERS UP Kenzaburo o by themselves at the towns
In many classic role-playing games, the well. Rin, you just watched Kenzaburo
characters travel almost everywhere the Edge kill four presumably bad people
together. In Tenra Bansho Zero, theres a without remorse. Lets see you tell him
bit of emphasis on inter-character drama what you thought of his actions. Go!
and relationships: The PCs usually will

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Youre about to ght your brother, Rin; game that would not have been there if the
you know hes behind all this and youre GM took on all the NPC roles. The GM
about to confront him. As you try to get can harness that chaos to advance the story.
yourself calm and prepared for this task, Minor roles are great to hand out to the
Kenzaburo finds you. Hes got a few players, because the things they say and
things to say before you go. What do you do will oer background for the scene and
say, Kenzaburo? give it more color. Major roles are great to
Putting a question to one of the players, or hand out for the reason of the randomness/
giving them a starting place to role-play, controlled chaos as described above: Since
is a great way to kick o these kinds of the player doesnt know specically what
split-party scenes. It gets the role-playing the GM had in mind for that character,
started, so that it doesnt stall as the players the player might say something cool or
hem and haw at something to talk about. dierent as an NPC that sets o a spark
Look around the table: If you see players in the GMs imagination or catches her o
who have managed to play through an act guard, leading to a new direction for the
for a long time, but dont have that many scene, the character relationship, or even
Aiki chits in front of them, then its a good the scenario. This happens quite a lot in
idea to get them into their own scenes by actual play.
themselves so that they have a chance to If the GM has something specific that
share the spotlight in front of the others. she needs to have an NPC say or do, she
can of course step in, momentarily take
LET THE PLAYERS PLAY control of the NPC from the player, do or
THEROLES OF NPCS say what is needed, and then either keep
The GM traditionally plays the roles of the role for the rest of the scene or else turn
all the non-player characters that come the role back over to the player character.
into the scenes. However, not every player Sometimes the GM will want to have a
character will be in every scene. This particular NPC do or say a very specic
usually means that the players are sitting thing at a specic time (like oer a clue,
out a scene or two (or acting as scene judges give valuable information, or say something
and passing Aiki chits) while the other that will change their relationship to a PC).
players role-play with each other and the In those cases, its totally ne for the GM
GM. to take back control of the character and
One thing the GM can do is turn over the continue forward.
control of major or minor NPCs in the scene Remember to award an Aiki chit to players
to players whose characters are not in the who take on minor or major NPC roles for
scene. Be it a small role like the master of an a scene. Even though their own PC did
inn, a guardsman, a performer, or a passing not enter the scene, the player did, and
child; or even a large role like the lord of the thus they should be given an Aiki chit in
domain, an enemy samurai, another PCs accordance with the rules for being brought
lover or friend, or even the scenarios main into a scene, as well as further Aiki chits
antagonist; giving these roles to the players if they entertain the other players as per
gives them an opportunity to play someone the normal Aiki rules usually associated to
dierent than their own character. It also role-playing their own character.
adds a little randomness or chaos to the

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FAILURE SHOULDNT BREAK roll against the Regent, who has a Station
THE GAME of 15 and an Art of Rule skill ranked at
There are many times in a game where a Master (4), so get ready to spend that
GM may call for a Senses: Notice roll to Kiai. If you succeed, hell realize the
spot a clue or a Spirit: Persuasion roll to folly of the war and immediately call for
convince someone to do something for negotiations with his enemy. If you fail,
you. One thing to be very aware of is that hell call for negotiations in an attempt to
you dont create a task where a PCs failure personally assassinate the enemy regent
stops the game cold. when they meet (presumably the PCs will
If there is a clue that needs to be found, be there to try to stop him from doing so).
simply have the characters in the scene As a GM, your main task is to make sure
make a Senses: Notice roll, and the PC the game proceeds smoothly, and part of
with the most successes nds it. If there is that is ensuring that no single die roll can
an NPC who needs to be convinced to do a stop a game dead. The best way around
task essential to the scenario, simply have those situations is to, in the cases where
the PC roll for it, where success or failure the PCs need to complete a task in order to
comes down to Does this NPC willingly move the scenario forward, make success a
help you, or does he grudgingly help you given, and simply change failure to include
then quickly alert your enemies?, and not a future complication for the PCs at some
Does he help you or not? point.
There are many ways for the GM to describe CREATIVE TASK ROLLS
a task that will keep the story moving even Once youre familiar with the basic rules
if the character fails. of Tenra Bansho Zero (and maybe have
You are in the hut of the Ashen Ninja. You played a scenario or two), as a GM, you are
need three successes on a Senses: Notice free to play with the rules - even bending
roll to nd the Ultimate Arts scroll (the them or inventing new rules - to come up
object the PCs need to continue the with unique tasks with creative success and
scenario) before the ninjas return. If you failure conditions.
fail, theyll spot you and attack. You are in the hut of the Ashen Ninja.
The swordsmith crosses his arms and Youre looking for the Ultimate Arts
refuses to bind your shiki prayer strip scroll. Everyone in the hut roll Senses:
into the blade of his masterwork sword Notice. The one with the highest score
(the object the PCs need to continue the finds the scroll. Anyone with two
scenario). You need two successes on a successes is unaected. If you have less
Spirit: Persuasion roll to convince him to than two successes, you get hit with a trap
do it. Otherwise, he will refuse, and youll for 5 damage, minus the successes from
have to do a hard task for him rst. your Senses: Notice roll.
The regent is adamant in his position to The swordsmith crosses his arms and
continue the war (the condition needed to refuses to bind your shiki prayer strip
end the scenario), despite the fact that you to the blade of his masterwork sword.
dispatched the assassin who was aiming You can certainly convince him to do it,
for his life. Youll need to roll Station: Art because its for the good of the domain
of Rule to convince him to negotiate peace and all. Roll your Spirit: Persuasion or
and call o the war. It will be a contested Station: Persuasion against his Spirit:

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Willpower. Youre trying to convince In most cases, you dont need to creatively
him to put all his eort into this task. For bend the rules. Simply sticking to normal
every success you get over him, add +1 to tasks (as per the rules) will create scenarios
the damage of the sword (starting from 0) that are exciting and varied. These
up to a total of +6. If the blacksmith wins, alternative GM-created tasks are best
he crafts the sword anyway but without suited to situations where one roll (with
putting his heart into it, and the shiki creative success and failure results) would
spirit curses the sword: Its damage will prevent a string of linked success/fail skill
be -2, meaning that you have to get at least tasks in a row which might be otherwise
three successes over the enemy in combat boring.
rolls to do any damage at all with it.
MAKE FAILURE EXCITING
The regent listens to your plea for The player characters are competent, heroic
peace with open ears, especially since people who are better than most common
you dispatched the assassin who was people at most activities. However, failure
aiming at his life. Hell quickly arrange happens, and when it does, be prepared to
a meeting with the opposing regent and describe the results.
negotiate peace. Roll your Station: Art
of Rule against his to see how much An easy way to describe failure is with a
pressure you can put upon him to do so whi .
right away. If you succeed, hell meet the He evaded, so your sword swing missed.
neighboring regent without delay. If you
You cant convince the monk to let you
fail, every success the regent had above
into the cloister.
your total represents 1,000 soldiers and
townspeople who died in the war while You failed at healing the samurais
the regent made the arrangements. Out wounds.
of those thousands of deaths, there will You tried to forge a security pass, but
be some who will have heard of what dont succeed.
transpired today, and hold you directly
The above failures are all ne: Sometimes
responsible for the loss of their loved
a failure is just a failure. However, dont get
ones
stuck in the trap of thinking that all failures
Be careful with these more advanced represent some failing of the characters
examples, though. They actually dont ability or skill. Through describing the
relate to any rules in the book. Even though failure, you can create failure events that
they kind of make sense, theyre the result of take into consideration the characters
some improvisational GM creativity. This skill, but in the end the task failed because
is great, but it also means that the rules in of some event outside of the character that
the book that the players are familiar with the character cant control. For example, to
dont apply as written. Make sure to state re-describe the above four failures in a way
rules changes clearly, indicating the results that doesnt involve simple whing:
of success and failure beforehand in those
Your sword strikes true, impaling his
cases. See the bending rules explanation
throat on its sharp tip or wait? What
below for more examples of coming up with
is this? For any other man, hed be
GM rulings on the y.
skewered at the end of your sword as you
just saw in your minds eye. But because
of his superior training, he threw himself

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backwards out of harms way just as your LET THE PLAYERS DESCRIBE
blade pierced the air where he stood just WHAT HAPPENS
a moment ago. Describing the events of success or failure
You seem to get through to the monk, when the dice hit the table is great fun, and
expressing your urgency. He seems to adds a lot of avor to the game. In many
hesitate for a moment, and thats when tabletop role-playing games, the GM is
the head abbot appears behind him encouraged to interpret the results of the
from the courtyard and clears his throat. characters successes and failures. It is often
Feeling the abbots glare on the back of exciting to instead let the players describe
his neck, he slowly turns back to you, a their successes or failures from time to
tear of sweat rolling down his cheek, and time, especially during combat. The players
rmly tells you that no one is allowed in have a good grasp of their character, and
the cloister. what they would like to see happen when
they succeed or fail at a task.
These wounds that bizarre annelid
has some kind of rending mandible youve So turn the description of the success or
never seen before. Youve never seen failure over to the player:
wounds like this, and your traditional You hit him with your sword. Tell me
healing skills havent prepared you for what happens.
treating this kind of wound. You do what You succeed in your Station: Etiquette
you can, but you fear its not enough. roll against the princess. What do you say
You successfully forged your pass the to her that causes her to clamp up?
day before and are now in line at the He hits you with his sword for 12
Gate of Lions, awaiting inspection. As damage. Where does he hit you, and what
your hand moves over the folded paper in do you do?
your pocket, you happen to glance over
your shoulder at the family in front of You fail to see the ninjas lying in ambush
you: Their pass seems to have a dierent for you in the forest. This is something
format than yours. You glance back you normally would have noticed, but not
nonchalantly and happen to see the pass of this time. Why were you distracted?
a merchant behind you, which conrmed The last question to the player is, as an
your nagging suspicion. Damn, they must example, a little more out there than
have recently changed the format for the the others. Still, consider it the advanced
security passes in this district. If you walk form of letting players describe their
to the gate holding this forged piece of success or failure, even if its a little esoteric.
paper, youll be arrested for sure.
PLAYERS SHOULD MAKE STUFF
The characters still fail, but the failures
UP ON THE FLY
can be more interesting, lead to more
Encourage your players to help bring the
detail, and allow the characters to fail for
world to life by adding little details to the
reasons outside of their character, rather
world, usually through their characters.
than their skill wasnt good enough. Still,
Dont have them rely upon you all the
a real failure/whi every now and then
time to bring the setting details to life.
can also keep the characters grounded in
Remember, there is no single World of
reality: They dont have to be Awesome, All
Tenra; the only Tenra that exists is the one
The Time.
that you and your friends create together.

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The GM will certainly have elements that PLAYER: Its in a red lacquered sheath, and
will be brought into the scenario to set the has gold and ivory etchings on the handle. Its a
backdrop of the game. However, the parts prized weapon that her father handed down to
that dont relate directly to the scenario her, and was given to her father by the shogun of
the domain.
should be introduced by the players.
GM: Hmmm The shogun? Thats pretty
Heres an example of relying on the GM for
impressive. Like, almost too impressive. Not
background information:
sure if knowing the shogun would really work
PLAYER: Princess Rin comes from a capital city
here, that seems a little too much
near the ocean. Whats the name of a capital city
near the ocean in this domain? PLAYER: Well, she doesnt know the shogun
personally or anything like that, she cant call
GM: Hmmm How about Oceans Hollow?
on him for aid or whatever. I was just thinking
PLAYER: Okay. Also, she has some kind of that maybe there might be some high lords of the
weapon. In the culture of Tenra, is it okay for domain that recognize the quality and origins of
princesses to walk around with daggers openly? this ancestral gift. I gure its a tool that shows o
Also, who would have given her a dagger? Some her high Station attribute.
kind of vassal lord?
GM: Oh, that totally works then.
GM: (thinking) Sure. In this domain, which is
The GM jots down some notes.
rather infamous for its warlike tendencies, even
princesses and ladies carry weapons openly. If Both examples are excellent examples of using
someone gave you a dagger Hmmm, let me setting in play, and creating it as the game
look in the vassals section of the rulebook for an progresses. You dont have to turn over the reins
appropriate type of person to have given you that to the players to create all of the setting, but the
dagger GM should not have to be the single player who
controls the setting: The players can and should
Heres an example of the player taking
step up and be creative.
control of the setting:
PLAYER: Princess Rin comes from Sea Edge. If the player takes this creative invention a
little too far and it starts to interfere with
GM: Sea Edge?
the scenario, the GM should absolutely
PLAYER: Yeah. Its a lesser capital city of the feel free to reel things back in, ask for
domain which sits on the ocean. Its the launching clarification, or suggest alternatives. In
station for the ship eets of the domain. Oh, and most cases, though, such narration is
I gure that Rin is the daughter of some vassal
just a way for the player to add some cool
warlord who earned his status through naval
descriptive spice to the game. Sometimes,
combat.
those descriptions can even help the GM
GM: Sounds ne (writes down a few notes). push the scenario forward or give her new
Whats the fathers name?
ideas for things to bring into the game.
PLAYER: hmmm
FISHING FOR IDEAS
GM: Oh, thats okay, its not important now. Let
Fishing, aka Prompting, is the
me know if you think of something later.
nickname for a technique used by GMs
PLAYER: Also, Rin carries a wicked shortsword thats similar to whats called reection in
around.
psychological circles. It refers to the GM
GM: Whats it look like? shing for ideas from the players. Its a
great technique that a GM can use to get a
player to come up with a cool background,
description, or reasoning that the GM

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SCENARIO CREATION

can then incorporate into the game. Its some great creativity into a scenario and
excellent for less structured games, but if give the GM material to work with to
a GM is running a very structured game, reincorporate into the game, it puts a lot
she should be prepared, as it could change of stress on the players to come up with
the plot or events of the scenario around something creative on the y. If the player
(usually only temporarily, or to provide is able to react and come back with a good
color, but sometimes more.) reply, they might even be given an Aiki chit.
Basically, the technique is this: The GM One thing to be wary of: Fishing can derail
sets up an event, an item, a person, or a the game a little if the player comes back
scene, and then tells the player to nish with a totally unexpected or intriguing
describing it, usually using very open- response. It can in turn stymie the GM,
ended questions: who might have diculty reincorporating
the players description and continuing on
As you walk through the graveyard, you with the scene properly. It can make the
come to a dead stop. The marker on this scenario too chaotic, and overusing shing
gravestone has your full attention. Whose as a technique will make your scenario start
name is written on the gravestone? looking more like a series of psychological
The swordmaster hands you his katana experiment questions for the players than
for inspection. Theres something odd an adventure scenario.
about this katana, though. What do you Fishing is a great technique, but we
nd strange about it? recommend that you start using it slowly
As you walk through the crowd, you come and get used to it over time, and dont over-
upon an old monk playing the shamisen use it.
in front of a small crowd of onlookers. But
wait theres something familiar about BENDING THE RULES FOR
this monk, or that instrument, or the THESAKE OF THE SCENARIO
music that hes playing. Something thats The setting of Tenra is huge, and there are
right on the tip of your tongue, something no limits to the potential things that can
that bothers you. What is it? happen in the game. If the GM understands
the rules and knows their purposes, then
You get to the inn before nightfall, and she should have no problem changing them
soak in the hot springs around the back. as needed to create exciting scenarios.
You close your eyes as you take in the
sounds and smells of the winter forest. For example:
As youre relaxing, you hear footsteps The GM crafts a shikigami that will serve
approach the outdoor bath. You can tell as a suitable boss ght for the player
who it is without even having to open characters. An evil onmyoji will summon
your eyes. Who is it? it and it will attack the PCs. However,
Before the lord leaves the room, he says when she does the math, she realizes
something under his breath that catches that the shiki is too powerful: It would
your attention. What does he say? cost too much Soul to cast, and theres no
way that the onmyoji would have the skill
You should not overuse this technique: alone according to the rules to summon
About once per player per session should this monstrous creature.
be more than enough, and even then, it
might be too much. While it can inject

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Solution: Do it anyway. Feel free to keep enemys skills or attributes if the enemy
the players in the dark as to the power level,looks too tough, then the players will
or simply describe the onmyoji as having never gamble their Kiai points or put their
tapped into forbidden power or some characters at risk for death. If you decide
other way that he was able to summon such to raise an enemys skills or attributes if
a creature. an enemy looks too weak, then the players
The GM creates a scenario where one of might not have the Kiai or resources left to
the goals is to capture a special interface put up any resistance whatsoever.
helm in order to hijack a conscious enemy With the combat power of enemies and
kongohki. There are no rules as written boss characters, its always best to try to
which give miko agents, puppeteers set the attributes and skills ahead of time
or armour riders the ability to use an and stick with them. Youll get used to
interface helm to hijack a conscious (that how to balance an enemy after a scenario
is, not just a shell) enemy kongohki. or two. However, mistakes can happen,
Solution: The GM creates the rules. She so as a GM, you should feel free to make
says that this is a special interface helm, adjustments on the y using your common
and tells the players that when they wear sense.
it they can make a Spirit: Interface roll GET OUT AND PLAY
against the kongohkis Spirit: Willpower. Hopefully youre ready at this point to
Every success the player gets means a die give the game a shot. Remember that
penalty to that enemy kongohki in combat. theres no such thing as a perfect session.
The GM writes down the stats for the Your GM skills, and the role-play skills of
games single nal boss ahead of time, your players, will develop in time through
a powerful samurai. As the battle begins practice. If you have a cold session that
and the samurai takes damage, the GM doesnt run smoothly, try running again
realizes suddenly that the final boss later. Over time, youll become comfortable
samurai is in no way powerful enough to with playing the game.
cause much of a threat to the PCs, and So stop reading this book now, and start
will certainly die in two rounds without organizing your rst session!
putting up a struggle.
Solution: The GM could have other
enemies appear (ninjas attack as well!), or
simply boost the abilities of the samurai a
little: Add 20 Vitality points. Add a second
Dead Box. Boost his melee weapons skill
from 4 to 5. Have him suddenly unleash
an annelid electrical strike or produce
mechanica arms and weapons from
underneath his kimono.
While its totally acceptable to make
changes to the rules on the y, make sure
to be aware of the consequences, especially
when changing the diculties of enemies
on the y. If you are too quick to lower an

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CHARACTER
RULEBOOK
a persona, a voice
a representation of all that is in tenra
a force of change, a paragon, a whirlwind
these are the characters we make

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ARMOUR
Yoroi armours are the products of generations of Priesthood-backed technological
innovation. They are the terrors of the battleeld, and even one is enough to make an
army of men ee. Meikyo armours are carefully crafted works of art of high quality, while
kimen armours are mass-produced of lesser quality. Subtle dierences arise between
meikyo and kimenkyo versions, so take care to learn those dierences.

KARMA AND THE


MEIKYO MIRROR
Any Karma gained by a pilot while interfaced with a meikyo soul mirror is absorbed by
the meikyo. That total gets added immediately to the meikyos Karma pool: When the
rider spends Kiai while interfaced, it immediately becomes Karma.
A side-eect of the spiritual nature of the meikyo soul mirror is that, the more Karma
builds up inside a meikyo, the more powerful it becomes. At certain levels of meikyo
buildup, a bonus in dice is added to every single roll using the armours body, agility, or
senses while piloting the armour. The deeper the Karma level of a meikyo mirror, the
stronger its reactions become. They become more powerful the closer they are to the edge
of breaking and turning into an Asura. Eventually, meikyo-driven armours will seem to
react quickly and powerfully at the slightest exertion of will.

MEIKYO BONUS
Karma Additional Dice
0-20 +0
21-40 +1
41-60 +2
61-80 +3
81-100 +4
101-108 +5
109+ +6
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The only way to reduce a meikyos Karma armour eventually rejects them due to their
without Buddhist intervention is for the maturity and worldliness, many children
rider to accept the meikyos Karma as her go on to become kimen armour pilots.
own, then try to reduce her Karma by
changing or erasing Fates if necessary. See ARMOUR AND KONGOHKI
the Karma rules section for more details REPAIR
on how to do this. There is also a Buddhist Yoroi armour repair happens in a way that
magic spell called Mitama-Gaeshi which is very similar to how the skill rst aid helps
can be used to reduce the Karma of a people recover from wounds. However,
meikyo mirror. See the Buddhist Magic instead of nding a medic to roll Senses:
rule section for details on this spell. First Aid on their body, the pilot needs to
nd an onmyoji to perform a Knowledge:
When determining the starting Karma
Onmyojutsu roll to repair the wounds
for an armour-rider, the split is simple. 10
taken by the armour.
points of that total Karma belong to the
rider herself, and all of the rest belong to ARMOUR-SPECIFIC
the armours meikyo. RULES
KIMEN ARMOUR ENTERING AND
Kimen armours are mass-produced, but EXITINGARMOUR
they too rely on onmyojutsu magic and A pilot must possess the Interface skill.
high technology to function just like their The combined Karma of the rider and the
meikyo counterparts. However, they armours meikyo mirror must be less than
operate on lesser kimen calculating devices 108. If these conditions are not met, then
instead of meikyo soul mirrors. the armours meikyo will not be accessible,
even with an interface helm. The pilot will
This means that kimen armour and kimen
be locked out, and the armour will reject
kongohki do not benet from the Karma
any further attempt for them to interface.
bonus that their meikyo counterparts
receive. This fact accounts for the high It takes a pilot one major action to enter or
difference in quality and operational exit an armour in combat. As per the rules
functionality. Meikyo devices crafted by of spending Kiai in combat, an armour-
the Shinto Priesthood are always superior rider can spend a point of Kiai to perform
because their devices run on more natural, more actions the same round they enter an
human urges that reside in the human soul. armour.
However, there is merit in not having Outside of combat, an armour can be
a meikyo: There is no accumulation of entered or exited as they see t. Most pilots
Karma in a kimenkyo; all Karma gained will leave their armour outside of a village
while in a kimen armour goes to the pilot. or in a designated stable when traveling
This means that the pilot will never be cut in one of the great cities. The armour is
o from the armour, and that the armour locked using a code or key held only by
will never trap the pilot inside. the pilot. Only higher-ranked Priesthood
agents have the skill or ability to hijack a
Since there is no chance of rejection from
pilotless armour, so armour pilots never
the soul mirror during Karma buildup, it is
worry about someone stealing or messing
common to see more teenagers and adults
with their ride.
piloting kimen armours. When their

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ARMOUR

PILOTING ARMOUR BODY: This represents the pure physical


When piloting armour, the armours stats power and stability of the frame. Just like
for Body, Agility and Senses are used. human characters, body also represents the
The pilot uses her Interface skill for every Vitality and Wound levels for an armour.
single physical-based roll while piloting the
AGILITY: Agility represents the pure
armour: Attacking, shooting, spotting, speed and reexes that the frame is capable
climbing, evading, and so on. Remember of. In combat, a frame can move 20 times
to add the meikyo bonus to all rolls in an its Agility score in meters every round.
armour. Outside of combat, a frame can move up
If the pilot is skilled in an Art of War, to 10 times its Agility score in kilometers
they can use their skills while piloting each hour.
their armour. However, since those arts SENSES: Senses are a representation
are steeped in physical training, they must of the strength of the sensors and sense-
use the appropriate skill (Melee Weapons, amplication equipment that the frame
Marksman, Unarmed Combat, etc) instead contains. Armour can eectively see up
of Interface when performing maneuvers to a range of 100 times its Senses score in
with Art of War. The meikyo bonus still meters. They also have an innate ability
applies while piloting the armour. called Lifepulse, which is a kind of sonar
If the combined Karma total of the pilot that detects all living things human-
and armour meikyo goes over 108 while sized and larger within its normal eld of
piloting the armour, the pilots soul vision. It quickly allows the unit to detect
becomes trapped inside the meikyo and the approximate size and number of
cannot wake up or escape, forever. people moving nearby (including kugutsu
and shikigami spirits). The range of the
Lifepulse is equal to a radius of Senses
ARMOUR times 10 meters.

CREATION Yoroi armours have no soul of their own, so


they only have the above three attributes.
RULES The armour rider provides the rest of the
non-physical attributes (Spirit, Station etc)
These are the rules for creating new yoroi
when they are connected.
armours. For beginning players, we highly
recommend simply using the armour CHOOSE A FRAME
loadout for the archetype you choose. The rst step in the creation of an armour
However, these rules will permit you to go is choosing a frame. There are four basic
further, either customizing your choice or frame types for armour. Each frame has a
creating one from scratch. point total called an attribute pool. This
attribute pool is a pool of points which you
ATTRIBUTES can later spread amongst the units three
FOR ARMOUR physical attributes: Body, Agility and
All armour have the following three Senses. For now, just write the pool point
attributes, which represent the physical total down, because choices made later on
frame of their bodies: during the creation of the armour can raise
or lower this pool.

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Every armour type has a required Station However, once kimen technology began to
score to equip or operate. During character produce armours, experiments began again
creation, the pilot must have the required on a kind of small highly-maneuverable
Station. In a game session, the pilot may armour. Unlike basic armour where the
come across equipment of a higher Station pilot rests entirely in the chest cavity of the
level: that equipment may be used for a armour, suit armour is little more than a
limited time, but they will have to let the very responsive suit of metal armor worn
equipment go unless they raise their Station by the pilot.
to the required level. This could represent Stronger nations have begun to requisition
anything from the armour requiring a large quantities of suit armours. Once a
key given only to clan or vassal members child is permanently rejected from a meikyo
of a higher status, or the characters lord armour, she can be put on the battleeld
demanding (or simply taking) the armour again with limited training thanks to the
in order for it to be used by another child of qualities of the kimen suit armour.
a trusted lord of sucient Station.
The only limitation is that suit armours
Armour has two Station ratings: one for cannot use normal armour weapons or
traditional meikyo armours, and one for equipment. They can only be congured
mass-produced kimenkyo-based kimen with kongohki or humanoid weapons,
armours. Meikyo armours are rare gifts equipment and mechanica. See the
used only by trusted family lines. Kimen kongohki creation rules for more details
armours, however, can be used by almost on kongohki equipment (much of it is the
anyone with enough military rank and same as armour equipment, with some
expertise. deviations).
While the kimen armour does not grant
a meikyo bonus to die rolls, they dont LIVING ARMOUR
require nearly the same amount of Station Attribute Pool: 14 points
to operate. Meikyo Station: 7
Kimen Station: 3
ARMOUR Unlike other armours which are mostly
Attribute Pool: 16 points made of steel and scarlet, the living armour
Meikyo Station: 8 is made with a signicant quantity of living
Kimen Station: 4 tissue, usually harvested from animals.
This is the basic armour type. This type is While this produces armour that are
very customizable. easier to repair, the armour often looks
quite unsettling compared to its all-metal
SUIT ARMOUR counterparts.
Attribute Pool: 12 points
Meikyo Station: 6 Since the outer frame of these armours is
Kimen Station: 2 mostly esh, annelids can be implanted and
used in them.
Long ago, experiments with a pilot-able
kongohki called suit armour produced GREAT ARMOUR
limited results, so the projects were Attribute Pool: 26 points
scrapped. Meikyo Station: 13
Kimen Station: N/A

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ARMOUR

Great armours are legendary meikyo


armours crafted for the use of multiple Each meikyo armour is crafted individually by
riders. There are few on Tenra because of someone who is both an engineer and an artist,
the amount of resources and risk required so each one will look different. Size, shape, style,
to make them, but each colossus could color, affects, all those details are up to you. Feel
easily take on an army single-handedly. free to use pictures in the book or other anime and
manga as inspirations for your design.
Great armours require at least two meikyo
soul mirrors (and pilots). Some armours Kimen armours and kongohki tend to be more
have both meikyo and kimenkyo mirrors. blocky and steampunk-ish, but even then there
Often, the meikyo will control the armours are no universal models. One kingdom may rely
movement, while the kimenkyo control on armours of a uniform appearance. Another
weapons. However, there are no all-kimen kingdom may have several model types for
great armours. The kimen technology different purposes. Again, the appearance of their
simply lacks the ability to link mirrors or own particular armour is up to the character.
control a creature of such size. Some things to get you started:
A great armour can take a number of actions Color: A basic quality. What color is it? Is it a
each round equal to the number of pilots uniform color (white) or a combination of colors
controlling it. Each pilot gets a turn and (white with red trim).
uses her own skills when making attacks
Size: Armours and kongohki tend to have the
or maneuvering. Karma gained spent while
same approximate height. However, some might
piloting the armour goes directly to the
have longer legs, wider arms, smaller torso and
mirror of the pilot who spent it.
the like.
DECIDE APPEARANCE Shape and Style: One humanoid armour may look
The second step in creating an armour like a thin, naked, metallic person while another
is choosing its appearance. Their frames looks like a bulky hulk with defensive plates of
come in a variety of shapes and forms, and armor covering it. Some will be sleek and fast
things like the number of arms, legs, or the like a runner, others will be bulky and powerful
shape of their head can be customized. The like a rugby player. This is a good place to define
attribute pool will be adjusted depending if the armour or kongohki has any animal-like or
on the conguration chosen. inhuman qualities to its shape or style.
After that, the number of arms and legs Affects: The little touches: house mon symbols,
will decide the number of equipment cosmetic touches, additional equipment like
slots that the yoroi starts with. Each piece pouches or packs, banners or symbol marks.
of specialized armour equipment has
Weapons: Twin Blades for one armour may
occupies a number of slots.
look like sword-like spikes which extend from
The appearance tables and armour gear the forearm. For another, it may look like a
appear later in this section. permanently extended chainsaw blade. Another
might have retractable tined blades like a fork or
What does my armour or trident, and yet another might have a high-speed
kongohki look like? rotating drill assembly permanently attached to
You can choose head and helmet type from the outside of its left hand. Decide what your
a quick list, but beyond that your armour or weapons look like, and how they appear when
kongohkis appearance is entirely up to you. they fire.

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CALCULATE Like all annelids, the worms implanted


STARTING KARMA in living armors require food to function.
After crafting the armour and adding Annelids implanted into these large living
equipment, that equipment must be paid armours require double the food that they
for. Additional weapons, meikyo mirrors normally do when implanted in humans.
and mechanica can be purchased as well. For this reason, living armour riders have
All of these items have a cost in Karma to take great care. There are stories of
which must be paid during character armour riders being digested in part or in
creation. full by their armour when they could not
nd enough food to sustain the annelids in
Each armour has one soul mirror (meikyo its esh.
or kimenkyo) and heart engine at no
additional cost, but more can be bought MECHANICA
for at the prices listed below. Armour can have mechanica devices
added to their frames. In most cases,
ADDITIONAL EQUIPMENT COST one equipment slot is required for each
Equipment Karma Cost additional mechanica added.
Meikyo mirror 25 In cases where a mechanica combat scanner,
Kimenkyo mirror 10 arm or leg is required, additional work is
Heart engine 25 required to graft the necessary interface
Armour equipment 5 to the native armour frame, doubling the
Karma cost of that equipment. For example,
Kongohki equipment 5
a cyclone Gatling repeater mechanica does
Mechanica 5* not require a mechanica arm because it is
Basic weapon 5 an arm replacement, so it can be equipped
Unique armour weapon 10** for 5 Karma and a penalty of 2 attribute
Customized weapon varies points. Ikari blossom drills and vajra claws
5 Additional soulgems 1 require a mechanica arm, so each of those
mechanica will cost 10 Karma.
Shikidan ammo 3
Annelids normal cost times 2 In the above cases, the armour doesnt
actually receive a new mechanica limb,
* Mechanica which require a combat scanner
but rather simply the ability to use limb-
or mechanica arm/leg cost 10 Karma.
specic mechanica.
** Unique weapons cost 10 Karma, and the
rider must pay a 1 point attribute penalty. The attribute cost for mechanica can
See the Unique Weapons section of the vary for armours. Since suit armours are
Weapon List for details. approximately the same size as humans,
mechanica which have an attribute
ANNELIDS penalty are calculated normally. However,
Armours of the living armour type can mechanica being installed in normal
have annelids implanted within their living armour have to be retooled and repurposed
esh. Please see the Annelid section for the for the larger armour frames, doubling the
description and cost of available annelids. attribute penalties.
A living armour pilot should either have
the wormcharm skill, or travel regularly This attribute penalty does not come out
with someone who does. of the armours attribute pool, but from the
riders attribute pool. A GM may allow an

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ARMOUR

alternative; multiply the attribute penalty Senses. Each attribute must start with at
total by 10 and add that amount to the least three points in it. After appearance
characters starting Karma. adjustments have been added, attributes
can be lower than three. If an attribute
WEAPONS drops to 0, the armour cannot function.
Suit-armours use normal-sized human
weapons. However, they can use CALCULATE VITALITY
customized or original weapons as per the ANDWOUNDS
weapon creation rules in the Weapon List. Armour have a Vitality score and Wound
Armour can use any weapon in the Weapon tracks, although Vitality is calculated
List (usually large firearms). For heavy slightly differently than normal human
damage armour-sized melee weapons, add characters. Vitality is equal to two times
+4 to the damage rating of any listed melee the frames Body score. The Wound track
weapon. However, the weapon will still is calculated in exactly the same way as it
cost 5 Karma. is for humans.

Custom weapons are often created for Armours have no Soul. Armour characters
armour (for higher ammo capacity, rate of do not adjust Vitality or the Health track
re, and so on). They will cost 1 attribute as their meikyo bonus increases.
point (for the rider, not the armour),
ADDING ADDITIONAL
and at least 10 Karma. See the weapon
creation rules in the weapon list section
EQUIPMENT IN-GAME
Once the game has started, yoroi armour
for more details on how to increase the
equipment can be added or exchanged.
damage, ammo capacity and rate of re for
customized weapons. If adding new equipment, calculate the
amount of Karma required. The player
CALCULATE STARTING KARMA must spend an amount of Kiai equal to that
At this point, the armour is almost ready amount to take the new part, after which
for play. Calculate the Karma total and add that Kiai becomes Karma.
to the pilots Karma total. Th is number
If exchanging old equipment, calculate the
cannot exceed 108. If it does, return to
dierence in equipment Karma costs. If the
the creation process and adjust equipment
new equipment costs additional Karma,
until the total cost is less than or equal to
then that dierence must be spent with
108.
Kiai.
Remember that in play, all meikyo-based
Kimen armours can go through an
frames receive a die bonus to all rolls
entire frame adjustment given the proper
involving physical attributes in accordance
preparation and time; mass-produced
with the meikyo bonus table.
armour are able to interchange their
FINISHING FRAME parts far more easily than their meikyo
CREATION: DISTRIBUTE counterparts, so they can change the
ATTRIBUTE POOL number of arms and legs during the
Intermission phase if they have access to
Once appearance and all additional
a factory. Raise or lower attributes for the
equipment have been decided, it is time to
new appearance as needed. If an attribute
split up the attribute pool across the three
drops to zero, the frame can no longer
physical attributes: Body, Agility and
function.

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These changes generally only happen HELMET TYPE


during an Intermission phase. Armour almost always come equipped
In the case of mechanica, new mechanica with a headdress or helmet of some kind,
with an attribute cost is purchased in the just like the noble warriors of myth and
same way as kijin in a game session; multiply legend. Neither type has a mechanical/
the attribute cost by 10 and pay that cost in rules eect, they are simply the two most
Kiai (which immediately becomes Karma). common styles.
Remember that mechanica added to suit-
KABUTO
armour doesnt cost any additional Karma,
The kabuto is the classic samurai helmet
but regular-sized armours cost double
worn in battle: curved, usually featuring
the normal amount. Mechanica without
the clan or domains crest prominently on it.
a listed attribute cost require 10 Kiai for
implantation. PLUME HELMET
This helmet features a line of elaborate bird

ARMOUR feathers in spikes above the helmet which


trail behind the armour.
GEAR HEAD EQUIPMENT
Each piece of equipment comes in three All armour heads have two open equipment
different sets: head, upper torso/arms, slots. The following is a list of equipment
and lower torso/legs. The number of slots native to yoroi armour frames.
available for equipment depends on the
number of slots available for the head, BATTLEFIELD MASTERY (1)
torso and legs chosen. Next to each piece This vision extends the range of sight to
of equipment in parentheses is listed the Senses times 200 in meters. It also gives a
number of open slots that equipment graphical display of visible allies, enemies,
requires. formations, and ratios of success for various
battle engagements. This grants a bonus of
HEAD TYPE +2 dice for all Strategy or Art of Rule rolls.
There are two types of heads for these
DARK VISION (1)
steel creatures: a human-looking face or a
Night looks like day with this vision
skull. Neither has a mechanical eect, but
enhancement. The user receives a bonus of
they are the two standard types of head for
+2 dice to all Senses checks at night or in a
humanoid-form armour.
dark environment.
HUMANOID
EYES OF DISTANT DEATH (1)
The frame is built with a face that it
This vision increases the steadiness of
unmistakably human-like. It can be a scary
zoomed vision while projecting a HUD
visage or a peaceful expression, or anything
and probability tables for distance attacks.
in between. This is the most common head
All ranged attacks based on the Marksman
type for armour.
ability are granted +2 dice.
SKULL
LIFEPULSE EXTEND (1)
For a scarier eect on the battleeld, some
This increases the range of the Lifepulse
armour crafters have been experimenting
ability to Senses times 100 meters.
with skull designs.

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ARMOUR

MOTION DETECTOR (1) BACK PERSONNEL TRANSPORT (4)


Th is is a limited-range passive detection This is a specialized personnel carrier
unit which tracks all movement within a 10 for armour use. It can carry up to six
meter radius. It makes the armour harder passengers, and it has a special chamber
to target for sneak attacks from behind, for carrying a general or other important
granting the pilot a bonus of 3 dice to use battleeld leader. The personnel carrier
against sneak attack maneuvers. also comes with a great cannon, heavy
repeater or scatter gun at no additional
SHA SENSORS (1) Karma cost.
Th is allows pilots with the Onmyojutsu
BRILLIANT FLOWER OF
skill to see the very fabric of the gossamer-
DESTRUCTION (0)
like Sha power around it. Using this ability,
the pilot makes a Senses: Onmyojutsu roll This explosive device is installed in armour
against 1/10 of the creation point cost ofwhen there are fears of the soul mirror or
a target shiki. If successful, the user can
armour from falling into enemy hands
determine all of the shikis abilities andwhen the armour is destroyed. The pilot
power levels of those abilities. can activate this device while inside the
armour or from a safe distance away. A
MECHANICA (1) charge is rigged inside of the heart engine,
Mechanica based on the head region can be which gives additional energy to the bomb.
added to the armour head. Each mechanica The armour erupts in a massive explosion,
requires one equipment slot. completely obliterating the armour and
UPPER TORSO AND ARMS soul mirror within it. Every person within a
15 meter radius takes 30 points of explosive
While most armours are built with a basic
damage.
human shape to facilitate the interface
between pilot and armour, some are built HEAVENS FIRE (2)
with more sets of arms for various tasks. These are special gunpowder rocket
No matter how many sets of arms an boosters which allow the armour to leap up
armour has, they all have an upper torso. to 20 meters at once. The boosters may be
An upper torso has 4 equipment slots red up to 3 times per scene. If the unit is
available and each pair of arms grants 2 also equipped with thruster wings or rotor
additional equipment slots. blades, Heavens Fire may be used to double
its speed for a round instead.
UPPER TORSO AND ARM ADJUSTMENTS
ROTOR BLADES (2)
Total
Arms Body Agility Senses Equipment
This is a detachable and extendable set of
Slots propellers that allow limited ight. The
2 +1 +1 0 6
armour can travel in the air at a speed of
Agility times 20 kilometers per hour. In
4 -1 +2 -1 8 combat, the unit can travel Agility times
6 or more -2 +4 -3 4+ number 300 meters per round. The propeller blades
of arms allow the armour to hover and stop in
midair as well.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

STORAGE COMPARTMENT (2) FOUR LEGS


This is a special armored compartment. It Lower Torso: 4 Slots Legs: 4 Slots
is a hollowed compartment which can t 4 While the top half of the body might look
cubic meters of material. This can be only human, the bottom half has four legs like a
taken once. horse or other quadruped. The movement
THRUSTER WING (2) speed of the armour is doubled.
This set of turbines and wings allows the SIX OR MORE LEGS
frame to y at high speeds. The armour can Lower Torso: 2 Slots Legs: # of Legs
y at a speed of Agility times 30 kilometers
Th is option allows 6-legged or 8-legged
per hour. In combat, the unit can travel at
armour, with an appearance of a centipede
a speed equal to the armours Agility times
500 meters per round. or other insect. Each leg adds an additional
leg equipment slot. Riders nd it harder to
MECHANICA (1) initially adapt to a multi-leg form, which
Mechanica based on the arm and torso instills an initial penalty to Senses.
region can be added to the armour body.
Each mechanica requires one equipment LOWER TORSO AND LEG ADJUSTMENTS
slot. Legs Body Agility Senses
0 +1 -1 0
ARM AND UPPER TORSO
2 +1 +1 +1
WEAPONS
There are specialized weapons for armour. 4 +2 +1 0

See the weapons section for details and 6+ +1 +2 -1

equipment slot costs. There is a limited amount of special


LOWER TORSO AND LEGS equipment for armour legs. Unlike the
head and torso based equipment, the
Like arms, most armour are crafted with two
leg-based special equipment completely
legs in order to ease the interface between
replaces the leg units and leaves no free leg
human soul and machine. However, more
slots. They also do not cost any Karma:
or fewer legs can be equipped for various
The normal 5 Karma for additional
eects.
equipment is dropped, as they are complete
NO LEGS replacements of normal legs.
Lower Torso: 2 Slots Legs: 0 Slots
GALE SPEED ROLLERS
Th is could represent a snake-body, or a These are extendable wheels that are
chariot, wheeled, or tank-style lower body. attached to the backs of the legs. The gale
An armour possessing no legs has a better speed rollers triple movement speeds on
grounded body, but it is less maneuverable. the ground when deployed (deployment is
instantaneous and requires no actions in
TWO LEGS
combat). They also grant Evasion skill rolls
Lower Torso: 2 Slots Legs: 2 Slots
2 bonus dice. These may be equipped on
Th is is the most common armour style. only the 2-legged and 4-legged units, and
Because of its human shape, riders have the rollers only work on at surfaces like
the easiest time adapting to this kind of elds, plains and roads.
armour.

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ARMOUR

HEAVEN ROLLER LEGS *Rolling/Crushing attacks are only for


Instead of legs, the unit has huge wheels or armour with no legs. However, their
treads that roll over any surface. Movement unarmed attack damage is set at +4.
is multiplied by 4 and Evasion skill rolls get Unarmed attacks are made with the Body:
a +1 die bonus. Heaven roller legs can be Interface or Body: Unarmed Combat skill.
used with any number of legs.
Armed attacks are made with a melee
HOVER REPLACEMENT weapon and the Agility: Interface or
Usable only on units with 4 or more legs, Agility: Melee Weapons skill.
this replacement converts the legs into Most armour specialty weapons already
hover-jets. The unit can travel over land have a +4 damage adjustment added to
or water. Movement speed is doubled, and them, including all the weapons listed in
Evasion skill rolls are each granted 1 bonus the armour rider templates and armour
die. weapon list. When in doubt, if an armour
LEGS OF THE WATER DRAGON wields an armour-sized weapon, take the
This modication converts the legs into ns. normal damage for a human-sized weapon
It allows the armour to swim underwater. and add +4.
Th is conversion is usable on 0 and 2-leg ARMOUR CREATION EXAMPLE
models, and grants 2 bonus dice to all Yoko is an armour rider and miko shrine-girl for
physical action rolls made underwater. the Shinto Priesthood. Coming from a long and
established family line, she has been chosen to
PERSONNEL TRANSPORT pilot one of the yoroi armours given to her lord.
This leg modication converts the armour Before the game begins, Nathan, Yokos player,
into a specialized personnel carrier with decides to craft a new armour rather than using
nearly unlimited storage. It can carry up the one that comes with the Armour Rider
to ten passengers. The personnel carrier template.
also comes with one great cannon, heavy Nathan decides to create a meikyo suit-armour,
repeater or scatter gun at no additional which grants 12 points to the attribute pool.
Karma cost. He decides that he wants to make a relatively
humanoid-looking suit armour based on a design
MECHANICA (1) he saw recently in a cool anime. He chooses a
Mechanica based on the lower torso and frame which has two arms and two legs. This will
legs can be added to the armour body. Each grant a bonus of +2 to Body, +2 to Agility and
mechanica requires one equipment slot. +1 to Senses.
Nathan then chooses a humanoid face and a
LEG AND LOWER TORSO
kabuto helmet, but declares that Yokos hair
WEAPONS
ows freely out of the back of the armours kabuto
There are specialized weapons for armour. helmet.
See the weapons section for details and
The armour has two head slots. Nathan likes
equipment slot costs.
the idea of that bonus to projectile weapons, so
ARMOUR DAMAGE he chooses Eyes of Distant Death. Dark Vision
sounds useful as well, so those are added.
Type Damage
There are 6 open upper body/arm slots to work
Unarmed armour +5
with. The thought of leaping high sounds cool,
Rolling/Crushing* +Body Attribute
so Nathan adds Heavens Fire. There are 4 slots

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

remaining, but instead of taking another piece of PROWLING LION


equipment or more rocket thrusters, he decides to
Shikami
stop here for now.
Type: Armour
Next, Nathan decides to add Twin Blades to
Frame: 2 Arms, 2 Legs
each of the armours legs. This will not increase
the number of attacks, but it looks cool, and Head: Humanoid kabuto
protects against the possibility of one of the blades Required Station: 8
breaking or being destroyed by a special attack. Karma Cost: 35
This lls the open leg slots. On the lower torso, he
Attribute Penalty: 1
decides to take a projectile weapon. Looking over
the general weapon list, he settles on a standard Attributes
human-sized soulgem rie. Body: 7 Agility: 7

Next, Nathan adds up the total cost of this Senses: 7 Vitality: 14


armour to see how he stands. The rst meikyo WEAPON Dmg RoF Range Ammo
soul mirror and heart engine which power the
Yoroi Gemblade +9 6 12
armour do not cost anything. He has 6 pieces of
equipment (Eyes of Distant Death, Dark Vision, Roaring Dragon +9 4 1km 6
Heavens Fire, two Twin Blades, and the soulgem Mortar
rie), which comes to a subtotal of 30 Karma. Explosive Spiker +7(+9) 1 9
Nathan wants 25 extra soulgems for the rie,
so that will cost an extra 5 Karma. The nal EQUIPMENT
Karma total is 35. Gale Speed Rollers, 50 Soulgems

Finally, its time to spread the attribute pool NOTES


around. Suit armours get 12 points, and because This is a traditional armour type, made to look
of the human frame there are an extra 5 points vaguely human. It excels in close combat on the
(+2 Body, +2 Agility, +1 Senses) for a total of 17. battlefield. The Yoroi Gemblade is a customized
He decides that for this mecha concept, he wants gemblade large katana, which costs 15 Karma
an armour that is light, fast, and very competent total.
with ranged weapons. He decides on a nal
spread of Body 4, Agility 7 and Senses 5. The STEEL DEMON MARK II
armours meikyo starts o with 35 Karma, and
requires a station of 6 to pilot. Tekki: Nishiki
Type: Kimen Armour

SAMPLE Frame:
Head:
2 Arms, 2 Legs
Humanoid kabuto

YOROI Required Station:


Karma Cost:
5
20
ARMOURS Attribute Penalty: 0

The following is a list of sample yoroi Attributes


armours with their Karma already Body: 5 Agility: 8
calculated. Beginning players should simply Senses: 8 Vitality: 10
use the armour listed in their archetype
WEAPONS Dmg RoF Range Ammo
template, but the armour presented here
Yoroi Greatsword +9
are a good starting point for creating your
own armour. Feel free to change the name Heavy Repeater +3 5 50m 30

as you see t. Great Cannon +10 1 120m 1

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ARMOUR

EQUIPMENT WHITE RIVER


Gale Speed Rollers, Eyes of Distant Death
Hakuryu
NOTES Type: Living Armour
A modern kimen-style armour, standardized and Frame: 2 Arms, 2 Legs
deployed in many kingdoms under the influence
Head: Humanoid
of the Northern Court of the Priesthood. Clunkier
Required Station: 7
than its meikyo counterparts, it still demands
Karma Cost: 55
attention on the battlefield. It does not gain a
Karma adjustment. Attribute Penalty: 0
Attributes
FLOWER OF THUNDER Body: 7 (8) Agility: 7 (6)
Raika Senses: 5 Vitality: 14
Type: Suit Armour
WEAPONS Damage RoF Range Ammo
Frame: 2 Arms, 2 Legs
White Heat Palm +4+(X/2)
Head: Humanoid kabuto
Yoroi Swortsword +6
Required Station: 6
Karma Cost: 35 EQUIPMENT
Attribute Penalty: 0 Dark Vision; Annelid: Rejuvenation Worms (2);
Attributes Annelid: Blood Hulker (1)
Body: 4 Agility: 7 NOTES
Senses: 6 Vitality: 8 White River is a living armour from the domain
of Utsuro in the Iron Ridge. Because this living
WEAPONS Dmg RoF Range Ammo armour moves much more quietly and is more
Soulgem Rifle +5 2 100m 8 flexible than most armours, it is very useful for
Twin Blades +2 2 - 4 night and close-range encounters. Unlike many
armours, it does not make an appearance on
EQUIPMENT the battlefield as a symbol of might and power.
Dark Vision, Eyes of Distant Death, Heavens Instead it is sent to work from the shadows.
Fire, 25 Soulgems
CRIMSON SPIDER
NOTES
Benigumo
A meikyo suit-armour crafted for reconnaissance
Type: Armour
and light combat. It is a model especially adept
Frame: 4 Arms, Multiple Legs
at ranged fire, and used in many of the southern
kingdoms. Head: Beast-like
Required Station: 8
Karma Cost: 30
Attribute Penalty: 1
Attributes
Body: 4 Agility: 6
Senses: 8 Vitality: 8

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

EQUIPMENT
WEAPONS Dmg RoF Range Ammo
Eyes of Distant Death, Heavens Fire, Lifepulse
Armour Piercing Rifle +11 1 400m 8
Extend, Thruster Wing, 10 Soulgems
Heavy Repeater +3 5 50m 30
Double Shikidan 12 1 2km 2
NOTES
Howler Cannon Skyfang is a flying armour, committed to
reconnaissance and aerial fighting over the skies
EQUIPMENT of Ouga in the Dragonscale Territories. Few
Hover Replacement, Eyes of Distant Death, 15 flying armours exist, so Skyfang is particularly
Soulgems effective. Other flying armour like Skyfang are
NOTES also commonly called Godspears, and their sky
The kingdom of Ryuko is always engaged battles are terrible to behold.
in battles over the border with its neighbor They say that the first flying armour was
Kikoku. Crimson Spider is deployed in areas developed from the plans of a regent named
where there are trenches that stop or stymie Kodou Sunami. The details are lost to history,
other armour and ground forces. Its multiple but he assuredly had support from the Shinto
legs simply walk over obstacles that stop other Priesthood in its development and manufacture.
units, making it a particularly effective armour in
these circumstances. Kikoku has no armours of EARTH KING
its own, so Crimson Spider can turn the tide of Riku-Oh
battle when deployed. Type: Kimen Armour
Due to its effectiveness, Ryuko and other Frame: 2 Arms, No Legs
neighboring lands are experimenting with kimen Head: Humanoid, single-horned
armours of the same spider-like shape. Required Station: 4

SKYFANG Karma Cost: 10


Attribute Penalty: 0
Kuuga
Attributes:
Type: Kimen Armour
Body: 9 Agility: 4
Frame: 4 Arms, 2 Legs
Senses: 5 Vitality: 18
Head: Humanoid, double-horned
Required Station: 5 WEAPONS Dmg RoF Range Ammo
Karma Cost: 35 Wheel Crush +9
Attribute Penalty: 1 Great Cannon +10 1 120m 1
Attributes:
Body: 4 Agility: 7 EQUIPMENT
Senses: 8 Vitality: 8 Heaven Roller Legs, Storage Compartment
NOTES
WEAPONS Dmg RoF Range Ammo Earth King is the most popular model of kimen
Longspear +8 armour in the domain of Inao. They are capable
Long Cursed +9 1 400m 10 of a wide range of tactics when there are
Lancer several in a group, from combat maneuvers to
Heavy Repeater +3 5 50m 30 the transportation of necessities to outposts or
battlefields.

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ARMOUR

Because of their mobility and speed, they are


very useful for maintaining supply lines and ARMOUR
supporting other armour units, or bringing
samurai, kijin or kongohki quickly to deployment WEAPONS
areas. Armour can use additional weapons
from the general Weapon List section of
MOUNTAINSONG the rules. The weapons in this chart are
Kasen available only for armour. Each weapon
Type: Kimen Armour costs 5 additional Karma.
Frame: 4 Arms, No Legs
Weapon Name Location Slots Dmg RoF Rng Ammo
Head: Humanoid, plumed helmet Explosive Spiker Arm/Leg 1 +7 (9) 1 9
Required Station: 2 Twin Blades Arm/Leg 1 +6 3 9

Karma Cost: 30 Vajra Claws Arm 0 +5 2 4

Attribute Penalty: 2 Vajra Claws Leg 0 +6 2 4

White Heat Palm Arm 0 +4+(X/2)


Attributes
White Heat Leg Leg 0 +5+(X/2)
Body: 2 Agility: 7
Cursed Lancer UTLTLeg 1 +7 1 400m 6
Senses: 6 Vitality: 14
Repeating
UT/LT 1 +6 10 150m 30
Cursed Lancer
WEAPONS Dmg RoF Rng Ammo Peerless Cursed
UT/LT 2 +8 12 250m 20
Lancer
Burning +5 (+10)* 5m
Fury of the Kami UT 3 +15 1 4km 6
Scourge
Roaring Dragon
*(+10 damage is due to the Combat Arm bonus) Mortar
UTLTLeg 1 +9 4 1km 6

Shikidan Howler
UTLTLeg 1 12 1 2km 1
EQUIPMENT Cannon

Battlefield Mastery (1.2km), Sha Sensors, Twin Shikidan


UT/LT 2 12 1 2km 2
Cannon
Combat Arms (Otsu-Class), Kairen Fingers,
Raiden Mortar UT/Leg 1 +10 1 4km 1
Mechanica Torso (Otsu Class)
Location: UT=Upper Torso; LT=Lower Torso

NOTES
A legendary Taoist sorcerer named Nasu Ittou
brought an intact yoroi armour from Ujima and
UNARMED AND MELEE
reverse-engineered it. From its design, he was
WEAPON NOTES
Explosive Spiker
able to manufacture a line of kimen armour
This fires a spear-like projectile with
specializing in supporting onmyoji summoner-
incredible force, extending from the
riders. These models can be seen in the southern
arm or leg during strikes or kicks for
and eastern continents of Tenra.
devastating damage. It contains a number
Nasu Ittou is currently being pursued by the of gunpowder charges; the damage in
Southern Court for his actions, and because parentheses indicates the adjusted damage
he still possesses the meikyo mirror from the when one of the gunpowder charges is
armour he captured. expended. The explosive spiker is used with
the Unarmed Combat skill.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

Twin Blades Roaring Dragon Mortar


Single blades which extend from the This is a high velocity mortar which res
frames forearm. They can be used with a soulgem-steel crafted shell, exploding on
Unarmed Combat or Melee Combat skills. impact. Everyone within 4 meters of the
They are called twin because both sides of impact is aected, although they have an
the blade are sharpened. opportunity to evade the attack.
Vajra Claws Shikidan Howler Cannon
Ultra-sharp steel claws that are attached The Shikidan cannon fires pinpoint-
to (or spring from) the ngertips. They are targeted guided shells with unerring
used with the Unarmed Combat skill. accuracy at an incredible range. Simply
White Heat Palm/Leg pick the target, and the target will take the
A soulgem-implanted gauntlet which glows exact amount of damage (this damage can
white-hot when activated. Expending be reduced by making an Agility: Evasion
points of Soul causes the soulgems to heat roll. Each success lowers the damage taken
the hand or leg, causing additional damage by one). It res expensive shikidan shells.
for each single attack the more Soul (X, Each shell contains a shiki spirit which
where X is as much Soul as you wish guides the projectile to its target. The shiki
to spend) is consumed. The kongohki spirit yells out an unnerving scream as it
version, being more condensed, is generally sends the payload to its intended target.
more eective than the armour version. Raiden Mortar
This is a long range, high-power version of
RANGED WEAPON NOTES the Shikidan Howler Cannon. It is a high-
Cursed Lancer prep single-shot weapon, and its shells
This is a massive rie or cannon which res explode in a reball when they hit their
soulgem-propelled large steel bullets at an targets. Everyone within a 5 meter radius (4
incredible speed. meter for the kongohki model) must make
Repeating Cursed Lancer an Evasion roll or take damage. It can only
This cannon has multiple barrels capable of be used once per scene.
a greater rate of re, but at a shorter range.
OTHER WEAPONS
Peerless Cursed Lancer
See the Weapon List for more weapon
The latest in soulgem mass-driver possibilities for armour and kongohki.
technology, this res bullets at even higher
speeds than previously attained, resulting For armour, simply add +4 damage to the
in more damage and a longer range. rating of any listed weapon and leave all
other stats as-is for a simple armour weapon
Fury of the Kami
costing 5 Karma. Armour weapons can be
The Fury of the Kami is a massive cannon, customized as per the customization rules
indisputably the most powerful armour- in the Weapons List.
carried weapon available. It unleashes pure
hell on any single target on the battleeld SUIT ARMOUR NOTE
when red. It has an extremely long range, Suit armours are roughly human-sized, so
but requires quite a bit of time to reload. they can only choose kongohki weapons
and equipment. They cant use normal
armour weapons. They also do not get the
+4 damage bonus to other weapons that
the other armour types receive.

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tbz_v2_book2_r11.indd 189 12/19/12 12:10 AM
ONMYOJUTSU RULES
In the world of Tenra, magic is synonymous with summoning. Taoist sorcerers called
onmyoji dont y or throw bolts of re at their enemies. Instead, they summon creatures
called shiki or shikigami to do these things for them. Th is section covers the
background and technique of onmyojutsu, as well as provides a number of sample shiki
for summoning.

RULES FOR
CREATING SHIKIGAMI
Onmyojutsu is the art and science of controlling the invisible universal force known as
sha. Between practitioners of Taoist sorcery, there is a word called shiki. This word
shiki generally refers to three things: The power of sha put into a state of control by some
kind of practitioner, devices that use the force of sha to empower and control human
muscles and mechanica, and nally the proto-lifeforms summoned from magical seals,
often written on prayer strips.
However, the onmyojutsu summoners generally focus only on the latter kind of shiki. The
greatest power of an Taoist sorcerer is to summon and control protolife, drawing them
from the sha by use of prayer strips and force of will. Between sorcerers, these protolife
creatures are usually called shikigami. The people of the world of Tenra, however, refer
to these creatures as shiki, and know them as demons, monsters and evil spirits which
sorcerers bind and control.
The Taoist sorcerers who use the power of onmyojutsu to summon and bind these shiki
are called onmyoji or summoners.

CREATING SHIKI
Even for onmyoji, the path of using shiki is a path which leads to vast unexplored
territory; it is not an exact science and it is clouded in much mystery. The laws and rules
behind the study of summoning are consistent, but individual onmyoji know that the
nature of sha grants greater weight to skill, intuition and sense than consistent patterns.

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ONMYOJI

Even within the same practiced, measured it will appear to be the quick blueprint
recorded laws of summoning shiki, the of a shikigami to be summoned. This
variance of possible results is wide, and the summoning seal doesnt always have to be
exact same shiki is almost never produced written on a piece of paper. Any place that
twice. Because of the wide possibilities is possible to write on can have a prayer seal
that abound when drawing upon sha to written on it, although it can increase the
summon shikigami, onmyoji commonly diculty of the summoning. In a pinch,
view summoning as more of an art than a one can write on water, or even in the air.
science. More often than not, writing a summoning
CREATION POINTS seal is done on a strip of paper, often called
The amount of creation points available a prayer strip, using a brush and black ink.
to use to summon a shiki depend on the Writing a seal usually requires a minute of
onmyojis Onmyojutsu skill and Knowledge time (or one full action when in the middle
attribute. These creation points will of combat).
determine the abilities and powers of the PRAYER STRIPS
shiki. Prayer strips, also commonly known as
summoning strips, or shiki paper, are
SHIKI CREATION POINT CHART
specialized rectangular strips of paper used
Skill Level Creation Points for shiki summoning and creating magical
Skilled (2) Knowledge charms. The creation of these strips, and
Advanced (3) Knowledge x 2 the making of the paper itself, is done by
Master (4) Knowledge x 3 sorcerer apprentices. It is often the rst job
Supreme (5) Knowledge x 4 learned by a young onmyoji apprentice in
the path of study.
SHIKI CREATION PROCEDURE In the game, onmyoji characters can spend
Shiki are created in the following manner: one Kiai point to pick up 10 prayer strips
during intermissions.
1) Write out a summoning seal
BRUSH
2) Soul points are consumed
For shiki-summoning seals, it doesnt
3) The prayer seal gathers sha energy matter if you use the tip of your nger to
4) The shiki takes form write with. However, as expected, most
onmyoji have a fondness for a ne brush.
5) The shiki begins to act on its own
Lately, some onmyoji have been spotted
DRAWING THE crafting shiki on kimenkyo and abacus.
SUMMONINGSEAL Old-style onmoyji look upon this uncouth
The onmyoji writes the abilities and newer generation with unreserved scorn
powers of the shiki in what is known as a and refer to them as Shiki-slingers.
summoning seal or summoning glyph. A INK
summoning seal is a written combination There are many ingredients to use for
of pictures and words of the summoning drawing shiki summoning seals. The most
language, used to craft and tune the commonly-used ones are charcoal ink or
paper or object that it is written on. To pigmented water. In rare cases, even blood is
the passerby, it appears to be squiggles used, as some onmyoji maintain the theory
and ordered marks, but to the onmyoji that sha tends to concentrate in blood.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

Often, onmyoji choose an original kind, The time required then for the formation
style or color of ink that becomes their of the shiki depends upon the amount of
trademark, though there are no rule- latent sha energy in the area that the seal
based eects for using dierent liquids for can draw upon. However, for the purposes
drawing seals. of the game rules, most shiki require about
one minute to form. In a combat situation,
SOUL CONSUMPTION the shiki forms in the interaction phase that
There is no die roll required to summon a takes place at the beginning of the combat
shiki. However, in the summoning process round. In normal cases, the sorcerer draws
a certain amount of the onmyojis Soul the prayer seal in the rst round. At the
points will be consumed. The sorcerer rst beginning of the second round the shiki
uses her will to awaken the summoning takes form, and by the action phase of that
seal. After that, the seal will automatically second round the shiki can move, act and
begin to gather sha energy and form into attack.
a shiki.
The amount of Soul consumed depends THE SHIKI TAKES FORM
on the complexity of the shiki seal. The Once the seal has enough sha, the shiki
more shiki creation points used to create takes form and awakens. Often, the shiki
the shiki, the more Soul is consumed to lets out a scream not dissimilar to a scream
awaken it. The amount of Soul consumed of animals birth cry. For this proto-life
is equal to half the creation point cost of the creature, taking form is literally the birth
shiki, rounded up. of the shiki.

At this time, if the amount of Soul consumed The formation of the shiki looks like a
exceeds the sorcerers Soul reserves, taking ghostlike substance which gradually and
it to zero or less, the sorcerer passes out. slowly takes form and becomes more and
The shiki will still form, but it wont be more substantial.
able to take orders or act. In most cases, As mentioned above, in a combat situation
it will simply wander away and disappear. this formation and awakening takes place
In the case of more dangerous shiki, it may at the beginning of the round after the seal
attack people around itselfincluding the was drawn and Soul spent.
sorcererbefore disappearing.
THE SHIKI BEGINS TO ACT ON
In any case, it is at this point where Soul ITS OWN
points are consumed, and the Soul score of From this point, the shiki fully awakens,
the onmyoji is reduced by the appropriate and begins to act in accordance with the
amount. orders of the onmyoji.
THE SEAL ACCUMULATES The shiki acts on the intent and desires of
SHAENERGY its master. A shiki does not accidentally or
The summoning seal, having consumed intentionally nd loopholes in wording to
Soul from the sorcerer, pulls the twist a masters commands into something
surrounding sha into itself and starts undesirable. A shiki will always do as the
to form the body of the shiki. A crackle summoner commands in accordance with
similar to electricity or distant thunder her desires and intentions to the best of its
can be heard, and the seal gives o a glow abilities.
like electricity.

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SHIKI LIFESPAN
BASIC After a shiki is summoned, it can act for a
number of minutes (or rounds in combat)
SHIKIGAMI equal to its summoners Spirit score. If the

ABILITIES shiki is defeated in combat, the appointed


lifespan time has passed, or the summoner
A shiki has a number of basic abilities. The tells it to, the shiki will either disappear
abilities will vary depending on the amount into nothingness or return to its seal to be
of points spend in the shikis creation, the enveloped. In both cases, the shiki is gone
form that the onmyoji chooses for it, and from the scene. If the shiki is in combat,
the powers that the onmyoji grants it. it will disappear in the rounds interaction
phase.
SHIKI ABILITY SCORES
The ability scores that the shiki starts out PHYSICAL APPEARANCE
with and the number it uses for its skills The form, shape, and other characteristics
is decided based on the total amount of of the shiki are entirely determined by
points used to create the shiki. The more the summoning onmyoji. She determines
points used to create the shiki, no matter what the shiki looks like, and thats how
what its purpose or special abilities, the it appears. However, no matter what its
more powerful the shiki will be. appearance is, it will not gain extra abilities
or powerful attacks just because the
The ability score number isused for all
summoner described it as having them. An
shiki actions normally resolved using Body,
onmyoji can describe her shiki as having
Agility and Senses attributes. However,
great wings, but it cannot y unless the
a shiki cannot use Knowledge, Spirit,
summoner specically pays for that ability.
Empathy or Station attributes or rolls.
Onmyoji who summon shiki with the
As for skills, a shiki uses its set skill number
shapechange ability can change the
as the value for all basic skill rolls. A shiki
appearance of the shikigami again and
cannot use specialist skills (Forgery,
again after it takes form.
Ninjutsu, and the like). Finally, a shiki has
no will or personality of its own; attempts A SHIKI ALWAYS OBEYS
at communication, or mental or spiritual A shikigami always obeys the commands
attacks will not aect a shiki. of its master. No matter what abilities or
form the shiki takes, it always retains the
SHIKI ABILITY SCORE TABLE
ability to hear and understand the desires
CREATION PTS ATTR SKILL VIT of the onmyoji that summoned it. As stated
1-6 1 1 1 earlier, it always acts on the will and intent
7-12 2 1 2 of the summoner, and never uses creative
13-18 3 2 3 interpretation or willful misinterpretation
19-24 4 2 4 when it comes to orders.
25-30 5 3 5 In combat, it costs no actions for the
31-36 6 3 6 summoner to give orders (even new orders)
37-42 7 4 7 to shiki that have the Sense Link ability.
For every additional 6 points spent above 42, add
For other shiki without Sense Link, it
+1 to both Attributes and Vitality requires a half action (see the combat

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section for more details on half actions) In the random creation method, if at least
for the summoner to issue an order to the one creation point remains unspent, the
shiki. summoners player can roll on the chart
again to get more abilities. If there is one
DESTRUCTION OF A SHIKIGAMI ability point left, and the player rolls and
If the shiki is attacked and takes enough gets an ability that normally costs 15 points,
damage to equal or exceed its Vitality score, that ability can still be taken; its okay to go
then it does not pass out: It is destroyed. over the mark once in the random creation
Even if the prayer strip or summoning seal method. Eventually, though, the creation
still remains intact, it cannot be reused, points will be reduced to zero or less, and
and the destroyed shiki does not return at that point no further abilities can be
unless it is summoned again. purchased.
SHIKIGAMI If the same ability is rolled twice, then the
ABILITY CHARTS two power levels are added to each other for
There are two methods for creating a shiki: a more powerful ability.
random and crafted. Crafted shiki tend to Example: A player rolls and gets combat ability
have the exact abilities that the onmyoji at a power level of 2 and a cost of 6 creation
summoner wants it to have. However points. Later, combat ability is the result of
there is less freedom in the expenditure another roll, this time at level 4 at a cost of 12
of points, and these shiki can be a little creation points. The player adds them together
weaker. Randomly created shiki tend to be for a nal combat ability of level 6, for a total of
18 creation points.
more powerful than crafted shiki, but if the
summoner wants a particular ability set in MAKING SHIKIGAMI WITH
a shiki, it may be harder to build. FEWER CREATION POINTS
For example: A summoner wants to create a An onmyoji can summon a shiki with a
shiki whose only task is to carry the onmyoji and creation point cost determined by the
her comrade to the top of a cli face. It would be summoners Knowledge attribute score and
too much of a gamble to try to create a random Onmyojutsu skill. As mentioned above,
shiki hoping that it gets infused with the one
during a random creation summoning,
power the sorcerer needs. However, in a ght
more points can be spent on abilities if the
against a powerful enemy, it might be worth
last Shiki Ability Chart roll goes over this
taking the gamble to create a shiki at random
to be able to get abilities more powerful than its point cost. However, an onmyoji can also
creation cost would normally allow. choose to create a weaker shiki made with
fewer creation points, stopping the creation
RANDOM CREATION process any time she wants to.
The onmyoji must roll for the abilities of
During random creation, the chart must
the shiki on the shikigami ability chart
be rolled on at least once. The onmyoji can
in this chapter. Two dice are rolled to
choose to roll again or stop anytime. Once
determine the gained ability, then one
the summoner decides that the shiki is
more die is rolled to determine the power
ready and wishes to summon it, the nal
of that ability. This determines the ability,
point cost is calculated. Th is determines
the power level of the ability, and the shiki
the attribute, skill and Vitality scores of
creation point cost for that ability level. The
shiki gets that ability and the point cost
must be paid.

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ONMYOJI

the shiki. It also determines the nal Soul For purposes of determining this shikis attribute
point cost to summon the shiki (half of the scores, skills and Vitality, the summoner uses the
shiki creation points used, rounded up). total shiki point cost of 49 (which results in an
attribute score of 9, skill score of 4, and Vitality
GOING OVER THE score of 9). However, to determine the shikis Soul
SHIKIPOINTCOST cost for this one-time summon, the original shiki
In the random creation method, there point limit of 21 is used instead. Halving this and
is that chance that the nal roll on the rounding up, the caster gets to summon this very
powerful shiki - just once - for the rather low Soul
chart will exceed the point cost that the
point cost of 11 Soul.
summoner is usually limited to. This is ne
and represents the accidental summoning CRAFTING SHIKI
of a shiki that was more powerful than The second method of creating a shiki is
intended. At this point, though, the chart called Crafting. The onmyoji carefully
cannot be rolled upon further, as the shiki decides which abilities she wants the
creation points have been exceeded. The summoned shiki to have. This is especially
shiki creation process ends and the shiki useful when using shiki like a utility
will be summoned. belt to accomplish specic tasks or help
When the player over-allocates points in in specic ways. The summoner chooses
this way to a shiki, there are two extra rules which abilities from the Shiki Ability
to consider: Chart she wants the shiki to have, and from
there decides the exact power level that she
The nal point cost of all the abilities
wants the ability to be set at.
bought becomes the nal shiki creation
point total. Th is is used to determine The only drawback in the crafting method
the shikis attribute score, skill score and is that the shiki tends to be weaker
Vitality points. than one summoned using the random
method. This is because a player using
The Soul point cost is determined by the
the crafting method cannot over-allocate
summoners original intended creation
shiki creation points. The shiki creation
point cost. If the onmyoji did not specify
point total determined by Knowledge and
how many points she was intending to
Onmyojutsu level becomes a hard limit
use, then her Soul score drops to 1.
which cannot be crossed. You can always
EXAMPLE: An Onmyoji Summons a Shiki use fewer points to craft a shiki than the
A sorcerer has a Knowledge of 7 and an
summoners shiki creation point total, but
Onmyojutsu skill of 4. According to the shiki
you cannot use more.
creation point chart, a summoner with an
Onmyoujutsu skill of 4 has three times her More importantly, when totaling up the
Knowledge score, so the character has 21 shiki shikis point cost, the shikis skill level is
creation points. The player rolls a few times lowered one step on the shiki Ability Score
on the shiki ability table to create the shiki. Table. In other words, if 28 points are used
Eventually, the shiki has 19 points spent and 2 to craft the shiki, this normally means that
points left. The summoner makes one more roll all skills are ranked 3. However, moving
and gets the crazy-powerful Combat Ability at
one step down brings the skill rating to 2.
level 10, at a cost of 30 shiki creation points. The
If 34 points are used to craft the shiki, this
limit was supposed to be 21, but this shiki was
overcharged to 49 points because of luck on the
normally means that all skills are ranked 3;
random creation. and moving one step down means the skill

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rating is still 3. See the shiki Crafting vs on the shiki Ability Chart), then the shiki
Skill Level table for the appropriate skill comes to life, sustaining itself on area sha
level when using the crafting method. for sustenance.

SHIKI CRAFTING A similar eect can also occur if the shiki is


ANDSKILLLEVEL a Chimera (double 4s on the shiki Ability
Chart). In this case, the shiki comes out
CREATION POINTS SKILL RATING
twisted, malformed, full of pain and rage,
1-6 1
and looking for something to destroy. A
7-12 1 chimera is a malformed half-creature half-
13-18 1 spirit that wanders the land in the shadow.
19-24 2 For the moment, it begins to act on its own
25-30 2 as soon as it is summoned. Many chimera
31-36 3 run away to terrorize faraway settlements,
37-42+ 3 while others stalk their summoners,
waiting for an attempt to strike.

TALISMAN CREATION Since this shiki had the power to create


A talisman refers to a shiki bound to an itself and pull itself from the sha without
inanimate object: Any user (not just an the summoners aid, the summoner loses
onmyoji) can use it to summon and control no Soul points when a runaway shiki or
the shiki bound within it. chimera is created But the GM, not the
player, immediately takes control of this
To create a talisman, or a shiki to be bound shiki.
into an object or even a samurai, the shiki
must have the Possession ability. The best Normally, the runaway shiki or chimera
method for creating a talisman is the shiki immediately attacks the nearest living
crafting method. creatures. Most commonly, this includes the
onmyoji which summoned it. Sometimes
If you use the random method and happen the runaway shiki or chimera chooses
to roll and hit the Possession ability, it another target. Shiki almost always stay
means that this shiki may be bound into and ght, but in rare cases, a chimera will
a talisman or samurai if the summoner run away. If the chimera runs away, it will
wishes to do so. usually return again later to consume the
RUNAWAY SHIKIGAMI esh of the summoner who brought it to
The rst result of the Shiki Ability Chart life, wreak havoc in nearby communities, or
used during the random shiki creation pursue strange or unknowable goals until
method (if double 1s are rolled) is it crosses paths again with its summoner.
Runaway. If this result is rolled, the shiki Sometimes it returns inexplicably far more
becomes frenzied and pulls itself from powerful than when it was summoned.
the onmyojis control. At this point, the Once the player of the summoner gets
shiki almost always turns on its master at a Runaway Shiki or Chimera result,
the point where it takes form. One of two stop rolling: The shiki is immediately and
things happens from that point: If the shiki obviously out of the summoners control
is a Runaway (if the player rolls double 1s and fully forms itself at that moment. No
further abilities are added to the chimera.
If the shiki has become a chimera, please

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ONMYOJI

look at the ayakashi section for more details The Soul cost of a shiki is equal to one
on their nature. Use the attributes for that half of the shiki points used to create it,
Chimera and add all of the abilities which rounded up.
the summoner gave the shiki up until the The process of summoning a shiki, from
point it became a Chimera. the start of writing out the prayer strip to
RUNAWAYS AND CHIMERA the shiki being fully formed, usually takes
A Runaway shiki is a shiki spirit which one full minute.
the summoner loses control over. The In a combat situation, it takes one full
only abilities it has are the ones that the action in a round to write out the shiki, and
summoners player rolled for it before the the shiki comes to life at the beginning of
1-1 was rolled. the second round during the interaction
A Chimera is a monstrous entity phase. In the second rounds interaction
accidentally summoned forth from the phase, the summoner can order the shiki
sha. It has all the abilities of a standard to act (Fight my enemies!), and the shiki
Chimera in addition to the abilities which will start acting during that second rounds
the summoners player gave it before the full action phase.
4-4 was rolled. IN THE CASE OF TALISMANS
Chimera Statistics If the shikigami is tied to a talisman or
BOD 6 AGI 8 SEN 7 KNO 4 other vessel (like a samurai), the shikis
pattern is already written and dened. All
SPI 5 EMP 2 STA 4
that needs to be done is to use it to bring
Vit: 10 Soul: 18
it to life. It comes to life at the end of the
All non-specialist skills ranked at 3
users full action phase at the end of the
Additional Ayakashi Abilities: round.
Regeneration: 5, Living Weapons: +6 Damage,
The shiki cannot actually take actions or
Flight: 10, Incorporeal
counterattack in that rst round, but it can
Note: When a Chimera is accidentally defend itself . If the user is a samurai who is
summoned, it retains all the abilities and skills has begun the process of samuraization, or
you rolled for the shiki summoning as well as the summoning the power of this shiki within
ones above. it for combat prowess, the samurai will get
to defend that round by using the higher
FUN CULTURAL FACT defense bonus that the shiki grants her.
Why does a roll of 4-4 mean the onmyoji
The advantages of using talismans or
loses control of the shiki? Four, in Japanese
vessel-bound shiki, aside from the fact that
is pronounced shi. Shi is also the word
anyone (not just an onmyoji) is able to use
for death. Four is a very, very unlucky
them, is the defense ability it can use on the
number in Japanese culture.
rst round and the fact that the shiki may
THE SHIKI TAKES FORM act normally in the second round.
To bring a shikigami out of the ether into
a physical form and make it come alive, the
SHIKI-SLINGING
When bringing shiki to life the summoner
Soul energy of the summoner is consumed.
can work as fast as they can, but they
will always require time to harness the
surrounding sha energy and bind it to

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the prayer strip or summoning seal. The surged in too fast. Every failed summoning
amount of time required to draw upon the roll produces a runaway shikigami. This
sha is random, but most summoners can runaway shiki will always aim for the life
pull together sha within about a minute of the caster, stopping at nothing to kill or
under pressure. devour her.
As written in the rules above, it usually In cases where multiple shiki are
requires a full round to summon a shiki summoned at once, count up the number of
under normal circumstances. However, successes. If the number of successes beats
a full round can be a very long time in a the weaker shikis diculty, then those
desperate situation. weaker shiki are summoned, and only
The summoner can reduce the amount of the ones whose diculties werent beaten
time required to summon a shiki through become runaways.
a process called Shiki-slinging, also called Since shiki-slinging requires the caster to
Spell slinging or quick-draw. By drawing write and draw the shiki and magic sigils,
faster and furiously on the surrounding this method cannot be used by a samurai
sha, and saying incantations as fast as their to speed up the samurai transformation
mouth can sound out the words, they can process.
cut the time required to summon a shiki. EXAMPLE: The Terrible Mistake of Chihaya
When shiki-slinging, the summoner nds Chihaya the onmyoji makes an attempt at
the shiki point cost of the shiki they wish quick-draw summoning. The total shiki cost for
to summon and divides that point cost by the battle-heavy shiki she wishes to summon is 17
5 (rounding up). That number becomes the and the Soul cost is 9 points. Since the shiki point
shiki-slingers diculty. The slinger has to cost is 17, her shiki-slinging diculty is 4.
make a roll of Agility and Onmyojutsu to Chihayas Onmyojutsu skill is 3, and her Agility
successfully summon the shiki. is 5. She rolls ve dice for her Agility, and they
turn up 1, 3, 4, 4, and 5. The diculty was 4, but
If the summoners roll succeeds, the shiki
her total number of successes is 2 (only the 1 and
is quickly formed. The shikis summoner
the 3 were equal to or under her summoning skill
can command it in the rst round to take
of 3). She fails.
action, and the shiki will take that action
at the end of the rst round after all other The shiki births into existence in front of
Chihaya. It lets out a blood-curdling cry, and
participants have acted. A summoner can
turns towards its summoner.
use shiki-slinging to summon multiple
shikigami at the same time. For multiple TYPE OF ROUND 1 END OF ROUND 2 END OF
SUMMONING ACTION ROUND 1 ACTION ROUND 2
shiki, the total point costs of all the shiki
NORMAL Summon Shiki Forms Shiki Acts
are combined, and they are summoned in
order from the one with the lowest ability TALISMAN Shiki Forms Shiki Acts

scores to the highest ability scores. SHIKI-SLINGING Shiki Forms Shiki Acts Shiki Acts

The dangers of shiki-slinging are found


when the summoner fails the Agility: SENSE SHARING
Summoning roll. It means that somewhere All of the things that the shikigami senses
in the process, the summoner made a can be shared with its summoner. That is
mistake: A brush stroke was left out, a because the summoner has the ability to
word mumbled, the prayer strip or writing create a connection between herself and
surface was disturbed, or the sha energy

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her summoned shiki. When the shiki is


summoned, the onmyoji decides whether CRAFTING
or not to forge this connection to the shiki.
This connection is called Shared Sense
TALISMANS
(or Sense Sharing/Sense Bonding). When a shiki spirit is summoned and
With shared senses, there is no distance bound to an inanimate object, that object
limit between the summoner and her shiki. is called a talisman (or jufu). Usually the
Nothing can jam or interfere with this object will be in the form of an amulet or
connection. The shikis sense-link cannot charm. Th is is also the principle behind
be tapped into or intercepted by a third how samurai are created; a shiki is bound to
party or another onmyoji summoner. A the inanimate soulgems and frame, which
shiki with bonded senses makes for an happen to exist within a living human.
excellent reconnaissance creature or even Since talisman-based shiki do not require
a spy if the shiki is humanoid. time to have their sigils written on them,
There is a drawback to shared senses: and since they can be summoned again and
The summoner feels pain when the shiki again, the creation and use of talismans is
is injured. As a result, when the shiki is becoming quite popular in certain circles.
killed or destroyed, the summoner will There are a few rules that apply to shiki
take damage as well. When a sense-bonded that are to be used for talismans. They
shiki is destroyed, the amount of damage must have the Possession ability in order
a summoner takes is equal to half the to bind (possess) an object. Only one shiki
amount of Soul that was spent to summon can be stored in each object.
the shiki, rounded up.
Its up to the onmyoji whether or not
THE CREATION
to allow sense-sharing with summoned OF SAMURAI
shiki. There are benets and drawbacks Th e samurai are those people who have
to each choice. However, once the shiki is surrendered their physical bodies to
summoned, you cant change your mind. become a vessel for binding a shiki spirit.
The shiki possesses their body and at the
SPENDING KIAI command of the user, it erupts into action.
THROUGHSHIKI The possessed samurai is like the rider of a
An onmyoji who summons shiki with wild bull; the shiki obeys the samurais will
shared senses can spend spend their own and acts exactly as the samurai wishes, but
Kiai through their summoned shiki. She the relationship always teeters at the brink
can add bonus dice to shiki rolls, raise shiki of the limits of control.
skill levels temporarily, etc for the shikis The process begins with the samuraization
actions. The only thing that the onmyoji surgery. This is where the warrior trades a
cannot do is use Kiai to permanently raise large amount of money (and some would
or level up the shikis attributes or skill say their souls) in return for the surgery
levels. to implant the shiki. This allows the user
to activate and dismiss the shiki without
requiring an onmyoji to be there each time
to manually cast the shiki into their body.

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At the time of surgery, the samurai has onmyoji killed by their samurai creations
an onmyoji summon and bind a shiki into once the surgery was completed and paid
their body. The onmyoji summons a shiki for. At other times, the onmyoji has more
normally as per the summoning rules. The sinister goals in mind when creating these
only dierence is that the shiki possession secret keywords.
ability is required in order to bind the
shiki to the samurai (at least one point of CONTROLLING THE SAMURAI
possession). Since the samurais body is a Samurai are living shiki spirits which
single container, only one single shiki spirit are activated mentally by the will of the
can ever be bound to it. samurai they inhabit. However, onmyoji
also often create a secret keyword to
Skill, Attribute and Vitality ratings for activate or deactivate a samurai, known
the shiki (based on creation point total) only between the onmyoji and samurai.
do not apply to shiki once implanted into If this keyword is known by another,
a samurai. They no longer have meaning. they could use it to activate, deactivate, or
Samurai power and attribute increases are perhaps even control the samurai.
based upon the special shiki abilities like
Combat Ability and Regeneration. Onmyoji use these keywords so that they
are not attacked by their own creations.
THE PRICE OF A SAMURAI Samurai can also use these keywords to
The power gained by a samurai is activate or deactivate their shiki if they
enormous, but the consequences of such a feel they are losing control of their bodies.
transformation are weighty as well. Some samurai simply request that no
The rst is that the samurai is no longer keywords are created, as they loathe the
regarded as human. In the world of Tenra, possibility of another person being able
the only proof of humanity is the ability to control them However, whether the
to bear children. After the surgery is onmyoji actually omits a keywordor
complete, they lose that ability. There is creates one anyway and simply doesnt
not one recorded instance of a samurai, tell the samuraiis up to the individual
male or female, siring or bearing a child. summoner.
Their vessel is no longer human, but at the SAMURAIZATION SURGERY
same time, it is not exactly a shiki either. A character can choose to take on the
Adopting the power of a samurai means samuraization surgery in the game. The
removing yourself from the human race. GMs approval is required, as this could
The second consequence sits with the aect the story signicantly. Samuraization
onmyoji who performs the surgery. A surgery, including recovery time, requires
huge amount of money is paid for well- three months to half a year to complete.
documented yet extremely dangerous and For that reason, the surgery will probably
experimental surgery. In the process of be taken on during an intermission, where
that surgery, there are few onmyoji who such a length of time can pass freely (if the
bind the shiki to the samurai in exactly the story permits it).
manner the samurai wishes. The onmyoji To undergo the surgery, the potential
often creates a secret backdoor command samurai must nd an onmyoji capable and
to control the shiki when they implant it willing to perform the surgery. She must
in the samurai. Sometimes this is for self- bring the onmyoji the soulgems that will
defense, as there are cautionary tales of eventually be implanted in her body. She

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ONMYOJI

must also bring a mountain of money (or dissipates, returning to the talisman that
sponsorship from a lord); expect to pay contained it. However, there are a few
4-5 ryo (gold) for each shiki creation point conditions which will destroy a talisman
used. The onmyoji then summons a shiki shiki permanently, making it impossible
with the abilities the samurai requests and for the shiki to return to its talisman:
binds it to the soulgems in the hosts body. The shiki has the Explode ability and uses
The onmyoji can choose any shiki ability it.
she wishes, but the shiki must have at least
one point of Possession ability in order to The shiki has the Transmutation ability
bind itself to the samurais body. and uses it.

When a samurai undertakes the surgery The shiki has the Shiki Destroyer ability
her Karma increases dramatically. When and uses it.
the Soul cost for the shikis activation is
USING MULTIPLE TALISMANS
determined (one half of the shiki creation
As long as a user has the requisite amount
points, rounded up, as normal for shiki
of Soul points to expend upon each
summoning), multiply that Soul cost by
summoning, any number of shiki can be
4 to determine the total Karma cost for
summoned and controlled. In a combat
having that shiki bound to the samurais
situation, each summoning requires a
body. Most samurai will want to implant
full action, usually meaning that only one
more soulgems into their body in order to
shiki can be summoned via a talisman each
lower the Soul cost to activate the shiki.
round. Lastly (though rarely a concern,
Every five soulgems implanted into the
given the high amount of Soul cost per
body reduces the summoning cost by 1 Soul
summoning), if the shiki have the Shared
point, but it raises Karma by ve points.
Senses ability, only a number of shiki equal
See the samurai rules for more details on
to or less than the summoners Knowledge
soul and Karma cost for samurai shiki.
attribute score can be summoned and
To get the most out of samuraization controlled at one time.
surgery, it would probably be best for the
samurai to have a lot of high-ranked Fates USING SOULGEMS
ready to be sublimated or burned away (see Summoning shiki from talismans places
the Karma rules for more details). That a burden on the summoner: They have to
way, Karma can be lowered signicantly expend Soul in order to bring them forth.
to counteract the incoming large Karma Binding soulgems to the talisman (or the
gain from the samuraization surgery. If a body of the samurai) helps reduce that
character spends too much Karma during burden to a manageable amount.
the intermission without a way to reduce Every ve soulgems embedded in a talisman
it, theres a chance that she will become a reduces the Soul cost for the summoning
lost soul, an Asura. Alternatively, she may by one point. Using soulgems in this
simply die on the operating table. manner can bring a casting cost down to a
minimum of 1 Soul.
REUSING A TALISMAN
When a shiki spirit is summoned from a The soulgems glow with a red light when
talisman, it operates for a set amount of Soul is consumed, and the shiki comes
time then returns to its container. Th is forth from there.
is also the case if the shiki is killed: It

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In the case of samurai, soulgems are condition is a fundamental hurdle in the


bound to their bodies before the shiki is summoning of shiki spirits. Onmyoji
summoned and bound to them. While sorcerers can expend greater amounts
this reduces the amount of Soul points of Soul in order to bind the sha energy
required to activate the shiki, it increases and keep the shiki manifested for longer
the overall Karma cost. The Karma gained periods of time, but in the end it will run
during this surgery is quite high. First, the out of sustaining energy and dissipate.
samurai gains Karma equal to 4 times the However, with the use of a heartgem (also
shikis base Soul activation cost. On top known as a heart engine), a summoned shiki
of that, every ve soulgems implanted (to is given an unending supply of sha energy
reduce the overall base Soul activation to feed from. It takes permanent form, and
cost) require an additional 5 points of will not disappear unless it is destroyed.
Karma. Th is is also the case for normal The heartgem is also the source of the great
shiki talismans. amounts of energy constantly consumed by
It should be noted that the notion of the yoroi armours and kongohki.
simply adding more soulgems to a When a heartgem is used to bring a
samurai is perhaps said too lightly: Since shiki into being, the Soul energy of the
the samuraization surgery must be done summoner is still expended to manipulate
without anesthetic, the pain required the sha required to give the shiki form.
to implant each and every soulgem is However, the shiki is then bound to the
immense and possibly unbearable. Th is heartgem, which continues to fuel the shiki
unimaginable pain is why the failure rate indenitely. For this reason, shiki spirits
of the surgery is so high, with fatalities even that are given permanent form must have
amongst the strongest of patients. the Possession ability. Finally, talisman-
STARTING THE GAME based shiki cannot be given permanent
WITHATALISMAN form, as they are already physically and
Any character with the Onmyojutsu spiritually bound to their talisman.
skill can either choose a shiki bound to
THE SIDE EFFECTS
a talisman before the start of a game, or
simply purchase one later in the game
OF PERMANENCE
Creating a permanent shiki isnt as carefree
during an intermission. For every shiki
a process as simply binding it to a heartgem.
talisman chosen, add 10 Karma to the
There are some very special and even
characters starting Karma total. If a shiki
dangerous considerations to remember.
is found, earned or received in-game, there
is no additional Karma cost. First, the shiki cannot be unsummoned
like a normal shiki. Normally, an onmyoji
can dismiss a shiki once it has performed
PERMANENT its task (before it runs out of sha). However,
a heartgem-bound shiki will not disappear.
SUMMONING The only way to permanently get rid of it is
Sha is the power that brings the shiki out to kill the shiki.
of nothingness and gives it form. It is the Second, there is a huge risk of a shiki
energy which keeps it alive and moving. rampaging. Since heartgems are the actual
When sha no longer is available to the hearts of the oni people, sometimes a
shiki, it destabilizes and disappears. This

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ONMYOJI

fragment of their soul remains attached mirror. Making use of a kimenkyo allows
to the heartgem. When such a heartgem is a skilled summoner to conjure shiki in a
used in a binding, the onmyoji unwittingly new way, one where they can control which
provides this soul (usually an Asura) with abilities a shiki is given when formed.
a new body to inhabit. However, the kimenkyo summoning
In rules terms, when binding a shiki method is a hybrid of both the benets and
permanently to a heartgem, roll D66: On drawbacks of a random shiki summoning
a roll of doubles (11, 22, 33, 44, 55 or 66), and a shiki crafting.
the result will be the same as if an 11 was A summoner can choose which abilities the
rolled on the shiki power chart; the shiki shiki has. Unfortunately, she cannot choose
immediately becomes a rampaging spirit the power level of the ability. Instead, the
and viciously attacks any living creature player must roll a 1d6 on the shiki Ability
in the area beginning with the summoner. table to determine both the rank of the
If this occurs, there is a chance that the ability and the amount of creation points
shiki can still be controlled. Whenever required for that ability. If she is unsatised
he decides it is appropriate, the GM may with the result, she can try rolling again
allow a chance for the onmyoji to recapture for the ability level, adding its value (and
the rampaging spirit. A Spirit: Willpower creation point cost) to the rst value rolled.
roll is made, and the diculty number (the Unlike the crafting method, there is no
number of successes required) is the shikis reduction of the shikis skill for using the
attribute value plus three. kimenkyo when summoning: The normal
If the roll succeeds, the onmyoji captures shiki ability table (and skill rating) is used
the will of the shiki, and the shiki operates when determining attribute and skill
as usual from that point on. However, ratings.
at times of particularly high stress or The player cannot go over their creation
violence, the shiki (at the GMs discretion) point limit as is possible in normal
may become aware again and resist the summoning. If the creation point limit
onmyoji. Another battle of wills is required is hit, simply stop there: The last ability
to maintain control over the shiki. Th is added (the one which broke the creation
should not happen any more than once per point limit) is ignored and removed
session, if at all. from the summoned shiki. Finally, the
Possession ability cannot be chosen when

MAKING using a kimenkyo. The shiki born from the


computations of a kimenkyo, for unknown
USE OF A reasons, always lack the ability to bind to
other objects and creatures. Therefore, a
KIMENKYO kimenkyo cannot be used to craft shiki for
use in samuraization surgery or be bound
The lesser, mass-produced form of a
to talismans.
meikyo soul mirror, the kimenkyo,
has found recent use in some circles of Kimenkyo come with unusual limitations,
onmyoji. Coupling a kimenkyo mechanical but they allow summoners familiar with
mirror with an abacus, shiki patterns and the ways of kimenkyo technology to ne-
properties can be calculated and stored tune the shiki they summon. Certainly
within the databanks of the kimenkyo elder onmyoji turn up their noses to the use

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of this newfangled technology to practice


this centuries-old art, but some newer SHIKI
onmyoji are keen on using new technologies
and new ways of thinking with this very ABILITY LIST
traditional practice. The following is the list of the basic abilities
which shiki can have. After the name of
USING A MEIKYO each ability is the abilitys cost in creation
There are so very few onmyoji who use
points (CP) per level of ability.
meikyo soul mirrors for summoning that it
is almost not worth mentioning. However, ADDITIONAL DAMAGE
some gifted onmyoji who directly serve the 2 CP per level
Shinto Priesthood are presented with soul
Every level of the Additional Damage
mirrors which they can employ in the use of
ability grants a +1 bonus to the shikis
their onmyojutsu. Using a meikyo mirror
damage for melee attacks. This ability
and interface helm allows the summoner
also sets the base damage for the Ranged
far more control over the experience of
Attack ability if the shiki has that ability.
shiki-summoning. It is like the dierence
between programming a script with a For shiki implanted into samurai, every
keyboard versus creating a virtual computer level of Additional Damage gives the
landscape using only your mind. samurai +1 damage to all melee weapons
and thrown weapons while in samurai
When using a meikyo soul mirror, an
form.
onmyoji can summon shiki in exactly the
same way as with a kimenkyo mechanical If a shiki with the Additional Damage
mirror. However, when calculating the ability is bound to a talisman weapon, the
maximum points allowed for shiki creation Additional Damage ability becomes the
based on Knowledge and the Onmyojutsu new base damage for that weapon; you
skill, the onmyoji can add the meikyo replace the original damage rating, you do
mirrors Karma adjustment bonus to not add them together.
her Knowledge score when calculating Note: The base damage for attacks by shiki
available shiki creation points. which do not have this ability is +1 (claws,
bite, etc).
MULTIPLE SUMMONERS
Although it is a rare occurrence, onmyoji COMBAT ABILITY
are known to work together on large 3 CP per level
projects like building yoroi armours and
Combat Ability allows the summoner to
kongohki. When onmyoji work together,
boost the Attribute Rating of the shiki and
use the normal rules for summoning shiki
make it more powerful. Every additional
or creating samurai. For the creation point
point in Combat Ability taken adds an
total, simply pool all of the summoners
additional point to the shikis Attribute
creation points together. However, the
Rating (which is originally determined by
actual activation and command (or
the number of CP used to create the shiki).
ownership) of the shiki will always reside
Vitality also increases one point for every
with one single person.
point of Combat Ability taken.

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ONMYOJI

In the case of shiki used in samurai, every GASEOUS FORM


level of Combat Ability increases the 3 CP
samurais Body, Agility and Senses score The shiki has the ability to turn into a
by one point each while in samurai mode; gaseous form (vapor, ether, mist, ectoplasm,
a Combat Ability at level 4 would grant +4 or other gaseous substance). In this state,
to Body, Agility and Senses. However, do it may be seen but it cannot be attacked.
not adjust Vitality or Wounds; these do Likewise, it cannot attack others while in
not change, even though the Body score this state. In a gaseous state the shiki can
increases. pass through cracks in buildings. When it
EXPLODE reforms, it requires enough empty room for
1 CP per level its full body to reform; it cannot reform in
small spaces or inside another living thing.
With this ability, the shiki itself explodes
violently. The shiki dies, and everything Shiki with the Gaseous Form ability
around it takes damage. cannot dissipate or reform parts of its body,
but rather the whole body at once. Because
The damage of this attack is equal to the of its ties to its host, shiki for samurai
level of the Explode ability. The range is creation cannot take this ability.
equal to a radius of [power level 2] meters.
This ability is not usually crafted into PHANTASM
samurai. At least, not of the samurais own 3 CP per level
volition Th is ability only works when there is a
Sense Link between the onmyoji and
FLIGHT the shiki. The shiki must also have the
1 CP per level Possession ability of at least one rank.
This ability allows the shiki to y. A shiki
Phantasm allows the shiki to target a
can y at a base speed equal to its level of
humanoid and force them to see an illusion.
Flight x 200 meters per minute. A shiki
The illusion is controlled by the onmyoji,
can carry an amount of weight equal to 10
and allows the onmyoji to manipulate all
times its level of ight in kilograms before
of the targets ve senses. The illusion can
slowing down. A shiki does not add its
be used to do simple things like make the
own weight, but in the case of a samurai,
onmyoji disappear to the target, or take
the samurais normal body weight counts
on the appearance of a friend or companion.
towards that total. It can also be used to subject the target to
Please see the additional chart for horrible hallucinations; while no injury can
restrictions on the Flight ability. be done to the target, the onmyoji can cause
them to feel some pain, nausea and the like.
FLIGHT ABILITY CHART
Weight Speed (per minute)
While the shiki must have the requisite
Possession ability to gain the Phantasm
FL x 10kg FL x 200m
ability, the shiki does not actually have to
FL x 20kg FL x 100m
possess the target as per the Possession
FL x 30kg FL x 50m
rules.
More weight: cannot fly; can only slow-fall
To see through the illusion, the target
FL = Flight Ability Level
must make a Spirit:Willpower roll. The
target needs a number of successes equal

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

to or greater than the level of the shikis is expelled from his body. If the target fails,
Phantasm ability. While the target will then the shiki moves them as if it was one
almost always roll Spirit:Willpower to see with the persons body. This lasts until the
through the illusion, the GM may decide shiki puts the target in danger (allowing for
that, depending on the type of illusion, another attempt to resist), or until the shiki
another attribute may be suitable for the dissipates or willingly leaves the target.
Willpower roll (like Station, Knowledge, Shiki that are used to create samurai must
or Body). have at least one point in this ability in order
POISON to be bound to the samurais body. Shiki
3 CP per level that are permanently bound to heartgems
require this ability as well.
This ability allows the shiki to create an
amount of special poison within itself A shiki can only possess a single object at
which aects any creature that it hits in a given time, and one object can only be
combat. possessed by one shiki at a time.

The strength of the poison is equal to the For this reason, samurai cannot be
level of the poison ability. The poison lasts possessed by other shiki, and the shiki
for as long as the shiki is active or alive. bound to a samurai cannot possess other
When the shiki is killed or unsummoned, objects or people. Likewise, shiki that
the poison dissipates. are bound to talismans or heartgems
(permanent shiki) cannot later bind to
During every interaction phase in other objects.
combat, the damaged character makes
a Spirit:Willpower check. The diculty A shiki with the Possession ability cannot
rating is equal to the level of the poison. actually possess those shiki bound to
Every success the character gets reduces objects and people, but they can still aect
the damage of the poison damage taken them in a way. A shiki with Possession can
that round by one point. interfere with bound shiki by reducing
their abilities in the following way, called
See the combat rules for more information draining:
on poison.
The attacking shiki with the Possession
POSSESSION ability touches a defending shiki (or
3 CP per level samurai). Sometimes this means making
a successful attack against the defender
This ability allows shiki to bind themselves
in combat (but no actual damage is dealt).
to objects and living things.
With a greater level of the Possession The attacking shiki forces the defender
to make a Willpower roll with a target
ability, the shiki can take control of the
number equal to the level of the attackers
object it binds. If bound to a person (or
Possession ability. For talisman or
other living creature), the shiki can take
heartgem-bound shiki, the defending
control of the person as if the shiki was
shiki makes an Attribute Rank/Skill
wearing that persons skin. The target
Rank roll to defend.
makes a Spirit:Willpower roll against
a difficulty number equal to the shikis
level of the Possession ability. If the target
succeeds, he stays in control and the shiki

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ONMYOJI

If the defender fails, the defending shikis RANGED ATTACK


abilities are all reduced by a number equal 2 CP per level
to the level of the Possesion ability of the The Ranged Attack ability requires the
attacking shiki. Additional Damage ability to be useful.
If the defending shikis abilities reach 0, Shiki with the Ranged Attack ability have
then they can no longer be used or they some sort of long-range attack that they
simply do not work correctly (attacks can launch at enemies: Fire, psychic energy,
always miss, etc). This situation lasts light beams, needles, demonic howl,
until one of the two shikigami dissipates. etc. It can make attacks using its general
If the attacker dissipates or is killed Attribute Rating, using Skill Rating (as a
rst, then the defending shikis abilities character would use the Marksman skill)
immediately return to normal. for the skill of the attack.
This drain eect lasts even if the shiki The range and rate of re for this ability
does other things like attack other are as follows:
characters. However, it cannot attempt
to drain or possess a second character Ranged Attack Ability Chart
without letting go of the rst. Level Range RoF
In the case of a samurai, the samurai use 1 5m 1
their own Spirit:Willpower to defend 2 10m 1
against Possession. In cases where the 3 10m 2
samurais shiki has been drained and all 4 15m 2
shiki abilities have been reduced to 0, the 5 15m 3
samurai can still try to regain control For every level above 5, the range increases by 5m
in future rounds by taking an action on even numbers and RoF increases by one on odd
to attempt another Spirit:Willpower numbers
roll against the Possession score of the
attacking shikigami. The damage for attacks made with Ranged
Attack is set by the level of the Additional
PROLONG SUMMONING
Damage ablity. The level of Additional
3 CP per level
Damage taken becomes the base damage
Normal shiki stay active for a period for the Ranged Attack ability.
equal to the onmyojis Spirit attribute in
minutes (or combat rounds) before they REGENERATION
lose physical substance and dissipate. With 3 CP per level
the Prolong Summoning ability, the shiki Th is ability allows the shiki to heal one
will remain active for a number of minutes point of Vitality per level of Regeneration
(or combat rounds) equal to the onmyojis every minute. In combat, this healing
Spirit attribute multiplied by [the level of happens at the beginning of every combat
Prolong Summoning +1]. round during the interaction phase.
Ex: An onmyoji with a Spirit of 5 summons When a shiki with this ability is bound
a shiki with the Prolong Summoning to a samurai, the samurai gains the
ability at level 3. This shiki will remain alive Regeneration ability when in samurai
and active for 20 minutes (5*[3+1]). form.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

SENSE LINK its general Attribute Rating number with


no cost a skill number equal to the higher of the
When a shiki is summoned, the onmyoji shikis Skill Rating or Combat Ability. It
summoner decides whether or not a Sense must get a number of successes equal to or
Link is created between the summoner and greater than the Shiki Destroyer level of
the shiki. If it is not created, then a shiki the attacking shiki. If the target succeeds,
will move of its own volition under the there is no eect. If the target fails, it is
summoners order, obeying all commands permanently destroyed. Even permanent
as normal. shiki are destroyed, their heartgem
consumed by the attacking shiki.
If a Sense Link is created, the summoner
can actually see, hear and feel exactly as When shiki with the Shiki Destroyer
the shiki does. A summoner can only have ability successfully destroys a shiki, it dies
a number of sense-linked shiki under her as well. Shiki bound to a talisman which
control up to or equal to her Knowledge use or are successfully hit with this ability
attribute score at the same time. Also, if are destroyed and do not return to the
the shiki is destroyed (killed, not simply talisman.
unsummoned), the onmyoji takes damage Shiki for use in samurai cannot take this
equal to half of the Soul cost to summon ability. Samurai-bound shiki destroyed
the shiki, rounded up. This damage can be in this manner are not permanently
spread amongst Vitality and Wounds like destroyed: Since they are coupled to the
any other kind of damage. samurais esh and will, they are pulled
back into the samurais body before they
SHAPECHANGE are annihilated. The samurai will have to
5 CP spend the full Soul cost and an action to
This ability also requires the shiki ability perform the samurai transformation again.
Sense Link.
SOULFIND
This ability allows an onmyoji to change 1 CP per level
the appearance of the shiki into any
physical form desired, as long as the new With this ability, a shiki can detect all
form is of roughly equal size as the shikis lifeforms around it. It can detect living
original form. The form must be based creatures like humans, oni, ayakashi and
on something that the onmyoji has seen other shiki that are rabbit-sized or larger
before. This transformation requires one within a 10 meter radius per level of the
minute to complete. ability taken. This ability will not detect
creatures with nonexistent or weak souls
The shiki can be made to look like a specic like kongohki and yoroi armours. However,
person, but it will not be able to speak. if an armour contains a pilot, it will be able
SHIKI DESTROYER to detect the living pilot inside the armour.
5 CP per level TRANSMUTATION
This is the ability to unmake and destroy 6 CP per level
other shikigami. When this shiki comes When a shiki is summoned with this
into contact with another shiki (touch, ability, the summoner chooses and sets
bite, etc), make a combat roll. The targeted a physical substance (water, trees, rock,
shiki rolls as if making an attack, using etc). When the shiki eventually activates

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ONMYOJI

this ability, it transforms itself and every COMBAT SHIKI: RANGED


nonliving thing within a number of cubic
Creation Points: 22
meters equal to its power level into that
Soul Cost: 11
substance. The shiki eectively dies during
Ranged Attack: 3 (10 meters, RoF 2)
the transformation.
Combat Ability: 3
Shiki imbued with the Transmutation
Additional Damage: +3
ability for water or stone can be very useful
Flight: 1
in a battle or siege situations, as well as for
construction projects. Attribute Rating: 7
Skill Rating: 2
If this shiki is bound to a talisman, the
Vitality: 7
shiki will not return to the talisman once
it activates Transmutation. This ability Sense Link: No

cannot be taken by shiki that are implanted


COMBAT SHIKI: MELEE
into samurai.
Creation Points: 21
As much as some onmyoji have tried Soul Cost: 11
to research the ability to do so, the
Combat Ability: 5
Transmutation ability cannot turn objects
Additional Damage: +3
into precious metals like gold, silver,
Attribute Rating: 9
soulgems and scarlet steel. It also cannot
transform objects into living things beyond Skill Rating: 2
simple plants and trees. Vitality: 9
Sense Link: Yes

SHIKI LIST COMBAT SHIKI: WEAK


Creation Points: 14
An onmyoji can summon or craft just
about any kind of shiki they desire. The Soul Cost: 7

following is a quick list of ready-to-go Combat Ability: 2


shiki for ease of reference. A character with Additional Damage: +2
the Onmyojutsu skill can begin the game Poison: 1
with one or more of these shiki bound to Attribute Rating: 5
a talisman object of their choice. For every Skill Rating: 1
shiki talisman the character owns, they
Vitality: 5
gain 10 Karma.
Sense Link: Yes

SUMMONING SHIKIGAMI FARSIGHT SHIKI


The following shiki are prepared for on-
Creation Points: 12
the-y summoning (a Agility: Onmyojustu
roll is still required when shiki-slinging). Soul Cost: 6

Their appearance and style is decided Flight: 7 (1400m/minute)


by the onmyoji. Make sure the onmyoji Soulfind: 2 (30m radius)
has a high enough Onmyojutsu skill and Prolong Summoning: 1 (Kno x2 minutes)
Knowledge attribute score to summon the Attribute Rating: 2
shiki: It must be higher than the creation Skill Rating: 1
point cost for the shiki. Vitality: 2
Sense Link: Yes

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STRATEGY SHIKI TALISMAN SHIKIGAMI


Creation Points: 19 The following shiki are prepared for
Soul Cost: 10
binding into objects as talismans. They
all have the Possession ability required to
Transmutation: 3 (3m3 of material)
do so. They can also be summoned and
Flight: 1 (200m/minute)
controlled normally if an onmyoji wishes.
Attribute Rating: 4
As with the summoning shiki above, the
Skill Rating: 2 onmyoji decides the appearance and style
Vitality: 4 of the shiki.
Sense Link: No
COMBAT SHIKI
INFILTRATOR SHIKI Creation Points: 19

Creation Points: 23 Soul Cost: 10

Soul Cost: 12 Combat Ability: 2

Poison: 3 Additional Damage: +5

Prolong Summoning: 3 (Spirit x 4 min) Possession: 1

Shapechange: Yes Attribute Rating: 6

Attribute Rating: 4 Skill Rating: 2

Skill Rating: 2 Vitality: 6

Vitality: 4 Sense Link: Yes

Sense Link: Yes


BOMBER SHIKI
Creation Points: 8
NIGHTMARE SHIKI
Soul Cost: 4
Creation Points: 27
Explode: 5 (3m radius, 5 dmg)
Soul Cost: 14
Possession: 1
Flight: 1 (200m/minute)
Attribute Rating: 2
Gaseous Form: Yes
Skill Rating: 1
Phantasm: 6
Vitality: 4
Possession: 1
Sense Link: No
Prolong Summoning: 1 (Kno x2 minutes)
Attribute Rating: 5
KAMIKAZE SHIKI
Skill Rating: 2
Creation Points: 20
Vitality: 5
Soul Cost: 10
Sense Link: Yes
Soulfind: 4 (40m radius)
Prolong Summoning: 2 (Spirit x 3 minutes)
Flight: 1 (200m/minute)
Explode: 6 (3m radius, 6 dmg)
Possession: 1
Attribute Rating: 4
Skill Rating: 2
Vitality: 4
Base Damage: +1
Sense Link: Yes

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ONMYOJI

ASSASSIN SHIKI SAMURAI/SHIKI-KILLER SHIKI


Creation Points: 20 Creation Points: 20
Soul Cost: 10 Soul Cost: 10
Combat Ability: 1 Shiki Destroyer: 3
Poison: 2 Flight: 2 (400m/minute)
Additional Damage: 2 Possession: 1
Gaseous Form: Yes Attribute Rating: 4
Flight: 1 (200m/minute) Skill Rating: 2
Possession: 1 Vitality: 4
Attribute Rating: 5 Sense Link: Yes
Skill Rating: 2
Vitality: 5
SHIKI WEAPON
Creation Points: 20
Sense Link: Yes
Soul Cost: 10
RECONNAISANCE SHIKI Additional Damage: +6
Creation Points: 16 Possession: 1
Soul Cost: 8 Shapechange
Gaseous Form: Yes Attribute Rating: 4
Soulfind: 6 (60m radius) Skill Rating: 2
Flight: 1 (200m/minute) Vitality: 4
Prolong Summoning: 1 (Spirit x 2 min) Weapon Damage: +6
Possession: 1 Sense Link: Yes
Attribute Rating: 3 Notes: When this shiki is activated, it remains
Skill Rating: 2 inside of its talisman weapon (usually a sword).
While it is active, it grants a +6 damage rating to
Vitality: 3
those who use it in battle. On top of that, the sword
Sense Link: Yes
itself will make one attack each round using its own
attribute/skill ratings.
ESPIONAGE SHIKI
Creation Points: 17
Soul Cost: 9
Prolong Summoning: 3 (Spirit x 4 minutes)
Possession: 1
Shapechange: Yes
Attribute Rating: 3
Skill Rating: 1
Vitality: 3
Sense Link: Yes

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SHIKI POWER CHART


Roll Ability 1 2 3 4 5 6
11 The shiki becomes a Runaway
12 Prolong Summoning 1/3 2/6 3/9 4/12 5/15 6/18
13 Regeneration 1/3 2/6 3/9 4/12 5/15 6/18
14 Ranged Attack 1/2 2/4 3/6 4/8 5/10 6/12
15 Transmutation 1/6 2/12 3/18 4/24 5/30 6/36
16 Combat Ability 1/3 2/6 3/9 4/12 5/15 6/18
21 Possession 1/3 2/6 3/9 4/12 5/15 6/18
22 Roll again, and double the ability and cost rolled
23 Poison 1/3 2/6 3/9 4/12 5/15 6/18
24 Flying 1/1 2/2 3/3 4/4 5/5 6/6
25 Possession 1/3 3/9 3/9 5/15 5/15 10/30
26 Shapechange -/5 -/5 -/5 -/5 -/5 -/5
31 Prolong Summoning 1/3 3/9 3/9 5/15 5/15 10/30
32 Phantasm 1/3 2/6 3/9 4/12 5/15 6/18
33 Roll once more and stop
34 Poison 1/3 3/9 3/9 5/15 5/15 10/30
35 Regeneration 1/3 3/9 3/9 5/15 5/15 10/30
36 Ranged Attack 1/2 3/6 5/10 5/10 10/20 15/30
41 Shiki Destroyer 1/5 2/10 3/15 4/20 5/25 6/30
42 Additional Damage 1/2 2/4 3/6 4/8 5/10 6/12
43 Soulfind 1/1 3/3 5/5 5/5 10/10 15/15
44 The shiki becomes a Chimera
45 Gaseous Form -/3 -/3 -/3 -/3 -/3 -/3
46 Phantasm 1/3 1/3 3/9 3/9 10/30 10/30
51 Explode 1/1 2/2 3/3 4/4 5/5 6/6
52 Flying 1/1 3/3 5/5 5/5 10/10 15/15
53 Shapechange -/5 -/5 -/5 -/5 -/5 -/5
54 Transmutation 1/6 3/18 3/18 5/30 5/30 10/60
55 Roll again, and halve the ability and cost rolled
56 Explode 1/1 1/1 3/3 3/3 10/10 15/15
61 Combat Ability 1/3 1/3 3/9 3/9 10/30 10/30
62 Shiki Destroyer 1/5 3/15 3/15 5/25 5/25 10/50
63 Gaseous Form -/3 -/3 -/3 -/3 -/3 -/3
64 Additional Damage 1/2 3/6 5/10 5/10 10/20 15/30
65 Soulfind 1/1 2/2 3/3 4/4 5/5 6/6
66 Roll three more times and stop

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ONMYOJI

USING THE CHART


1) How to use the Shiki Power Chart
Determine the maximum number of
shiki creation points you can use.
Roll d66: Choose one die for the tens
place, one die for the ones place in
advance. This determines the power or
eect.
Roll 1d6: This determines the power level
for the power you just rolled.
Add the creation points to the total. If
youve gone over your total, stop here (you
receive the ability you just rolled, though).
If you roll the same ability twice, simply
add the totals of the rolls together.
A roll of 3/9 and later 5/15 becomes 8/24 for
that ability.
If the chart tells you to roll more (66:Roll
three more times, then stop), and you
exceed your point total, continue to
roll anyway as the chart describes. You
can continue to go over the total in this
way, accidentally creating powerful (and
dangerous) shiki.
If you have points remaining, roll again.
You can stop any time.
For Chimera and Runaway Shiki,
stop rolling and refer to the rules on
Runaways/Chimera.
2) The number before the slash is the power
level, the number after the slash is the
creation point cost.

NOTES
You can only roll Gaseous Form or
Shapechange once. If you roll this ability
a second time or more, roll the dice again.

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tbz_v2_book2_r11.indd 214 12/19/12 12:11 AM
SAMURAI ABILITY
Some of the archetypes have Samurai Shiki listed in their equipment sections. These
are no mere warriors; these characters have special abilities, as they have gone through
the mystical and painful Samuraization surgery.

CREATING A NEW SAMURAI


SHIKI
For experienced Tenra players who want to try experimenting with the samurais shiki
abilities, they can use the Onmyoji Shiki creation rules to come up with dierent shiki
to possess their bodies. Please keep in mind that all samurai-enabling shiki must have
the Possession ability (at least at a score of 1) so that they can inhabit the body of the
samurai. You can nd more on shiki creation in the onmyojutsu rules section.
When the samurai meets with a sorcerer to start the samurai surgery process, the samurai
brings several soulgems to be implanted into their bodies. The soulgems are where the
shiki actually resides. A samurai can choose to implant many soulgems into his body;
the more soulgems implanted now, the easier it will be to activate the samurai abilities
later (the Soul cost will go down as more soulgems are implanted). However, theres

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a trade-o: Adding more soulgems means consumed during samurai transformation


that the body will accumulate Karma. Add (as calculated above), plus the number of
too many soulgems, and the Karma cost for soulgems implanted in the samurais body.
the surgery will become too much for the Remember to recalculate the amount of
samurai to bear. Most samurai will have 10 Karma needed on the samurai archetype
to 20 soulgems implanted: That tends to if you choose to create a new shiki for your
strike a good balance between Karma cost samurai character.
now, and Soul cost later. Additional Karma Cost = (samurai
The number of points used to build the activation cost in Soul x 4) + Number of
possessor-shiki and the amount of gems implanted gems.
imbedded in ones body determines how
much Soul is consumed when the samurai SHIKI ENHANCEMENT
character activates his power. Shiki cannot be enhanced over time like
characters can. You cannot spend Kiai to
Sou l Points Consumed Dur i ng
raise levels of shiki abilities. Instead, to
Transformation = (Shiki build points 2,
improve a samurai shiki in play, a character
rounded up) - (The number of imbedded
will have to have a large pool of Kiai and
gems in increments of 5 /5)
a lot of time. The samurais existing shiki
Of course, there is also a Karma cost will be removed and destroyed, and a new
associated with becoming a samurai. This
cost is four times the number of Soul The Number of Soulgems is an
Abstract Idea
Blue Hawks Samurai Surgery The equations above say things like number
Blue Hawk is a warrior with enough money of soulgems, usually calculating them in
and soulgems to purchase the samurai numbers divisible by 5 (10, 15, 20, etc).
surgery. He works with a trusted onmyoji, This doesnt mean that a samurai with 10
whom he gives the specications of the shiki soulgems actually has only 10 soulgems
he wishes implanted. The onmyoji summons
implanted in his body (2 in his legs, 4 in
this shiki.
his torso, 2 in his arms, etc). No, his body
It turns out that the shiki is quite powerful. will actually have dozens, or hundreds, of
The onmyoji uses 24 shiki creation points small soulgems implanted all over his body,
to craft the samurais shiki. Blue Hawk is many of them visible through the skin. This
prepared to take on this powerful shiki, and
number simply indicates the idea of how
has 10 points worth of soulgems implanted in
many soulgems a samurai character has
his body. The samurai surgery takes days, but
implanted.
Blue Hawk emerges, miraculously alive and
even in good spirits. A samurai with 5 soulgems might have
The amount of soul that Blue Hawk will barely noticeable tattoos, and perhaps
have to spend every time he transforms is the gleam of a soulgem at the base of his
10: 24 shiki creation points divided by two is neck. A samurai with 30 soulgems would
12; 10 gems implanted divided by 5 is 2. 12 probably have an obscene number of large
minus 2 equals 10. soulgems bulging from underneath his
The cost for Blue Hawk to undergo this kimono in all places, with even perhaps a
surgery is 50: 4 times the Soul cost of 10 few fist-sized soulgems clearly visible on his
equals 40, plus 10 soulgems equals a total of skin. People will tend to be more afraid of
50 Karma. the more visibly altered samurai.

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SAMURAI

shiki (with the new ability scores that the STANDARD SAMURAI
player desires) will be summoned and
Karma Cost: 35
implanted into the samurai, forcing the
Soulgems 15
samurai to go through another round of
Implanted:
excruciatingly painful and long samurai
Soul Cost: 5
surgery. In most cases this is a foolhardy
Combat Ability: 3 (Add to Body, Agility and
task; in other cases, it is an action which
Senses when in samurai
smells of attaining personal excellence, or
mode)
else reeks of desperation.
Regeneration: 1 (Regain 1 point of vitality
To pay for the shiki implantation, the each interaction phase when
samurais player must spend Kiai equal to in samurai mode)
the Karma cost of the implantation during Soulfind: 1 (Sense all life within 10
an intermission phase. This spent Kiai meters)
immediately becomes Karma. The player Possession: 1 (Required for samurai shiki)
can then manipulate his characters Fates Samurai mode lasts for a number of rounds
in order to lower his total Karma to a more equal to Spirit.
manageable level.
This template cost 16 shiki creation points.
SAMURAI LOADOUTS Theoriginal Soul cost was 8, and Karma cost
The various samurai templates in the book was 32. By adding 15 soulgems, the Soul cost
already come equipped with samurai-shiki. drops to 5, the Karma cost before factoring
Here are a few sample samurai loadouts for in soulgems is 20, for a total of 35 including
use in the creation of samurai characters. soulgems.
You can swap out the archetype loadout
for one of the loadouts below with the ENHANCED SAMURAI
GMs permission, or you can attempt to Karma Cost: 50
craft your own samurai shiki as per the Soulgems 10
onmyojutsu rules. Implanted:

You can tailor the Soul cost of the samurai Soul Cost: 10
loadout of your choice to get the most out of Combat Ability: 5 (Add to Body, Agility and
your pool of Soul points: Every 5 soulgems Senses when in samurai
added to the samurai increases Karma by 5, mode)
but lowers soul Soul consumption during Regeneration: 2 (Regain 2 points of vitality
activation by 1 point. Every 5 soulgems each interaction phase when
removed from the loadout decreases Karma in samurai mode)

by 5, but increases Soul consumption for Possession: 1 (Required for samurai shiki)
the samurai activation by 1 point. For Samurai mode lasts for a number of rounds
beginning players, we suggest just sticking equal to Spirit.
to the samurai abilities attached to the
chosen samurai archetype, or at most This template cost 24 shiki creation points.
simply replacing that loadout in full with Theoriginal Soul cost was 12, and Karma was
one of the ones here. 48. By adding 10 soulgems, the cost drops to 10,
the Karma cost before factoring in soulgems is
40, for a total of 50 including soulgems.

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NIMBLE DESTROYER WINGS OF CHITIN


Karma Cost: 60 Karma Cost: 43
Soulgems 20 Soulgems 15
Implanted: Implanted:
Soul Cost: 10 Soul Cost: 7
Additional 5 (Add 5 to the damage of all Combat Ability: 3 (Add to Body, Agility and
Damage: melee, unarmed and hand- Senses when in samurai
based marksman attacks) mode)
Combat Ability: 3 (Add to Body, Agility and Flight: 5 (can fly up to 100m/minute
Senses when in samurai when not carrying any
mode) additional weight)
Regeneration: 2 (Regain 2 point of vitality Regeneration: 1 (Regain 1 point of vitality
each interaction phase when each interaction phase when
in samurai mode) in samurai mode)
Possession: 1 (Required for samurai shiki) Possession: 1 (Required for samurai
Samurai mode lasts for a number of rounds shiki)
equal to Spirit. Samurai mode lasts for a number of rounds
equal to Spirit.
This template cost 28 shiki creation points.
Theoriginal Soul cost was 14, and Karma was This template cost 20 shiki creation points.
56. By adding 20 soulgems, the cost drops to 10, Theoriginal Soul cost was 10, and the Karma
the Karma cost before factoring in soulgems is cost was 40. By adding 15 soulgems, the cost
40, fora total of 60 including soulgems. drops to 7, This is added to the Karma cost
before factoring in soulgems (28), for a total of 43
including soulgems.

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BUDDHIST MAGIC
Not all believers of Buddhism in Tenra practice what is known as Hou-jutsu, or Buddhist
Magic. In fact, there are relatively few Buddhist monks who actually have the ability to
wield these esoteric powers. For those who can use Buddhist magic, the following powers
are available to all monks, regardless of order or specic beliefs.
All of the powers consume Soul in their use. More powerful eects require the expenditure
of more Soul. All of the spells require the monk to be able to see (or hear/feel if the monk
is blind or hard of sight) the target of the spell.

HEALING PRAYER
Iyashi
Eect: Heal Wounds and Vitality on oneself or another.
Soul Cost: 5
Through a voiced or silent chant, a Buddhist monk can heal the wounds of himself or
those around him.
The monk makes a skill check based on Empathy and Buddhist Magic. Count the
successes gained from the roll, then subtract the number of the highest wound taken. If
there are any successes remaining, one wound box on any track can be healed for each
remaining success. The recipient of the Healing Prayer chooses which wounds they wish
to heal. If the successes rolled by the monk total to less than the number of highest wound
of the character, then no wounds on the wound track can be healed this time.
If the dierence between the monks successes and the highest wound score is zero or
greater, the Healing Prayer will fully restore the Vitality of the target.

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MONK

Healing Prayer is ef- SPIRIT BURST


Wound Penalty fective on any living Kidan
Light 1 creature regardless Eect: Build up spiritual energy in your
Heavy 2 of race (oni, ayakashi hands, then release it as an attack
and even kugutsu can
Critical 3 Soul Cost: Depends on rank of Buddhist
be healed), but it is
Dead Box
Magic
not eective on yoroi
armours or kongohki. By concentrating ki energies through her
It also does not work on any creature that center, then channeling it out through the
has the Dead Box lled in on their wound body in an explosive burst in the shape of
track; the fate of such people has already a ball (usually through the palm or st),
been written, and the monk cannot inter- the monk can make a ranged attack on an
fere until their Dead Box is healed by other enemy.
means (like First Aid or after-battle rest). The Spirit Burst attack is made with a
Example: Covered Palm heals Crimson Wind Senses: Buddhist Magic roll. Since this
Crimson Wind is battling a determined foe, attack is insubstantial, the defender cannot
guarding the female monk Covered Palm and parry this attack with a weapon. Only
the others in his group from harm. Crimson Evasion can be used to defend against a
Wind has only 2 Vitality left and has taken 3 Spirit Burst attack.
Light Wounds, 2 Heavy Wounds and 1 Critical
For range, rate of re and damage of the
Wound. Covered Palm closes her eyes, and
gestures to Crimson Wind while reciting a sutra.
attack, please consult the chart below.
She rolls Empathy: Buddhist Magic and gets a Replace X with the Spirit attribute score
total of of the monk using Spirit Burst.
1 success. With one or two successes, the spell Spirit Burst Attack Chart
eectively fails since Crimson Winds highest Rank Dmg RoF Range Soul
ranked wound, a Critical Wound, requires 3 or
Skilled (2) X/4 1 Xm 1
more successes to heal.
Advanced (3) X/2 X/2 5+Xm 3
3 successes. This is the same score as Crimson
Master (4) X X 10+Xm 5
Winds highest ranked wound. Unfortunately,
that is not enough to actually heal any of his Supreme (5) X*2 X*2 15+Xm 7
wounds. However, Crimson Winds Vitality is (all fractions rounded up)
completely healed, keeping him in the battle for
a little while longer. A monk can use any level of Spirit Burst
6 successes. This is three higher than equal to or below his rank in Buddhist
Crimson Winds highest ranked wound. This Magic.
means that Crimson Winds Vitality is fully Spirit Burst can be red a number of times
healed, and he can also remove any three
equal to the Rate of Fire during a combat
wounds from any track that he wishes. He
action, but each additional attack made
decides to heal the Critical Wound, one Heavy
costs that attacks full Soul cost. For every
Wound and one Light Wound. He could have
healed both Heavy Wounds, but he wants to additional attack made in this way, add +1
keep the +1 dice bonus it grants at least until damage to all spirit burst attacks made that
the end of this combat. round.

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SOULGEM CREATION The attitude and information gathered


Oujuu Sakusei from the spirit depends upon the number
Eect: Create soulgems of successes that the monk gets from the
Spirit: Buddhist Magic roll.
Soul Cost: None (requires a 3-hour
ceremony) Summon Spirit Effects
When scarlet steel is mined, it can be Successes Attitude Effect
turned into a spiritual energy storage 0 or Less Enraged Must attempt a Subdue
element called a soulgem only through spell to calm the spirit
the Buddhist soulgem creation ceremony. 1 Combative May attack depending
It takes about 3 hours of both chanting on who the spirit is: The
and silent prayer to create a single usable spirit is restless
soulgem bead. Time and diligence (in 2 Uncooperative Spirit only says one or
addition to the rounded scarlet steel two sentences
pieces) are the only things needed for the 3 Cooperative Spirit will engage in a
ceremony, and the strength of the monks basic conversation
Buddhist Magic skill does not help in 4 Friendly Spirit will engage
reducing that time. in pleasant, casual
conversation
SUMMON SPIRIT
Tama-Gaeshi
SUBDUE SPIRIT
Eect: Summon the soul of the deceased Shaku-Buku
back to this world
Eect: Help or force a troubled or lost
Soul Cost: Equal to the targets Spirit
spirit from this plane into the Afterlife
attribute score
Soul Cost: None
This special chant brings the soul of the
recently deceased into the presence of the Subdue Spirit, also known as Spiritual
monk, where it can be questioned or talked Combat, is a method available only to
to. The diculty of the Spirit: Buddhist practitioners of Buddhist Magic. Through
Magic roll is the Spirit attribute score of the use of this magic they can ght spirits,
the target that they had when they were wearing down their resolve and forcing
last alive. them into the Afterlife.

On normal human souls, this spell only A monk who can wield magic can see
works if the person has been dead for supernatural creatures like ghosts and
less than 50 days. After that, the soul is spirits without any eort. When they are
unreachable, presumably having been encountered, it is naturally a monks duty
reincarnated (what actually happens is a to mourn and pray for them, helping send
matter of great debate amongst various their souls to the Afterlife. While most
Buddhist sects). However, if the soul is souls can be sent with no eort, there are
that of an Asura, or lost soul, it remains some souls who have completely lost track
attached to the physical world and can be of who and what they were, and prowl the
summoned at any time. world in eternal torment. They dont know
that they are dead (or dont care), and they
cannot release their strong feelings (of love,
hate or other strong emotions) which tie
them to the world. No matter what their

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MONK

reason for remaining, these drifting souls take notice, they might realize that theres
seek to return to the earth, to have a body something wrong with the monk, and
of esh again. enlist the aid of other monks to help.
Some of these souls are the spirits of Finally, Subdue Spirit does not work on
people summoned through the Summoned living souls; it only aects the dead.
Spirit ceremony which became enraged.
Regardless, these lingering souls have to be MEIKYO SEAL
beaten down and dragged into the Afterlife Tama-Fuuji
for the good of both the living and the dead. Effect: Seal a summoned soul inside a
The Subdue Spirit ceremony works almost meikyo soul mirror
exactly like normal physical combat. The Soul Cost: The targets Spirit attribute
monk uses Body: Buddhist Magic to attack score
the spirit. The spirit ghts back with Spirit: The Spirit Seal ceremony is regarded by
Willpower (or Spirit: Buddhist Magic if the many monks a blasphemy, as it ties souls
soul was a monk). Just like in combat, each to the physical world instead of trying to
Subdue Spirit attack takes an Action and help them move on. Ironically, though,
results in a Counterattack. Unlike normal only Buddhist monks have the ability to
combat, damage taken from spiritual bind souls to meikyo soul mirrors in order
combat does not go to Wounds: it is spread to create kongohki.
between Vitality and Soul instead. The After a soul is summoned through the
side which took damage chooses how to Summon Spirit ceremony, the monk can
spread the damage out. Soul for the spirit attempt to bind the soul to a prepared
is calculated normally, and Vitality for a meikyo. The monk makes an opposed roll
spirit is based on the Body attribute score of Empathy: Buddhist Magic versus the
it had when it was alive. target souls Spirit: Willpower.
If the monk wins, the soul is sent to the If the roll succeeds, the souls memories
Afterlife, where it will be at peace. If the are suppressed and eectively wiped clean.
monk loses (either Soul or Vitality reaches The souls personality and emotions are
0) then the monk loses consciousness, subdued. All of the souls Fates are erased,
and the spirit possesses the monks body. and Karma is lowered accordingly. After
The GM should take control of the monk that, the soul is a xed with a new Fate,
character for some time. Sealed Memories, at a ranking of 4.
When the monk regains consciousness, she If the Meikyo Seal spell fails, the spirit
can attempt to engage in spiritual combat becomes enraged and attacks the monk. A
again to attempt to subdue the spirit that Subdue Spirit spell must be cast to force
controls his body. However, since now the the soul into the Afterlife permanently.
monk has no physical body to control (as
he was pushed out of his own body), both MEIKYO CLEANSING
the monk and the tormented soul engage Mitama-Gaeshi
in a Subdue Spirit battle with Spirit:
Effect: Reduces meikyo Karma, sends
Willpower or Spirit: Buddhist Magic. If
meikyo-bound souls to the Afterlife
the Monk loses, he can try to regain his
Soul Cost: Depends on the monk
form with another spiritual combat in the
next scene. If the monks friends happen to

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The Meikyo Cleansing spell allows the of chanting. She wants to lower the kongohkis
monk to reduce the Karma lingering Karma by 42 points (she picks 42 because its a
on meikyo soul mirrors. This is not multiple of 6, the kongohkis Spirit score). This
instantaneous; it takes time and Soul to will take 70 minutes total, and cost the monk 7
Soul points.
continue the prayer.
Example: If the kongohki in the above example
Every 10 minutes, 10 points of Karma can
resists (for example, an Asura kongohki with
be removed from the meikyo of an armour
120 Karma, chained to a stone wall), Shining
or other unused meikyo. If the target is a Mountain makes an Empathy: Buddhist Magic
kongohki or has a Spirit attribute score, roll vs the kongohkis Spirit: Willpower in an
then every 10 minutes the kongohkis attempt to remove all of the kongohkis Karma,
Spirit attribute, in Karma, is removed fromas the Asura wont stop raging until it is set free.
the meikyo. That means it will take 20 Soul points, and 200
minutes, to perform the chant. Shining Mountain
For every 10 minutes of chanting, the monk
wins, so she is able to continue to reduce the
needs to spend 1 point of Soul.
kongohkis Karma. She wins by 4 successes,
Kongohki or other bound souls can resist which means she can reduce the chanting by 40
the cleansing chant. The monk makes an minutes and 4 Soul points, down to a total of
opposed roll of Empathy: Buddhist Magic 16 Soul and 160 minutes. Hopefully the monks
against the kongohkis Spirit: Willpower. friends will be able to keep this Asura restrained
If the monk wins, every additional success for that long.
reduces the 10 minutes for 10 points of
EXORCISM
Karma reduction down by one minute
Akuryou-Taisan
per success. If the bound soul wins, every
additional success raises the 10 minutes Eect: Dispels a possessing ayakashi or
for 10 points of Karma reduction up one spirit
minute per success. Soul Cost: Depends on the ayakashi, shiki
or samurai
In the case of yoroi armours, Meikyo
Cleansing is one way to reduce the built- This spell is used against ayakashi or shiki
up Karma collecting on the meikyo soul who have taken control of a human using
mirror. In the case of kongohki, this works their Possession ability. It attempts to free
as well but with an added eect: If Karma the human from the spirit, forcing it away
is lowered to zero points with the Meikyo from its host.
Cleansing spell, the kongohkis soul is freed The monk begins a chant towards a
and sent to the Afterlife. possessed person or samurai. There is
In the case of kimenkyo mechanica mirrors, no roll involved; the possessor simply
kimen armours do not retain Karma so compares its Spirit attribute score (the
the spell would not work. However, kimen Spirit of the shiki, ayakashi or samurai)
kongohki can have their Karma reduced with its Possession skill (in dots: 2, 3, 4 or
or souls sent to the Afterlife through the 5). The higher of these two numbers is the
Meikyo Cleansing spell. total number of minutes, or rounds, that
the monk must chant sutras in order to
Example: Shining Mountain prays for the soul
complete the Exorcism spell.
of a receptive kongohki with 100 Karma. The
kongohkis Spirit score is 6. When Shining At the beginning of every round, the monk
Mountain begins chanting, she can remove 6 must spend 3 points of Soul to continue
Karma from the kongohki for every 10 minutes the chant. Once the number of rounds

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MONK

chanting equals the higher of the targets The opponent can still parry, evade
Spirit or Possession, the shiki or ayakashi incoming attacks or make other related
is forcibly pulled out of its host. The shiki defensive moves. The opponent may also
or ayakashi vanish right after the Exorcism spend Kiai to take Actions by making
is complete. In the case of samurai or other Interrupt Actions.
talisman shiki, the shiki is dismissed and
returns to its container; the samurais
power is immediately deactivated. 108
If the target runs away, there is no need
to keep up the chant. Exorcism does not
FACTIONS OF
actually damage the spirit or ayakashi. THE LORDS
However, in the case of samurai, if the
monk continues the Exorcism chant even OF LIGHT
after the shiki has been cast back into The phrase 108 Factions of the Lords of
the soulgems on the samurais body, the Light is an expression which refers to the
samurai cannot reactivate the samurai numerous Buddhist martial sects devoted
shiki again until the monk is silenced. to the practice of martial arts. Learned
through their order, their master and their
BINDING PRAYER OF ACALA peers, many Buddhist monks of Tenra use
Fudou Bakujuu their martial prowess for peace and justice.
Eect: Binds an opponent in place While the Ebon Mountain monks are
Soul Cost: The opponents Spirit attribute the most famous for their training in the
score martial arts, a monk from any order can
By repeating the Mantra of the Immovable learn any of the martial arts with skill and
Wisdom King Acala (Nohma ku practice.
Sanmanda Bazaradan Kanman: Homage
In terms of rules, they function exactly as
to the all-pervading Buddha-nature), the
other War Arts. Please see the Art of War
monk can keep an opponent held in place.
section for more details on their use.
The monk makes an opposed roll with
her Spirit: Buddhist Magic against the FIST OF ACALA
opponents Spirit: Willpower. If the monk THE IMMOVABLE LORD
loses, nothing happens. OF LIGHT
If the monk wins, the enemy nds himself Fudoh Myoh-oh Ken
unable to take aggressive actions. In Skill: Unarmed Combat
combat, this means that he cannot move This martial art, known commonly as
or take Actions or Half-Actions. This Fist of Acala, is known for its skillful
eect lasts for a number of rounds equal counterattacks. It is said that the founder of
to the dierence between the monks and the Ebon Mountain order received training
opponents successes rolled. in this martial art from Acala himself while
The monk has to continue chanting for the in ascetic practice in the mountains. This
eect to last, eectively spending his full art contains ultimate techniques that are
action each round continuing the chant. taught from a master to a single student.
However, he can spend Kiai to take other
actions while continuing the chant.

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Skilled Rank (Skill Level 2): THE HANDS OF


FistofEarth MERCIFUL KANNON
The monk can use his Spirit attribute THE THOUSAND-ARMED
instead of Body when using Unarmed
Combat to attack or defend. Senju Kannon Ken
Skill: Unarmed Combat
Unarmed Combat damage increases to +2.
Th is school of martial arts replaces the
Advanced Rank (Skill Level 3): st with an open, cutting hand. Because
TheUnmoving Fist of the owing movements of the monk,
This allows for a split-second but extremely and the speed and ferocity of the open-
risky counterattack, reading the enemys handed slicing attacks, it is said that the
movements before their attack lands. The practitioner appears to have a thousand
side which ends up losing the attack (the arms in battle.
one with fewer successes) is treated as if
Skilled Rank (Skill Level 2):
they had 0 successes for that attack. This
PalmofWind
results in a devastating amount of damage
The monk can use his Empathy attribute
to the attacker (or defender, if his split-
instead of Body when using Unarmed
second counterattack is not performed
Combat to attack or defend.
precisely). This technique can only be used
when the monk is being attacked (as a Unarmed Combat damage increases to +2.
defense), not when attacking.
Advanced Rank (Skill Level 3):
Also, the damage for all of the monks Thousand Hands
Unarmed Combat attacks increases to +4. This technique is a devastating feint used
in combat to distract an enemy and open
Master Rank (Skill Level 4):
them to greater amounts of damage. It can
FistoftheLord of Light
only be used when the monk is attacking,
The monk can use The Unmoving Fist for
not defending. If the practitioners attack
attacks as well as defense.
succeeds, then the difference between
The damage for all of the monks Unarmed the attacker and defenders successes is
Combat attacks increases to +10. multiplied by 2, after which other weapon
or martial arts damage is applied normally.
Supreme Rank (Skill Level 5):
FistofAcala Also, the damage for all of the monks
For one round, a monk can take his Spirit Unarmed Combat attacks increases to +4.
attribute score and add that many dice to
Master Rank (Skill Level 4):
any Body, Agility or Senses roll made that
PalmofKannon
round. This technique costs a number of
The monk can use Thousand Hands for
Soul equal to the Spirit attribute score of
defense as well as attacks. The damage for
the monk. The monk can spend less Soul if
all of the monks Unarmed Combat attacks
they wish for a reduced eect.
increases to +10.

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Supreme Rank (Skill Level 5): to prepare The Feral Wolf, but afterwards
Thousand Unsettled Hands of War all actions with Unarmed Combat do +6
For one round, a monk can take his damage for the rest of combat.
Empathy attribute score and add that
many dice to any Body, Agility or Senses Master Rank (Skill Level 4):
roll made that round. This technique costs TheHeavenly Gate
a number of Soul equal to the Empathy This art is only available in combat once the
attribute score of the monk. The monk can practitioner has engaged the Feral Wolf
spend less Soul if they wish for a reduced in the same combat scene. An additional
eect. action is required to prepare The Heavenly
Gate, but afterwards all actions with
CELESTIAL FORM Unarmed Combat do +15 damage for the
KUNG FU rest of combat.
Seishaku Kei-i Ken Supreme Rank (Skill Level 5):
Skill: Unarmed Combat TheBroken Army
It is said that this martial art formed from This ultimate art is only available in
observances made from the illuminated combat once the practitioner has engaged
stars of the night sky. This martial art is The Heavenly Gate in this combat scene.
made up of seven styles, of which each An additional full action is required to
practitioner masters before continuing to prepare The Broken Army, but afterwards
the next level. It is said that the movements all actions with Unarmed Combat do +40
of the styles of this art reect the movement damage for the rest of the combat.
of celestial objects and constellations in the
sky. The practitioners of this art are called
Revered Star Saints within the order.
The art takes time to charge up in combat
to its higher level maneuvers. However,
a skilled practitioner can spend points
of Kiai to gain interrupt actions and
additional actions, and through that charge
up to higher techniques of Celestial Form
Kung Fu in the course of one or two combat
rounds.

Skilled Rank (Skill Level 2):


TheNorthStar
It takes one action to prepare this art,
but afterwards all actions with Unarmed
Combat do +2 damage for the rest of the
combat.

Advanced Rank (Skill Level 3):


TheFeral Wolf
First, the practitioner must have engaged
the North Star ability in this combat scene.
After that, an additional action is required

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tbz_v2_book2_r11.indd 228 12/19/12 12:12 AM
KIJIN AND
MECHANICA RULES
KIJIN TRANSFORMATION
Kijin Transformation refers the process of surgically grafting mechanica on to ones body
or replacing certain body parts with mechanica.

KIJIN TRANSFORMATION DURING


CHARACTER CREATION
In order for a character to become a kijin (i.e., to be equipped with mechanica), the player
must select a kijin archetype during character creation.
The cost of kijin conversion during character creation is reected in a penalty to the
characters available points used to assign to attributes like Body or Spirit. Kijin
archetypes include a pre-determined selection of mechanica, but these can be changed
with the GMs permission. You must obtain the GMs permission and fully explain what
changes you wish to make.

KIJIN TRANSFORMATION DURING THE GAME


In order to become a kijin during the game, the player must pay 10 times the Attribute
penalty cost of that mechanica in Kiai points. This is always done during an Intermission,
and it should be the rst thing dealt with during an Intermission event. Thus, the
required Kiai must be spent immediately and Karma added as usual before moving to
the Doctrine of No-Self phase of the Intermission.

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If the GM feels that kijin conversion is are four types of mechanica sensors, each
implausible for the current circumstances varying in available mechanica slots and
(e.g., the PCs are on an isolated island notice bonuses. Various other functions
where there is no one who can do the can be added to the mechanica sensors.
necessary surgery), she may disallow it. These functions do not add any additional
Situations like these where the players attribute penalties (see below for details).
declare, Actually, I was already a kijin, The rotating visor eyes are dierent than
or My previously-hidden mechanica have the other eye classes. It represents a visor,
appeared might work well in a story but helmet or plate with several types of eyes
are left to the GMs discretion. which rotate into use as needed.
Note: Certain Mechanica implants require
Class Notice Attribute Available
a Heart Engine for power. To use these, you
Bonus Penalty Mechanica
must take a machine torso (see below) with
Slots
a heart engine installed during character
creation. Class Kou +8 3 3
Class Otsu +5 2 2
Mechanica weapons which use gunpowder
Class Hei +3 1 1
or soulgems are always considered to be
fully loaded. Unless otherwise noted, Rotating
+4 3 6
Visor
mechanica that list ammunition use
soulgems for ammo.
MECHANICA
SENSOR SLOTS
MECHANICA The following additional functions can be

DESCRIPTIONS installed in the mechanica sensors. The


maximum number of functions is limited
Mechanica, also known as Karakuri according to the type of mechanica sensor
the old Japanese term for clockwork (see above).
machinerywere originally used only for
replacing the body parts of fallen soldiers 1. Darksight
with machine parts. However, recently You can see in darkness. Add 2 dice to all
they have been used by those with perfectly Sense rolls while in darkness.
healthy bodies who wish to transcend
2. Eyes of Distant Death
mere human strength by replacing their
Your senses are enhanced, allowing you
esh with superior mechanical parts and
to see farther than naturally possible for
weapons.
humans. Add 2 dice to all Marksman rolls.
MECHANICA SENSORS 3. Sha Sensor
Replaced Part: R ight eyeball or You can sense the strength of sha energies
surrounding area around you. When you see a shiki (a
Attribute Penalty: See text below summoned shiki or samurai) you can
This mechanica augments (or replaces) determine what shiki abilities it has, as
the kijins eye, enhancing vision with a well as the power level of those abilities by
high precision visual heads-up display making a successful Senses: Onmyojutsu
known as a Heavens Eye. This gives the
character a bonus to her Notice skill. There

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KIJIN

roll. The diculty level for the roll is equal 8. Floating Eye
to 1/10th of the shikis total creation Your mechanica sensors can detach from
points, rounded up. its socket and y around to observe distant
objects and events. This f loating eye
4. Flash Burst provides auditory and visual information.
You can emit a quick burst of light from When detached, it remains connected to
your eyes. Those who see the light are you by a thin metal wire with a maximum
temporarily blinded. This takes a half- range of 5 meters.
action to use. Once you have declared
the use of ash burst, your next attack is 9. Enhanced Auditory
automatically considered a surprise attack. This function greatly amplies the sound
This function consumes 4 Soul per use. around you, enabling you to hear sounds
otherwise impossible to pick up. You can
5. Protective Vision apply your Mechanica sensors Notice skill
You eyes are completely protected against bonus to hearing as well as sight.
blinding light. You are immune to light
attacks which aect the eyes, including 10. Surround Vision
ash burst. Your peripheral vision is extended, allowing
you to see 360 degrees around you for a
6. Soulnder (Requires Heart Engine) maximum range of 20 meters. Add 2 dice
You can detect the presence of living when defending against surprise attacks.
creatures equal to or greater than human
size within a radius equal to 10 x Senses OTHER HEAD-BASED
in meters. MECHANICA
7. Eye-needles Lightning Bolt Eyes
Tiny needles (usually poisoned) can be Replaced Part: Both eyes or surrounding
projected from your mechanica sensors. area
An attack with these needles is always Attribute Penalty: 2 (Requires Heart
considered a surprise attack. Use the Engine)
Marksman skill when attacking. This mechanica converts Sha energy into
Damage: +1 electricity, allowing you to project a bolt of
RoF: 1 powerful lightning from your eyes. Because
Range: 3m this is an incorporeal energy attack, it may
Ammo: 1 only be defended against by use of the
Evasion skill. Use the Marksman skill
Poisoned Needles: Upon a successful
when attacking.
attack, the opponent must make a
successful Willpower skill check (diculty Damage: +5
level 2) or be paralyzed for 2 rounds. If RoF: 1
the character has access to other poisons, Range: 100m
another poison can be substituted for the Ammo: Unlimited
default poison. Purchasing a poisoned
Mechanica Kabuto
needle costs 10 Kiai. Poisoned needles can
Replaced Part: Head
be purchased during an intermission.
Attribute Penalty: 5 (Requires Heart
Engine)

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The characters entire head is replaced with Supreme Nervous System


mechanica with built-in sensors. Replaced Part: Nervous System
This mechanica can release waves of Attribute Penalty: 2
sha energy, nullifying the eects of the Your entire nervous system has been
darksight, farsight, Sha sensor, and laced by thin bers of scarlet steel, greatly
lifeforce sensors. Furthermore, detection enhancing the characters ref lexes and
powers provided by shiki are useless in reaction speed.
tracking a user with a mechanica kabuto, This provides you with a +5 bonus to
all within a 100 meters radius. initiative in combat scenes.
Brain Enhancement
MECHANICA ARMS
Replaced Part: Head (attachment)
Replaced Part: One or both arms
Attribute Penalty: 2
Attribute Penalty: See text
This tiny mechanica is attached directly to
The characters arm or arms are replaced
the brain. By releasing a special solution
with machine arms powered by yoroi drive
into the brain, the users maximum Soul
shafts. Th is provides you with a damage
pool is permanently increased by 15 points.
bonus to Unarmed Combat, Melee
Interface Helm Implant Weapons, and Marksman (for thrown
Replaced Part: Forehead weapons only) skills. There are three
types of Mechanica Arms, each varying
Attribute Penalty: 3
in available mechanica slots, attribute
A yoroi interface helmet is implanted penalties, and damage bonuses. Various
directly onto your skull, connected directly other functions can be added to the
to your brain. Th is provides a +2 bonus Mechanica Arms. These functions do not
on all Interface rolls when connected to a add any additional attribute penalties (see
Meikyo or Kimenkyo mirror. below for details).
Renju Voice If both arms are replaced with Mechanica
Replaced Part: Lower jaw Arms, treat each as a separate weapon. You
Attribute Penalty: 3 do not add damage together for both arms,
Two disks which can spin at a high velocity even if you have the same weapon function
are implanted onto the characters lower installed on each.
jaw. Two faces of ancient Kamiyo script Class Dmg Attribute Available
are imprinted on each disk. The spinning Bonus Penalty Mechanica
disks strengthen Sha energy elds around Slots
the character, improving her ability with
Class Kou +8 4 4
certain language-related magical skills.
Class Otsu +5 2 2
When they spin they release a high-pitched
wailing, ranging from a shrill screech to a Class Hei +3 1 1

low cry.
Add 2 dice when making skill checks
with Onmyojutsu, Buddhist Magic, and
Ninjutsu.

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COMBAT ARM 4. Vajra Claws


MECHANICA SLOTS Five razor-sharp soulgem-powered claws
The following additional functions can extend from your ngertips. They can be
be installed in Mechanica Arms. The retracted into your hand when not in use.
maximum number of functions is limited Extending them takes a half-action. Use
according to the type of Mechanica Arms the Unarmed Combat skill when attacking.
(see above). Damage: +3
RoF: 3
1. Projectile Fist Ammo: 6
Using the explosive power of gunpowder,
your metal st can be launched from your 5. Ikari Blossom Drill
arm. Use the Marksman skill instead A spear or drill attached to your forearm can
of Unarmed Combat when firing your spin around, boring into your enemy upon
st. The st is attached to your arm by a impact. This is powered by gunpowder and
5-meter long metal cord. It returns back to uses the Unarmed Combat skill. The bonus
your arm automatically after an attack. in the parentheses is for when gunpowder
Damage: +4 is used.
RoF: 1 Damage: +2 (+4)
Range: 5m RoF: 1
Ammo: 1 Ammo: 6

2. Burning Scourge 6. White Heat Palm (Requires Heart


A metal whip capable of generating intense Engine)
heat, can be released from your forearm. This horrible weapon, also known as the
Use the Melee Weapons skill when Incinerator Palm, uses the characters own
attacking. It takes a half-action to release inner power to heat this metal palm to a
the scourge from your arm. white-hot state, incinerating her enemies
Damage: +5 Range: 5m upon impact. Use the Unarmed Combat
skill to attack. Using this function expends
3. Explosive Spiker one point of Soul for every bonus point of
A small spear, claw or blade is attached to damage you wish it to do. It takes a half-
the underside of your forearm. Although action (at which time Soul is consumed)
not a true ranged weapon, a small to gather enough power before the attack
gunpowder explosion thrusts the spear action. After the attack action, the
into your opponent upon impact. Use the incinerator palms damage returns to 0
Unarmed Combat skill when attacking. again, requiring an additional soul charge
The bonus in the parentheses is for when for further damage bonuses.
gunpowder is used. Damage: Soul points expended
Damage: +3 (+5)
RoF: 1
Ammo: 3

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7. Five-barrel Gatling make a counter attack when defending in


Your fingertips are actually gun- this manner; this mechanica is used only
barrels powered by gunpowder. Use the for defense.
Marksman skill when attacking. This costs
2 mechanica slots. 13. Kairen Fingers
Your ngers are multi-jointed, allowing you
Damage: +3 to perform the intricate hand movements
RoF: 5 required in casting magical spells and
Range: 20m summonings with far less eort. Add +3
Ammo: 30 to all Onmyojutsu, Buddhist Magic, and
8. Grudge Blade Ninjutsu skill rolls. The ngers are delicate,
A long retractable blade is installed in however, and will be temporarily disabled if
your forearm. It takes a half-action to fully the character uses Unarmed Combat with
extend the blade. Use the Melee Weapons that hand to make an attack. They can be
skill when attacking. used again after the next intermission.

Damage: +5 14. Shoulder Spikes


Long sharp horns protrude from your
9. Omega Snake Blades upper arms or shoulders. Use the Unarmed
Sharp, long blades extend from your ngers Combat skill when attacking.
and wrists and spin around, creating a
whirlwind of blades that pierce and slice Damage: +8
through the enemy. They have a Rate of Fire 15. Lizard Bomb Arm
as if they were a projectile weapon (though Just like a lizard can detach its tail in danger,
the kijin uses the Unarmed Combat skill to you can detach one of your Mechanica
ght with them) Arms. This arm is loaded with gunpowder
Damage: +4 and an explosive device. Once dropped or
RoF: 4 thrown (then activated), it does 20 points
of damage to all within a 10-meter radius.
10. Extra Arm Slot
You take a -2 penalty to your combat arm 16. Extendable Arm
damage bonus but gain an extra slot for The joints of your Combat Arm are
mechanica. This does not expend a slot in extendable, allowing you to make melee
itself. and unarmed attacks up to 5 meters away
with them. This has no eect on ranged
11. Arm Storage Compartment attacks.
You have a small storage compartment in
your arm, in which food or a small weapon OTHER ARM MECHANICA
can be stored.
Demonic Lightning Cannon
12. Steel War Fan Replaced Part: One full arm
A round fan or shield-like object extends Attribute Penalty: 2
from your arm. When defending using This weapon replaces the hand and
the Unarmed Combat skill you can add forearm. It gathers and transforms Sha
an amount of dice equal to your combat energy into electricity, sending a powerful
arm damage bonus. However, you cannot

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KIJIN

bolt of lightning from the barrel. Only the Crab Claws


Evade skill can be used when defending Replaced Part: One full arm
against this attack. Attribute Penalty: 5 (Requires Heart
Damage: +8 Engine)
RoF:1 This weapon, replacing the characters
Range: 300m entire arm, gets its name from its
Ammo: Unlimited resemblance to a crab claw. In addition
to being used as a melee weapon it can
Cyclone Gatling Repeater also create and explode an enormous ball
Replaced Part: One full arm of Sha energy. This energy ball affects
Attribute Penalty: 2 everything in its 100 meter-wide blast
Your entire arm is replaced with a large radius (extending forward from the claw),
cylindrical gunpowder Gatling gun. The friend or foe. Because the energy takes time
guns barrel spins around, releasing a to regenerate, this ability can used only
barrage of ammunition at its targets and once every Act.
obliterating the enemy. This uses the
Dmg RoF Range Ammo
Marksman skill.
Claw (Melee) +7 5 10
Damage: +2 Sha Cannon 100m
RoF :10 +9 1 1
(Marksman) blast
Range: 20m
Ammo: 150
MECHANICA TORSO
Kaminari Fist Thunderburst Replaced Part: Torso
Replaced Part: One arm (forearm and st) Attribute Penalty: See Text
Attribute Penalty: 3 Your entire torso, all the way down to
Required Station: 5 your bones to organs, are replaced with
This consists of a powerful metal st with a mechanica. This provides you with a
specialized heart engine embedded within. permanent bonus to your Vitality as your
If the heart engine is activated, it sends f lesh is replaced with cold steel armor
out powerful energy which signicantly plates. There are three types of mechanica
increases the strength of an unarmed torsos, each varying in available mechanica
strike. However, using this attack also slots and Vitality bonuses. Various other
damages the user. When this ability is functions can be added to the mechanica
used, the Kaminari Fist is destroyed and torso. These functions (with the exception
the character takes 1 point of damage. The of Heart Engine, Kimenkyo, and Howler
st can be repaired during an intermission Cannon) do not add any additional
for another 30 points of Karma. This attribute penalties (see below for details).
damage must be distributed to Critical
Class Vitality Attribute Available
Wounds.
Bonus Penalty Slots
The st normally does +5 damage, but it Class Kou +20 4 4
increases to +20 when the heart engine is Class Otsu +10 2 2
activated and the st destroyed. Class Hei +5 1 1
Damage: +5 (+20)

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MACHINE TORSO 5. Supreme Howler Mortar Cannon


MECHANICA SLOTS (Requires Heart Engine)
The following additional functions can Additional Attribute Penalty: 1
be installed in the Machine Torso. The This is a long-range yoroi mortar which can
maximum amount is limited according to be installed on the shoulder or in the chest.
the type of machine torso (see above). Use the Marksman skill when attacking. It
does 12 points of damage to anything in its
1. Heart Engine blast radius This can be reduced with an
Additional Attribute Penalty: 2 Evasion roll.
A Heart Engine is installed in your Damage: 12
mechanical body, providing a power source RoF:1
to a variety of mechanica. This can only be Range: 2 km
installed at character creation. Ammo: 1
2. Kimenkyo The ammo is replenished ever y
Additional Attribute Penalty: 2 intermission.
With a kimenkyo mirror installed in your 6. Inner Eye (Requires Heart Engine)
body to help amplify and control ne motor This device allows you to manipulate the
movement, you can use your Interface skill inner energies of your Heart Engine. You
rank to perform any general skill (but not can siphon your Soul to refuel your Vitality
other specialized skills). This can only be score at a 1:1 ratio.
installed at character creation.
7. Torso Storage Compartment
3. Rib Cage Spider You have a small storage compartment in
When grappling an opponent, 8 spiny your torso in which food or a small weapon
blades can be extended from your chest, can be stored.
impaling your victim. Use the Unarmed
Combat skill when attacking. 8. Extra Torso Slot
Damage: +2 You take a -4 to your machine torso Vitality
RoF: 6 bonus but gain an extra slot for mechanica.
Ammo: 6 This does not expend a slot in itself. Your
Vitality bonus cannot be reduced below
4. Dragon Cannon zero.
A lesser version of the immense yoroi
armour soulgem mortar is installed on the 9. Extra Arm Attachment
shoulder or chest. This large weapon takes You can attach another arm to your torso.
up 2 mechanica slots. Use the Marksman Add attribute costs of the extra limbs as
skill when attacking. normal.

Damage: +9 10. Reinforced Lungs


RoF: 1 You can hold your breath and swim
Range: 1 km underwater for a number of hours equal
Ammo: 6 to your Spirit attribute. During strenuous
activity such as underwater combat, you
can only hold your breath for a number of
rounds equal to your Spirit score.

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11. Flight Booster as electricity or re, and magical energy


Using a burst of power from a soulgem, you attacks like Buddhist magic. All damage
can y for 2 rounds. The maximum range taken from such attacks (after Evasion
in one round equals your Agility attribute rolls are made, as appropriate) is reduced
score x 40 meters. by half.

12. Glorious Death Bomb Type 3 Chameleon Flesh Dragon Scale


This is the kijin version of the kongohki/ Replaced Part: Skin
armour ability Brilliant Flower of Attribute Penalty: 1 (Requires Heart
Destruction. By shattering your heart Engine)
engine that powers your torso, you release Your esh is replaced with a hard metallic
an explosive blast. Everything within a armor. The character can use the energy
15-meter radius takes 30 straight points from the heart engine to activate the
of damage. This also damages yourself, dragon scales camouage function. When
and your Dead Box is checked when this activated, an aura of energy surrounds the
is used. character, allowing her to blend in to her
13. Smoke Screen surroundings.
A thick cloud of smoke can be released Add 5 dice to all Stealth rolls.
from your torso. If used indoors, enough
smoke is created to ll an entire room. All MECHANICA LEGS
within the room are unable to see. If used Replaced Part: Both Legs
outdoors, the cloud dissipates after one Attribute Penalty: See Text
round. Your legs are replaced with steel mechanica
This function can only be used once per legs. The superior muscle control and
scene. strength provide you with a die bonus
to your Movement skill. There are three
14. Flame Caster types of mechanica, each varying in
A f lamethrower is installed within the available mechanica slots and Movement
chest. Use the Marksman skill when die bonuses. Various other functions can
attacking. be added to the Mechanica Legs. These
Damage: +10 functions do not add any additional
RoF : 1 attribute penalties (see below for details).
Range: 5 m Class Movement Attribute Available
Ammo: 3 Bonus Penalty Mechanica
Slots
OTHER TORSO-BASED
MECHANICA Class Kou +8 4 4
Class Otsu +5 2 2
Zero-type Reective Armor Class Hei +3 1 1
Replaced Part: Skin
Attribute Penalty: 3
Your skin is replaced with a smooth mirror-
like material resembling the underbelly of
a snake. Th is special reective material
will protect against all energy attacks such

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MECHANICA LEG next attack. It takes a half-action (at which


MECHANICA SLOTS time Soul is consumed) to gather enough
The following additional functions can be power before the attack action. After the
installed in mechanica legs. The maximum attack is complete, the damage bonus
amount is limited according to the type of resets to zero, requiring more Soul to be
legs (see above). expended for further damage bonuses.
Damage: Soul points expended.
1. Roller Type
The bottoms of your metal feet are tted 5. Shock Absorbers
with wheels, allowing you to move at great This mechanica was developed to lessen the
speeds. You can use them as a combat damage caused to kijin soldiers dropped
action to move up to your Agility score x down onto their enemies from aerial yoroi
40 meters for 1 round, and can add 2 dice troop carrier ships. These shock absorbers
to all Evasion skill checks. reduce all falling damage by half.

2. Aquatic Fins 6. Leg Storage Compartment


Your legs are tted with retractable ns to You have a small storage compartment in
aid underwater movement. Add +2 dice to one of your legs in which food or a small
all physical action rolls made underwater. weapon can be stored.

3. Booster Module 7. Lizard Bomb Leg


By releasing a small gunpowder explosion Just like a lizard can detach its tail in danger,
from your feet or legs, you can y (basically you can detach one of your Mechanica
an extended jump) for a limited period of Legs. The leg is loaded with gunpowder
time. Your maximum range in one round and an explosive device, and once dropped
equals your Agility attribute score x 40 or thrown (then activated) it does 20 points
meters, and up to 20 meters in height. of damage to all within a 10-meter radius.
This device also adds 2 dice to Evasion skill
checks, and can be used as a weapon, like a 8. Dragon Claws
gun. Use the Marksman skill when making Huge menacing claws are built into your
an attack. The bonus in the parentheses is feet. In addition to being a weapon, it can
for when the gunpowder burst is used. also be used as an aid in climbing, allowing
you to stand upright on a horizontal surface
Damage (kicking): +2 (+4)
such as a wall. Use the Unarmed Combat
RoF: 1
skill when attacking.
Ammo: 3
Damage: +5
4. Leg Incinerators (Requires Heart
Engine) 9. Supreme Howler Mortar Cannon
The leg version of the White Heat Palm. (Requires Heart Engine)
Using your inner power you can heat Additional Attribute Penalty: 1
your feet and legs to a white-hot state, This immense long-range yoroi mortar is
incinerating your enemies. Use the installed on the bottom of the foot. Use the
Unarmed Combat skill to attack. Using Marksman skill when attacking. It does 12
this function expends 1 Soul point, plus points of damage to anything in a 4-meter
one more Soul for every extra point of blast radius. This can be reduced with an
damage bonus you wish to receive for your Evasion roll.

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KIJIN

Damage: 12 mechanica legs. The Karma cost must be


RoF:1 paid for that weapon, after which it can be
Range: 2 km grafted on to the torso, visor or leg.
Ammo: 1
Twin Dragon Arms
The ammo can be replenished every Replaced Part: Both Full Arms
intermission.
Attribute Penalty: -4
OTHER NOTABLE Requires Mechanica Torso
MECHANICA This is a combination of heavy repeating
Explosive Corpse Skull Bomb gunpowder rie and dragon blade, which
Replaced Part: Installed within skull both use an advanced style mechanica
Attribute Penalty: 3 configuration and are attached to part
of the characters arms. Th is mechanica
Using the latest in advanced surgical
does not fully replace both arms (you
techniques, a hole is cut into the skull and
can still use other mechanica arms, and
a small gunpowder bomb is installed. The
these attachments do not take up any arm
bomb can be set to detonate under certain
mechanica slots), but the large ammunition
predetermined conditions, as decided by
chamber for the dragon repeater takes up
the Player or GM. Upon detonation, the
one mechanica slot in your machine torso.
characters Dead Box becomes checked.
The dragon blades use gunpowder in much
The player can also choose to die instantly.
the same way as soulgem blades do; they
Weapon Interface can expend up to 8 gunpowder rounds for
Replaced Part: Varies up to +8 extra damage.
Attribute Penalty: See Text Weapon Dmg RoF Range Ammo
A mechanica weapon is connected directly Dragon +3 8 100
to your nervous system, allowing you Blade
to manipulate it as easily as one of your
Dragon +3 8 20m 80
own limbs. You must choose one already-
Heavy
installed mechanica weapon when Weapon Repeater
Interface is installed. It provides you with
the following damage bonuses (depending
on the type) to the appropriate weapon. Homeopathic Bullet Skin
Replaced Part: Skin
Class Damage Attribute
Attribute Penalty: See Text
Bonus Penalty
All of your skin is replaced with a special
Class Kou +4 2 material imbedded with mechanica readers
Class Otsu +2 1 and gunpowder chambers. When the
character is hit by any kind of weapon,
the internal gunpowder chamber explodes
Weapon Attachment
outwards, canceling the force and shock of
Replaced Part: Varies
the incoming attack. However, some of the
Attribute Penalty: -
damage from the counter-explosion will
This mechanica allows for any weapon aect the user.
from the Weapon List to be attached to
a mechanica sensor, mechanica torso or

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When this mechanica is activated, all Man-Gohki


points of damage for a single attack, up to Focus: Melee combat mastery
a certain amount (depending on the skin) Class Hei Mechanica Sensors, Flash Burst,
is completely nullied. In return, all the Class Otsu Mechanica Arms, Vajra Claws,
Wounds of a certain level must be lled in. White Heat Palm, Class Hei Mechanica
Example: A character with Class Otsu Torso, Heart Engine, Class Hei Mechanica
Homeopathic Bullet Skin gets hit for 22 damage: Legs, Roller Type Feet, Class Otsu Weapon
The HBS allows that incoming damage to be Interface (Vajra Claws)
reduced to 2. However, she must then ll in all of
Attribute Cost: 8
her Heavy Wound boxes as the skins counter-
explosion damages surrounding skin and tissue.
Renegade Marksman
This is a one-time-use mechanica: It can Focus: Light projectile attacks
only be repurchased with Karma during Class Hei Mechanica Sensor, Eyes of
Intermissions. Distant Death, Weapon Attachment
(Repeater)
Class Damage Wound Attribute
Reduction Level Penalty Attribute Cost: 1
Class Kou 30 Light 4 Karma Cost: 3
Class Otsu 20 Heavy 2
Class Hei 10 Critical 1
Crimson Targeter
Focus: Heavy ranged weapons
Class Otsu Mechanica Sensor, Darksight,
MECHANICA LOADOUTS Eyes of Distant Death, Class Otsu
Picking a set of mechanica can be dicult
Mechanica Arms, Five-Barrel Gatling,
for players just starting to play the game.
Class Otsu Weapon Interface (Gatling)
Here are a few collections of mechanica
loadouts to help get you started quickly. Attribute Cost: 5
Feel free to pick one or combine a few
Brutal Fist
loadouts to create your kijin or mechanica-
Focus: Martial arts enhancement
enhanced characters.
Class Kou Mechanica Arms, Vajra Claws,
Young Soldier Extendable Arm, Steel War Fan, Burning
Focus: Basic mechanica for combat Scourge
Class Hei Mechanica Arm, Vajra Claws Attribute Cost: 4
Attribute Cost: 1
Cloak of Misery
Ghastly Veteran Focus: Inltration and deception
Focus: Melee weapon mechanica Class Kou Mechanica Torso, Heart Engine
Class Otsu Mechanica Arm, Grudge Flight Booster, Smokescreen, Type 3
Blade, Omega Snake Blades, Class Otsu Chameleon Flesh Dragon Scales, Torso
Weapon Interface (Grudge Blade) Storage Compartment

Attribute Cost: 3 Attribute Cost: 6

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KIJIN

Asura Hunter
Focus: Monstrous kijin makeover
Class Otsu Mechanica Sensors, Floating
Eye, Eyes of Distant Death, Class Hei
Mechanica Torso, Glorious Death Bomb,
Twin Dragon Arms, Class Kou Weapon
Interface (Twin Dragon Arms)
Attribute Cost: 9

Silver Sage
Focus: Magical enhancements for monk,
onmyoji and ninja characters
Class Hei Mechanica Arm, Kairen Fingers,
Brain Enhancement, Renju Voice
Attribute Cost: 6

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tbz_v2_book2_r11.indd 242 12/19/12 12:12 AM
KONGOHKI
Kongohki are the products of Priesthood-
backed technological innovation. While
armour have been around for a long time,
the kongohki is a recent development.
Kongohki were originally created originally
to be pilotless, more maneuverable armour.
In the end, the kongohki and armour are
crafted in much the same fashion and as
such the rules for using them are largely
the same. Subtle dierences arise between
meikyo and kimenkyo versions, so take care
to learn those dierences.

KARMA AND
THE MEIKYO
MIRROR
Like armour, kongohki built upon
Priesthood technology also receive a Meikyo
Bonus. However, there is no rider in a
kongohki: The users are themselves sealed
inside a soul mirror. Unlike the armour,
there is just one Karma pool, the Karma
pool is not split between meikyo and rider.
This means that their Karma can briey go
above 108 like any other character. And like
any other character, if the kongohkis player
does not reduce the Karma below 108 by the
end of the next intermission, the kongohki
becomes an Asura.
One can quickly see why kongohki are so
feared. By the time they become a lost soul,
they are nearly unstoppable.

Meikyo Bonus
Karma Additional Dice
0-20 +0
21-40 +1
41-60 +2
61-80 +3
81-100 +4
101-108 +5
109+ +6

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needs to find an onmyoji to perform a


KIMEN Knowledge: Onmyojutsu roll to repair the
wounds taken.
KONGOHKI
Kimen kongohki are mass-produced, but
they too rely on onmyojutsu magic and KONGOHKI-
high technology to function, just like
their meikyo counterparts. However, they
SPECIFIC
operate on lesser kimen calculating devices
instead of meikyo soul-capturing devices.
RULES
This means that kimen kongohki do not KONGOHKI OVERDRIVE
benet from the Karma bonus that their All kongohki have an ability called
meikyo counterparts receive. This fact Overdrive. Restraints are released and the
accounts for the high dierence in quality kongohkis engine speeds up, increasing the
and operational functionality. Meikyo speed and strength by incredible amounts.
devices crafted by the Shinto Priesthood Over time, this ability takes a toll on the
are always superior because their devices kongohkis body, but it is this temporary
can more naturally channel the urges that boost of blinding speed and force that turns
reside in the human soul. the machine from a peerless soldier into the
most terrifying force on the battleeld, a
Kimen kongohki arent as powerful as their
demonic killing machine.
meikyo counterparts, but they are easier to
capture and erase when they go renegade. Overdrive can be activated in one game
They also start with less Karma than their session as many times as their Body plus
meikyo counterparts. They still contain a Spirit attribute scores, and each Overdrive
lost soul, but it is bound to a mass-produced attempt lasts for one single action. If the
mechanical mirror instead of a much rarer kongohkis Body or Spirit score rises over
soul mirror. the course of a session (by spending 10 Kiai
to raise the attribute), the kongohki will get
Of course, the kimen models are much
additional Overdrive attempts.
easier to come by than their fabulously
expensive meikyo counterparts. They can During an Overdrive, when performing
also use the Overdrive ability, which makes physical actions with Body, Agility or
them fearsome on the battleeld. Senses, every die that comes up as a success
is rolled one more time. The second round
of successes is added to the total of the
KONGOHKI rst roll. However, dice that come up as
successes a second time are not rerolled.
REPAIR The Overdrive can be engaged instantly, no
Kongohki repair happens in a way that is action is required.
very similar to how the skill rst aid helps
Both meikyo and kimenkyo models can use
people recover from wounds. However,
the Overdrive ability.
instead of nding a medic to roll Senses:
First Aid on their body, the kongohki

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KONGOHKI

KONGOHKI MEMORIES Kongohki who become Asura, reaching


All kongohki are cursed. The soul 109 or more Karma, are overwhelmed by
contained deep within that hard metal past memories and emotion. In most cases
meikyo or kimenkyo soul mirror used to they revert to the personality of the person
belong to a person who died under intense they were when they died; hurt, confused,
stress, pain, misery or anger. The soul was and knowing only rage, they destroy every
an Asura, a lost soul, and could not move on living thing near them.
to the afterlife upon the death of their body.
Through certain rituals, the soul was tied
KONGOHKI AND
back into a soul mirror, its memories wiped SPECIALIST SKILLS
clean, given a rudimentary personality, and Kongohki are robotic human beings, and
bound to an indestructible steel frame. by combining various archetypes the player
can grant their kongohki various specialist
To that end, all kongohki characters start skills. A kongohki can use most specialist
the game with one Fate (though more can skills without a problem (representing
soon be taken): Suppressed Memories. skills the person had before they died and
Those memories were sealed away, but like had their soul trapped in a mirror). Some
all seals, cracks can appear at times. explanation is required for these three
Every time the player of the kongohki skills in particular, though:
receives a number of Aiki chits greater than Shinto: A kongohki with the Shinto skill
the kongohkis Empathy attribute score, a rank is obviously going to be connected
ashback scene is triggered. This is often a to the Priesthood, probably as an agent.
minor ash of insight, a look through the Think of what purpose the Priesthood
eyes of the person they used to be, a single has to employ such a kongohki. If the
buried memory. The GM decides what it is player can come up with some interesting
that the kongohki sees. questions or ideas as to why, then it should
Every time the player takes another be ne to allow her to play a kongohki with
Aiki chit after that, another ashback is the Shinto skill and rank.
triggered. Resonance: Inside each kongohki lies the
The only way to stop this from happening beating heart engine of an oni. Therefore,
is to convert Aiki chits to Kiai points (see Dii (the oni powers based on the heart) can
the Karma rules for details), usually during be used. Of course, this means that the
an intermission phase. spirit that inhabits the meikyo soul mirror
which gives life to the kongohki belonged
Eventually, the character can get rid of
to an oni. If that sounds interesting, then
(sublimate) this Fate, with the GMs
let it happen. This will probably result in a
permission. What does this mean? Perhaps
tragic character, though
the character recalls the memories of
his past and comes to terms with what Interface: A kongohki is a whitewashed
happened. Maybe the character is so soul trapped in a meikyo, a soul mirror.
horried by what he was that he turns his Therefore, it is possible for a kongohki to
back on his past, and leads a new life. Or have the Interface skill and control other
maybe the kongohki gained such a strong meikyo-based weapons or communicate
new personality and new connections over the Reection Network.
that he was successful at erasing those old
memories for good.

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The soul of such a kongohki was obviously When creating a kongohki servant, follow
a yoroi armour-rider or Shinto Priesthood the normal kongohki creation rules for
agent of some kind who died with a great kimen kongohki. Kongohki servants also
amount of Karma, most certainly having follow the standard rules for Overdrive.
turned into an Asura. However, kongohki servants are not
It might be the case, however disturbing, aected by ashbacks or sealed memories
that the same mirror that the dead armour- like player-character kongohki. The Karma
riders soul was trapped in as an Asura, was cost of the kongohki archetype they choose
simply lifted, whitewashed, and dumped from is doubled, then added to the starting
into the body of a kongohki for further equipment cost of the player character.
service. If this sounds like an interesting The PC requires an additional 10 points
(albeit dark) story to engage in, then having of Karma for equipment: The soul mirror
a kongohki with the Interface ability can and connection-less interface helm cost 10
be allowed. points together.

Please note that in all these cases, you Since this cost is often high, most PCs
should work with the Game Master. The will choose to take an additional attribute
GMs approval is required for the above penalty: every additional attribute penalty
combinations, but more than that a simple taken (in eect lowering the amount of
chat about the possible story ideas might attribute points the puppeteer can allocate
get the GM excited to present interesting to their attribute scores during character
story elements in play. If you surprise your creation) reduces the Karma cost of owning
GM with a crazy-combination character, a kongohki servant by 10 points, down to a
it might be hard for her to think clearly of minimum of 0.
entertaining ways to bring those elements Example: The default puppeteer archetype has an
into the game unless you sit down to talk equipment cost of 90, and it is built on the default
about it in advance. kimen kongohki archetype which has a Karma
cost of 40: (40 x 2) + 10 = 90. The puppeteer
PUPPETEERS AND template osets the high Karma cost by reducing
KONGOHKI SERVANTS the characters attributes by 5 points, lowering the
Karma cost by 50 points down to 40.
Shinto agents trained in the use of the
interface helm have the ability to control Puppeteers can try to hijack both meikyo
specialized kimen kongohki servants and kimenkyo mirrors for a brief period of
from afar. Such agents are referred to as time, but they can only completely control
Puppeteers. By putting on the interface kimen kongohki.
helm and connecting to their chosen
servant, or pet, they can control the
body of the kongohki as if they actually KONGOHKI
inhabited their body. While the puppeteer
possesses the kongohki body, they go into CREATION
a trance. They cannot move their own
bodies; they cannot take actions or even
RULES
defend themselves, so most puppeteers try These are the rules for creating new
to hide themselves before they interface. kongohki. For beginning players, we highly
recommend simply using the kongohki
loadout for the archetype you choose.

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KONGOHKI

However, these rules will permit you to go creation, we will put aside attributes like
further, either customizing your choice or Spirit and Empathy, and simply focus on
creating one from scratch. their frame and physical properties.
If you are familiar with the armour creation
CHOOSE A FRAME
rules, the rules for kongohki are nearly
The rst step in the creation of a kongohki
exactly the same.
is choosing a frame. There are two basic
ATTRIBUTES frame types for kongohki. Each frame has
FOR KONGOHKI a point total called an attribute pool. This
attribute pool is a pool of points which you
All kongohki have the following three
can later spread amongst the units three
attributes, which represent the physical
physical attributes: Body, Agility and
frame of their bodies:
Senses. For now, just write the pool point
BODY: This represents the pure physical total down, because choices made later on
power and stability of the frame. Just like during the creation of the armour can raise
human characters, body also represents the or lower this pool.
Vitality and Wound levels for a kongohki.
Kongohki, like armour, are given an
AGILITY: Agility represents the pure attribute pool. However, there are no
speed and reexes that the frame is capable Station requirements for being a kongohki
of. In combat, a kongohki can move 20 (yet most kongohki have some Station in
times its Agility score in meters every order to carry weapons).
round. Outside of combat, a kongohki can
Since kongohki are characters, they have
move up to 10 times its Agility score in
their initial attribute totals reduced by
kilometers each hour.
the attribute pool. In the case of normal
SENSES: Senses are a representation kongohki (with a base attribute pool of
of the strength of the sensors and sense- 18), this means that the character will only
amplication equipment that the frame have 22 points to spread amongst their
contains. Kongohki can eectively see up other four attributes. However, based on
to a range of 100 times its Senses score in choices made during kongohki creation,
meters. They also have an innate ability the kongohki can gain more attribute
called Lifepulse, which is a kind of sonar points (by choosing 2 arms, 2 legs) or lose
that detects all warm living things human- attribute points (by equipping mechanica
sized and larger within its normal eld of or customized weapons like the ZAKT-8
vision. It quickly allows the unit to detect sword).
the approximate size and number of
Aside from the meikyo bonus, there is no
people moving nearby (including kugutsu
functional dierence between normal and
and shikigami spirits). The range of the
kimen kongohki. They both start with the
Lifepulse is equal to a radius of Senses
Overdrive ability.
times 10 meters.
Kongohki have a soul, albeit one shackled to BASIC KONGOHKI
a mirror, so while they have the above three Attribute Pool: 18 points
attributes, they have the other attributes as This is the basic kongohki model, which
well. However, for the process of kongohki comes in a variety of shapes and sizes.

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HEAVY ASSAULT UNIT Each kongohki has one mirror (meikyo


KONGOHKI or kimenkyo) and heart engine at no
Attribute Pool: 23 points additional cost, but more can be bought at
The heavy assault units are kongohki which the prices listed.
contain multiple soul mirrors, each bound ADDITIONAL EQUIPMENT COST
with their own Asura soul. The benet is Equipment Cost (in Karma)
their expertise and power. For each soul
Meikyo mirror 25
mirror contained in the kongohki, they can
Kimenkyo mirror 10
take one action per round in combat. The
Heart engine 25
downside is that they tend to accumulate
Karma rather quickly and can be hard to Kongohki equipment 5
stop once they rampage. Mechanica 5*
Basic Weapon 5
A heavy assault unit can be made up of
both meikyo and kimenkyo soul mirrors, Customized Weapon varies

but there must be at least one meikyo; 5 Additional soulgems 1


there are no all-kimen heavy assault units Shikidan ammo 3
because the kimen technology will not * Mechanica which require a combat scanner or
support it. mechanica arm/leg cost 10 Karma.

DECIDE APPEARANCE
MECHANICA
The second step in creating a kongohki
Kongohki can have mechanica devices
is choosing its appearance. Their frames
added to their frames. In most cases,
come in a variety of shapes and forms, and
one equipment slot is required for each
things like the number of arms, legs, or the
additional mechanica added.
shape of their head can be customized. The
attribute pool will be adjusted depending In cases where a mechanica combat scanner,
on the conguration chosen. arm or leg is required, additional work is
required to graft the necessary interface to
After that, the number of arms and legs
the native kongohki frame, doubling the
will decide the number of equipment slots
Karma cost of that equipment. For example,
that the kongohki starts with. Each piece of
a cyclone Gatling repeater mechanica does
specialized kongohki equipment occupies a
not require a mechanica arm because it is
number of slots.
an arm replacement, so it can be equipped
The appearance tables and kongohki gear for 5 Karma and a penalty of 2 attribute
appear later in this section. points. Ikari blossom drills and vajra claws
require a mechanica arm, so each of those
CALCULATE mechanica will cost 10 Karma.
STARTING KARMA
After crafting the kongohki and adding In the above cases, the kongohki doesnt
equipment, that equipment must be paid actually receive a new mechanica limb,
for. Additional weapons, meikyo mirrors but rather simply the ability to use limb-
and mechanica can be purchased as well. specic mechanica.
All of these items have a cost in Karma Since kongohki are approximately the same
which must be paid during character size as humans, mechanica which have an
creation. attribute penalty are calculated normally.
A GM may allow an alternative; multiply

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KONGOHKI

the attribute penalty total by 10 and add Kongohki characters do not adjust Vitality
that amount to the characters starting or the Health track as their Karma
Karma. adjustment increases.

WEAPONS ADDING ADDITIONAL


Kongohki use normal-sized human EQUIPMENT IN-GAME
weapons. However, they can use Once the game has started, kongohki
customized or original weapons as per the equipment can be added or exchanged.
weapon creation rules in the Weapon List.
When adding new equipment, calculate
CALCULATE STARTING KARMA the amount of Karma required. The player
At this point, the kongohki is almost ready must spend an amount of Kiai equal to that
for play. Calculate the Karma total. This amount to take the new part, after which
number cannot exceed 108. If it does, that Kiai becomes Karma.
return to the creation process and adjust If exchanging old equipment, calculate the
equipment until the total cost is less than dierence in equipment Karma costs. If the
or equal to 108. new equipment costs additional Karma,
Remember that in play, all meikyo-based then that dierence must be spent with
frames receive a die bonus to all rolls Kiai.
involving physical attributes in accordance Kimen kongohki can go through an
with the meikyo bonus table. entire frame adjustment given the
proper preparation and time; mass-
FINISHING FRAME produced armour and kongohki are able
CREATION: DISTRIBUTE to interchange their parts far more easily
ATTRIBUTE POOL than their meikyo counterparts, so they
Once appearance and all additional can change the number of arms and legs
equipment have been decided, its time to during the Intermission phase if they have
split up the attribute pool across the three access to a factory. Raise or lower attributes
physical attributes: Body, Agility and for the new appearance as needed. If an
Senses. Each attribute must start with at attribute drops to zero, the frame can no
least three points in it. After appearance longer function.
adjustments have been added, attributes
These changes generally only happen
can be lower than three. If an attribute
during an Intermission phase.
drops to 0, the kongohki cannot function.
In the case of mechanica, new mechanica
CALCULATE VITALITY with an attribute cost is purchased in the
ANDWOUNDS same way as kijin in a game session; multiply
Kongohki have a Vitality score and Wound the attribute cost by 10 and pay that cost in
tracks, although Vitality is calculated Kiai (which immediately becomes Karma).
slightly differently than normal human Mechanica without a listed attribute cost
characters. Vitality is equal to two times require 10 Kiai for implantation.
the kongohkis Body score. The Wound
track is calculated in exactly the same way
as it is for humans.
Kongohki calculate Soul in the same
manner as human characters.

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formations, and ratios of success for various


KONGOHKI battle engagements. This grants a bonus of
2 dice for all Strategy or Art of Rule rolls.
GEAR DARK VISION (1)
Each piece of equipment comes in three
Night looks like day with this vision
different sets: head, upper torso/arms,
enhancement. The user receives a bonus of
and lower torso/legs. The number of slots
2 dice to all Senses checks at night or in a
available for equipment depends on the
dark environment.
number of slots available for the head,
torso and legs chosen. Next to each piece EYES OF DISTANT DEATH (1)
of equipment in parentheses is listed the This vision increases the steadiness of
number of open slots that equipment zoomed vision while projecting a HUD
requires. and probability tables for distance attacks.
All ranged attacks based on the Marksman
HEAD TYPE skill are granted +2 dice.
There are two types of heads for these
steel creatures: a human-looking face or a LIFEPULSE EXTEND (1)
skull. Neither has a mechanical eect, but This increases the range of the Lifepulse
they are the two standard types of head for ability to Senses times 100 meters.
humanoid-form kongohki.
MOTION DETECTOR (1)
HUMANOID Th is is a limited-range passive detection
The frame is built with a face that it unit which tracks all movement within a
unmistakably human-like. It can be a scary 10 meter radius. It makes the kongohki
visage or a peaceful expression, or anything harder to target for sneak attacks from
in between. This is the most common head behind, granting the pilot a bonus of 3 dice
type for kongohki. to use against sneak attack maneuvers.

SKULL SHA SENSORS (1)


For a scarier eect on the battleeld, some This allows kongohki with the Onmyojutsu
armour crafters have been experimenting skill to see the very fabric of the gossamer-
with skull designs. like sha power around it. Using this
ability, the pilot or kongohki makes a
BEAST
Senses: Onmyojutsu roll against 1/10 of
Non-humanoid shaped kongohki are rare,
the creation point cost of a target shiki.
but when they exist they are usually given a
If successful, the user can determine all
beast-like head which matches their frame.
of the shikis abilities and power levels of
HEAD EQUIPMENT those abilities.
All kongohki heads have two open MECHANICA (1)
equipment slots. The following is a list of Mechanica based on the head region can
equipment native to kongohki frames. be added to the kongohki head. Each
BATTLEFIELD MASTERY (1) mechanica requires one equipment slot.
This vision extends the range of sight to
Senses times 200 in meters. It also gives a
graphical display of visible allies, enemies,

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KONGOHKI

UPPER TORSO AND ARMS ROTOR BLADES (2)


Kongohki souls have an easier time This is a detachable and extendable set of
integrating with mechanical bodies with propellers that allow limited ight. The
one set of arms, but for function or aesthetic kongohki can travel in the air at a speed of
reasons some are given more. Agility times 20 kilometers per hour. In
combat, the unit can travel Agility times
No matter how many sets of arms a
300 meters per round. The propeller blades
kongohki has, they all have an upper torso.
allow the kongohki to hover and stop in
An upper torso has 4 equipment slots
midair as well.
available and each pair of arms grants 2
additional equipment slots. THRUSTER WING (2)
This set of turbines and wings allows the
UPPER TORSO AND ARM ADJUSTMENTS
frame to y at high speeds. The kongohki
Arms Body Agility Senses Total
can f ly at a speed of Agility times 30
Equip.
kilometers per hour. In combat, the unit
Slots
can travel at a speed equal to the frames
2 +1 +1 0 6 Agility times 500 meters per round.
4 -1 +2 -1 8
6 or more -2 +4 -3 4+ number MECHANICA (1)
of arms Mechanica based on the arm and torso
region can be added to the kongohki body.
Each mechanica requires one equipment
BRILLIANT FLOWER OF
slot.
DESTRUCTION (0)
This explosive device is installed in ARM AND UPPER TORSO
kongohki when there are fears of the soul WEAPONS
mirror or kongohki falling into enemy There are specialized weapons for
hands when it is destroyed, or to give the kongohki. See the weapons section for
kongohki a suicide attack option. A charge details and equipment slot costs.
is rigged inside of the heart engine, which
gives additional energy to the bomb. The LOWER TORSO AND LEGS
kongohki erupts in a massive explosion, Like arms, most kongohki are crafted with
completely obliterating it and the soul two legs in order to ease the transition of
mirror within it. Every person within a 15 the soul into a metal frame. More or fewer
meter radius takes 30 points of explosive legs can be equipped for various eects.
damage. The kongohki is completely
NO LEGS
destroyed.
Lower Torso: 2 Slots, Legs: 0 Slots
HEAVENS FIRE (2) Th is could represent a snake-body, or a
These are special gunpowder rocket chariot, wheeled, or tank-style lower body.
boosters which allow the kongohki to leap A kongohki possessing no legs has a better
up to 20 meters at once. The boosters may grounded body, but it is less maneuverable.
be red up to 3 times per scene. If the unit This is extremely rare for kongohki.
is also equipped with thruster wings or
rotor blades, Heavens Fire may be used to TWO LEGS
double its speed for a round instead. Lower Torso: 2 Slots, Legs: 2 Slots

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

This is the most common kongohki style. HEAVEN ROLLER LEGS


Kongohki easily adapt to these frames. Instead of legs, the unit has huge wheels or
treads that roll over any surface. Movement
FOUR LEGS is multiplied by 4 and Evasion skill rolls get
Lower Torso: 4 Slots, Legs: 4 Slots a +1 die bonus. Heaven roller legs can be
While the top half of the body might look used with any number of legs.
human, the bottom half has four legs like a
horse or other quadruped. The movement HOVER REPLACEMENT
speed of the kongohki is doubled. Usable only on units with 4 or more legs,
this replacement converts the legs into
SIX OR MORE LEGS hover-jets. The unit can travel over land
Lower Torso: 2 Slots, Legs: Number of Legs or water. Movement speed is doubled, and
Th is option allows 6-legged or 8-legged Evasion skill rolls are each granted 1 bonus
kongohki with an appearance of a centipede die.
or other insect. Each leg adds an additional LEGS OF THE WATER DRAGON
leg equipment slot. Th is modication converts the legs into
LOWER TORSO AND LEG ADJUSTMENTS fins. It allows the kongohki to swim
Legs Body Agility Senses
underwater. This conversion is usable on 0
and 2-leg models, and grants 2 bonus dice to
0 +1 -1 0
all physical action rolls made underwater.
2 +1 +1 +1
4 +2 +1 0 MECHANICA (1)
6+ +1 +2 -1 Mechanica based on the lower torso and
legs can be added to the kongohki body.
There is a limited amount of special Each mechanica requires one equipment
equipment for kongohki legs. Unlike slot.
the head and torso based equipment, the
leg-based special equipment completely LEG AND LOWER TORSO
replaces the leg units and leaves no free leg WEAPONS
slots. They also do not cost any Karma: There are specialized weapons for
The normal 5 Karma for additional kongohki. See the weapons section for
equipment is dropped, as they are complete details and equipment slot costs.
replacements of normal legs.
KONGOHKI DAMAGE
GALE SPEED ROLLERS Type Damage
These are extendable wheels that are Unarmed kongohki +1
attached to the backs of the legs. The gale Rolling/Crushing* +Body Attribute *2
speed rollers triple movement speeds on
the ground when deployed (deployment is *Rolling/Crushing attacks are only for kongohki
instantaneous and requires no actions in with no legs. Since they usually are not as large
combat). They also grant Evasion skill rolls as armour, their damage rating for rolling over
2 bonus dice. These may be equipped on an enemy is reduced.
only the 2-legged and 4-legged units, and
the rollers only work on at surfaces like
elds, plains and roads.

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KONGOHKI

Unarmed attacks are made with the Body: The puppeteer then nally adds the cost of the
Unarmed Combat skill. Armed attacks are kongohki templates Karma cost and gear to her
made with a melee weapon and the Agility: own puppeteer templates equipment cost (as the
Melee Weapons skill. kongohki is a piece of equipment). The cost is
less, down from 90 points (the default equipment
KONGOHKI CREATION EXAMPLE cost of the puppeteer archetype) to 80 points of
Oharu is an agent of the Shinto Priesthood. She equipment cost. The puppeteer archetype Karma
is what is known as a Puppeteer, a specialized cost is set at 50. Ami can either lower the Karma
meikyo-user who controls armour and kongohki cost of the puppeteer archetype template from the
from afar. Like most puppeteers, she has a pet default of 50 down to 40, or she can lower the
kongohki which she controls in battle, but which attribute cost from 5 points to 4. She decides on
otherwise functions on its own. Ami, Oharus the latter.
player, decides to build a new kongohki for her
pet. The nal puppeteer archetype cost is 50 Karma
and 4 Attribute points, the attribute points are
She starts out with a kongohki frame and picks taken from the puppeteer herself. After adjusting
a normal kongohki. This grants 18 points to the the attribute pool, the kimen kongohki has a nal
attribute pool. She decides she wants to make Body score of 8, an Agility of 8 and a Senses of 7.
a humanoid-looking kongohki to serve as her
bodyguard. She chooses a frame with two arms
and two legs. This will grant a bonus of +2 to
Body, +2 to Agility and +1 to Senses.
KONGOHKI
The kongohki has two head slots. However, Ami
decides to pick Dark Vision for the head slot, at
WEAPONS
Kongohki can use additional weapons
a cost of 5 Karma. There are 6 open upper body/
arm slots to work with. She decides to take vajra
from the general weapon list section of
claws on the arms for an additional 5 Karma. the rules. The weapons in this chart are
She decides to leave the kongohkis legs alone as available only for kongohki. Each weapon
well. She is basically creating a simple guardian costs 5 additional Karma.
type. She gives it a Heavy Repeater for a weapon
Weapon Loc Slot Dmg RoF Rng Ammo
at an additional 5 Karma.
Explosive Arm/ 1 +3 (5) 1 - 3
This part gets a little dicult for the puppeteer: Spiker Leg
The puppeteer needs to pick up a kimen kongohki
Twin Arm/ 1 +2 2 - 4
archetype, and take on that amount of additional
Blades Leg
Karma. Ami references the basic kimen kongohki
archetype from the book as-is, which has a default Vajra Claws Arm 0 +1 2 - 4
Karma cost of 40, and an equipment cost (here, Vajra Claws Leg 0 +2 2 - 4
the kongohki abilities, equipment and weapons) White Heat Arm 0 +X - -
of 20. Since she is using less equipment for this Palm
modied kongohki, the equipment cost is only 15, White Heat Leg 0 +1+X - -
which lowers that kongohki templates Karma Leg
cost total from 40 to 35.
Shikidan UT 1 6 1 2km 1
10 additional points have to be added to the Howler
equipment total, which represents the combined Cannon
cost of the specialized puppeteer connection- Raiden UT 1 +7 1 4km 1
less interface helm and meikyo soul mirror. Mortar
Multiplying the kongohkis Karma cost of 35
Location: UT=Upper Torso; LT=Lower Torso
by 2 and adding the 10 additional points, that
makes 80 total pointss worth of equipment.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

Unarmed and Melee the projectile to its target. The shiki spirit
Weapon Notes yells out an unnerving scream as it sends
Explosive Spiker: This fires a spear- the bullet to its intended target.
like projectile with incredible force, Raiden Mortar: This is a long range, high-
extending from the arm or leg during power version of the Roaring Dragon
strikes or kicks for devastating damage. It Mortar for armour. It takes a long time to
contains a number of gunpowder charges; prepare the weapon for ring, and thus it
the damage in parentheses indicates can only be used once per scene. Its shells
the adjusted damage when one of the explode in a reball when they hit their
gunpowder charges is expended. The targets. Everyone within a 4 meter radius
explosive spiker is used with the Unarmed must make an evasion roll or take damage.
Combat skill.
Other Weapons
Twin Blades: Single blades which extend See the Weapon List for more weapon
from the frames forearm. They can be used possibilities for kongohki.
with Unarmed Combat or Melee Combat
skills. They are called twin because both
sides of the blade are sharpened.
Vajra Claw: Ultra-sharp steel claws that are
attached to (or spring from) the ngertips.
They are used with the Unarmed Combat
skill.
White Heat Palm/Leg: A soulgem-
implanted gauntlet which glows white-
hot when activated. Expending points
of Soul causes the soulgems to heat the
hand or leg, causing additional damage
for each single attack the more Soul (X,
where X is as much Soul as you wish
to spend) is consumed. The kongohki
version, being more condensed, is
generally more eective than the armour
version.

Ranged Weapon Notes


Shikidan Howler Cannon: The Shikidan
cannon fires pinpoint-targeted guided
shells with unerring accuracy at an
incredible range. Simply pick the target,
and the target will take the exact amount
of damage (this damage can be reduced
by making an Agility: Evasion roll. Each
success lowers the damage taken by one).
It res expensive shikidan shells. Each
shell contains a shiki spirit which guides

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tbz_v2_book2_r11.indd 255 12/19/12 12:12 AM
NINJUTSU RULES
CHOOSING A SCHOOL
Not all ninjas across the huge land of Tenra are gifted with the same abilities. There are
numerous clans, both clans that are known and ones that are still shrouded in shadow.
Each clan teaches its members one (or in rare cases, more than one) school of ninjutsu. A
ninja character who knows ninjutsu doesnt necessarily belong to a particular ninja clan,
but she has somehow learned a single school of ninjutsu.
Each instance of the Ninjutsu skill represents the knowledge of one particular schools
techniques. As the characters skill or rank in Ninjutsu rises, the higher level techniques
of that school will become available to her. It is rare that a ninja will learn a second school
of ninjutsu, but it is not unheard of. In those cases, the ninja must take the Ninjutsu
skill again from scratch, and over time raise that skill to learn the techniques available
to members of that school.
Example: A ninja who has a skill rank of Ninjutsu of 4 in the School of the Shore style of ninjutsu
ends up training under a master-in-hiding of the True School of Shadow. The character will need to
label her current Ninjutsu skill as the one which represents the School of the Shore to separate it from
the new skill. Then, when she spends the Kiai to take this new skill at its beginning rank, she adds

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SHINOBI

a line to her character sheet, writes Ninjutsu: Extra Successes


True School of Shadow, and gives it a rank of In some cases, especially with the lesser
2. She now has two Ninjutsu skills, each skill arts, the ninja practitioner will get far
representing the techniques that are available to more successes than was needed to use a
her from one particular school.
particular ninja technique. In this case,
Each school has a number of techniques those extra successes over the Diculty
which are aligned in a set unique to that cost of the technique can be banked to
particular style. Each school also has a be used as bonus dice for actions related
number of skills which are associated with to that art.
that school, known as paths. For example:
A ninja uses Possessed by the Inner Wolf and

USING THE gets 5 extra successes. Those ve dice could be


rolled in a single future attack or split into 2

NINJA ARTS and 3 dice to defend against two enemy attacks.


A ninja using Exploding Thunder Ball gets 5
When using ninjutsu, spend the required extra successes, and gives them to a samurai
amount of Soul. Next, make a roll using friend to use on her next attack roll, happening
Agility: Ninjutsu, attempting to get equal the same round as the explosion. That friend
to or more than the arts Diculty rating. attacks an enemy who was signicantly
If you get an equal or higher number of distracted by the re, so he doesnt notice that
successes, then the art succeeds. If you the samurai has just stepped in behind him
do not succeed, the Soul points are still A ninja using the Ninja Duplication Technique
expended, but you can try again next creates 3 duplicates and gets 3 extra successes.
round (or spend another Kiai to try again The duplicates surround an enemy to attack.
immediately). The player could give three dice to one of the
duplicates to attack, or perhaps to her rieman
In most cases, the art will last for a number friend who has been hiding in the bushes in
of rounds equal to the ninjas Spirit. ambush, waiting for an opening such as this to
There are a number of limitations to ninja attack!
techniques: If the technique happens instantly and does not
Any art which you can cast on yourself, last (explosions, etc), then the bonus dice have
to be used or given that round. If they are given,
you cannot cast it on yourself multiple
then the recipient must use them that round as
times (in order to gain extra eect or the
well.
like). Only one art with lasting eects on
yourself can be active at once. If a new one If there is confusion about what is applicable,
talk to the GM about it.
is activated, it replaces the old one.
Once the effect of the ninjutsu art has
Arts cannot be stopped or turned o until
expired, any of those banked bonus dice
they expire naturally.
will expire as well.
A ninja art you can perform on yourself
cannot be put on others.
You cannot make use of ninjutsu abilities
while riding in a yoroi armour.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

The Paths and Their Related Skills


THE DARK Path of the Flying Willow: Movement

ARTS Path of Broken Steel: Unarmed Combat


Path of the Split Arrow: Marksman
The dark arts are also known as the shinobi Path of Darkness: Melee Weapons
Seals of Power, a kind of soulgem surgery
Path of Denial: Evasion
which implants soulgems inside the ninjas
body. It is a technique that was created to Path of the Transcriber: Forgery
assist greater shinobi in performing their Path of the Kunoichi: Pillow Arts
ninjutsu abilities at a lesser Soul cost. For Path of the Cherry Blossom: Criminal
every point of dark arts the shinobi has, it Arts
costs one less Soul point to perform that Path of the Bird of Prey: Pursuit
ninjutsu. However, the minimum Soul Path of the Cunning Sparrow: Stealth
cost for any of the arts will always be1.
Path of the Falling Leaf: Notice
One doesnt require the shinobi dark arts
surgery to perform ninjutsu. However, it Path of the Contemplated Death:
is far less Soul for shinobi to use those arts Willpower
than regular ninjas. Special Paths
When a shinobi character is created, she Path of Broken Earth
can choose the strength of her dark arts. Each round, you can move at twice your
Each point of dark arts costs 5 Karma speed. Every rst attack upon a new enemy
during the character creation phase. This (who you have not attacked before in this
means that a dark arts strength of 2 costs combat scene) grants 2 additional dice
10 Karma and a rating of 5 costs 25 Karma. during that rst attack. If you encounter
The strength of the dark arts is equal to the same enemy again in a future combat
the number of Soul points that are reduced scene, you will get 2 additional dice for your
when a ninjutsu technique is used, down to rst attack against them in that combat.
a minimum of 1 Soul per technique.
Path of the Smoke Bomb
A single character cannot have both
You can equip smoke bombs. If you use
the shinobi dark arts surgery and the
a smoke bomb, you can escape from any
samuraization surgery.
scene in a pu of smoke.
THE NINJA PATHS
Paths are a special kind of training provided
by ninjutsu. Each school of ninjutsu has NINJUTSU
two paths which allow the user to use their
Ninjutsu skill rating instead of the listed
LIST
skill. The following ninja arts are listed in the
following manner:
Example: A ninja of the School of Dream is
trained from birth extensively in the arts of Ninjutsu NameJapanese Name
ghting (path of darkness) and seduction (path of
Equipment used, Soul cost, Diculty to
the kunoichi). Therefore, a ninja who has a rank
use (in successes)
of 4 in Ninjutsu for the School of Dream style
can use a skill rating of 4 for Melee Weapons and
Pillow Arts at no cost.

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The partner technique to this one, if it Th is technique involves applying a salve


has a partner. Many powers have paired to ones arms, then quickly tracing glyphs
techniques, a Lesser and Greater form. down those arms. This increases reexes
The equipment refers to ninja equipment and strength in those limbs by an incredible
required to perform that maneuver. In amount. This art grants a damage bonus
most cases the ninja does not have to worry of +3 to damage on attacks using melee
about equipment (unless they purposefully weapons, unarmed combat, or ranged
discard it, have it forcibly removed, or weapons which rely on the users strength,
the player decides that she ran out). such as shuriken or bows.
However, even if lost, all ninja equipment Wind of MenaceIbuki-no-Jutsu
is replenished during every intermission Ointment, Soul 6, Diculty 3
phase.
Greater Art of Iron Fist
Soul cost is mitigated by dark arts.
Diculty must be met or exceeded using This technique is the same as Iron Fist, but
an Agility: Ninjutsu roll. Unless stated it provides a +5 damage modier instead.
otherwise, the eects will last for a number
Ball of ThunderRaihou-no-Jutsu
of rounds equal to the ninjas Spirit.
Medicine, Soul 3, Diculty 1
Possessed by the Inner Wolf Lesser Art of Exploding Thunder Ball
Hyoukuno-Jutsu After pouring special herbs and powders
Medicine, Soul 5, Diculty 2 into the palm of ones hand, sealing it into a
Lesser Art of Possessed by the Inner Demon round shape, and quickly putting a magical
Using a pill which is a concoction of plant curse on it, this object is thrown towards an
extracts, rare dangerous herbs, and a few enemy. It explodes in a small reball with
quick words of magic, you create a special a radius of 2 meters, causing 3 points of
medicine that can grant the user (usually explosive damage to everyone in that range.
the caster) a temporary boost of 2 dice to The eect quickly wears o in a ash, and
Body, Agility and Senses. This medicine only highly ammable objects (such as oil)
combination cannot be saved for later. It will catch on re. Explosive damage can be
must be used immediately. avoided with Evasion.

Possessed by the Inner Demon Exploding Thunder Ball


Hyouki-no-Jutsu Bakuraihouno-Jutsu
Medicine, Soul 8, Diculty 3 Medicine, Soul 5, Diculty 2

Greater Art of Possessed by the Inner Wolf Greater Art of Ball of Thunder

A more vicious, dangerous form of its Th is hellish explosion has a diameter of


partner medicine, it creates a highly 4 meters and causes 8 points of explosive
addictive medicine which can grant the damage. It also shakes buildings and sets
user a temporary boost of 4 dice to Body, re to everything. Furthermore, everyone
Agility and Senses. in the blast radius takes 3 points of ongoing
fire damage. Explosive damage can be
Iron FistTekken-no-Jutsu avoided with Evasion. Fire damage can
Ointment, Soul 4, Diculty 1 be reduced with a successful Willpower
Lesser Art of Wind of Menace roll. The remaining damage carries over to

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the next round, where it continues to do Four-fold Shadow FormShii-


damage until the Willpower roll equals to Ongyou-no-Jutsu
or exceeds the remaining damage. Liquid Medicine, Soul 6, Diculty 3

ShadowightHiei-no-Jutsu Greater Art of Shadow Form


Cloak, Soul 5, Diculty 2 This is the greater version of Shadow
Lesser Art of Blackhawks Shadow Form. It lasts for an entire scene. This
technique can be maintained by making
Th is technique explains how some ninja the Diculty roll and expending the Soul
clans are able to pass messages from one cost at the beginning of each scene after the
messenger to another so quickly. To use initial use.
this technique, the ninja wraps her cloak
or coat around herself while reciting a Ninja Duplication Technique
mantra, then explodes into motion. This Kawarimi-no-Jutsu
art will allow the ninja to y, glide, or make Paper Doll, Soul 2, Diculty 1
a successive series of jumps up to 84km/h. Lesser version of Shadowless Replication
The ninja cannot carry more than 10kg or Technique
the speed is reduced by half. This technique
lasts a number of rounds (or minutes, if not The ninja performs a quick chant, throws
in combat) up to the ninjas Spirit. the paper doll to the ground, and draws a
glyph in the air with her cutting ngers
Blackhawks ShadowHiten- (index and middle together), reciting the
Tobikage-no-Jutsu kuji-kiri. Theres a small sound as the
Cloak, Soul 10, Diculty 4 paper forms into the very likeness of the
Greater Art of Shadowight ninja caster. These duplicates look like and
move like the ninja, but they cannot speak.
This art is the same as Shadow ight, but
it allows the ninja to travel at speeds up to Each duplicate has all attributes at a
132km/h while carrying an extra 40kg (or score of 1, all skills at a rank of 1, 1 point
carry another human). This eect lasts for of Vitality, and no Wound track. If the
a number of rounds (or minutes, if not in duplicates are injured or destroyed, they
combat) up to the ninjas Spirit times 3. simply disappear (either completely, or
leaving the paper doll behind, depending
Shadow FormOngyou-no-Jutsu on the ninjas preference).
Liquid medicine, Soul 5, Diculty 2 This technique lasts for a number of rounds
Lesser Art of Four-fold Shadow Form equal to the casters Spirit times 2 (or that
After drinking a special potion and number of minutes outside of combat).
reciting a secret chant, the ninja carefully The duplicates can only have the form of
concentrates on the image of another the ninja in her current garb; They cannot
person. After this spell is enacted, the be made to look dierently. Furthermore,
ninjas face and body will take on that they do not share their senses with the
appearance. This eect lasts for a number ninja.
of rounds (or minutes, outside of combat) A ninja can use this ability to create more
equal to the ninjas Spirit. than one duplicate at a time, each duplicate
costing the usual 2 Soul. Once you decide
how many duplicates to create, apply the
dark arts reduction to that number. For

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SHINOBI

example, a shinobi with a dark arts rating


Classic Ninja Duplication
of 4 wanting to create 5 lesser duplicates
Technique Tricks
would pay 6 Soul. Five lesser duplicates
A technique often used in ninja movies and
cost 10 Soul combined, which is reduced
anime is that when someone strikes a ninja,
by 4 (down to 6) due to the ninjas dark
they think they hit the ninja, but in a puff of
arts rating. The ninja can create a number
smoke the ninja disappears, revealing that
of duplicates at the same time equal to her
the attacker simply hit a log with a cloak
Senses score. The summoning Diculty
over it and a paper doll nailed to it. The
does not increase.
ninja leaps out of the darkness behind the
A single duplicate is eective in distracting attacker to strike
an opponent outside of combat. Inside or
Theres many ways to recreate that
outside of combat, each duplicate created
technique in the Tenra Bansho game system.
grants an extra bonus die each round
The easiest way is simply to describe it as
which the ninja can use in a roll against
the result of an enemys attack roll where
an enemy, representing the confusion that
you (the ninja) beat the attacker. Instead of
the duplicates can help sow. These round-
describing it as, I block his blade and strike
generated extra bonus dice cannot be
back!, you could say, He fell for the oldest
banked for future rounds, and must be
trick in the ninja book. The cloak he strikes
spent in that round.
at falls to the ground, and I slash at him from
Shadowless Replication Technique the trees behind him. Thats pretty simple.
Muei-Bunshin-no-Jutsu Alternatively, a ninja could summon a
Paper Doll, Soul 7, Diculty 3 single duplicate at the beginning of a
Greater version of Ninja Duplication battle, and cast the technique, but dont
Technique actually command it. The ninja rolls her
ninjutsu score and tries to get a lot of extra
This technique is similar to the Ninja
successes, which she banks for that combat.
Duplication Technique. However, each
On her first attack, she rolls all those extra
duplicate created with the greater art has
dice to attack or counter-attack, and if she
Body, Agility and Senses attributes with
succeeds she could narrate the attack along
a rating of 5, skills at a rating of 2, and 5
the lines of the explanation above.
points of Vitality each, but no wound track.
The duplicates have the skill rating of 2 in If multiple duplicates are distracting an
the skills which the casting ninja has at 2 enemy and the enemy is attempting to
or higher. The duplicates do not have, and discern which duplicate is the real ninja,
cannot use, Knowledge, Spirit, Empathy, they might try to determine which ninjas are
or Station attributes. shiki, and not real humans by rolling their
Empathy: Notice or Spirit: Notice vs the
These greater duplicates share a link with
ninjas Agility: Ninjutsu or Spirit: Ninjutsu
the ninja: If the duplicate is destroyed,
(whichever is higher). However, whether
the ninja takes 4 points of damage. The
the real ninja is spotted or not, if the enemy
duplicates can also share their senses with
wants to discern again, she will have to
their ninja caster, relaying sights and sounds
make another roll, as most duplicates will
back to the ninjas senses. The ninja can
be acting like the ninja: Rolling, tumbling,
control them, giving them orders, having
leaping, and moving in patterns to distract
them carry back items, etc. The ninja can
and confuse the enemy.
also speak through them remotely.

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Just like the lesser version of this technique, A shinobi with a dark arts rating of 4
the ninja can create multiple duplicates, attempting to cast this art on three targets
using the same rules (each duplicate at once must spend 14 Soul. The eects last
costing 7 Soul). Therefore, a ninja with a for a number of rounds equal to the ninjas
dark arts rating of 4 who wants to create 3 Spirit attribute.
greater duplicates must spend 17 total Soul If the ninja gained bonus successes when
points. The summoning Diculty does not using this art, she can trade in each success
increase. to raise the Willpower rolls Diculty by
The duplicates remain active for a number 1 for each die spent, for one round. For
of rounds equal to the ninjas Spirit times example: A ninja who rolled 6 successes
2 (or that number of minutes outside of when using this art (and gaining 3 bankable
combat). The ninja can create a number of bonus dice) could, instead of using them
simultaneous duplicates up to her Senses to attack the enemy, instead spend them to
score. raise the Diculty of the Willpower roll to
Aside from being more reliable than the 4 (+2) for one round, then 3 (+1) the next if
lesser duplicates, when used together in the target is still aected.
combat, each summoned greater duplicate Phantom Mist Delusion
grants 2 dice to the ninja caster each round, Genmu-Soushin-no-Jutsu
which the ninja can use to her advantage Nothing, Soul 9, Diculty 3
any way she wishes. These extra dice
cannot be banked for later. They must be Greater version of Smoke and Mist
spent each round. This is the greater version of the above art.
The eects are much the same, but the
Smoke and MistEnmu-no-Jutsu target must make a Spirit: Willpower roll
Nothing, Soul 6, Diculty 3 against a base Diculty of 3 to act each
Lesser version of Phantom Mist Delusion round.
Using a chant and a few quick gestures, Shadow Stitch Technique
the target is swept away in an illusory Kagenui-no-Jutsu
mist. The ninja describes the nature of the Kunai/Shuriken, Soul 6, Diculty 3
illusion which assaults the targets senses.
Every round that this mist is in place, the Greater technique
target needs to make a Spirit: Willpower The ninja whispers a quick curse over
roll vs a Diculty of 2 to break the eects a shuriken or kunai and throws it at an
of this technique. It can be attempted every enemys shadow. If the technique works,
round. This technique does not work on the blade sinks into the shadow and the
shikigami, activated samurai or kugutsu. If target nds herself unable to move freely.
the target is aected by the art this round, She can still attack and defend, but cannot
they can only defend themselves with the move from her position. When the target
Evasion skill. attempts to act, she must make a Spirit:
This art can be cast on multiple opponents Willpower check against a Diculty of 4
at the same time. The Diculty does not in order to free herself from the eects of
increase, but you must add up the Soul this art. If the target fails, she can make
cost times the number of targets before another attempt the next round.
subtracting your dark arts modifier.

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The ninja can use this technique more than Annelid Body
once to seal more people in place. Add the Poisonous toad venom, Soul 9, Diculty 4
number of targets together, multiply the Greater version of Venom Eater
Soul cost by that amount, then lastly apply
dark arts Soul reduction ratings. This is the greater version of Venom Eater,
but the strength of the poison is 8, and the
Similar to the Smoke and Mist technique, poison resistance also becomes 8.
the ninja can trade in bonus dice gained
when the art was triggered to temporarily Steel-Cutting Hair
raise the Diculty of the Willpower roll. Kamikirimaruno-Jutsu
Hair, Soul 6, Diculty 4
Minds EyeShingan-no-Jutsu
Eyes of an animal, Soul 2, Diculty 1 Greater technique

Lesser version of The Thousand Eyes By reciting a curse, the ninjas hair acts as
if it were a sharp blade, cutting anything
The ninja conducts a brief chant and it touches. Use unarmed combat to attack
swallows the prepared eyeball of an animal with the Steel-Cutting Hair. Its damage
(any kind) to unlock her minds eye. This rating is equal to the ninjas Senses minus 1.
allows the ninja to sense all life forms,
human or otherwise, within a 10 meter NINPOU TECHNIQUES
radius. Ninpou (Ultimate Ninja Arts) represent the
ultimate powers of the ninjutsu arts, the
The Thousand Eyes
highest techniques of a school of ninjutsu.
Senrigan-no-Jutsu
They require a skill rank of Supreme (5)
Eyes of an animal, Soul 4, Diculty 2
to learn. Some techniques listed here
Greater version of Minds Eye are not associated with any of the major
Th is technique is the greater version of schools of ninjutsu. Rather, they are known
Minds Eye and allows the ninja to detect techniques that have emerged from smaller
all life within a 50 meter radius. or hidden schools.

Venom EaterDokugo-no-Jutsu Ninpou: Explosion-in-HidingMijin-


Poisonous toad venom, Soul 6, Diculty 3 Gakure
Gunpowder, Soul 8, Diculty 4
Lesser version of Annelid Body
This technique allows the ninja to create
By consuming the poison of the great a special explosive trap as a defensive
Japanese common toad while reciting a action. The ninja can declare this ninpou
ninja mantra, the ninja can create a poison when she is attacked. Regardless of the
with a strength of 3 within her body. If attackers number of successes, if the
she cuts herself and applies it to a weapon ninja successfully performs the technique
before an attack or seduces someone and (reaches 4 successes on a ninjutsu roll), this
kisses them, the poison takes eect. Also, if ninpou takes eect.
the ninja happens to drink another poison
while this technique is active, the poisons With this technique, the ninja creates a
eect is reduced by 3. See the poison rules single duplicate of herself in much the
in the combat section for more details. same way as other duplication/bunshin
techniques. At the same time, the ninja
escapes from combat and hides nearby,

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undetected. The duplicate takes the attack Reciting an incantation, the ninja summons
in place of the ninja. However, when the a lightning strike centered on herself. This
duplicate is destroyed, everything within bolt of lightning causes damage to everyone,
an 8-meter radius of the duplicate takes 16 friend or foe, within a 6 meter radius of the
points of explosive damage. The ninja takes ninja. The ninja makes a single attack roll
8 explosive damage as well. This damage using Senses: Marksman. The targets can
can be reduced with successes gained from only defend with Evasion. The damage of
evasion rolls. See the combat section for this attack is +15. Since the ninja is wearing
more details on explosive damage. a special magically-treated helmet, the
The duplicate has 3 Vitality points, physical ninja is not aected by this attack. This
attributes with a rating of 3, and all skills bolt of lightning can, in fact, strike indoors
at a rating of 2. Only one duplicate can be or underground, usually blowing a hole in
created per attack. the ceiling while doing so.
Th is attack takes such coordination and
Ninpou: Insect in the GrassChuusou preparation that the ninja can only perform
Nothing, Soul 20, Diculty 5 it once per session.
This clairvoyance technique allows the
ninja to move in a split-second to dodge Ninpou: Heavens Dark Death
all damage from one single attack. Th is Kokushiten
technique can be used after damage has Candle, Soul 6, Diculty 4
been rolled and calculated. This ninpou allows a ninja to completely
remove all of the targets senses, leaving
Ninpou: Flying Squirrel of them in total darkness. The ninja makes
DestructionMusasabi use of a candle and some powder while
Gunpowder, Soul 8, Diculty 4 reciting a dark mantra. All attacks on that
To use this technique, the ninja leaps several target during the duration of this ninpou
dozen meters into the air and slams her are treated as sneak attacks. The ninja may
body into the target. The ninja performs aect a number of targets with this ninpou
an unarmed combat attack against a target equal to her Senses at no additional cost.
with a damage modier of +10. After the Every round, the targets aected by this
target is hit, an explosion occurs, hitting technique can roll their Spirit: Willpower
everyone, friend or foe, in a 4 meter radius, against a Diculty number equal to the
causing 8 points of explosion damage to ninjas Spirit to try to break through this
everyone (except the ninja) in that range. dark curse. Otherwise, the eect lasts as
long as the ninjas Spirit in rounds.
Even if the target is missed by the aerial
body-slam, the explosion will still occur, Ninpou: Crimson SpidersBenigumo
aecting the target. Hair, Soul 6, Diculty 4
Because of the amount of gunpowder and This ninpou allows the ninja to wrap a
physical stress required to perform this art, target in webs filled with bloodsucking
it can only be initiated once per session. spiders. Every round, the target aected
by this technique can try to escape the web
Ninpou: Rod of LightningJiraishin
A special metal helmet, Soul 8, Diculty 5 by beating the ninja on a Spirit: Willpower

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roll against a Diculty target equal to the Th is technique takes a huge toll on the
ninjas Spirit. If the target fails, he can try ninja, so it can only be performed once per
again at the beginning of the next round. session.
For the rst round, and each round where Ninpou: Rain of BloodChisame
the target fails, the target loses 4 Vitality. Blood, Soul 12, Diculty 6
The ninja gains these 4 Vitality points, up
to the ninjas maximum. Unless the victim The ninja slashes into her own body and
breaks through the web, the web lasts, like showers one target with her blood. Th is
most ninja arts, for a number of rounds blood becomes a deadly poison with a
equal to the ninjas Spirit. Most targets will power of 8. This attack cannot be defended
not last that long, though. against by normal means. In addition to
spending the required Soul, the ninja also
Ninpou: Toad of JiraiyaJiraiya takes 5 damage that must be spent on the
Frog, Soul 10, Diculty 5 wound track, rst as heavy wounds, then
Jiraiya was the name of the lead character critical wounds if heavy wounds are all
in an old Kabuki play. He was a wandering lled. After critical wounds, the damage
sorcerer who could summon and can be spread to other wounds, then nally
control frogs. Along with Tsunade, who Vitality. Alternatively, all wounds can be
could control slugs, he battled the evil bypassed if the ninja checks the Dead Box.
Orochimaru, who had dominion over The rain of blood always hits its intended
snakes. target; there is no need to roll to attack.
This technique allows the ninja to summon This ninpou can only be performed once
and control a gigantic frog. The frog has per session; theres only so much blood one
Body, Agility, and Senses attributes of can spray from ones body.
15, and 30 points of Vitality. It can use all Ninpou: Spider of Darkness
basic skills at a rating of 5. The frog has Yamigumo
no Wound Boxes and cannot take actions Shadow, Soul 10, Diculty 6
requiring the use of non-physical attributes
like Knowledge, Spirit, Empathy and This ninpou causes a huge spiked tentacle
Station. to reach out from the shadows and spear the
ninjas target. This is treated as a weapon
Ninpou: VinefallIzuna-Otoshi with +20 damage and a 20-meter range.
Nothing, Soul 7, Diculty 5 Make the attack with Senses: Ninjutsu.
The ninja grapples the target (no attack This attack counts as a sneak-attack.
roll required), and leaps up several dozen Th is ninpou must be used once for each
meters into the air, carrying the target in attack made with it. Each time, the tentacle
tow. While in the air, the ninja hurls the lashes out once and disappears immediately
target into the ground at a breakneck back into the darkness.
speed for massive damage. The ninja
rolls unarmed combat and adds 15 to the Ninpou: Shattered IllusionHagen
result for damage. The target can resist Nothing, Soul 0, Diculty 5
this damage by rolling Agility: Movement This is the ultimate ability to defend
and subtracting successes from the nal oneself from enemy ninjutsu arts.
damage total.

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School Name School of Dream School of Shadow School of Stone


Japanese School Name Oboro-Ryu Kage-Ryu Gan-Ryu
Ninjutsu Rank
Skilled (2) Smoke and Mist Shadowflight Iron Fist
Path of Darkness Path of the Flying Willow Path of Denial
Path of the Kunoichi Path of the Bird of Prey Path of the Cunning Sparrow
Advanced (3) Phantom Mist Delusion Blackhawks Shadow Wind of Menace

Iron Fist Smoke and Mist Shadow Form

Venom Eater Shadow Form Smoke and Mist

Mastery (4) Ball of Thunder Minds Eye Possessed by the Inner Wolf
Possessed by the Inner Demon Possessed by the Inner Demon Exploding Thunder Ball
Annelid Body Four-fold Shadow Form Phantom Mist Delusion

Special (5) Ninpou: Rain of Blood Ninpou: Heavens Dark Death Ninpou: Insect in the Grass

A ninja uses this single-use ninpou to recreate existing powers by hand using the
counteract all ninjutsu abilities used existing ones as a base, mapping them out
against her. She casts the Shattered and getting the GMs permission to take
Illusion ninpou on her own body. If the them.
ninja makes an Agility: Ninjutsu or Spirit: When creating ninjutsu arts, you will
Ninjutsu roll (whichever is higher) against usually create one powerful art, called a
a Diculty of 5, the ninpou seals against higher art, and a version of that art which
her body forever. The casting ninja loses costs less Soul and operates with a reduced
her ability to use ninjutsu techniques from eect called a lower art. Most of the listed
that point on. However, she will become ninjutsu powers are in pairs, with a higher
completely protected and invulnerable and lower version of the art. Arts that do
against all enemy ninjutsu techniques not come in pairs are considered a higher
forever. It is therefore a high trade-o to art. Finally, at the special skill rank (skill
learn and use this ultimate defense art, but rank of 5 in Ninjutsu), each ninjutsu style
for some the benet outweighs the terrible grants a superior ability known as a Ninpou.
penalty. These arts could be called the Final Art
of that style.
CRAFTING NEW
NINJUTSU ARTS AND When creating a new ninja school, use the
NINJA SCHOOLS following schema for determining which
Its a secret that ninja are little more than arts are chosen:
highly focused onmyoji sorcerers with
Skilled Rank
limited and directed powers. Using their
2 paths
talents, shinobi can create new powers in
accordance with the onmyoji rules. You 1 lesser technique
can also attempt to create new powers or

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Ghost Clan True School of Shadow School of the Shore School of Dust
Rei-Ryu Shin Kage-Ryu Migawari-Ryu Jin-Ryu

Ninja Duplication Technique Minds Eye Possessed by the Inner Wolf Shadow Form
Path of Broken Steel Path of the Cherry Blossom Path of the Split Arrow Path of Darkness
Path of Broken Earth Path of the Smoke Bomb Path of the Falling Leaf Path of the Transcriber
Shadowless Replication The Thousand Eyes Possessed by the Inner Four-fold Shadow Form
Technique Demon
Venom Eater Venom Eater Shadowflight Ninja Duplication
Technique
Iron Fist Shadowflight Ninja Duplication Ball of Thunder
Technique
Possessed by the Inner Wolf Ball of Thunder Minds Eye Iron Fist
Annelid Body Wind of Menace Shadow Stitch Technique The Thousand Eyes
Wind of Menace Blackhawks Shadow Shadowless Replication Exploding Thunder Ball
Technique
Ninpou: Rod of Lightning Ninpou: Crimson Spiders Ninpou: Explosion-in-Hiding Ninpou: Flying Squirrel of
Destruction

Advanced Rank
2 lesser techniques NINJUTSU
1 greater technique
SCHOOLS
Master Rank
1 lesser technique AND ARTS
2 greater techniques The above table lists several of the well-
known ninjutsu schools in Tenra and the
Special Rank arts they are known to practice. Note that
1 ninpou art there are hundreds of styles of ninjutsu
in Tenra, so expect unusual technique
You will see in the ninjutsu list that all
combinations in the eld.
powers come in sets of 2. For one category
of power (like medicine, movement, etc) Ninjutsu-using characters should feel free
there is a lower and higher art. When you to choose any of the schools below for their
choose one lower art for the skilled rank, it art, or possibly create their own art with
is common to take that arts paired higher the GMs permission.
art at the advanced ninjutsu rank. If you
take one of lower arts at the advanced rank,
it is common to take its paired higher art at
the master rank.

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KUGUTSU AND THE
BUTTERFLY DREAM
All kugutsu have the innate magical ability to create an illusory phantom dream-world,
and draw people into it. This ability is called The Buttery Dream. There is no skill
associated with this ability. Instead it is based on the kugutsus Performance or Pillow
Arts skills.

BUTTERFLY DREAM RULES


If the target is sleeping, a kugutsu can pull him into the Buttery Dream without any
resistance.

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If the target is awake, the kugutsu can lead dream that occurs will have something to
him into a hypnotic trance to bring him do with that Fate, or the events or elements
into the Dream, using either the kugutsus of that Fate will serve as the backdrop of
Empathy attribute with the Performance the Buttery Dream. The GM or kugutsu
skill or Pillow Arts skill depending on how player will decide (or agree together) on
the kugutsu is using the ability. The kugutsu the details of the Fate which appear in the
might sing or play a haunting melody on dream. From that point, the scene is acted
an instrument, or seductively hypnotize out normally, including the awarding of
the opponent with her words. The target Aiki chits.
resists with a roll of Spirit: Willpower. If
he succeeds, then he resists the kugutsus WHAT HAPPENS
call. Otherwise, the target is drawn into IN THE DREAM?
the realm of the Buttery Dream. This is entirely up to the kugutsus player.
The kugutsu can talk to the (usually
The created dream-world itself lies outside
bewildered) target and nd out more about
of normal human space and time. The events
them. They could see scenes from their life
that happen within the Buttery Dream
in order to understand what drives that
appear to happen instantly or within a few
character. They could ask the target some
seconds to outside observers. The kugutsus
information, pulling it out of them with a
player describes what the dream looks like.
contested Empathy: Performance or Pillow
Often, the kugutsu will create a domain
Arts versus the targets Spirit: Willpower
that reects her own personality and draw
roll. The kugutsu could simply spend a few
others into this domain to talk to them.
minutes tormenting the target.
When the dream begins, play out its events
Most of the time, the Buttery Dream is
as if it were a new scene. The kugutsu and
used as a method of psychoanalysis on a
the target of the dream are the only ones
subject: You cant control the subject in
who will participate in this scene. No one
the real world, you cant dominate him or
else, not even another kugutsu, can force
kill him. But you can talk to him, nd out
their way inside. Only the object who is
what his goals are, and perhaps later use
dragged into the dream and the kugutsu
that knowledge against that character in
who creates the dream can enter this
the real world.
special place.
When the scene ends, the target will return
Sometimes other characters can also appear
to normal. In most cases (unless the kugutsu
within this dream-realm. However, it is up
made a dramatic, lasting impression) the
to the kugutsu and the GM whether they
target simply forgets the events that took
are really the actual characters themselves
place in the Buttery Dream. Or they might
or dream-gments that just look like those
exhibit some instinctual reactions against
characters, created by the kugutsu. Usually
the kugutsu character (like a vague sense
within the Buttery Dream, the GM will
of fear, horror, empathy, or love, depending
play the roles of other characters that
on what happened in the dream), which
appear within the dream-world.
could inuence further reactions with that
If one of the players characters is the target character.
of the Butterf ly Dream (from another
The results of the Butterfly Dream are
players kugutsu, or an NPC kugutsu),
very vague in terms of rule eects, but that
choose one of that characters Fates. The
is because there are so many things that

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could happen in a dream that could have


an eect that its impossible to take them
all into consideration. There are no real
mechanical rules eects to rolls or actions
taken during a Butterf ly Dream scene.
However, the GM is encouraged to help the
kugutsu character learn something more
about the target. Or perhaps the kugutsu
can change the targets personality in some
way permanently. Consider the story and
resolve this accordingly.

WHEN TO USE THE


BUTTERFLY DREAM
The Buttery Dream is a powerful tool.
The kugutsus player shouldnt be activating
it against every NPC they bump into on
the street. In most games, the Buttery
Dream will only be used once, usually
against a major NPC (perhaps a villain).
In some games, it may be appropriate to
show o this incredible ability in the story
twice. However, if the kugutsu is using the
Butterfly Dream three or more times a
session, the GM should step in and suggest
an alternative. This unique ability is like
a superior katana of great power; it only
needs to appear once or twice in a game
session. More than that, and the mystery
and excitement of the kugutsus ability to
use the Buttery Dream quickly wears o
for the other players. Exercise restraint.

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ANNELID RULES
Through great care (or on rare occasions, entirely by accident) a human can ingest and
care for annelids, the unusual native worms and parasites of Tenra. Also known as mushi,
annelids will serve their host as long as the host provides what the annelids require.

IMPLANTING ANNELIDS
Annelidist characters have their annelid loadouts already prepared on their character
sheets or archetype listings. With the GMs permission, they can exchange their existing
annelids for others or simply add in more annelids.
Annelids can only be implanted in creatures of esh, including oni, ayakashi and even
kugutsu. Annelids can also be implanted into kijin or other mechanica-users, as long as
there is still usable human esh remaining.
Each annelid has a cost, and many annelids can be taken more than once. During
character creation, the cost refers to the amount of Karma that is added to the character
for each new parasite.
In play, characters who gain the Wormcharm skill can implant annelids into their bodies.
This happens at the beginning of the intermission phase of play. When new annelids are
implanted during an intermission, the annelids cost refers to the amount of Kiai points
that must be spent during the time of implantation. Spent Kiai immediately becomes
Karma, so be careful not to implant too many at once.
The activation of annelids is immediate unless otherwise stated. It does not require any
actions to ready them or prepare them for battle when attacked; they react instantly.

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single day. The host can keep it alive


ANNELID LIST longer, but only briey. In game terms, the
Each listing appears as the following: blackwing can be used once per act. Once
the Act is over, the blackwing dies.
NAME (The name of the annelid)
Food: Fresh fruit or vegetables
Cost: The cost (in Kiai or Karma) for
implantation per level of eect. Th is is BLOOD HULKER
also called the rating of the annelid. For Cost: 10 per level of eect
example, spending 9 Kiai on a talonfang Eect: The Body attribute of the host is
bug (with a cost of 3 per level) results in increased, but Agility is decreased
a level 3 rated talonfang bug. Location: Muscular system
Eect: The eects of keeping the annelid. Blood hulkers are parasites which resemble
Location: The part of the body where the muscle tissue. They cooperate closely with
annelid resides. the existing muscles and take nourishment
Notes: The text which explains the annelid from the blood stream. When activated,
strain, and how it functions. they simply act as the surrounding muscle
Food: If the annelid has a nutrition tissue acts, copying the muscles behavior
requirement, it is listed here. Many strains but with far more force.
simply borrow a little nourishment from When activated, the hosts Body attribute
their hosts. score increases by the rating of the blood
hulkers, but in exchange, Agility is reduced
BLACKWING
by that same amount.
Cost: 10 per annelid
Eect: Flight Food: None
Location: Back CHITINSHELLS
The blackwing annelid is a curious insect Cost: 2 per level of eect
with a wide, at body two meters long. Eect: Vitality is added to the host
The actual annelid spends most of its time Location: Everywhere
encapsulated in a small chrysalis, which
Chitinshells crawl inside the body, creating
attaches to the hosts back. The blackwing
a nest of chitin webbing throughout the
is fond of the sap of a particular tree in
hosts body. Each level of chitinshell adds
the forests in which it normally resides,
a point of Vitality to the host.
which is released in certain seasons. The
annelidist will normally gather an amount A lesser-known side effect of the
of this sap and spread it on the chrysalis implantation of chitinshells is the webbing
when they want the blackwing to emerge. which chitinshells produce inside the hosts
body. These strings are said to be strong
The blackwing annelid bursts out from
enough to hold two grown men without
the chrysalis, attaching to the hosts back
breaking. It can be launched towards
and spreading out like wings. The host can
the hosts enemy like a whip or spiders
manipulate the annelid and use it to y. The
webbing, tripping or binding them. The
host cannot carry heavy objects, and the
webbing has a damage of +2 and a range of
ight is generally very slow; the blackwing
a number of meters equal to the rating of
only allows the host to y at their normal
the chitinshells.
land movement speed. The blackwing
normally has a very short lifespan: One

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Finally, since this webbing attaches itself The crimson poisoner attaches itself to the
to ki-collecting areas of the body, the hosthosts brain stem, after which it begins to
can control it as if it were a prehensile create a pocket of uid reserve, converting
appendage, making it extend out of his bodily uids into a deadly poison. Th is
body with such control that he could sew poison can be used in conjunction with
with the individual chitinshell web strands.the attacks of any of the other annelids
To that end, he can use the webbing weapon or in unarmed physical attacks (emitted
for whip-like attacks or grabs using Body: through sweat glands in the hands or legs).
Wormcharm as if he was using the War If the attack lands, the poison aects the
Art The Art of Ki Manipulation at the opponent. The damage of the poison is
same level as his Wormcharm skill. equal to the rank of the crimson poisoner
Food: Fresh fruit and vegetables every day. and lasts for a number of rounds equal to
Another option is taking a secret drug its damage.
called kabusu once a week. If either of As with most poisons, it can be resisted or
these cannot be done and the host goes its damage reduced with the Willpower
a full month without either, the chitin skill during the Interaction phase between
in the hosts body softens as the worms combat rounds.
weaken, and the host dies. Food: Earthworms found under rocks or
CORPSE PUPPETEER in wet soil.
Cost: 30 per puppeteer DEMON-OF-BATTLE
Eect: Control dead bodies Cost: 80
Location: Cerebellum Eect: Incredible combat prowess granted
The corpse puppeteer is a white spider to host
about 10cm long. It slips into the ear of a Location: Cerebrum
dead human or animal and works its way The demon-of-battle annelid remains the
to the brain. From there, as it feeds on the most powerful and the most horrifying
brain it can exert a kind of control over the example of what annelids can do to the
body, making it move as it if were alive. human body.
With training, an annelidist can learn toWhen the demon-of-battle senses
control the corpse puppeteer, and thus the
imminent danger, it immediately launches
corpse it is feeding on, with remarkable two antennae outward through the skull
accuracy. An annelidist can control a body
of the host, in order to control and convert
of any kind, and make it act as if it had all of
surrounding gossamer-like Sha energy into
its attributes set at 5, all of its normal skills
physical power. Using the sha, the demon-
set at 2, and a Vitality score of 5. of-battle overwrites the hosts genetic code
Food: Once a week, the host must consume immediately, turning him from a human
the brain of one human-sized animal, or into a half-human/half annelid construct.
2-3 small animals. This process is so intense that some
annelidists are completely subdued by the
CRIMSON POISONER
will of the annelid, their personality and
Cost: 2 per level of eect
identity swatted aside for the needs and
Eect: Create poisons desires of the demon-of-battle.
Location: Brain stem

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Every time this transformation takes Food: It eats normal food, but requires
place, the annelidist must make a Spirit: the host to eat an amount of food that two
Wormcharm roll against a diculty of 3 or people would eat daily.
a Spirit: Willpower roll against a diculty
of 4. If the host succeeds, then he can DIGGER WASPS
harness the demon-of-battles abilities and Cost: 3 per level of eect
unleash hell upon his enemies. Eect: A swarm of wasps makes attacks
against enemies.
If the host fails the roll, then the annelid
continues to rage until it senses no more Location: Any large area of skin on the
enemies. The host is no longer in control of body, usually the back. It cannot normally
the annelid, and everything the worm does be hidden.
while in control comes back to the host in Digger wasps build a nest under the esh of
horric ashbacks afterward. Often, after their host. This area of the body swells and
all enemies are dispatched, friends must distends as more wasps make their home
calm the host down to keep it from hurting in it.
other people in the vicinity. The host commands the wasps through
While the demon-of-battle is active, it bodily secreted pheromones and the
grants the following bonuses to the host: wasps obey without question. Their most
common use is for attacks against distant
Body is increased by +4
enemies.
Agility is increased by +4
The host makes a ranged attack using
Senses is increased by +6 Senses: Wormcharm. The digger wasps
The host gains 20 Rejuvenation Points (see do damage equal to the rating of the
the rejuvenation worms for details) digger wasp, divided by two. They also
inject a deadly poison into their enemies.
Vitality increases by +10
The poison takes eect during the next
The host also gains the following natural Interaction phase in combat and lasts one
weapons: round. The poison has a damage rating
equal to the level of digger wasps, divided
Name Dmg RoF Range
by two. With digger wasps, the host
Electrostatic Cannon +6 1 18m
eectively gets two attempts to damage an
Clawed Hands +8
opponent; a ranged attack followed by the
Clawed Feet +6 poison.
Acid Spit +4 5m
The wasps have a range of 10 meters and a
rate of re equal to the rating of the wasps.
The electrostatic cannon is an incorporeal
attack, and can only be dodged with the Food: None
Evasion skill. DISSOLVER
Acid spit is launched with Body: Cost: 2 per level of eect
Wormcharm and can only be dodged with Eect: Spit acid at enemies
Evasion. It continues to do 4 damage to the Location: Stomach
opponent (who resists with Willpower, as
The host uses a special mix of herbs to
per the combat rules on acid) until they
strengthen his stomach, then implants
take a round to rinse o or wipe away the
the dissolver annelid. The dissolver then
acid.

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increases the acidity of the stomach acid sees in that area. When it is retrieved and
until it can dissolve even metal and stone. reattached to the nervous system, the host
The host can use the dissolver to spit a can access all of the eye stalkers memories,
stream of acid at enemies, or to destroy seeing what it saw.
objects. To use the benets of the eye stalker, the
In combat, the host makes a Body: host has to have implanted them for at
Wormcharm roll. Because of the liquid least a week in order to become used to
nature of the attack, the opponent can only the shift in perception. The effects are
resist with the Evasion skill. It has a range wildly unpredictable if used right after
of 5 meters, and a damage rating equal to implantation.
the rank of the dissolver. Food: None
On top of that, normal combat rules for
HUNDRED-FACED WORM
acid still apply: Every round, the victim
Cost: 15
must make a Spirit: Willpower roll
against the rank of the dissolver or take Eect: Change the face of the host
the dierence in damage every Interaction Location: Face
phase of combat. This eect lasts until the This annelid is a at, wide insect which can
opponent takes an action to rinse away or blend into its environment. If an annelidist
rub o the acid. attaches it to the face of another person
Food: A special blend of nine herbs is (presumably dead, asleep, or perhaps a
mixed by the annelidist beforehand. This willing participant). it will adopt the shape
mixture must be taken with food once and features of that persons face perfectly.
per day, or else the dissolvers acid will It can then be removed and worn by the
eat through the hosts stomach. If the host like a mask, covering ones identity or
herbs are not available, the host must not assuming the personality of another.
eat food of any kind in order to keep the When coupled with the mynah bug, this
acidity bearable until the herbs are found. annelid makes for an extremely eective
spying tool.
EYE STALKER
Cost: 10 per level of eect Food: None
Eect: The Senses attribute is increased IMMORTALITY STRAIN
Location: Head, hands, ngertips, etc Cost: 50
The eye stalker strain has the appearance Eect: Immortality
of an eye attached to a muscle tipped with Location: Unknown
a talon. When placed on the host, they Through limitless regeneration ability, the
burrow into the location in which they were immortality strain effectively grants its
placed and attach themselves to the hosts host immortality.
nervous system.
Implanting the immortality strain is a
This has two major eects: For every eye nigh-impossible task, which is why most
stalker attached to the host, their Senses users who have the strain either were
attribute is raised by one point. On top of experimented upon, or were tasked with
that, the host can detach the eye stalker accepting the annelid in the service of a
whenever they want and place it in a lord. Very few master-level annelidists are
location. The eye will record all that it

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risky enough to willingly go through the If the number in the chart above comes to
process of implanting the immortality zero or less, then all the wounds in that
strain. track heal instantly.
In rules terms, those given the immortality Example: Omon has a Body of 8 and the
strain must make a Spirit: Willpower immortality strain. In one round of combat, she
roll against a diculty of 20. If they can takes 7 Light wounds, 3 Heavy wounds and one
overcome these impossible odds, the Critical wound. During the next Interaction
phase (before the next combat round), all of the
immortality strain adapts to its new host
wounds in the Light and Heavy rows disappear
with little problem. If the potential host
completely. Omon is left with just one Critical
fails, then death is almost instantaneous. wound, which will heal completely in the next
In rare cases, the host survives and the Interaction phase.
strain adapts to the host, but with many
problems. Disgurement and insanity of A host with the immortality strain can
some kind are always a result. In the rarest only be killed normally if their head is cut
cases of failure, the potential host emerges o after they have fallen in battle. They can
ne, apparently unaected by the ordeal. also be trapped and burned to death, or cut
However, master annelidists intimate with with a rare and legendary annelid-killing
the immortality strain never discuss those poison then killed normally.
rarest of cases, and stay well clear of those Food: None
people for some reason.
ITAMI STRAIN
A player can only realistically attempt the Cost: 15
implantation of the immortality strain in Eect: Raises hosts Vitality score
their character if they are sitting on a pile
Location: Nervous system
of Kiai points. That character may increase
his Willpower skill, spend a ton of Kiai on The itami strain is a swarm of miniscule
bonus dice, and then buy up successes with insects which ride along the hosts nervous
Kiai if they dont quite reach 20. However, system, sealing away pain response when
when doing this do not forget the initial provoked. Since the sensation of pain in
implantation cost of 50 for the strain, the host is almost completely lost, their
as well as the fact that the implantation Vitality score is raised. Normally Vitality
cost, plus all Kiai spent in the attempt, is calculated by adding Body plus Spirit.
immediately becomes Karma. However, with the itami strain, Vitality is
calculated by adding double the Body score
Hosts with the immortality strain heal plus Spirit. In other words, simply add the
wounds incredibly fast. During the hosts Body score again to the Vitality total.
Interaction phase between combat rounds,
the annelids restore blood, bone and esh Food: None
back to normal. See the following chart MINDGLOWER
for the speed of recovery of all wounds in a Cost: 3 per level of eect
wound track: Eect: Increases the Soul of the host. Also
Wound Track Rounds/Minutes to Heal provides light.
Light 3-Body Location: Fingertips
Heavy 5-Body The mindglower strain of annelid looks like
Critical 10-Body miniscule jellysh oating through the air.
Dead Box 15-Body They attach themselves to the hosts ngers,

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ANNELIDIST

right near the ngernail, and burrow into Food: 200 grams of animal meat per
the muscle. They can be released for a short mouth creeper each day
amount of time, allowing them to gently
MYNAH BUG
oat around an area at the hosts command,
Cost: 10
providing a visible bluish light that can be
seen by at night or in dark places. Eect: Can perfectly duplicate any sound
heard
They can also be used to boost Soul in the
Location: Throat
host; they can provide a jolt of white pain
through the ngers of the host, providing Any noise that the host hears, the mynah
focus and alertness. Soul increases by 1 bug can perfectly duplicate it. This eect can
point per level of mindglower. This added also be used to mimic the speech of someone
Soul lasts one day, after which it can be whose voice has been heard. Normally, this
regained again. happens awlessly. However, if trying to
fool a suspicious opponent, the opponent
Food: They require one cup of clear water need to gain three successes on a Senses:
every day. They also need to be released Notice roll to determine that something
once per day for at least a few minutes. isnt quite right.
MOUTH CREEPER Food: It simply eats a fraction of the food
Cost: 15 the host consumes. However, the host
Eect: An annelid which defends the host should be careful, as the mynah bug is
in battle delicate. Very hot or very spicy foods can
Location: Digestive tract kill it.
This creature with the appearance of a giant REJUVENATION WORMS
centipede lurks just below the hosts mouth Cost: 5 per level of eect
area. When used by the host it lashes out Eect: Grants a pool which heals Wounds
of the hosts mouth, biting its enemies and taken in combat. Can be used on others.
injecting paralytic poison into them.
Location: Everywhere
The host makes attacks with the mouth When rejuvenation worms are implanted,
creeper using Body: Wormcharm. It they quickly swim through the hosts
can also be used in defense, making body, mending the broken esh and bone
counterattacks as normal. It has a damage of the host when damage is taken. They
rating of +1. use their own bodies to heal the host,
If the mouth creeper damages a target, it sacricing themselves in the process. The
does damage as normal, but the target must host gains 5 rejuvenation points for every
also make a Spirit: Willpower roll and gain level of rejuvenation worm implanted. Each
2 or more successes. If the target fails this rejuvenation point can heal one wound of
roll, he is paralyzed and cannot defend any type, except for the Dead Box.
himself, move, or do anything other than In combat, healing occurs during the
speak. The next time the victim takes any Interaction phases between each combat
kind of damage, he can attempt another round. The rejuvenation worms can also
Spirit: Willpower check. If the victim be used to heal others, but the annelidist
succeeds, then the poison immediately must spend a Full Action to do so.
wears o until the next mouth creeper bite.

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Rejuvenation worms are a slow-return TALONFANG BUGS


resource; spent rejuvenation points only Cost: 3 per level of eect
return at a rate of one point per day. Eect: Claws or cutting tools erupt from
Food: The host must eat rotting meat at the hosts body
least once per week. Every day after a week Location: Limbs
in which rotting meat is not consumed, Talonfangs can sense danger. When the
one rejuvenation point is lost. host is attacked, they lash out and harden,
SPINAL MITES granting biological claws, knives or other
Cost: 5 per level of eect cutting edges to the hosts body.
Eect: The Agility attribute is increased Attacks are made using Body: Wormcharm.
Location: Nervous system They do an amount of damage equal to
their level of eect; the more powerful the
Spinal mites attach themselves to the
bug, the more damage it can do.
nervous system and greatly accelerate
neurotransmission speed. This in turn Talonfang bugs have other special qualities
increases the quickness and response time for use in combat, depending on the skill
of the hosts body. level of Wormcharm in the user:
To activate the spinal mites, the host Wormcharm 2: The host can make
must inhale a dose of powdered poppy counterattacks in battle using Body:
nectar (using a half-action in combat). Wormcharm.
This causes the spinal mites to excrete a Wormcharm 3: When the host attacks a
neurotoxin which speeds up reexes; the new opponent for the rst time ever, the
Agility attribute is raised by the rating unexpected nature of the attack is treated
of the spinal mites. This eect lasts for a as a sneak attack.
number of rounds or minutes equal to the Wormcharm 4: The talonfang can re one
hosts Body attribute score, after which volley of needles or spikes at enemies if
they go dormant. the host makes an attack with Senses:
The neurotoxin released by the spinal Wormcharm. The damage remains the
mites causes damage to the host after same. Range equals Body in meters,
use. As soon as the mites go dormant, Rate of Fire equals the level of talonfang
the toxin takes hold of the body, and the bug implanted, and the ammo is 1. The
host is poisoned for a number of rounds or needles regenerate at the end of the scene.
minutes equal to the level of spinal mites Wormcharm 5: The damage rating of the
(as per the combat rules on poisons). The talonfang bug is doubled.
damage of the neurotoxin is also equal to Food: Human or animal blood, about
the level of the spinal mites. During this 400ml per week.
time of poisoning, the spinal mites cannot
be activated (although they can be activated
again once the body recovers). Incidentally,
if the host is poisoned while the spinal mite
neurotoxin is running through his system,
the strength and damage of the spinal mite
neurotoxin is added to any new outside
poison.
Food: None

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ONI RESONANCE
Resonance, known as Tae Rayi to the native oni people, is an extraordinary and unique
power. Since it requires a heart gem to sense and manipulate this power, only the oni or
half-oni can understand Tae Rayi enough to take the Resonance skill. Normal humans
can never learn it, unless they later nd out that they were actually born a half-oni.
Tae Rayi exists as a combination of two categories of abilities called Heaven (Alu) and
Earth (Dii).

ALU
Empathy: Resonance
Alu is the almost telepathic spiritual ability of the oni people. If the target is an oni or
a half-oni, both parties can communicate through telepathy, called Heart-Speak or
Heart-Speech. This can be done with very little eort. However, if the target is not an
oni, thoughts can be sent to the target, but the targets thoughts and responses cannot
be read. Heart-Speech usually has a range of sight, but there are tales of oni paragons
communicating over great distances.
In the old times, oni used to speak to each other almost always using only their Heart-
Speech, but in recent years the oni have begun to tire even when using the Heart-Speech
among their own people.

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ONI

If an oni decides to cut o or le o her horn Sha. Sha is a force spread throughout the
(usually in order to live among humans or land of Tenra like wispy, always-moving
to disassociate with the oni), Alu powers sheets of invisible raw power.
can no longer be used. When Dii is used to inf lict damage
Alu utilizes the following powers, directly, a contested action against the
depending on the level of Resonance. targets Spirit: Willpower is necessary. The
dierence in the success values are applied
Skilled (2): Soul Cost 1 as damage. When this damage is from a
The oni can participate in heart-speech. collision with a quickly moving object, it is
The eects will last for a scene. treated as per the rules for ranged weapons
and can be evaded or parried. The oni using
Advanced (3): Soul Cost 2
this ability to damage an opponent must
The oni can participate in heart speech
spend Soul according to the table below.
with animals other than oni, including
humans, animals and even plants. When Dii utilizes the following powers,
used with humans, thoughts can only be depending on the level of resonance. Each
sent, not received. The eects will last for power lasts for one minute (one round),
a scene. but the oni can spend the abilitys Soul
cost again to keep the power active for
Master (4): Soul Cost 3 each extra minute. The GM may add more
The oni can read the thoughts of animals damage to a successful resonance attack
other than oni, including humans, and also with a heavier object, depending on the
plants. If the target denies the connection, situation.
a contested action must be resolved against
the targets Spirit: Willpower. If this power Skilled (2): Soul Cost 1
is used with the Advanced (3) level Alu skill, The oni can move an object of a few
a sort of two-way pseudo-heart-speech can kilograms (less than 10kg: daggers,
be achieved with humans. The eects will katanas, bag of soulgems).
last for a scene.
Advanced (3): Soul Cost 2
Supreme (5): Soul Cost 5 The oni can move an object of a few tens of
The oni can directly attack a targets mind. kilograms, about the weight of one average
The oni engages the Target in a contested sized person (less than 100kg: normal
action against the targets Spirit: Willpower. person, small food stand, sack of rice).
If the oni succeeds, the dierence by which Master (4): Soul Cost 5
he succeeded can be inicted on the targets The oni can move an object of a few
vitality as damage. If the oni fails, there is hundred kilograms in weight (kongohki,
no eect. lled palanquin, small crowd of people,
small armour).

DII Supreme (5): Soul Cost 7


The oni can move an object of a few thousand
Body: Resonance
kilograms in weight (small temple, most
Dii is a connection with the land, and
armour, large crowd of people).
manifests in a kind of telekinesis. It allows
the user to move objects by borrowing the
power of the gossamer-like force known as

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At the highest level of resonance, the oni With GMs permission, an oni character
can manipulate the very sha around her to could take one of these powers during an
mysterious eect. Through manipulating intermission phase. The oni could have
Dii, she can consume the energy of sha- unlocked reserves of hidden potential, or
crafted life forms like summoned shiki realized that she had this ability all along.
and chimera.
MIGHU: THE CALM
This powerful oni can unravel a shiki by Make a contested roll using Empathy:
succeeding on an action with a diculty Resonance against an injured characters
equal to the shikis Possession ability level. highest wound rating.
Additionally, the oni can absorb this sha
from a shiki, and temporarily add the Soul Cost: 5
success value of the attack to her own Body, One can finely manipulate sha to bind
Agility, and Senses. This lasts for a number and seal wounds, promote healing, cure
of minutes (or rounds) equal to the onis ailments and bind esh. This roll is made
Spirit attribute score. against a diculty equal to the highest
rated wound on the taget (See Healing in
Note: When using this ability against a
the Combat rules: Light Wound =1, Heavy
samurai, a contested roll is made against
Wound =2, Critical Wound=3). If this roll
the samurais Spirit: Willpower, or Spirit
succeeds, every additional success over the
and the shikis Possession level as skill,
diculty level allows the injured player to
whichever score is higher. Failure means
heal an additional wound box.
that the shiki is eectively consumed by the
oni. It will take one scene for the samurais The Dead box cannot be healed with this
soulgems to recover and recraft the ability.
embedded shiki; the samurai will recover
TSE-YI: THE CLOAK
by the beginning of the next scene. This
A Spirit: Willpower roll; count successes
ability can only be used against a samurai
when they are in samurai mode. Soul Cost: 10
This special oni ability allows the user
to create a zone impenetrable to the sha,
SPECIAL dispersing it entirely from the immediate

TAE RAYI area.


Count the number of successes rolled. An
There are special oni resonance abilities invisible zone is created around the oni,
that fall out of the purview of Alu and Dii with a radius equal to the successes rolled
alone. They are powers only heard of in in meters. No shiki or samurai can enter
legend. Few oni have the innate mastery of this zone. Those already within the zone
Tae Rayi required to use them. are forcibly pushed outside the zone. Tse-Yi
Only full-blooded oni, not half-oni, have complexly negates all damage taken from
access to these abilities. They can only be Buddhist magic and Resonance powers to
taken at the time of character creation. characters within the protected area.
Each of the abilities costs an additional 5 Th is zone lasts for a number of rounds
Karma to take upon character creation. equal to the onis Spirit attribute score.
The oni may or may not realize that they
have the ability to use the power until their
time comes.

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ONI

EJAH: THE BLINDING GALE


A Body: Resonance roll; count successes
Soul Cost: 20
Using Ejah, an oni can pull sha energy
within herself, and resonate it to amplify
their physical abilities beyond their normal
limits. It is an ability cited in old legends.
The number of successes gained is the
number of rounds that the power lasts. For
that duration, the oni can reroll all success
dice on physical actions once, exactly
like the kongohki Overdrive ability. Just
like the Overdrive ability, any additional
successes count towards the total, but are
not rerolled again.
This power pushes the body past its limits,
and strains the oni in unimaginable ways.
When Ejah has finished, the oni takes
physical damage equal to [(15-Body) x
(Number of successes when Ejah was
rolled)]. Most oni simply pass out from the
strain.

KU-YAU: CLAWS OF LIGHT


Soul Cost: 5
Some oni can manipulate the sha, folding
it in on itself until it becomes sharp and
luminous like a blade or animal claws. This
ability allows the oni to make an attack
using this bright sword or set of claws,
using Agility: Resonance for the attack.
The damage rating of this weapon equals
the onis Spirit score.
Since the sha weapon does not actually
have a physical form, the opponent cannot
use Unarmed Combat or Melee Combat
skills to parry this attack. Only Evasion
can be used.
It costs the oni 5 additional Soul per round
to maintain Ku-Yau.

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SHINTO RULES
For agents of the Shinto Priesthood, the skill level of Shinto is actually the characters
rank within the organization. The higher the skill is, the higher the characters rank
within the Priesthood (Taira, Kakari, Ka, Bu) and the more severe the characters duties
are.
When performing Shinto rituals, a player can spend Kiai for the eect of temporarily
raising the Shinto skill level for that roll with the GMs permission. However, this is a
one-time boost to the characters anity with the area kami; it does not represent an
increase in that characters rank within the organization.

SHINTO RITUALS
Agents have the power to bring about a variety of miraculous eects by praying to the
kami. The GM is free to describe these ceremonies, the miracles, and their results as he
or she sees t.
Taira-ranked agents such as miko (shrine maidens) and gyoshi (traveling priests) are
allowed to perform only a small portion of the existing rituals, and these are listed below.
All Shinto rituals require the agent to merge with a meikyo soul mirror.

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SUMMON RAIN WORSHIP


Activation Diculty: Special Activation Diculty: Special
This ceremony allows the agent to inuence The most important ritual to a gyoshi or
the weather. The agent must construct an miko is the act of worship. By connecting
altar in front of a local shrine and oer a meikyo to a shrines holy relic or altar,
up prayers to the kami. Th is ritual can and then downloading their spirit into the
only be conducted once per day, and it meikyo, an agent can commune with the
takes between one to three hours after kami and receive divine aid. They can also
a successful ritual for the weather to be try to communicate with or calm a kami.
affected. The result of the ceremony is Shrines are a common sight throughout
determined by the number of successes on Tenra, and when the Priesthood discovers
a Station: Shinto roll. The GM either rolls a settlement without a shrine, agents
1d6 and consults the Weather Chart below are quickly dispatched to establish one.
or chooses the result to decide the current The larger the village or town, the more
weather conditions, and each success on expansive the shrine usually is.
the Shinto roll allows the player to shift the
When worshiping at an established or
weather one space on the Weather Chart
natural shrine, the agent makes a Station:
in the desired direction. For example, if
Shinto roll. The number of successes gained
the Summon Rain ritual is performed on
can be banked for later use. When the
a Fair day with a result of two successes
agent chooses, she can make use of those
on the Shinto roll, the performing agent
successes herself or grant them to others.
may choose Light Rain, Cloudy, Fair,
Each banked success counts as one success
or Clear Blue Sky as the new weather
for a die roll of the agents choosing, and
condition. While a sacricial killing is not
can even be applied after the dice have been
a requirement for this ceremony, some nd
rolled. Worship can only be used once per
that spilling blood aids the rituals chances
Act.
of success. It is for this reason, according to
an agent named Eise, that sacrice is a part OMOIKANE
of this ritual in some regions. Activation Diculty: 5
Weather Chart Through the use of this technique, an
Die Result Weather Agent can gain access to and receive
0 Torrential Downpour
guidance from Omoikane, the wisest of
the eight million kami. The agents can,
1 Heavy Rain
with Omoikanes aid, eavesdrop on scenes
2 Rain
in which they are not taking part. By
3 Light Rain
succeeding at a diculty 5 Shinto roll, the
4 Cloudy agent can elect to view the scene and hear
5 Fair the conversations.
6 Clear Blue Sky
FORBIDDEN ARTS: ARA-MITAMA
For current weather conditions, either roll Activation Diculty: 5
a die on the chart above, or have the GM Some uses of Shinto, such as calling upon
decide. the aid of cursed kami of a class called
Ara-Mitama or spirits of the wild are
forbidden by the Priesthood. The Ara-

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AGENT

Mitama provide the eect of the forbidden kami. If the kami agrees, the aid is granted
arts. Most of these taboo arts involve with no strings attached; no genie-in-the-
ayakashi (strange faerie or demonic spirits) bottle style I will grant you your wish as
or curses and may not be used without the you said, not as you intended. Rather, the
express permission of an agents superiors. kami fully understands the intention and
Being granted boons from the mysterious follows through on the request earnestly.
Ara-Mitama puts the natural order of the Often, communicating with the kami can
universe into a state of imbalance, therefore have profound eects on the agents psyche
the Priesthood expressly disallows it. or personality when her consciousness
When attempting to use a forbidden art returns to the physical plane.
to ask a favor of a Ara-Mitama, a PC must Here are some example boons which can
succeed at a Station: Shinto roll versus a be requested of the Ara-Mitama. In eect,
xed diculty of 5. A particularly daunting there is no limit to what can be asked upon
task might require a higher diculty roll, the Ara-Mitama, as they are the great
up to 10 or even more. Other requests, spirits of the world:
at the discretion of the GM, might be so Protect this village from harm from the
appropriate to the scenario or story that she upcoming war
can grant the request without a die roll. The
number of times a PC may use these arts Summon a Great Wolf or a noble Sea
at their level is limited by her Shinto skill Dragon to aid in a battle
level. The forbidden arts can only be used Travel to the heavens to hold court with
a number of times per session, as written the kami
per each rank. They can only be used more
Bring yourself and your companions to
if the agent gains a higher level of Shinto
another continent quickly
in the middle of an adventure scenario.
The number of times an agent can use the Destroy a village
powers granted by the spirits of the wild are Protect a city from an earthquake
listed as follows: (diculty 10)
Kami Aid Limit Travel in time to Jinrai, before the Fall
Skill Level Number of uses (diculty 15)
2 1 Bring a companion back to life (diculty
3 2 15)
4 3
FORBIDDEN ARTS: MISHAGUCHI
5 Unlimited
Activation Diculty: 6

The aid chart above applies to all forbidden Mishaguchi (Misha-Guchi) is a major
arts, including Ara-Mitama, Mishaguchi, example of the kami residing in ancient
Amatsumikaboshi and Arahabaki. trees and giant boulders. Mishaguchi can
bring a bountiful harvest when pleased, or
Getting help from the kami is a major cause a terrible blight when ignored.
affair. One has total affinity with the
nature spirits native to Tenra, and the The user of this art is able to summon a
agent can communicate with them openly small but powerful tornado centering on
and truly understand them. They can talk herself. The tornado lasts for a number
to them, and make their request to the of rounds equal to the users Station.

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The tornado acts as a barrier 5 meters in


diameter. No objects or creatures may
enter or leave the area surrounded by the
tornado.

FORBIDDEN ARTS:
AMATSUMIKABOSHI
Activation Diculty: 9
The wicked god Amatsumikaboshi
(Amatsu-Mikaboshi) is considered both
the strongest and most evil of the kami,
with enough power to bring down the
stars. By using this forbidden technique an
agent can wipe an urban area of up to one
square kilometer completely o the map,
destroying it utterly. However, this request
deals no damage to PCs, and it does no
damage to NPCs of the GMs choosing.
This power may only be used once per
session, no matter the agents skill level.

FORBIDDEN ARTS: ARAHABAKI


Activation Diculty: 12
Originally the patron kami of an ancient
tribe, Arahabaki (Ara-Habaki) has
been incorporated into the Priesthoods
pantheon.
Through the use of this technique the user
can call down lighting on one target within
visual range. Released from the heavens
above Tenra by the great god Arahabaki
himself, this lightning never misses.
The damage caused by the lightning is
based on the Agents Spirit attribute and
Shinto skill. See the chart below for details.
This technique may only be used outdoors,
and can only be used once per session.

Arahabaki Damage Chart


Shinto Level Damage
2 Spirit x10
3 Spirit x20
4 Spirit x30
5 Spirit x100

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the spirit of the shadows of the world, the ayakashi
came to life, congealing into existence one day long ago
with these rules you too can bring to life
the hidden spirits of Tenra

THE AYAKASHI
CREATING AYAKASHI
The rules presented here are for creating ayakashi characters, both player characters and
non-player characters.
Unfortunately, the rules are incomplete, for the ayakashi will never truly understand
humans, nor will humans come to fully understand the ayakashi. However, these rules
will attempt to make sense of their existence, and base them on the same elements used to
create people in the game. In the end, the true nature of the ayakashi, or the true nature
of a single spirit, can only be discovered in play.
The steps for creating an ayakashi NPC are as follows:
1) Choose a species
2) Create an ayakashi concept
3) Assign points to attributes
4) Pick yohjutsu powers
5) Choose skills
6) Pick special weaknesses (taboos, vulnerabilities, goals)

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Rules for creating ayakashi or half-ayakashi ayakashi, the GM is encouraged to use the
characters appear at the end of this chapter. point limits as guidelines that can be bent
for eect.
CHOOSE A SPECIES
When picking abilities, you do not have to
In general, there are four species of
spend all the character generation points.
ayakashi. Ayakashi non-player characters
are built using character generation Henge: The Dierent, The Transformed
points, quite unlike normal character Character Generation Points: 600
generation for player characters (for player
The Henge are living things that were
character ayakashi and half-ayakashi, see
changed into something else. They still
the end of this section). The species that
retain some semblance of their animal or
is chosen determines how many character
human form, but they are now far more
generation points the GM should use to
than such simple creatures. They often
create the character. While that would
take the form of animals or half-animals,
be a hard number for player character
though larger than normal and possessing
great intelligence, wisdom and spiritual
Ayakashi are not energy.
Wandering Monsters!
There might be a temptation to craft a bunch Tsukumo-gami: The Artifacts
of various ayakashi, and have them step in Character Generation Points: 550
as low-level minions or zako (small fry) The Tsukumo-gami were nonliving things
monsters for the PCs to slay as they journey that changed into something else. Perhaps
from place to place, like a game of Final it was a handheld object. Perhaps it was a
Fantasy. Some ayakashi are of course hostile large object or even a place. However, over
towards humans, but they shouldnt be the long years it slowly came to be possessed
popping up all over in every act to be simply by a living spirit and became something
used as sword fodder or to set up a fight else. Perhaps the spirit was once a human
because the GM couldnt think of a better spirit, pulled from nature and given a shape
way to pace the game. and form that it did not desire. Or perhaps
Ayakashi that appear in the game should be the spirit is a collection of deep feelings of
rare, definitely few and far between. Most other humans or ayakashi, which congealed
humans will never encounter an ayakashi (if and settled over time into a living entity.
theyre lucky), but PCs are special. However,
Yokai: The Monstrous
ayakashi are almost alien. Most are hard
Character Generation Points: 650
or impossible to find or communicate with.
When using them, make sure to have a The yokai take shape from the power of
reason for them to be present. They might pure human hatred, or from a lost soul.
be the true antagonists in a scenario, but They are living curses of the land, born
if youre using them for random combat to hate humans (which most eat or kill).
encounters as the PCs travel from town to They are the monsters in the dark that
town or throwing them in for no real reason people think of when they hear ayakashi.
that relates to the story, then youre probably Unlike most of the other ayakashi,
better off using human bandits instead. though, the reason that they exist, as well
Move the story along without engaging in as their monstrous goals, are often easily
too many random monster fights. understood or discovered. The yokai are
knowableand they are to be feared.

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Ara-mitama: The Deep Spirits, ASSIGN POINTS


TheGods of the Wild TO ATTRIBUTES
Character Generation Points: 800 Like other characters, ayakashi also make
Its probably more correct to say that the use of the seven attributes. However, most
ara-mitama are gods and not ayakashi. are quite dierent or alien from normal
They are great, vague entities that the veryhuman beings, so there can be a lot of
spirit of the earth created and brought variance in their attributes. Some have
to life. Some ara-mitama seem to be the scores above 10 or as low as 0. A score of 0
physical embodiment of the Shinto kami. indicates that the attribute has no meaning
Others seem to be spirits born of sin or for this creature.
evil and are a curse which the very earth For example, monsters that have no
expelled into physical form. concept or understanding of the human
heart would have no Empathy score. A
CREATE AN spiritual creature with no physical form
AYAKASHI CONCEPT would have no Body attribute.
Before continuing onwards with creation,
you should think of at least a few things When assigning points to attributes, for
about the ayakashi being created. You every ten character generation points spent
dont have to come up with every last detail you may raise one attribute one point. A
before moving on, but some thought should Body score of 5 would cost 50 points.
go into some basic questions to get you Next, write down sub-attributes for the
started on creating a unique spirit. ayakashi. These are based on the attributes,
and work exactly the same as for creating
Henge
player characters.
What kind of animal is it based on?
How old is it? Vitality = Body + Spirit
What is special about its appearance? Soul = Knowledge + Spirit x 2
Why did it transform into a spirit?
Wound Gauge:
Tsukumo-gami Light Wounds = Body
What is the object that it is based on?
Heavy Wounds = Body / 2
How long ago was it created?
What is special about its appearance? Critical Wounds = Body / 4
Why did it transform into a spirit? Dead Box = 1
Yokai PICK YOHJUTSU POWERS
Why did it form? In the world of Tenra, people use the
What is it trying to do? character Yoh (which symbolizes fey,
What is special about its appearance? weird, strange, or monstrous) to write
the word ayakashi. Yohjutsu (Art or
Ara-mitama
Way of the Ayakashi) is then the strange
What is it?
and monstrous powers and arts that the
Does it have a goal?
ayakashi-born wield.
What does it do?

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The yohjutsu powers that ayakashi have are DOMINATION


not special in their eyes. For an ayakashi, Th is ability allows an ayakashi, usually
using a yohjutsu power feels as natural to through unnatural charm and charisma
them as using our hands do to us humans. or else hypnotism or sub-vocalization
It is a natural tool for that creature. techniques, to charm and command people.
Like skills, yohjutsu powers are scored in To use this ability successfully, the spirit
rank levels or dots (Skilled/Advanced/ must win in a contest of Willpower versus
Master/Supreme). The higher the score Willpower against its intended target.
in that power, the more generation points The amount that the ayakashi succeeds
it costs. Please see the following chart for
by in the above roll becomes the damage
yohjutsu power costs: caused by the charm. Record this number.
2 dots/basic 5 points When the conditions for the charm
3 dots/advanced 15 points commands changeor if the character
attempts to resistthe target can try to
4 dots/master 35 points resist by making another Willpower roll
5 dots/supreme 75 points (in combat, this roll is made during the
While a supreme ability score is rare, interaction phase). The target diculty
some sacred or godlike ayakashi have at will be equal to the damage caused by
least one ability which is ranked at that Limiting Ayakashi Abilities
special score of 5 dots. They are truly As a GM, you may be preparing a fight
fearsome creatures. against a mysterious and evil ayakashi.
For every yohjutsu power taken, write Perhaps you want to give it a powerful
it down as if it were a separate skill. For Projectile Weapon ability. Perhaps it
example, an ayakashi character might breathes fire. You give it a 5 in that ability,
have the skills Healing 2, Invisibility because you want the high damage and
4 and Natural Weapon 3. Keep track rate of fire. However, this introduces a
of each power separately. The number few complications. A range of a kilometer
represents the ability rank or strength of away? For fire breath? It doesnt make sense.
that particular yohjutsu power. 30 meters makes far more sense. Feel free
to exercise your power as a GM and lower
Ayakashi characters do not often use their
things like range, damage, or other parts of
yohjutsu powers like skills. Instead, their
the ability to coincide with your concept of
level simply represent the potency of their
the ayakashi and its abilities.
power. They normally use another skill
when making use of their power (like However, keep the ability score rated at the
Willpower for Fear, or Marksman for highest ranking ability used. For example,
Projectile Weapons). Projectile Weapons 5 gives a damage of +20,
a Rate of Fire of 12, and a Range of 1km. If
A special note: Skills that aect the mind
it makes more sense, you could keep the
like Mindreading, Fear, and Illusion, as
damage at +20, lower the Rate of Fire to 9 or
well as abilities like Invisibility, work on
6, and the range to 100 or 30m (or another
all characters. This includes kongohki and
arbitrary number). However, since we are
armours.
still using that damage of +20, we will still
The following is a list of known ayakashi have to buy the ability Projectile Weapons 5
abilities. for this ayakashi.

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the ayakashi in the original domination nal damage rating that it does is recorded.
roll. If the target succeeds, she can resist The victim can then try to resist future
the domination. damage. That damage rating becomes the
It takes one action in a combat round to diculty number to resist damage. Make
activate this ability. a Spirit: Willpower roll each interaction
phase: Each success reduces the amount
Domination Level and Eect of damage received during that phase.
2: The target cannot attack or stand in the This roll has to be made each interaction
way of the ayakashi. phase for a number of phases equal to the
3: The target cannot go against the draining weapons score. See chart below:
ayakashis wishes.
Draining Weapons Eect by Level
4: The target will turn against the enemies 2: Damage +5, Range 5 meters, Lasts 3
of the ayakashi. rounds
5: The target gives complete loyalty to the 3: Damage +10, Range 10 meters, Lasts 6
ayakashi and follows all commands it rounds
gives.
4: Damage +15, Range 15 meters, Lasts 9
DRAINING WEAPONS rounds
This ability covers ayakashi natural 5: Damage +30, Range 30 meters, Lasts
weapons that do damage, which continue 15 rounds
to do damage over time, such as poison, If a second Draining Weapon attack is
acid, or corruption. made after the rst (given that both hit
By default, this attack has a damage rating,and damage the intended target), ignore
a range, and a number of rounds that the the continuous damage of the rst attack,
and use the damage rating for the second
eects last. The number of the ability is the
number used for the skill roll when using attack from that point on. If, later, before
the weapon (usually with Senses or Body). the second attacks damage is resisted by
When draining damage is received, the willpower, yet another attack connects
damage will take eect every interaction and does damage, again simply ignore
phase. When the ayakashi attacks, the the draining damage from the second
attack and start over with the damage of
the third attack. Do not stack damages
Domination as a Deterrent over multiple successful attacks. Every
Sometimes its fun to have a boss NPC show Draining Weapon attack eect is replaced
up and gloat at the player characters from by any subsequent Draining Weapon
time to time. Be careful of thinking that attack eects.
Domination is a good barrier to block the
advances of the player characters. Players FEAR
are resourceful, and if youre not careful, the Some ayakashi exude an aura of fear so
first time the ayakashi appears might be the potent and oppressive that living things
last if the players have enough Aiki chits to cannot move once they feel this primal fear.
quickly bypass Domination and take out the When using Fear, a spirit engages in
ayakashi mid-gloat. a Spirit: Willpower contest with an
Be aware of this fact: No single ayakashi opponent. If the spirit wins, the target feels
power is impenetrable. the eect of the fear.

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When making that contest, write down 5: 10,000m/minute (one half the speed of
the number of successes that the ayakashi sound), no limit to carrying capacity
made over the opponents Willpower (the
HALLUCINATION
damage of the attack). In the interaction
This is the ayakashi power to create and
phase, the character can make Willpower
control illusions in others.
checks using the damage as a diculty
number. If the character fails, they remain The ayakashi makes a contested Spirit:
stuck at that fear level (see chart below). Willpower roll against the opponent. The
If they succeed, they can break free of the spirit must win for the hallucination to
eects of fear. take eect.
It requires one action for the ayakashi to Record the number that the ayakashi
engage this ability. succeeded by (for future resistance
attempts), then determine how long that
Fear Level the hallucination lasts naturally, based on
2: You cannot move, but you may still act. the Hallucination ability and Empathy of
3: You cannot move, nor can you take any the ayakashi (see below).
actions. During that period, the ayakashi controls
4: Like 3, but you also cannot perform a what the characters see and experience. It
counter-attack or take any half-actions. wont be too long before the ayakashi tries
You are petried with fear. At this level,to have something surreal or dangerous
a number of creatures up to or equal happen to the characters. Each time that
to the number of the ayakashis Spirit happens, the victims may make another
within its sight range are aected by thisattempt to become free of the illusion with
ability. The ayakashi rolls once, and all another Willpower roll. The difficulty
characters roll to resist separately. number is equal to the number that the
5: As above, but the eects can spread to ayakashi succeeded by originally.
cover an entire city and aect all of its It costs one action to engage the
inhabitants. hallucination ability.
FLYING Hallucination Level and Eect
The ayakashi possesses the power of ight, 2: Empathy score in hours
and can freely y through the air. 3: Empathy score in days
The amount of weight the ayakashi can 4: Empathy score in years
carry and the speed which it can travel is 5: Forever
decided by the level of this ability. If the
ayakashi tries to carry more or is weight HEALING
down by more than it can carry, its speed is This ability measures the superior healing
reduced by half. For aerial maneuvers, the ability that some ayakashi possess. It
ayakashi uses the Movement skill. could be because their bodies naturally
heal faster, or that the damage simply
Flying Level and Eect
disappears at a mental command. Healing
2: 1.6km (one mile)/minute, can carry up
occurs during the interaction phase. The
to 60kg
numbers below represent the amount of
3: 2000m/minute, can carry up to 100kg vitality points regained automatically each
4: 4000m/minute, can carry up to 200kg round.

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Healing Level and Eect If the ayakashi succeeds, the results are
2: 3 points equal to the ability level (see below).
3: 5 points It costs one action to perform this ability
4: 10 points in combat.
5: 30 points Mindreading Level and Eect
INCORPOREAL 2: The victims surface thoughts (only a few
Some ayakashi have the ability to turn seconds worth) are read.
incorporeal and pass through solid objects 3: Th e ayakashi can read thoughts that the
such as walls, f loors, rocks, or other victim is trying to keep hidden.
creatures. At the cost of 3 Soul, an ayakashi 4: The victims entire memory is an open
can use this ability for one round (or one book which the ayakashi can freely
minute of game-time when not in combat). access.
It costs one action to activate this ability. 5: Same as above, but the victim has no idea
the ayakashi is reading her thoughts.
This ability has no ranks. It costs 15 points
to purchase. Remember that abilities like Mindreading,
Fear, Illusion and the like work on all
INVISIBILITY characters. This includes kongohki and
Ayakashi using this ability can become armours.
invisible. When an ayakashi uses this
ability, all of their actions are considered MULTIPLE FORMS
sneak attacks for the purposes of combat. With this skill, the ayakashi has the classic
The level of the ability determines when ninja-like power of creating look-alike
the ability stops working. This also works copies of itself which can move and act as
against mechanica and other life-detecting it does. The number of copies it creates
abilities. depends on the level of the multiple forms
ability taken.
It takes one action to activate this ability.
Creating copies costs one Soul for each
Invisibility Level and Eect copy created. The copies can use all abilities
2: Reverts to visible after moving, half- of the original spirit, except for any abilities
actions, actions that require using Soul (like creating copies
3: Reverts to visible after half-actions and of the copy). Also, if the copy takes even one
actions, but can still move single point of damage, it disappears.
4: Reverts to visible after taking an action Copies are good for reconnaissance, but
5: The ayakashi can remain invisible are classically used in battle to distract
indenitely and overwhelm an enemy. If a character
MINDREADING wants to try to detect which copy is the
Some ayakashi possess the mysterious real ayakashi, they can make a Notice
ability to read the minds of people. roll versus the ayakashis Stealth skill.
Success means that they have spotted the
To use this ability, the ayakashi must real ayakashi (unless the ayakashi tries to
succeed in an opposed roll against the create more copies, or uses stealth to try to
targets Willpower using the ayakashis obfuscate its form with its copies).
Spirit: Willpower, or Empathy: Willpower.
It takes one action in combat to perform
this ability.

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Multiple Form Level and Eect When the ayakashi controls the target, it
2: One copy can be created. can use any of the targets skills, attributes
3: Three copies can be created. or abilities as it sees t once. However, if
4: 5 copies can be created. it takes further actions, the target is still
aware and can attempt to resist this action.
5: Up to 10 copies can be created, or
Make another opposing Willpower roll to
instead one perfect copy of the ayakashi
see if the victim can stop the ayakashi from
(including a Vitality/Wound track, and
completing the action. If the ayakashi fails,
use of Soul abilities).
the possession is broken.
NATURAL WEAPON The spirit is able to possess samurai and
Natural weapons are things like claws, kugutsu. It takes one action to possess
talons and fangs, things that the ayakashi another.
were usually born with. Each level of
natural weapon gives a damage bonus. In Possession is a special ability and as such it
case of tsukumo-gami, this means that doesnt have ranks. It costs 35 generation
their physical form is a weapon (like a points to take this ability.
demonic sword) or contains weapon-like PROJECTILE ATTACK
components like sharp edges. Projectile attacks are things like electricity
The ability level of the natural weapons bolts, breath of chilling ice, spine needles
ability determines the damage rating for and the like. Decide the type of attack this
attacks. Natural weapons can be used with entails for the ayakashi.
the Unarmed Combat or Melee Weapons Senses: Marksman is used for attacks. The
skills (whichever is highest). level of the ability determines the damage,
If the weapon is retractable and hidden, like rate of re and range.
the claws or fangs of human-like ayakashi, Projectile Attack Level and Eect
then it takes a half-action to unveil the 2: Damage +5, RoF 3, Range 5 meters
weapon.
3: Damage +10, RoF 6, Range 30 meters
Natural Weapon Level and Eect 4: Damage +15, RoF 9, Range 100 meters
2: Damage +5
5: Damage +20, RoF 12, Range 1km
3: Damage +10
4: Damage +15
5: Damage + Body x 2
Be Careful With Possession!
POSSESSION
Possession, if not used carefully, can really
Some ayakashi have the ability to enter and
sour a game. Just be aware that some
take control of the form of living or non-
players dont want to lose complete control
living things. This ability is Possession.
of their character under conditions where
When using possession, the ayakashi must there is no chance they can resist.
make a contested Spirit: Willpower roll
Example: Possess a samurai with an
against the targets Spirit: Willpower. If
ayakashi with an extremely high Spirit and
the ayakashi succeeds, it takes control of
Willpower score so high that normal PCs
the targets body.
have no chance to resist, then make the
samurai set fire to an orphanage. Not cool.

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RESISTANCE It takes a half-action to start this ability.


Resistance can be anything from iron-like However, the ayakashi can use this ability
hair or fur, natural armor plating, skin like for a number of actions equal to its Spirit
stone or steel, or other physical defenses. plus Body attribute ratings per session. The
Resistance simply adds a number of points regular version costs 50 generation points.
to the spirits Vitality score. The advanced version doubles the number
Resistance Level and Eect of times it can use this ability per session.
2: +5 Vitality In addition the second round of successes
3: +15 Vitality can be rolled a third time (but not a fourth
4: +20 Vitality time). The advanced version costs a total of
150 generation points.
5: Vitality is doubled
SHAPECHANGE UNDYING
With this ability, an ayakashi can mimic Stab them, burn them, crush or break
the form of anything it has seen once. If them; some ayakashi simply refuse to die
someone suspects that a person or object until they are utterly destroyed. This ability
might be a shape-changer in disguise, they heals wounds and injuries taken in battle.
can try to pierce the spirits disguise with a During the interaction phase, consult the
Senses: Notice versus Senses: Stealth roll. ability level to determine which wounds
automatically heal:
It takes one action in combat to perform
this ability. Undying Level and Eect
2: All light wounds heal
Shapechange Level and Eect
3: All light and heavy wounds heal
2: Reverts to true form after a half-action
(including speaking) or full action 4: All light, heavy and critical wounds heal
3: Reverts to true form after an action 5: As above, and the ayakashi gets a second
Dead Box. Both must be checked for the
4: Reverts to true form after another
ayakashi to die permanently.
yohjutsu ability is used
5: This ability can remain active indenitely CHOOSE SKILLS
Most ayakashi have abilities, skills, and
SUPERSPEED
knowledge similar to that of humans.
Also referred to as The eetness of the
Kami, some ayakashi have the ability to When choosing skills, consult the
move and act faster than the eye can see. following chart to calculate the number of
character generation points needed to take
There are no levels of superspeed, but
the skill at the level written.
there are two versions. The regular version is
like the kongohki Overdrive ability. When Basic: 2 Dots 5 points
superspeed is active the ayakashi makes Advanced: 3 Dots 15 points
Body, Agility and Senses based rolls with Master: 4 Dots 35 points
the following change: Every die that comes Supreme: 5 Dots 75 points
up as a success can be rolled a second time
to attempt to get more successes (but not a
third). This represents the blinding speed
at which it can move and act.

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AYAKASHI

PICK SPECIAL If an ayakashi has the Undying ability, the


WEAKNESSES damage received from breaking taboos
Ayakashi are almost alien creatures which does not heal by using that ability. Th is
possess supernatural abilities and often damage must heal naturally like any other
unknowable desires. But down to a one, character.
they all have unusual or special weaknesses. Basic: 2 Dots 10 Vitality
Many weaknesses (especially taboos) Advanced: 3 Dots 6 Wound Track
are the reason behind the unexplainable Master: 4 Dots 10 Wound Track
actions of the ayakashi.
Supreme: 5 Dots Dead
Weaknesses are in a way very similar
to character Fates. They often drive the ASSIGN
creature or become a reason behind their VULNERABILITIES
actions and motivations. Vulnerabilities are things that the ayakashi
hates or nds dicult to heal. Any damage
Wea k nesses points inse r t some
that comes specically from the source of
individuality into the ayakashi and make
the ayakashis vulnerability will do more
it truly unique from other ayakashi and
damage than normal.
creatures. Try to be creative when coming
up with new taboos, weaknesses and goals. Resistance will not block damage from
Vulnerabilities. Healing will not heal
All ayakashi have at least one vulnerability.
damage caused by Vulnerabilities. They
Some have multiple weaknesses.
must heal naturally.
When taking a weakness, the number of
points next to it indicates the number of Dots Damage Received
character generation points received in 2 Dots/Basic x2
compensation which can be used to gain 3 Dots/Advanced x3
more yohjutsu abilities, skill points or 4 Dots/Master x4
attribute points.
5 Dots/Supreme Dead Box or else x4
Basic: 2 Dots 5 points
Advanced: 3 Dots 15 points DECIDE GOALS
Master: 4 Dots 35 points Goals are the reasons that the ayakashi
Supreme: 5 Dots 75 points exist. Ayakashi always push towards their
goals, be they knowable or mysterious. In
CHOOSE TABOOS cases of higher ranked goals, these goals are
Taboos are things that that ayakashi central to the core of the ayakashis being.
cannot do. It could be something from an
The level of the goal indicates the ayakashis
everyday (to humans) action, to something
drive towards completing that goal. Some
reckless or strange.
goals it will perform when it can. For other
If by force, accident, or coercion the goals, the ayakashi will not stop or rest
ayakashi performs that action, then they until they are fullled.
receive the damage listed. Th is does not
Basic (2 Dots): The ayakashi is passive
necessarily represent physical damage.
towards this goal.
Rather, it represents the fact that the
ayakashi has become weaker by going Advanced (3 Dots): The ayakashi has an
against its true nature. interest in this goal.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

Master (4 Dots): The ayakashi actively generation points. Basically, balance


carries out these goals. abilities taken against weaknesses taken,
Supreme (5 Dots): If the ayakashi acts and any remaining balance becomes is
against this goal, the ayakashi is destroyed. added to the characters starting Karma.

PLAYER CHARACTER When creating a half-ayakashi character,


you can only choose one weakness That
AYAKASHI weaknesss score must be the same as the
When creating a player character using
highest yohjutsu ability taken (in dots).
the ayakashi or half-ayakashi archetypes,
The full ayakashi template has no limit to
there are several points to be careful of. The
the number of special weaknesses one can
rest of the rules in this section apply only
choose, but the rst weakness chosen must
to creating ayakashi or half-ayakashi player
be at the same rank as the highest-ranked
characters.
yohjutsu ability chosen. You should always
First, when assigning attributes, you talk with the GM about the weak points
should use the normal character generation you choose. This is so that the GM can take
method, although the range for ayakashi them into consideration for the scenario
PC attributes (1-10) applies to ayakashi and give advice. The weakness might be too
PCs as well. staggeringly oppressive, or it could be too
When choosing ayakashi abilities, the light to matter in the game. The GM will
character generation point cost becomes help with balancing weak points or just give
the Karma cost to take those abilities. you a thumbs up after a quick once-over of
You should plan to take only one ability, the abilities and weak points chosen.
or at most a few. You can balance this out In the game, yohjutsu ability advancement
by taking weaknesses to gain character (raising the ability one level) can be done
as if it were a regular skill. However if you
Monster Hunting? choose a new yohjutsu ability, you can only
If the scenario revolves around hunting take it during an Intermission (as if it were
down a particular ayakashi, part of the a specialty skill).
scenario might involve collecting plot Weaknesses can also increase in the
points before the final standoff. They could game. Make sure that if a yohjutsu ability
gather herbs to halve the damage of its increases a level in the game, that at least
poison attacks or learn a sutra to gain a one weakness is at the same level. If the
bonus against (or nullify) the effects of its highest weakness is lower in rank than
fear, possession or hallucination abilities. the highest yohjutsu ability, immediately
Learning its vulnerability will help as well. raise that one weakness to the same level.
Just note that ayakashi with multiple Matching the highest weakness to the
abilities rated at 4 or 5 are truly terrifying highest yohjutsu ability cancels out that
creatures that will often require a lot of single abilitys Karma cost.
teamwork and planning to overcome. Thats all. Abilities and weaknesses aside,
If an ayakashi has a taboo that might help make sure you are careful to emphasize
in damaging or defeating it, it might be an that sense of human-like, and yet
exciting challenge to try to discover that dierent into the character when role-
taboo and force or trick the ayakashi into it playing. Ayakashi are rare creatures; make
if possible. the other players feel this!

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THE ART OF WAR
the power i long for
the strength i demand
with these techniques
my name will become legend

WHAT ARE THE WAR ARTS?


The Arts of War are special schools of warrior training. They provide a series of tools
to overcome, succeed, and kill on the battleeld. In Tenra, all of the various arts of war
were born not from the isolated idyllic dojo, but from the battleeld.
These arts are known by various namessuch as Kenpo, Kenjutsu, or Kung fueach
one with their own tools (in other words, weapons), practice and philosophy. Although
their methods may dier, they have the same basic purpose: They provide the warrior the
most ecient methods to kill or defeat their enemies. But within Tenras war arts there
exists no special etiquette or complicated forms to memorize. Those are exercises born
in periods of peace, techniques to attempt to carry the purity of the style even while it
stagnates from lack of real-world use. In Tenra, war is constant. Techniques are tested
and rened on real battleelds. Power is everything.
After experiencing hundreds of battles, those that are especially gifted at defeating their
enemies are said to begin feeling a special something in the midst of combat. Those
who have felt that something indeed struggle to discover and dene its essence. They
do so even at the expense of nding a lasting inner peace. Only the strong can rise from
the tattered wasteland that this mental struggle leaves behind. That is the way of the
arts of war.

PRACTITIONER OF THE WAR ARTS:


THE ESSENTIAL WARRIOR
There are those for whom the art of war is their lifeblood. For these individuals, the
skills for killing and winning which they have mastered are their food and drink, their
very livelihood in all meanings of the word. They ght to live, and live to ght. It is in the
nature of the warrior to make their strength known to the world.
Toki wa sengoku de aru: This is a time of warring states. Most warriors serve a master.
Vassal lords of every domain all wish to employ strong minions, for their very lives
depend on maintaining a strong army. For this reason, every soldier under their service
is instructed in the arts of war. Those who serve their vassal lord teaching the a particular
art of war are called War Masters. Most lords employ at least one war master. This serves
as both a display of martial power, and prevents other lords from employing that same
strong war master.

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THE ART OF WAR

However, not every warrior serves a lord. known as The Devil-faced Boy (Kimen
Many live as ronin wanderers, roaming the Youji) who made the event so popular. The
world of Tenra. The story of Karasuma Devil-faced Boy gained his name from the
Shirosaid to be founder of the Dragon horrible mask he wore to battle. Using
and Tiger Styleis one of the most well- his own unique ghting style, he defeated
known. Throughout his life he fought over famed warriors such as Kiba and Ujigen
400 battles and lost not one. The story one after the other. Then after receiving
goes that one day, nally tiring of battle, his reward, he simply disappeared, never
he climbed a mountain and took the name to be heard from again.
Koan Hajime. There, living the life of an The regents of Hisabuki put great
ascetic he wrote the Hyoh-jyoh-sho (The importance in the arts of war, and spent
Analects of War). He is said to remain much of their resources training and
there in his mountain hut even to this day. raising warriors for generations. However,
THE ROYAL TOURNAMENT not long after Devil-faced Boys victory,
For those mercenaries who aim for fame the land descended into civil war over the
and glory, the battleeld is an opportunity regents chair, eventually resulting in the
to show o their skills. Of course, on the assassination of the regents entire family
battleeld, danger lurks in every shadow. by a former war master.
First of all, there is the obvious danger of Such brutal tales are simply part of the
dying in battle. Even the strongest adepts harsh reality of Tenra.
of war are still human. No matter how
much fame and glory one has received, it
means nothing in death. Another danger is
ART OF WAR
the possibility of defeat. Once a war adept
is defeated on the battlefield, any skill
RULES
he has shown on the battleeld becomes Art of War is a skill type which weapon
meaningless to his peers. Any rewards masters and martial warriors use to enhance
or payment the warrior receives depends their combat abilities. Those who have
exclusively on their victories. The same can this skill can perform various specialized
be said of the vassal lord who employs him. oensive and defensive maneuvers.
No matter how numerous or how powerful In some cases, the Art of War rules conict
warriors may be, the lord still risks losing
with the normal rules. The Art of War
them in battle. rules always trump any conicting normal
It is for this reason that the Royal rules.
Tournaments were created. The most
famous of these is the Hisabuki Royal
THE ART OF WAR SKILL
Tournament. Great warriors such Kiba
AND FIGHTING STYLES
The Art of War skill is treated as a separate
Kenyuki (a disciple of the Southern Seas
skill for each style. If a character has more
Style) and Ujigen Kanemasa (who would
than one style available to him (from
later become the samurai general of the
selecting multiple archetypes), record it
land of Kasen) who once took part in
on the character sheet as separate skills.
the Tournament have made themselves
(Example: Art of War: Crescent Moon
known across the land. But perhaps more
Style.)
than those famed warriors, it was the one

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

For each rank the character has in this


skill, she gains a new technique. Attribute TECHNIQUES
checks and the corresponding skill vary
according to the individual techniques. SOUTHERN SEAS ONE-BLADE
There is almost no instance that a character STYLE
will need to make an actual Art of War Kai-Nan-Ittou-Ryu
skill check. Instead, it is a placeholder Skill Used: Melee Weapons
which shows the warriors rank at that art. This school, which rose to become the
When a character uses a technique, make a main sword-style of Nanbo Province, was
check based on the attribute and skill listed
founded by Urabe Ganku, the samurai
in the individual technique descriptions general of Kijikura. Urabe developed this
(in most cases, an attack combat roll) to style though actual combat, in which he
determine success. focused completely on the attack, paying
no concern to defense. Those who follow
COMBINING TECHNIQUES the Southern Seas One-Blade Style teach
Characters gain all the techniques of their
that one must abandon all distracting
style available to their rank. For example,
thoughts, as well as regret, in order to
a character with a rank of Master (4) can
master the style.
use the technique associated with that rank
in addition to all the techniques available The essence of the Southern Seas One-
below it (2, 3, etc). The character can use Blade Style is found in the strength of its
all techniques available to them from the swordsmanship; it contains no forms of
same style at the same time, even in the defense whatsoever.
same roll. However, some techniques Skilled Rank (Skill Level 2): One Sword
have restrictions when used with other Only those who have gained an exceptional
techniques. A character can always choose mastery of the sword from rigorous
to use a technique by itself. training are given their rst teaching. This
As noted above, a character can take more teaching is known as One Sword and
than one Art of War style. However, those who have mastered it can use Body
techniques from two dierent styles cannot (instead of Agility) when using the Melee
be combined or used at the same time; Weapons skill in combat, both for attack
they are so dierent, requiring dierent and defense.
(sometimes even completely opposing) Advanced Rank (Skill Level 3):
ways of thinking, training, and muscle Self-Sacricing Strike
memory, that it is impossible to combine You discard everything save for your blade
them at the same time. Any check made when you strike. However, this is not an
can only use one skill and one attribute. easy task. Only those with strength of mind,
Therefore, attack techniques and defense who can focus solely on defeating their
techniques cannot be combined into one enemy, can master this. Self-Sacricing
roll and must be rolled separately. Finally, Strike allows an attacker to force an Aiuchi
if you end up in a situation where there attack on a defender. You must use Body
appear to be multiple damage modiers when rolling to hit with this style. Th is
for some technique or combination and you technique is only used when a sword master
are not sure which to use, use the higher makes an attack, not to defend.
modier.

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THE ART OF WAR

Master Rank (Skill Level 4): No-Body which led him to develop this style, was to
No-Mind simply deprive the opponent of their ability
Even the will to defeat your enemy is to ght.
abandoned. Only the blade which focuses If one cannot use their hands, they cannot
on the attack remains, ripping through the hold a sword. If one cannot use their legs,
enemy even if the wielder has fallen. At they cannot advance to attack. However,
the No-Body No-Mind stage, nothing in actual combat, striking the limbs of
remains in the mind other than the attack. ones opponent is exceedingly dicult and
It may be more accurate to refer to this style requires extremely precise skill with the
as a stage of enlightenment rather than a sword. Accurate swordsmanship is the
sword-style. essence of this style.
Once you have reached this rank, your Skilled Rank (Skill Level 2):
Aiuchi attack will still remain effective Night-Blade
even if you have been knocked unconscious It is said that those who master Clarity
by taking damage from an enemy while of the Heavens can even use their sword
using Self-sacricing Strike. Your attack accurately in the darkness of night. You
hits even as you fall. can use Senses instead of Agility when
Supreme Rank (Skill Level 5): rolling to hit in combat, both in attack and
Indomitable Sacrice Strike defense.
It is said that Urabe Ganku could strike Advanced Rank (Skill Level 3):
with his sword with such speed that even FourLimb Strike
if his opponent drew rst to strike, Urabe You aim for all four of your enemys limbs,
could cut the opponent in half even before preventing him from using them. Any
being hit. Reaching the stage of No- damage from this attack is automatically
Mind and mastering not only strength in taken as Wounds, and the attacker can
swordsmanship but speed as well, he could choose where to assign the damage (except
not be stopped. for the Dead Box). You must use Senses
At this nal stage of the Southern Seas when rolling to hit, and this maneuver can
One-Blade Style, you can always damage only used for attacks.
your opponent first when using Self- Master Rank (Skill Level 4):
sacrificing Strike. If you strike down CriticalChakra Pierce
your opponent as a result, they lose their Some opponents maintain the will to ght
opportunity to attack and fall unconscious even after they have lost the use of their
or die before they can hit you. arms and legs. With this technique you
CLARITY OF HEAVEN STYLE strike your enemys vital areas, quickly
Ten-Shin-Gan-Ryu defeating them without causing pain. This
is the same as Four Limb strike, but you can
Skill Used: Melee Weapons also choose to assign damage to Vitality
The founder of this style was Tenma as well as Wounds. You must use Senses
Yoshimitsu, a Bright Lotus Buddhist when rolling to hit, and this maneuver can
priest. Wishing to defeat his opponents only used for attacks.
without killing them, he meditated on
a way to fell his opponents. The answer,

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

Supreme Rank (Skill Level 5): Advanced Rank (Skill Level 3):
Sundering Blade Lightand Shadow
It is said that the founder of this style, You confuse your opponent with sword
Tenma Yoshimitsu, was once attacked play, providing you with an opening to
by hundreds of assassins. He defeated attack. Knowledge must be used when
them by destroying their weapons, leaving rolling to hit with this technique, and
them otherwise unharmed. Whenever it is only used in attacks, not defense or
you damage an opponent, you can choose counter-attacks. Once this technique is
to distribute the damage to his weapon declared in combat, whoever succeeds in
instead. the attack doubles the dierence of the
When using this technique, you can choose number of successes rolled before adding
to damage or destroy any weapon in the any modiers to damage.
opponents possession on a successful For example: A dierence of 5 successes when
attack roll, not just the weapon he is using using a +3 damage weapon means a total
to defend. You must use Senses when damage of 13: 5 successes times 2, then add 3 for
rolling to hit, and this maneuver can only the weapon damage. Remember that this applies
to whoever wins the attack, meaning that you risk
used for attacks.
taking the extra damage yourself if you lose.
TRUE ILLUSION STYLE Master Rank (Skill Level 4): Light and
Shin-Ei-Ryu Shadow Reversal
Skill Used: Melee Weapons Whether one strikes or is struck by an
Founded by the onmyoji Kuga Tousai, this opponent, a certain amount of unnecessary
Art of War uses illusion and deception. movement occurs. Those who are not
Kuga is said to have been the most beautiful careful provoke an opportunity to be
man in three domains, but hidden beneath struck. Those who have mastered this
that beauty lurked a deadly assassin, greatly technique can perform the dicult task
feared by his enemies. of analyzing their opponents attack while
simultaneously making a feint attack with
When one is normally confronted by an their sword.
enemy, both are able to see the others
eyes and blade. However, victims of the The result is that the Light and Shadow
True Illusion Style are struck down in an maneuver can be used in both defense
instant, even before they are even aware (counter-attacks) as well as attacks.
what has happened. Supreme Rank (Skill Level 5):
Skilled Rank (Skill Level 2): TheThree Year Kill
FeintStrike It is said that wounds would sometimes
Those who master this technique learn seem to suddenly appear on the enemies of
how to confuse their opponent with their founder Kuge Tousai in battle. They would
sword. As a result they can use Knowledge fall without even realizing they were hit.
when rolling to hit in combat, both in The most beautiful technique of the Shin-
attack and defense. Ei school is one that confuses Death itself.
With this technique you can choose to
delay damage dealt to your opponent for up
to 3 years. When you complete your attack,
write down the damage the attack will deal

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THE ART OF WAR

and defer that full damage to a later time; Mist can only be used when defending,
the opponent takes no damage right now. and Spirit must be used when rolling to hit.
You may choose to deal all of that damage Once this technique is declared in combat,
instantly, at once, at any time during the whoever succeeds in the attack can reduce
following three-year period. You must use the losers number of successes to zero. In
Knowledge when rolling to hit with this other words, all of the winners successes are
technique, and it is only used in attacks. applied to damage and the losers successes
are ignored. Remember that this applies
EMPTY MIND STYLE to whoever wins the attack, meaning that
Gashin-Kikuu-Ryu you risk taking the above extra damage if
Skill Used: Melee Weapons you lose.
Masters of this style use an iai (ee-EYE) Master Rank (Skill Level 4):
quick-draw technique, confronting their FloatingCloud
enemies with their blade sheathed. Waiting The essence of Mist is to wait for an
until the last possible moment, they strike opportunity, an opening with which to
and return their blade to its scabbard with make a skilled strike. The Floating Cloud
blinding speed. For those of the Empty technique focuses on using aggressive speed
Mind Style, their power comes from the to overwhelm the opponent and create that
speed of their sword. very opportunity.
The strength of this technique lies in the With the Floating Cloud technique, a
attacker not allowing the opponent to see warrior can use the Mist ability for attacks
their weapon. The enemy is left open, if as well as defensive actions.
for only but a moment, with no time to
Supreme Rank (Skill Level 5):
react. The warrior focuses all his energy
TigersClaw
on nding that perfect opening to strike
Those who have sufficiently developed
his opponent, only then moving in for the
their mental capacities in battle, can use
kill. Finding that perfect moment to strike
their own will or kenge (sword-spirit) as a
requires great spiritual discipline. This can
weapon.
be said to be the essence of this style.
By releasing your mental energy, you
Skilled Rank (Skill Level 2):
can make a ranged attack using your
QuickDraw Technique
melee weapon as a focus. Use Spirit:
Using an iai quick-draw technique, you
Melee Weapons when rolling to hit. The
confront your enemy with sword in sheath,
damage rating of this attack is equal to the
drawing and striking in an instant. Once
characters Spirit plus the damage modier
the attack is nished, you return the sword
of the melee weapon being used. Regardless
to its sheath with equal speed. You can use
of the weapon used, it can only target one
Spirit when rolling to hit in combat, both
opponent and has a range equal to your
in attack and defense.
Spirit in meters. Because the sword-spirit
Advanced Rank (Skill Level 3): Mist has no substance, your opponent may only
Waiting for the perfect opening to strike, use the Evasion skill in defense; she cannot
you move in for the kill. Moving at such parry.
speed that your strike appears nothing
more than a blurry mist, you perform
multiple strikes against your opponent.

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TENR A B A NSHO Z ERO | C HAR ACTER R ULES

DRAGON AND TIGER UNDER Master Rank (Skill Level 4):


ONE SKY STYLE Dragonand Tiger
Ryuuko-Itten-Ryu This technique represents the peak of
Skill Used: Melee Weapons two-weapon fighting. Instead of adding
a +1 bonus to the damage of the primary
Two blades are stronger than one. The
weapon in an attack using two weapons
Dragon and Tiger Under One Sky Style is
(as per Twin Tigers), the damage modier
more than just a dual blade ghting style.
is equal to the sum of the rst weapons
Anyone can learn to ght with a weapon
damage modier plus the second weapons
in each hand. However, the master of this
damage modier. Th is maneuver is only
style ghts not just with one blade in each
used in attacks, not defenses or counter-
hand, but uses the blades in unison as if
attacks.
they were one.
Supreme Rank (Skill Level 5):
The origins of this style are a mystery.
DragonStrike, Tiger Storm
Skilled Rank (Skill Level 2): Your blades become extensions of your
TwinTigers arms. You attack ows in perfect unity,
This is the simplest of all dual blade providing both oense and defense at the
techniques. Designate one blade as your same time. With Dragon Strike Tiger
primary and the other as secondary, and Storm you can attack with both weapons
make only one attack roll for both weapons simultaneously. If you attack two separate
as a normal part of your style. Both opponents, treat this as two separate
weapons strike simultaneously in each attacks. If you attack one opponent with
attack or counterattack action, providing both weapons, roll to hit twice, and add the
a +1 bonus to the damage modier of your total number of successes between the two
primary weapon. The second weapon does rolls to both of the two attacks.
not receive its own attack action, rather
As this attack requires an intense amount
it only provides the +1 bonus damage
of concentration and an explosive release
modier to the primary weapon instead of
of ki energy, using Dragon Strike Tiger
its normal damage bonus.
Storm expends 15 Soul. In addition, the
Advanced Rank (Skill Level 3): weapons used are both broken in the
TwinDragons process, rendering them both useless.
You manipulate both weapons with equal
precision and ease, creating advantages CRESCENT MOON BLADE
when attacking. TACTICS
Tohoh : Kogetsu
During attack actions (not in defense or
counter-attacks), when the number of Skill Used: Melee Weapons
successes in an attack equals that of your Those who master this style are said to
opponent, the result is still a tie; however, completely unravel the nature of the various
you still damage the opponent with the ghting styles as they are performed. They
secondary weapon. The opponent will can read the intentions of their enemy
take damage equal to the damage modier and know how they plan to use their
of the secondary weapon. sword. It is almost as if a voice speaks to
the practitioner of this style, revealing the
enemys intentions and attacks.

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THE ART OF WAR

Not much is known of the founder of Notes on Crescent Moon Tactics:


the Crescent Moon Blade Tactics style. Skills like Ninjutsu and the armour riders
However, the first masters proverb, Interface skill are often used in place of
Knowledge is All has been passed down Evasion, Melee Weapons, or Unarmed
to all disciples who have learned this art. Combat. In those cases, the Seal means
Skilled Rank (Skill Level 2): that those skills cannot be used to defend
Enlightenment against the attack. However, an annelidist
The ability to almost hear the enemys who uses worms (through the wormcharm
thoughts is the rst technique to be taught skill) to defend, or an oni using resonance
among followers of this style. You can use powers to defend are unaffected by the
Empathy instead of Agility when rolling to seals.
hit in combat, in both attack and defense. Also, note that acquiring the Seal of Destiny
Advanced Rank (Skill Level 3): Seal of technique, which allows the practitioner
the Fist to use all other seal techniques at the same
By reading your enemys movement, you time, eectively means that the weapon
can learn what he will do next in combat. master has an unblockable, undefendable
As a result, if this technique is used your attack where the defender cannot roll any
opponent cannot defend with the Unarmed successes. However, those techniques are
Combat skill against this attack. You must for attacks only. The practitioner is still
use Empathy when rolling to hit. vulnerable when being attacked.

Master Rank (Skill Level 4): Seal of MIGAWARI-STYLE SCHOOL


theBlade OFMARKSMANSHIP
You can read not only your enemys Migawari-Ryu Shageki-Jutsu
movements but her mind as well, allowing Skill Used: Marksman
you to know her intentions in combat. As
Developed by elite forces within the
a result, your opponent cannot defend
Migawari ninja clan, followers of this style
with the Melee Weapons skill against
learn to propel ranged weapons at amazing
this technique. You must use Empathy
speeds and with incredible technique. It is
when rolling to hit. This technique can be
a martial art both respected and feared by
combined together with Seal of the Fist.
those who know of it. This style is most
Supreme Rank (Skill Level 5): Seal of eective with the throwing knife (kunai)
Destiny or shuriken, but any hand-held ranged
You can read your enemys intentions and weapon can be used.
movements as if your minds and bodies
Skilled Rank (Skill Level 2): Quick Shot
were one. Your opponent cannot use the
Through rigorous discipline and training
Evasion skill against this technique. You
you reach the rst stage of this style. Your
must use Empathy when rolling to hit. This
hands are a blur, and your ranged attacks
technique can be combined with all of the
move faster than the eye can see. You can
other techniques of the Crescent Moon
use Agility instead of Senses when rolling
Blade Tactics style for each hit, creating
to hit with the Marksman skill.
truly deadly potentially undefendable
attacks.

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Advanced Rank (Skill Level 3): that ones attacks become more powerful,
Two-Hand Shot not only traumatizing the esh but the
Attacking with both hands at once, you spirit as well.
re a rapid barrage of shots at incredible It is rumored that after the Supreme
speed. You can increase the rate of re of Rank there is a last technique called The
any handheld throwing weapon by up to Ultimate Rite of Ki which has been lost
an amount equal to your Agility. However, to time. No one who has heard of this
this number cannot exceed your available technique knows for certain what it does.
ammunition.
Skilled Rank (Skill Level 2):
Master Rank (Skill Level 4): Soul-Splitter FourthRite of Ki
With a precise shot, those trained in After performing a successful hit (attack or
this style can even hit incoming arrows, counter-attack) on an enemy with a normal
shuriken, and other hand-red weapons. unarmed or melee weapon attack, you can
You can defend against ranged attacks increase the damage result. The damage to
using the Marksman skill when using your enemy increases one point for every
this technique. However, you cannot 4 Soul points expended. There is no limit
counterattack with this technique. to the amount of damage that can be done
Supreme Rank (Skill Level 5): with this or successive techniques.
FlowingShield Shot Advanced Rank (Skill Level 3):
Flowing Shield Shot is the act of ThirdRite of Ki
performing a quick-strike iai attack with As Skill Level 2, but the rites Soul costs are
a throwing knife, in an attempt to deect reduced to 3 points per 1 point of damage
the attack or hit the attacker before he increased.
can complete his attack. It is a legendary
technique acquired only by a few masters. Master Rank (Skill Level 4):
You can block blades and unarmed strikes SecondRite of Ki
with your knives. You can defend against As Skill Level 2, but the rites Soul costs are
Melee, Unarmed Combat, and all Ranged reduced to 2 points per 1 point of damage
attacks using the Marksman skill when increased.
using this technique. In addition, you can Supreme Rank (Skill Level 5):
also make counterattacks as if you were FirstRite of Ki
using a melee weapon. As Skill Level 2, but the rites Soul costs are
reduced to 1 point per 1 point of damage
THE ART OF KI MANIPULATION increased.
Souki-Jutsu
Skill Used: Melee Weapons, Unarmed FIST OF THE CELESTIAL
Combat KONGOHKI
Kongoh Rakan Ken
This uncommon technique uses the ow of
ones inner ki power as a deadly weapon. Skills Used: Melee Weapons, Unarmed
One doesnt actually use their own ki to Combat
strike out at an enemy from a distance. Although kongohki were designed in the
Instead, they use their ki through physical image of humans, these machines have
contact to attack their opponents center of almost nothing in common with their
energy. The result of this manipulation is esh-and-blood counterparts except for

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THE ART OF WAR

their basic shape. This is not a weakness, of even more successes, then stops rolling.
though, for the physical abilities of the With Improved Overdrive, the kongohkis
kongohki far exceed that of human beings. player rerolls the Overdrives successes for
The Celestial Kongohki style takes a total of three rolls in all: the rst attack
advantage of the unique physical and roll, the success-dice reroll, and the second
mechanical features of the kongohki. Only success-dice reroll. Every time the kongohki
kongohki can learn this style. activates Improved Overdrive, it will take a
number of points of damage equal to 15 -
Skilled Rank (Skill Level 2): Body attribute, with an absolute minimum
MechanicaWings of one damage point taken.
With this technique, the kongohki learns
to spin its arms and hands, creating a Supreme Rank (Skill Level 5):
whirlwind like eect which lifts them into AGlorious Death
the air. You can y at 10 times your Agility By shattering the heart engine that powers
in meters each round. This technique lasts your robotic frame, an explosive blast is
for as many rounds as your Body attribute released which destroys your enemies.
score. You cannot attack while performing When this technique is used, all characters
this maneuver. (friend or foe) within a 50 meter radius take
an amount of explosive damage equal to the
Advanced Rank (Skill Level 3): kongohkis Body times 5. Explosive damage
Mechanica Joints can only be reduced with an Evasion roll.
With this technique, the kongohki gains the
ability to swivel its joints in any direction. It When this technique is activated, the
can make attacks in completely unexpected kongohkis Dead Box immediately fills,
ways that humans would never normally even before the explosive damage is taken.
anticipate. To activate this technique, The kongohkis player can choose to have
declare its use before making an attack the kongohki die at this point, a natural
roll. The rst attack against a single enemy result of erupting in a huge reball.
which employs this technique is treated as RESONANT BLADE STYLE
a surprise attack. After this technique is Zedai-ryu
used, this technique will not work against
that enemy for the duration of that battle. Skill Used: Resonance
In the oni reservation of Kikoku, there is an
Master Rank (Skill Level 4):
elite group of soldiers known as the Makuu
ImprovedOverdrive
Order, also known within the oni lands
Perhaps the greatest weapon of the
as the Zedaishu. Blending their natural
kongohki is its ability to move at speeds
psychic ability with that of the sword, the
far greater than any human is capable of.
Makuu Order developed this unique and
With the Improved Overdrive technique,
indomitable style. Only oni and Half-oni
the kongohki transcends even its own
can learn this style, as it requires the use of
capabilities. It is a dangerous maneuver
the innate oni resonance powers to activate.
that can strain the mechanical shell of the
kongohki, but can overwhelm and shatter Skilled Rank (Skill Level 2):
an opponent. HowlingLight Technique
By gathering and harnessing the lands
In a normal Overdrive, the kongohkis
magical Sha energies around your body,
player picks up the dice that came up as
you can create a sword of living light called
successes, and rolls them again for a chance

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a Sha-blade. The damage modifier of While this technique is active, when you
this Sha-blade equals your Spirit attribute make a die roll, take every single die that
score. You can use Spirit: Melee Weapons did not come up a success and reroll them
when rolling to strike or defend with this once to try to get more successes. You can
blade as well. only roll failed dice once per skill roll. This
Advanced Rank (Skill Level 3): bonus does not actually apply to the Body:
Shieldof Brilliant Light Resonance roll to activate this technique.
You can make a counter-attack against Essentially, for a number of rounds you can
thrown and projectile weapons, deecting defy fate, getting a second chance to turn
them with a sha-possessed gesture or a turn all failure dice into success dice.
of the sha-blade. You must use Spirit when
THE ESOTERIC
rolling to hit, and regardless of whether you
succeed, you must spend 2 Soul points to
ARTS OF WAR
Whereas the arts listed previously are
activate this maneuver. This technique can
occasionally encountered in the eld, the
also be used to defend against incorporeal
following arts are far rarer. No more or
weapons that normally must be dodged
less powerful than the other Arts of War,
with the Evasion skill.
they represent lost schools, rare skills, and
Master Rank (Skill Level 4): Wall of ghting arts that are rarely encountered.
Radiant Light
New players and game masters of the
When using this technique, you can defend
Tenra Bansho game should use only the
all incoming attacks of all types using your
above martial arts to get into play easily
Spirit. Even if you fail your roll, you still
without having to compare the ins and outs
have an opportunity to reduce the damage
of each art. However, for more experienced
against you. Even if you fail to block the
players, feel free to experiment with the
incoming attack, you reduce the damage
Arts of War listed in this section.
of the attack by the number of successes
you rolled when you attempted to defend ANCIENT STYLE
yourself. However, you cannot counter- LIGHTNINGSTRIKE
attack with this maneuver, and whether Kouryu : Senshou
you succeed or not, you must spend 3 Soul
Skill Used: Melee Weapons
to activate this technique.
Sometimes an Art of War becomes
Supreme Rank (Skill Level 5): Wheel of seemingly lost in the annals of history,
Inner Radiance only to resurface again in time. But it is of
By manipulating the natural sha course not the techniques themselves, but
energies from within, you can transcend the users of the techniques who revive the
your normal physical limitations and style. The Lightning Strike Style is one
manipulate fate itself. If you make a such style.
successful Body: Resonance check and
spend 20 Soul, you can shape sha energy The techniques of this style are based on
into the fearsome technique called Wheel quick thrusts of the blade. The essence of
of Inner Radiance. Count up the number the style is speed, and like its name, the
of successes in the Body: Resonance check. master of this style seems to move like
This is the number of rounds (or minutes sudden ashes of lightning. Because only
outside of combat) the Wheel of Inner those few who are gifted with unique
Radiance lasts. physical and mental abilities can even

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THE ART OF WAR

attempt to learn this style, only a small With the Reverse Strike technique, you
minority have mastered it. Once they are move in accordance with your opponents
gone, the style may disappear yet again. movements, waiting for an opening to
The names of the original founder and strike.
the ones responsible for reviving the style, Masters of this technique can use the Lotus
have once again disappeared into the mists Strike in defense as well as attack.
of time. Supreme Rank (Skill Level 5): Focused
Skilled Rank (Skill Level 2): Flurry of Strikes
RapidStrike This technique represents the pinnacle of
Those who have mastered the technique of the Ancient Lightning Strike Style. To
performing two strikes in a single instant your enemies, your urry of strikes appear
earn the right to call themselves swordsmen as one single strike, when in fact you are
of Ancient Style of Lightning Strike. attacking with a near in nite amount of
You can strike twice in a single action. You strikes, pierces and slashes faster than the
make only a single roll to hit, but add a eye can see.
+1 bonus to the damage. This +1 damage When using this technique, you triple the
bonus represents the second strike. damage modier of your weapon.
Advanced Rank (Skill Level 3): TYPHOON RIDER STYLE
LotusStrike Nohwake
There are some who ridicule this style.
Ignorant, they say while it may be fast, it Skill Used: Melee Weapons
is not capable of inicting lethal wounds. In this age of gun-powder and advanced
However, the true nature of this style lies yoroi technology, horsemanship and
not only in the speed, but the deadliness of mounted combat is quickly become a dying
the strike as well. art.
The Lotus Strike can only be used in an However, paying no heed to the times,
attack, not defense. If the character uses there are those who ght with their sworn
this technique in an attack, whoever horse companions on the battleeld. These
succeeds in the attack first doubles the are the horse riders among horse riders.
difference of the number of successes Leaving their lives in the hands of their
rolled, and then adds any modiers like trusted mount, they charge into battle,
weapon damage to the total damage roll. balancing on the edge of life and death.
Remember that this applies to whoever This is the style of those fearless warriors
wins the attack, meaning that you risk and lords, and their horse companions,
taking the extra damage if you lose. whom uphold and maintain the ways of
old.
Master Rank (Skill Level 4): Reverse
Strike Skilled Rank (Skill Level 2):
Unfortunately, strikes in this style have SwornCompanion
their limits. In order to strike rapidly, the Those who master this technique have
technique relies on nding openings in the sworn their loyalty to ght to the death
opponents defense. with their horse companion.

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When riding your horse companion, you Although the sword is by far the most
can use Station when rolling to hit and valued weapon in most samurai families,
defend in combat. You also gain a +3 bonus the spearbeing comparatively easy to
to damage when attacking from your horse. learnhas become the weapon of choice
Advanced Rank (Skill Level 3): for low-ranking soldiers. Th is style was
WarHorse developed gradually but unintentionally as
Masters of the War Horse technique are older soldiers passed on their techniques to
known for their speed and ferocity on the newer soldiers, eventually giving birth to
battleeld. a variety of techniques. These techniques
were then gathered together by the 5th
When riding your horse companion, your generation priest at Fuenji Temple on
speed is equal to your [Agility + Station] Mount Seizan. Systemized by the priest,
x 10 meters per round. In addition, your the style came to be called as Seizan Spear
damage bonus for Sworn Companion Style after the mountain. The style was
increases to +5. originally used as meditative training for
Master Rank (Skill Level 4): young monks, but has since been taught to
Championof Horses commoners as well (after, of course, a small
Those who have reached this stage gain a donation is given).
mystical bond with their horse companion, This is a martial art of spears, pikes, yari,
their Spirits and bodies becoming one. naginata, no-dachi, and other weapons of
Charging into battle in a frenzy resembling great length. Other weapons are too small
the legendary Asura, they invoke fear and for the performance of this art.
awe in the spirits of their enemies, and are
objects of envy and jealously even among Skilled Rank (Skill Level 2):
their allies. LongReach
By taking advantage of the long reach the
When riding into battle with your horse spear provides, your enemies cannot move
companion, your damage bonus for Sworn in closer to you.
Companion increases to +10.
You can only use this technique in defense.
Supreme Rank (Skill Level 5): Add a +2 to all dice rolls. However, you
Servantof Hell cannot make counterattacks using this
Your horse companion can go into a crazed technique.
rampage that would surely cause the death
of lesser riders. All around you, a whirlwind Advanced Rank (Skill Level 3):
of blood and gore forms which evokes fear PiercingStrike
even in your allies. Taking advantage of the smallest openings
in your enemys defenses, you can make
When riding your horse companion, you strikes that one wielding a blade would be
and your horse can leap up to your Station unable to reach.
x 10 in meters. In addition, your weapon
damage bonus for Sworn Companion When the number of successes in an attack
increases to +20. equals that of your opponent (a tie), the
attack is canceled, yet you still damage
SEIZAN MOUNTAIN the opponent. The damage the opponent
SPEARTECHNIQUE takes is equal to the damage modier of
Seizan Sohjutsu the spear.
Skill Used: Melee Weapons

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THE ART OF WAR

Master Rank (Skill Level 4): uses the momentum of their enemys attack
Penetrating Strike against them, at times even attacking them
Further increasing the destructive power of with their own weapon.
your weapon, you can deliver accurate and Legend has it that this style was founded
lethal strikes. by a Buddhist Priest. Hands broken,
If your opponent takes damage when you abandoned in the wilderness, he developed
make an attack using this style, they must these techniques during his long journey
distribute the damage to their Critical back to civilization.
Wounds boxes first. When Critical Skilled Rank (Skill Level 2):
Wounds are all lled, the opponent is free AdaptiveFighting
to distribute damage as they wish. Adaptive Fighting is the rst technique
If fighting against an NPC opponent a practitioner of Empty Fist must learn.
with no Critical Wounds boxes, then the By watching your opponents eyes, where
opponent begins to bleed out, losing one he plants or moves his legs, and even the
Vitality point every round until they are twitching in his muscles, you learn to
defeated or ee. determine what his next move will be.
Supreme Rank (Skill Level 5): With this technique, you can choose to use
Destructive Bolt Empathy when rolling to hit or defend.
By gathering ki energy into the tip of the Advanced Rank (Skill Level 3):
spear, you can release a bolt of destructive ReverseAttack
energy through it. This is the most esoteric With this technique you strike using not
technique of this style, developed in Fuenji your own weapon, but your enemys.
Temple by learned martial monks. Because
it takes such extraordinary powers of When attacked by your opponent, you
concentration, masters of the technique use his weapon against him, striking
are few and far between. with deadly force. If you hit using this
technique in combat, you can choose to
You can release a bolt of energy from use the weapon damage modier of your
your spear. Use Agility: Melee Weapons opponents weapon rather than your own.
when rolling to hit. Damage is equal to
the characters Agility plus the damage Master Rank (Skill Level 4):
modier of the melee weapon being used. DeadlyMomentum
The range of this attack is equal to the When one makes an attack, momentum
wielders Agility times 2 in meters. Because is gathered, as it is with any action. With
the bolt has no real physical substance, this technique, you use your opponents
your opponent can only use the Evasion momentum against him to attack.
skill in defense. You can only use this technique when
defending. If a character uses this
EMPTY FIST technique in an attack, whoever succeeds
Kuuken does damage equal to the total number of
Skill Used: Unarmed Combat all of the losers successes plus any other
Although this style is often referred to modiers. Remember that this applies to
as a form of Kung Fu, this is not entirely whoever wins the attack, meaning that you
accurate. This style is fundamentally a soft risk taking the above eects if you lose.
unarmed style in which the practitioner

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Supreme Rank (Skill Level 5): You can communicate and give orders to
Emptiness your beast without the need for words. The
Those who have reached the pinnacle of the beast will perform those actions to the best
Empty Fist are said to exist on the border of its abilities.
between life and death, living in union Advanced Rank (Skill Level 3): Fangs of
with the cosmos. To those ignorant of the the Beast
style, the practitioner appears meek and You can control your beast as if it was part
defenseless. of your body. With deadly force rivaling
Use this technique at the start of a round even the greatest weapons, the claws and
and select one opponent. During that fangs of this animal leave your enemies in
round, that person must attack you with shreds.
his next action. However, you lose your The beast is treated as a ranged weapon.
normal action this round. The actual attack action is made using
Senses: Unarmed Combat. The weapons
BESTIAL COMPANION (animals) damage is equal to your Spirit
Inugai with a Rate of Fire of 1 and a Range equal to
Skill Used: Unarmed Combat your Senses times 2 in meters. This attack
These techniques were developed by the can only be defended against with the
Shadow School of ninjutsu for training Evasion skill. However, you must remain
their ninja dogs, which were then applied near your companion (within visual range)
to other animals. By communicating for it to continue to obey your orders when
directly through the spirits of the beasts, using this technique.
their canine or feline servants obey their Master Rank (Skill Level 4):
every whim. BestialChains
Trained by their masters, these bestial Your beasts jaws lock onto your enemy like
servants attack with claw and fang with iron clamps, making it almost impossible
a power that rivals the most skilled of to escape.
warriors, and follow complex orders that When using this technique make a Senses:
seem impossible for a mere beasteven if Unarmed Combat check against your
separated from their masters. One legend opponents Willpower. If you succeed,
has it that a master of this style kept a pack
he cannot take actions or half-actions.
of 100 wolves and was able to communicate The opponent can still take free actions,
with them without the need for words. allowing him make a Willpower check
Their loyalty was so strong that even after each turn during the interaction phase. If
he died, the pack continued to protect his he succeeds he can break free of the beasts
family for 100 years. hold. The beast will continue to obey your
Skilled Rank (Skill Level 2): Eye of commands until released. Even your death
theBeast will not convince the beast to release its
With this technique the spirits of the powerful grip.
master and beast become one, enabling
the beast to understand their masters will.

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Supreme Rank (Skill Level 5): Storm of Advanced Rank (Skill Level 3):
the Beast FallingStar Shot
Your beasts senses become so sharp that Although you wield two guns, one in each
nothing can get past it, and it protects hand, you attack in unison as if they were
its master with unparalleled fury and one. When using Double Shot you add
dedication. the damage modiers of your secondary
You can use Senses: Unarmed Combat weapon as well as the primary weapon to
to defend against Melee, Ranged and the damage of each attack. The eect of
Unarmed Combat attacks. You can also Double Shot is cancelled when Falling Star
make counterattacks, in which case your Shot is used.
damage modier is equal to your Spirit Master Rank (Skill Level 4): Cross Shot
score. At this stage you learn to shoot eectively
at close quarters that would normally
BLACK WING GUN STYLE be thought of as impossible for a ranged
Kuroba Yauchi combatant.
Skill Used: Marksman If you wield a weapon in each hand, you can
With the use of gunpowder based weapons block your opponents unarmed and melee
becoming more prevalent, various ghting attacks with one gun while shooting with
styles that use these gunpowder weapons the other. In other words, you can defend
are also being developed. One of these against Melee Weapons and Unarmed
styles is the Black Wing Gun Style, in Combat attacks, and make counterattacks,
which practitioners master the art of all using your Marksman skill.
shooting with one weapon in each hand.
You cannot use Cross Shot and Double
The name comes from its founder Ujima Shot/Falling Star Shot together.
Kojo, whowearing a black breast-plate
Supreme Rank (Skill Level 5):
charged into battle with pistols strapped all
Lightning Shot
over his body. It is also said that his only
Masters of this style learn to use their
companion was a white dove which was
dual weapons as if they were an extension
never far from his side.
of their body. They think and even see
Skilled Rank (Skill Level 2): Double Shot through their weapons, their left and right
With a gun in each hand, you make a hands an extended part of the users senses.
simultaneous attack with both weapons.
This technique allows you to defend and
Designate one gun as your primary and counterattack against incoming ranged
the other as secondary, and make a single attacks using your Marksman skill.
attack roll. If you hit, both weapons strike
simultaneously, providing a +1 bonus to the
damage modier of your primary weapon.
The +1 bonus represents the additional
damage provided by the second weapon.
If the ranges for your weapons dier, use
the shorter range.

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ONE
TENRA
OF
MANY
the world of tenra: undefined, unset, an almost blank slate
full of possibilities and ripe with possibility
here is but one take, one attempt
to quickly help get us started right into playing the game

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ONE TENRA:
AGAINST THE TIDE
PLAYSET INTRODUCTION
As mentioned elsewhere in Tenra Bansho Zero, the real setting behind Tenra is painted
in broad brush strokes, with almost no details given to countries, people, or history. The
point is for you, the player, to make Tenra your own: come up with your own domain,
your own conicts, and drop your players right in the middle. Or work together with
your players to quickly design the framework of a region, or a domain, or even just one
town that the game will take place in.
However, not everyone grew up in Japan watching samurai dramas, movies and history
segments on Japanese TV. Some of us need a helping hand, here a is small well-dened
setting consisting of notable places, people and conicts to help get us started. Thats what
this chapter is for: It is a dened game setting to be read by the game master and players.
It is a playset to be used as a framework to tell stories of Tenra. From there, the GM
can decide where to set her game, which parts to use, which locations and people may
appear, and then ll in the blanks with her own creative content.
None of this setting below represents the one and true ocial Tenra setting or canon
material: Use it all, use parts of it, or just pick and choose what you like and ignore the
rest. If theres something that doesnt appeal to you, change it. If none of it appeals to
you, ditch it all and create a setting and characters of your own.
If youre ready to make your own setting, or your own Tenra, then do so. Make your own
Tenra come to life.

CONCEPT: SUGGESTIONS
At the end of every small section are a number of highlighted suggestions for the reader
or potential GM. As you read the material, try to nd ways to possibly use the elements
in your own game. These suggestions are meant to help you get started. Think about
them or ignore them as you see t.

BACKGROUND
In the east of the mountainous province of Ryurin-shu there lies a forest old beyond
reckoning. The oni name it Naira-do or Eldest in their tongue and declare that it was
ancient long before the coming of Humans to Tenra. While the majority of Yashima has
been claimed and settled by mankind, Naira-do represents one of the last great wild hold
outs of the Central Continent. So it may have remained for ages more, if not for a chance
discovery: A peasant recently uncovered a massive soulgem mine deep in the forest where
the earth had split from the destruction caused by the fall of the Phantom Star.

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Buren, the legendary Warlord of the realm Torigoe lies at the northern edge of the
of Hakusen, needs as many soulgems as he domains shattered by the fall of Mount
can acquire to supply his mighty army as Jinrai and the Phantom Star. More than
he prepares to make war on the Priesthood half of its arable land was lost to tsunami,
itself. Already the forces of the Dragon of ooding and earthquakes. As the terrain
Hakusen have begun to mobilize shifted, the entire holy mountain Ihara slid
While Naira-do is technically an unclaimed into the ocean, pulling nearly a fourth of
land, it ocially lies within the domain of Torigoe with it. Now Torigoe lies nearly in
Torigoe, to the east of Hakusen. The regent ruins. The once powerful Kitan family was
of Torigoe is but seventeen years of age and all but destroyed during the devastation.
newly come into his regency. The forest The bulk of the familys trusted advisors
and its denizens are beyond his control, were cut down by the former regents
yet he too needs the resources the mine bodyguard as he ed, a kongohki named
can provide and he cannot aord to appear Golden Tiger who, rumor has it, regained
weak before the eyes of his many enemies. his memories as he watched the destruction
Now, he must stand, untried, and untested of the land about him. The last Kitan
against one of the greatest warlords that is the former regents scholarly nephew
Tenra has ever known. Kagetora, a young man who has dutifully, if
reluctantly, taken up the burden of regency.
Will he stand alone?
Kagetoras rst year as Regent was spent
Set a story in Torigoe, where the forces of trying to repair his broken domain with
Hakusen are encroaching on their land. what few resources he could muster.
Set a story in Hakusen, in the service of Yet now word has recently spread of a
Lord Buren or one of his vassals. rich soulgem mine within the forbidden
Set a story in the places between the two forest of Naira-do, a land that lies within
provinces, where the war is changing the Torigoe yet has always stood apart. To the
physical and social landscape. west the Dragon of Hakusen is stirring,
for the whispers of riches to be had have
Set a story in the mysterious forest of reached Buren as well and he eyes Torigoes
Naira-do. weakly defended border with interest.
THE DOMAIN OF TORIGOE Kagetora looks down from the walls of his
mountainous palace to his ruined capitol
Torigoe was once considered the gem of the
below where his loyal subjects ceaselessly
domains of Ryurin-shu. Blessed with great
strive to rebuild their beloved homeland
mineral resources, magnicent waterfalls,
with worn-out tools and knows what he
vast fertile fields and abundant forests,
must do.
Torigoe was a kingdom to be envied. The
powerful Kitan family have ruled Torigoe What happened to Golden Tiger?
unchallenged for over twenty generations Perhaps he is still rampaging around
and many believed that the scions of that the wilderness of Torigoe or Naira-do.
powerful house would rule uncontested for If the characters chance to meet him,
as many more. will they nd Golden Tiger a ruthless
villain, a loyal servant, a misunderstood
What changes a year can bring.
soul, or even a fall-guy for some strange
conspiracy?

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Some or all of the characters could be in which dominates the bulk of the realm
the direct service of Kagetora. It might beonce had a fair number of easily accessible
interesting to play out his rst few weeks passes running through it, many of which
as acting regent. lead to a popular pilgrimage location, the
One of the characters could even be Kitan holy mountain Ihara, which dominated the
Kagetora, using his nascent leadership southwestern border adjacent to the sea.
skills to enhance the domain while At one time or another, members of all
protecting it from attack. three branches of Buddhism as well as the
Priesthood had blessed Ihara for a variety
A PATCHWORK LAND of reasons. Ihara was once a picturesque
Torigoes once scenic landscape was rent mount with an eternally snow-clad peak
asunder mainly by the fall of the Phantom and miracles supposedly happened on its
Star, though the water displacement wide slopes. Many of the natives of Torigoe
caused by Mount Jinrais collapse was believe that even as Ihara was destroyed, it
surely catastrophic to the many farming passed the last of its blessings onto their
villages that lined its southern coast. Many poor land. One of these blessings caused
elds took months of dredging to clear the by the collapse of Ihara into the ocean
salt out. Some villages seemed all but lost was the destruction of the high mountain
until Kagetora employed several armours passes. When Burens forces march from
to assist with removing and replacing the the west, they will nd no easy roads left
spoiled topsoil, an unorthodox use of a into Torigoe. Iharas fall also opened many
usually military asset that set a few of his previously unknown veins of scarlet steel,
vassal lords against him, but gained him a as well as a few modest soulgem deposits.
great deal of support amidst the peasantry. Iharas nal great blessing is known to few,
Torigoes heavily forested mountain range though Kagetora and a few of his trusted
advisors are well aware of it; a number
ARMOUR INTO TRACTORS of rare and never-before-seen annelids
Kagetoras decision to use armours to emerged from the rich soil that the holy
dredge salt from the ruined fields of mounts fall exposed. The exceptional
Torigoe was more than merely unorthodox; annelids have drawn an unusual number of
it was unprecedented in Tenras history. annelidists to the area and a powerful new
The peasants of Torigoe were originally nest has quietly opened in the mountains
uncertain about their young new daimyo with the young regents blessing.
regent, but they have since embraced him
Many of Torigoes legendary waterfalls
with enthusiasm. Indeed, Kagetora is the
remain, though the great River Hatsue
most popular Kitan with the common folk in
changed her course far enough to create
ten generations. His newly acquired vassal
several brand new ones along the southern
lords, however, were not equally thrilled.
ranges of the land. The once-great trading
Their sons and daughters pilot the armours
town Shirata had to be abandoned after
of Torigoe - the perceived dishonor of
the river completely deserted it. Dark
shoveling mud is thus theirs. Those with the
creatures are said to have since inhabited
strongest feelings on the matter can barely
the forsaken township
suppress their tongues in public, and they
now carry a grudge against the unorthodox
regent.

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A character might come from one of the Star nearly broke Tengaishi in two. The
villages struck by famine after the fall partial rerouting of Hatsue River caused
of Jinrai, now ercely loyal to the Kitan the western half of the city to be ooded,
family for aiding their village after the and the loss of so many of the surrounding
disaster. fields forced many to leave the area for
What is Ihara like? What mystical fear of starvation. Tengaishis populace is
properties do people attribute to it? now less than half of what it once was, and
What would a pilgrimage to Ihara entail? many buildings still lie abandoned. Trade
has been painfully slow in returning, but
The local annelidist nests will want to Kagetoras eorts over the last year have
investigate, capture and cultivate the recently resulted in traveling merchants
new strains of annelids. An entire story visiting the city once again. The engravers
might revolve around acquiring some and of Torigoe have found that their talents are
the dangers in doing so. in high demand for the creation of mass-
Mines of soulgem and scarlet steel produced kimenkyo mirrors. Indeed, with
certainly mean a cold war between the technological secrets that the Northern
domains, or even within a domain. The Court has let slip, a few of the amazingly
discovery, capture, and development skilled engraving masters have supposedly
of a mining town, as well as the risks of been able to produce mirrors almost the
keeping it hidden from other domain equal of meikyo in quality.
regents, backstabbing local provincial Keeping one of these master kimenkyo
lords, yakuza clans and mysterious crafters safe from Priesthood assassins
onmyoji might be an interesting tale. might be at the heart of a story.
Perhaps the Bright Lotus Buddhist sect The Northern Court may favor Torigoe
have abandoned the region. Why would with additional technology, blueprints
that be? and skills. A mission for a few Northern
A secret Phoenix sect training center Court priests and miko might be to
might exist near Ihara. Who would be deliver sensitive technology to Kagetoras
trained there, and what for? Would the retainers, avoiding Southern Court
local lords or regent know of the existence machinations.
of such a place? The Southern Court may try to buy
provincial leaders with amazing meikyo
NOTABLE PLACES technologies (armour and kongohki).
TengaishiThe capital of Torigoe was
Getting them to the right leaders while
formerly well regarded as an architectural
keeping their objectives hidden might
marvel, a perfect blending of form, function
make for an interesting story.
and aesthetic beauty. The Grand River
Hatsue owed through the western quarter, The Ashen PalaceKnown as the House
bringing wealth and trade. The craftsmen of Glorious Mists until recently, the Ashen
of Tengaishi were especially famous for Palace has been the home of the regents of
their beautiful glasswork and intricately Torigoe for many generations. Designed
skilled engraving. Quiet parks and small by the onmyoji Aburai over a thousand
streams were prevalent throughout the years ago, the Ashen Palace sits on a low
city. No longer. The destruction caused by mountain peak overlooking Tengaishi,
the fall of Mount Jinrai and the Phantom which sits below it to the east. Sheer clis

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AGAINST THE TIDE

protect its southern and western sides, while This is still a grand checkpoint at
the beginnings of the untouched southern the Torigoe end of the pass, and the
edges of Naira-do lie immediately to the characters will require travel passes to
north. The onmyoji designed the castle to bypass the checkpoint. Because of the
seem as if it was oating on the fogs that nature of the valley, they will certainly be
perpetually blanket the southern shores of spotted if they try to go around the pass.
Torigoe, hence its original name. Fog still The Copper MonkeyOne of the most
regularly rolls down the halls of the Ashen famous (or infamous depending on your
Palace at both dawn and twilight, giving point of view) drinking joints in all of
it an otherworldly air. It was Kagetora Tenra, the Copper Monkey rests in one of
himself that renamed the palace, to honor the nameless mountain villages that line
the many people of Torigoe that died the way to Hisanos Gate. A seemingly
during and after the destruction. The once ramshackle aair of numerous creaking
tranquil edice now rings with the raised stories, including an inn, a brothel, and a
voices of Torigoes many vassal lords who gambling den run by the Mako Yakuza clan,
openly vie for concessions of power from if your money is good, the Copper Monkey
their inexperienced new regent. caters to all comers. The Copper Monkey is
The Ashen Palace may actually sit on the most famous, though, for its ground oor
ruins of an ancient onmyoji summoning bar sta and the establishments proprietor,
site. Once every few generations, the sha the renowned onmyoji Last Call. The bar is
gathers into a concentrated pool right staed almost entirely by Last Calls shiki,
underneath the site of the palace. A cult which he changes with great regularity
of secretive onmyoji wish to utilize this to but the bulk of the patrons come to gaze
perform a grand summoning of a creature at the Monkeys Kugutsu bartender Ten
so powerful it will allow them to take Thousand Wintersa phenomenally
control of the fragile domain. Will the beautiful girl with hair resembling sheets
characters nd and stop them? Or will of shimmering ice and a dazzling smile
they themselves be sorcerers in the cult? for all but the most lecherous drunkards.
Hisanos GateThe site of many historic Where Last Calls loyalty lies (beyond
battles that shaped the domains of the his bar) is anyones guess. Many of the
Ryurin region, Hisanos Gate is a naturally
formed mountain pass that allows access
to the realms north and west of Torigoe.
Hisanos Gate is a long zigzagging valley
with slopes that range from steep to sheer
which stretches for many miles. The new
capital of the Northern Court of the
Priesthood is a four day march north of
Hisanos Gate, and the forest of Naira-do
partially borders it, stretching o to its
southwest. A large force once garrisoned
Torigoes end of the pass, but Kagetora has
been forced to reduce it to a remnant of its
former strength.

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patrons who stay at the Copper Monkey now consists of a series of fty or more
have come to take in the Sunaro Springs, earthen and stone outcroppings of various
a series of natural hot springs renowned sizes, some of which hold a building, many
throughout Yashima for their medicinal of which merely serve as the anchor for
properties. While the destruction caused another small bridge, hence its new name.
by the fall of the Phantom Star slowed From a distance, the town resembles
business in the area for a time, commerce nothing so much as the top of a needle-
has been on the upswing as of late. Folk of lled pincushion. Though still a shing
all descriptions (and allegiances) regularly village, Thousand Bridges has also begun
come to discreetly enjoy the soothing dabbling in mining as small deposits of
waters in an area where few questions are scarlet steel have been found within a fair
asked, which makes it a perfect area for all number of their newly formed mesas. The
sorts of clandestine meetings. resulting prosperity, as well as its location,
The group might be regular patrons of the has made Thousand Bridges a popular way
Copper Monkey. When Buren sends his station village for those traveling through
army through the region, theyll certainly the broken landscape of Torigoe, which
tear through this area, leveling everything. includes everything from ronin, to foreign
Can a few well-meaning drunkards, agents, to traveling Ebon Mountain and
gamblers, performers and other low-lives Bright Lotus monks.
turn the tide of an invasion? Deep under A Thousand Bridges lies a
The Mako clan may know the group of peaceful oni exiles who have
whereabouts of a new kugutsu, one of moved into the area under the cover
the infamous War Brides, those kugutsu of night. It is only a matter of time
so valuable and sought after that lords go before they are found. Depending on
to war over the chance to possess them. the characters actions, it could be the
The characters might be members of the dierence between a peaceful coexistence
yakuza, sent to nd her. What motives or a heart gem goldrush.
will each member have to nd her, and Throusand Bridges may eventually turn
will success for one members goals mean into a strategic travel point. A lot of
failure for anothers? What if there is a rumors and truths might nd their way
spy amongst them? here. If some of the characters come
Thousand BridgesThe calm resolve of from this town, how will they deal with
the peasants of Torigoe to make the best of this massive inux of travelers and social
their changing fortunes is easy to see in this change?
strange little town. Originally a quiet shing Iharas FallA newly founded village
community sitting along the Hatsue River sitting along a plateau overlooking the
a few hours northwards from the capital, former site of Ihara, this town is in fact
Thousand Bridges was shattered along the home of a majestic new nest of mushi-
with the rest of the countryside. The land tsukai who have come to study the strange
originally about the village was particularly new annelids emerging from the ruins of
unstable though and the village literally fell the holy mountain. The people of Torigoe
to pieces, resulting in large portions being felt all but abandoned by the Priesthood
swept away or permanently drowned by after the widespread destruction caused to
the raging Hatsue as the terrain settled their land and the annelidists willingness
into a new form. A Thousand Bridges to help them when few others would has

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recently gained the worm-users far more The 100 Falling Shadows is falling apart
respect and trust than they normally from within. Will the characters be able
enjoy in most domains. For their part, the to keep the clan together, or will they be
members of the new nest are uniformly more interested in the natural split into
exceedingly grateful to the young new sub-sects? Perhaps the characters work
regent and are always swift to send their towards dierent goals.
most skilled members in answer to requests The ninja have not received orders in
for aid from Kagetora. some time. It soon becomes clear that
A rampaging annelidist threatens Iharas another ninja clan, under the guidance of
Fall. How will this change how the people a vassal lord, is intercepting all messages,
view the local annelidists and their nest? or killing the messengers. Who could be
ShirataOnce a center for trade behind this, and what does this mean for
throughout Ryurin and the rst stop for the future of the clan?
merchants traveling from the province of
DRAMATIS PERSONAE
Ki to the east, Shirata sat along the banks
The following characters might make
of the Hatsue River near the base of the
notable appearances in the game.
mountain pass that leads to Hisanos
Alternatively, the GM could create a story
Gate. After the Phantom Star caused the
by having the character actually play some
Hatsue to shift her course and destroyed
or all of the characters below (drafting up
large portions of the town, Shirata was
their abilities as normal, as the player sees
abandoned. The peasants of Torigoe believe
t). Dont feel constricted in your use of
that the ghosts of the dead or the spirits of
these characters. They are simply anchors
the surrounding mountains have claimed
in the world. Kill them o as you need.
Shirata and now all shun the place. In a
Portray them however you want, or give
sense, theyre right. A ninja clan loyal to the
their roles to players to use as their own
Kitan family seized the remains of the town
characters.
and made it their own after the destruction
of their original mountain base. The 100 KITAN KAGETORA
Falling Shadows Sect has protected the THEREGENT OF TORIGOE
Kitan clan since its foundation. Their If the weight of your entire world should
actions and timely warnings have saved suddenly fall on your shoulders, how well
Torigoe from destruction countless times, would you bear it? Just over a year ago,
yet change may be on the wind. The sect is Kagetora was a carefree second son looking
sworn to the Kitan family, not the regents forward to a long life of scholarship and
of Torigoe, a fact that the ruling family simple pleasures. Now, he is the last of his
used to its advantage many times down noble house, beset on all sides by deadly
the long years, but one that the Vassal enemies and uncertain allies. His domain
houses of Torigoe are unaware of. There is was passed to him in shambles. When
but one Kitan left and should he fall, the representatives of the Priesthood nally
100 Falling Shadows Sect is free to either showed up after the Two Month Night,
become mercenary or seek a new master. during which Kagetora had buried the
Such a situation brings thoughts that ninja bodies of his family and countless numbers
are often unaccustomed to and Norio, the of his people, and tried to prevent the bulk
master of the sect, has had his hands full of his living subjects from joining them due
keeping the younger trainees in line. to starvation, they oered no immediate

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assistance but demanded his fealty. While minder without bringing their wrath down
he was considering his response, a second on him. He graciously allows the Mako
delegation arrived, also declaring that it Yakuza to operate in the open because he
belonged to the Priesthood and likewise doesnt wish to spare the resources that it
demanding his fealty; however, they at would take to deal with them in any other
least brought food, medical supplies and a fashion. He regularly sets various tasks
sample kimenkyo mirror. The choice was for his vassal lords in order to keep them
a simple one, though Kagetoras loyalty to occupied even as he searches for ways to
the Northern Court is denitely founded secure their loyalty or undermine them.
more on necessity than desire. Undeniably, He could denitely use some help though.
that theme is visibly running through the
young Regents life. The war that is clearly Kagetora is seventeen years old, though
looming with Hakusen and the Forest his near perpetual tiredness makes him
Realm of Naira-do is not of his choosing. appear older than his years. He frequently
Indeed, he secretly admires Burens dresses in kimonos with alternating
uncompromising stance against the patterns of blue and gray. On the rare
Priesthood and would rather not break the occasions on which he gets to discuss
vows that his ancestors made to the Forest something academic, his eyes light up and
Lord. Still, his people need the wealth the his cares briey ow away, revealing the
soulgem mine represents and he will do once enthusiastic scholar that still lurks
whatever he must to acquire it. beneath the weary regent. Kagetora doesnt
regularly carry any weapon bigger than a
Kagetora is a brilliant young man, though wakizashi. His samurai bodyguard, Half-
far more inclined towards scholarship and Smile, is ever present when he is in public.
diplomacy than ghting. Correspondingly,
he has managed to stay ahead of his Kagetora is young and intelligent, but
political enemies even as he garners useful, underneath it all he is still an adolescent.
if unorthodox, allies. He is well aware of Who knows how much longer he will be
what an asset a hive of annelid-users can able to stand the immense pressure of
be and so allowed them to stay in his realm. ruling a domain on the edge of disaster?
He has already carefully employed the 100
NEKODA SHIGA
Falling Shadows Sect to eliminate one or
MINISTEROFTHE LEFT
two of his more over-zealous detractors,
Nekoda Shiga is a greatly respected retainer,
though he strongly monitors his own
an eloquent statesman, and a skilled
actions for fear of becoming a tyrant. He
swordsman. With Kagetoras intellect and
hasnt appointed a Minister of the Right as
Shigas renowned organizational skills,
of yet because there is no one that he trusts
Torigoe has been pulled back from the edge
enough to relinquish control of Torigoes
of destruction. Shiga has a big problem
military to. He purposefully allows an
thoughhe has grown to greatly respect
agent of the Southern Priesthood to attend
the young man he was ordered to kill. Shiga
his court, telling him that he has no choice
is one of the last surviving members of the
but to suer the presence of the Northern
former regents inner circle, and choosing
representative as they are so close to his
one of the men that his uncle had greatly
domain, even as he quietly complains to
favored seemed logical to Kagetora. What
the Northern Court representative how
Kagetora is unaware of though, is that the
little he can do about the Southern Courts
Nekoda Clan has long sought the regency

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of Torigoe. The head of the Nekoda family, KAKARI-RANK IROHARA


Unryu, convinced that his clans long SOGOSOUTHERN
thwarted destiny has at last arrived, has COURTAGENT
ordered his eldest son Shiga to eliminate Sogos mission in Torigoe is a relatively
the last of the Kitan as soon as Kagetoras simple one; without appearing to do so,
usefulness came to an end, a state of aairs whenever possible, he is to encourage
which Shiga has been able to successfully Kagetora to attack Buren. Since that
argue to his Father has not occurredyet. appears to be the young regents plan already,
Shigas heart wars with his duty, which Sogo is pretty much free to do whatever he
ghts with his intellect, and Torigoes pleases. This has resulted in two dierent,
future may well rest on the outcome of but equally dangerous, dilemmas. As he
his inner struggle. watched Akemis attempts to spy on his
own activities with amusement, he found
KAKARI-RANK SHIBUKI that he likes watching her far more than he
AKEMINORTHERN should. He now owes a dangerous amount
COURTAGENT of gambling debt money to the Mako
Akemi was the senior member of the Yakuza, one of the few groups who couldnt
delegation that first brought aide to care less whether or not hes a member of
Torigoe and as a result of her successfully the Priesthood. In love with the wrong
convincing Kagetora to join the Northern woman and indebted to the wrong thugs,
Court, she was appointed as the the Southern Court may be in need of a
Priesthood representative to the domain. new agent soon. Sogo is a well-built man in
In part because of the devastation caused his early thirties who perpetually covers his
to Torigoe, she felt that the post was an face with a metallic (with touches of white)
honorable one where she would truly be grinning demon mask.
useful, but her joy has been greatly muted by Sogo needs help in several areas of his life.
her counterpart from the Southern Court, His connections can certainly make him
Sogo. While Akemis original intention a useful, if dangerous, ally.
was to travel the countryside helping the
beleaguered peasants of Torigoe, she Sogo might travel in disguise amongst the
presently feels such an imposing need to common people of the capital. His nature
keep an eye on what Sogo is up to that probably changes when the mask comes
she is unwilling to leave the Ashen Palace o, in a way in which no one would ever
if he is not elsewhere as well. Akemi is a guess at his true identity.
beautiful and earnest young woman in her NORIOSHINOBI MASTER
early twenties. The mask she chooses to OFTHE 100 FALLING
wear resembles a thin veil and barely hides SHADOWSSECT
her lovely features. One of the great paradoxes of the way of
Akemi may be interested in having Sogo the ninja is that a ninja can have no honor,
dealt withthen again, the charming yet honor is everything to a ninja clan.
rogue might be getting to her, in which Kagetora is the last of Kitan, the line to
case they would both need some cunning which the 100 Falling Shadows are sworn,
friends to help them out. and Norio will honor that allegiance, even
if it means that all his clan will fall to the
Dragon of Hakusens army. Already, he

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has had to harshly punish a few promising sharp contrast to the bestial image that
students who suggested that if they were many try to force upon the oni. Indeed,
simply to look away and allow Kagetora she uses the typical prejudices against
to die, they would be free to do as they oni to her advantage so that she is often
pleased. He knows he is getting soft as underestimated by all but Kagetora, who
he only broke two limbs a-piece on those knows better.
who dared to speak so, but it comforts him The ambassador from Kikoku is
greatly to reect that he instantly killed the interested in keeping Torigoe stable to
few that suggested they should assassinate serve as a buer between her country and
Kagetora themselvesafter all, no knife the ercely martial realm of Hakusen.
should ever contemplate murdering its Any agents acting for her, such as one
wielder. As to what he and his sect will do or more player characters, would always
if Kagetora dies, he truly doesnt know. He take on missions with that goal in the
probably wont bide his time idly until that back of their minds.
fateful day arrives, if ever. Norio regularly
emerges from the shadows of the Ashen What if Liya-Yi nds that she has fallen
Palace to discuss matters of import with in love with the young regent?
Kagetora before returning from whence
KASHIRA EMERALD
he came. Norio is a shinobihe looks like
LEADEROF IHARAS FALL
whatever he needs to.
ANNELIDIST NEST
Norio is a practical, unassuming man. Emerald was chosen as the new nests
Who can tell what he has in mind? Will leader from among her peers, as she was
he protect Kagetora in the last battle or judged both a meticulous researcher and
will he act as the venomous viper that the best able to talk with those outside their
strikes him down? ranks without unduly disturbing them:
She bears few visible mushi. Emerald is
LIYA-YIKIKOKU AMBASSADOR presently being very careful about keeping
When Torigoes need was greatest, one of the a tight reign on the younger members of
few neighboring domains to oer any vital the nestonly the older well-traveled
aid was the oni land of Kikoku, which lies members who have suered the standard
to the immediate east. Several shipments of prejudice all annelidists face elsewhere are
foodstus and grain were oered freely to aware of just how good of a deal theyve
help the people of his beleaguered land, but gotten in Torigoe: A choice location in
what Kagetora found most indispensable which to study fascinating new annelids,
was the thoughtful advice oered by the peasants who try their best to be civil and
oni woman who brought the goods. The a young regent who admires scholarship?
young Kitan formally requested that she Heaven! While it is the usual position of
be posted to his land as an ambassador, annelidists to tend to the wounded and
a move that surprised many of the new leave ghting to others, the Iharas Fall
regents observers. The folk of Kikoku Nest is rmly committed to standing with
acceded to his appeal and Liya-Yi quietly Kagetora on the battleeld should he have
joined his court. A slight oni woman who need of them. Emerald appears to be in
typically wears earthen toned kimonos, her forties, though her face has an ageless
the representative from the domain ruled quality to it (lent by her annelids) that
by the oni has proven herself on numerous makes telling her exact age dicult. She
occasions to be a sharp witted allya

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is plain spoken and tends to favor simple with the tinny yet warm voice of an old man,
loose robes, the better to hide the potential who regularly carries interesting news from
squirming of skin underneath. afar along with his many excellent goods.
Emerald will do anything to maintain the He takes no sides in the many con icts
balance that they have with Kagetora and across the province, though he generally
the other lords of Torigoe, even resorting favors peasants with better deals, knowing
to brash action and cunning far outside they truly have little to oer right now.
of the nest to make sure the order is kept. Whats the story behind Brazen Kite?
What better way to nd out than to play
KAE THE KUGUTSU-MAKER him as a character, at a time before he
In the foothills to the northwest of the adopted his common name and travelers
Ashen Palace, there is a modest house that backpack.
sits on the outskirts of the far southern
border of Naira-do. There, in a valley THE GREAT RYOUSHU HOUSES
squarely placed between the otherworldly OF TORIGOE
forest and the earthly Torigoe lies the house While there are over a dozen lesser vassal
of the famed Kae the kugutsu-maker. He lords that report to Kagetora, the three
has labored on his latest work for nine long most signicant houses/efs belong to the
years and is almost ready to present her to Nekoda, the Omoro and the Ishikawa.
the world. Some believe he will buy peace The Nekoda easily hold the most power,
for Torigoe with her, others say his newest but seem content to wait till the time is ripe
work will surely plunge all into war. Kae to make a move on the regency. Their ef,
refuses to answer what his intentions are. Spring Lake, lies to the east, near the border
One or more of the characters may be of Kikoku, and was mostly undamaged by
interested in nding or acquiring Kaes the recent calamities, which has greatly
latest creation. Alternatively, one of them enhanced their position. The lord of the
may be the Kugutsu-makers latest work. Nekoda, Unryu, feels that Kagetoras
forcing of his son, Nekoda Riku, to dig mud
BRAZEN KITETHE TIRELESS in an armour like a groveling peasant is an
MERCHANT unforgivable insult. He constantly searches
Travel the roads of the domains of Ryurin- for a way to topple the young regentThe
shu long enough and you will eventually fact that Riku had a grand time doing it
come upon an extraordinary sight: A (and adores Kagetora) is irrelevant. Finally,
wandering trader so thickly swaddled in Omoro Ikuo, a well-regarded general and
robes that his shape is nearly indiscernible, head of a powerful military family, regards
carrying a pack so enormous that it greatly Kagetora as a bold thinker. While he is
resembles a small hillock. Within that not yet entirely convinced that the young
mammoth pack lie wonders undreamt of: regent is the right man to lead Torigoe,
mechanica toys, fresh fruits, good seed, he has chosen to remain silent for the
candies, the finest rice wine and much moment. The general watches his new
more but no weapons, no weapons of any lord with carefully judging eyes, hoping to
kind, for the pack belongs to the kongohki discern some sign of the last Kitans fate
Brazen Kite who once was lost, but found and what it will mean for the Omoro. It is
himself again and swore to never again deal anyones guess as to how the minor family
in death. Now Brazen Kite is a friend to all of Ishikawa change the balance of power in
he meets along the road, a jolly merchant the internal strife.

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The Nekoda are famous for their well- the time has come to leave Torigoe. Others
trained armour riders. What do the speak of the potential gains to be found on
Omoro specialize in? The Ishikawa? How the far side of the upcoming struggles, and
might this aect the balance of power? a few have found, often to their own great
surprise, that theyve become so dedicated
MAKO YAKUZA to their charges that they havent the will
The Mako Yakuza control the majority to abandon their posts, even should their
of the crime throughout the province of Elder Brothers order it.
Ryurin-shu and their inuence is felt in
many of the other provinces of Yashima. The Mako, like most yakuza, are always
While the Mako existed long before the torn between their role as the supporters
fall of the Phantom Star and Mount Jinrai, of the nameless and downtrodden
their power has increased significantly (they do the jobs in cities, like putting
with the splitting of the Priesthood. They out fires, that no one else will), and
can now move illegal Northern Court their criminal activities which hurt the
technologies into areas controlled by the people. Gangsters with heart makes for
Southern Court at great prot, which has compelling drama.
increased their fortune signicantly. A decision on whether to support
After the civil unrest caused by the Fall, Kagetora, to leave Torigoe, or to remain
the Mako Yakuza acted as a sort of ad hoc and serve whomever remains, might very
police in many of the areas hit worse by the well tear apart the clan.
destruction, which gained them a great deal Another yakuza group, the cold-
of respect with the peasantry. They proved hearted Ejimaya family, has recently
to be so good at catching thieves (the ones been grabbing turf due to their lucrative
not aliated with them at any rate) within gambling operations. A turf war is
Torigoe that Kagetora asked to meet with inevitable.
some of their representatives. The Mako,
expecting to be harshly sanctioned for their THE KINGDOM
temerity, were thus relieved and delighted OF HAKUSEN
when he rewarded them for their courage. When Mount Jinrai fell from the heavens
The young regent granted them licenses and the Phantom Star annihilated the
to operate their gambling houses openly entire northern half of the province of
in Torigoe as well as several brothels, Sunai-shu, there was one man who rejoiced
all of which send needed tax money into while countless others wept: the Warlord
Kagetoras coers. The Mako still act as the Buren, Master of the House of Thunder,
re deparment and police in many places the renowned Dragon of Hakusen.
within the domain, including Tengaishi Not once in his long life had Buren ever
itself. kowtowed to the Priesthood or accepted
the title of Regent. As the period now
The Mako are swiftly coming to a
known as the Two Month Night fell across
crossroads. They have a good thing going in
his domain, the Dragon of Hakusens long-
Torigoe and they know it, but few that ght
in-place plans were swiftly set into motion.
within a war prot by it. To stand against
When the sun nally emerged from the
the Dragon of Hakusen is suicide, yet
dust and the two factions of the Priesthood
Burens complete intolerance for their kind
declared their respective returns,
is well known. Some Brothers believe that
Buren was ready. Even as the Northern

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Priesthood announced the accession of hovers above the former Ryurin-shu


the new empress Genshi Daigo, the Lord domain Ouga, less than a three days march
of Hakusen openly declared war on all the to the norththe Dragon is too close by
Priesthood. far for their comfort, yet they dare not
Burens ongoing deance of the Priesthood show weakness by withdrawing elsewhere.
was already a legend throughout Tenra Hakusens treacherous mountain range
and the faction that was soon to be holds large deposits of scarlet steel, which
known as the Northern Court decided to Buren has steadily exploited for many
make an example of the insolent Lord of years, and vast mining operations with
Hakusen in order to prove their power. accompanying villages cover large portions
They did not reckon on the Dragon of of the realms highlands. The people of
Hakusens cunning, or the powerful ally Hakusen are hard and proud, like their
he had cultivated in his newly appointed lord, and whether they are peasants or
Minister of the Left, a woman known as soldiers, they have little tolerance for fools.
Radiant Deceptionan ex-Priestess who The Northern Court might be playing
joined his cause. Little is widely known of up the idea that they cannot control
what occurred in the terrible battle that Hakusen for some mysterious reason.
followed save two indisputable facts: for Buren pushing away from them might
the rst time in the history of Tenra the bring his domain under their inuence.
kami turned against the Priesthood and
the Warlord Burens forces triumphed over NOTABLE PLACES
those of the Northern Court. Th e House of ThunderCarved from a
massive granite promontory that thrust far
Since that time, Hakusen has steadily
out into the ocean, the House of Thunder
built up its already formidable forces as it
is Hakusens mighty capital. Legend
mobilizes for war. Now all of Tenra waits
says that it took the strongest shiki of
breathless for the Dragons next move.
one hundred onmyoji a year and a day to
A group of characters in the service of shape the palace and integral surrounding
Hakusen might lead the charge into city to the satisfaction of Hakusens lord.
Torigoe, or they might do whatever they Supposedly named for the sounds of the
can to keep the domain free of bloodshed. sea crashing into its razor-lined sea walls,
many declare that it was in fact named for
SCARLET STEEL & the clangor of arms that rings eternally
VEILEDTHUNDER about the palaces titanic staging grounds.
Hakusen lies within the province of As much a fortress as a seaport, the House
Ryurin, a region known as the Dragonscale of Thunder sprawls about and through
Territories due to the unique shape of its the cli of the promontory from which it
harsh mountain range. The mountains was carved. Thousands of shermen work
stretch all the way to the sea and much the ocean about the port, with merchants
of Hakusens southern border consists of regularly passing through under close
towering cli walls surrounded by jagged scrutiny by Hakusens soldiers. It is no
reefs, made more deadly still with the great secret that Buren pays successful
devastation caused by the fall of Mount Moguri-ya, the daring rogues that wrest
Jinrai. Hakusens location is especially Priesthood salvage from Soratsuzumi Seas
galling to the Northern Court since their depths, extremely well if they bring him
newly declared oating capitol Genshikyo useful technology. Many believe that the

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House of Thunder only allows a glimpse with the people of Hakusen. Passes are
of Hakusens real might. It is widely not required to travel to Steel Valley.
rumored that one or more of the mountains Indeed, bearing an Amafuda travel pass
surrounding the capital have been all but can get you deported in Hakusen, though
hollowed out to make room for forges and a traveler that claims to be headed there
armour workshops. at the border will have their name logged
How does Buren keep his kimenkyo and sent on to ensure arrival. Steel Valley
armour-smiths up to date with the latest has become a raucous mining town lled
technology, despite the fact that he has no with bustling miners, soldiers, kongohki,
ties to the Northern Court? There may be merchants, samurai, prostitutes, onmyoji,
a story hidden in there. monks, farmers and many, many spies.
It is a city that never rests. Buren deals
There is one fatal aw to the architecture of generously with those who nd and report
the House of Thunder that, if discovered, new veins of scarlet steel or other valuable
could lead to the destruction of the minerals, and constant expeditions into
domains military stronghold. What the surrounding mountain range are
could it be, and what would someone pay commonplace. Many that journey to Steel
for that information? Valley do so to leave their past behindit
Steel ValleyA magnificent city is a place of great secrets where few dare ask
sprawling along the walls and forested base questions openly.
of a high-altitude gorge in the heart of the Steel Valley is seeing a huge inux of
mountains of Hakusen, Steel Valley has refugees lately, from people escaping
become one of the centers of Burens scal ravaged war-torn domains and seeking
might, though it started out as a controlled protection. Will these people be a source
experiment. Hakusens borders were closed of strength, or will they hinder the
for many generations, as Burens ancestors Dragons machinations?
often refused to acknowledge travel passes.
When Buren came to power, he felt that Steel Valley is a sprawling city with
the isolated nature of his kingdom was many sights, drawing in people looking
doing more harm than good, so he created to change their lives. Stability in chaos
a place where outsiders could freely mingle is what makes this city thrive. Will the
regional lord of this most prosperous city
stand up to Buren when the war drums
are sounded?
The ArchOn the northern border of
Hakusen stands a monument to Burens
many victories formed from the bones
of dead enemies melded with the Scarlet
Steel of armours that the Dragon and his
armies have destroyed. The Arch spans
nearly half a kilometer and with each year,
it only grows larger as Hakusens artisans
continually expand it with newly acquired
trophies. A sizable garrison, including a
single great armour, stands watch over it at
all times, as it is the single most commonly

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used entry to the Kingdom of Hakusen. for this man that claims to seek peace than
A small horde of highly skilled craftsmen ever they would for a mere warmonger.
live in the village that sits just below the Buren publicly supports the Bright Lotus
arch in a mountain valley. While they are sect and his coers have built several Bright
frequently employed to work on the Arch, Lotus schools. Cynical observers are quick
many of them find the time to accept to point out that the Lord of Hakusen is
commissions for Scarlet Steel weapons doubtless well aware of the value of troops
of various kinds. Hisanos Gate is a hard who will willingly sell their lives in this
two-days travel over rough terrain East / world for salvation in the next. Buren
Northeast from the Arch. despises crime and absolutely loathes
The arch is a national monument to some, yakuza, seeing them as nothing more than
and a most horrible landmark of human parasites that feed o his soldiers needs.
suering to others. In secret, the Phoenix He is thought to be somewhat sympathetic
sect wants it destroyed for reasons known to the oni peoplebut his armours still
only to them. need powering.

The arch serves as more than a monument. Buren knows that he needs massive
It is a secret project concocted between resources to combat the Priesthood and he
Buren and his trusted onmyoji and is always looking for any advantage that will
geomancer vassals. It serves to protect assist him in his struggle. He has recently
the domain, and perhaps all of Tenra, seized several islands that belonged to the
from something worse than most people former domains of Sunai-shu, though the
could imagine something worth going great Itokawa Yozo of the domain of Suma
to war for. has lately stymied his advance. A lesser man
would probably be frustratedthe Dragon
DRAMATIS PERSONAE of Hakusen is delighted to have found an
opponent worthy of matching wits and
LORD BURENTHE DRAGON OF
strategies against. Buren appears to be in
HAKUSEN
his late 40s, with graying hair and piercing
Buren has dedicated his entire being to
dark eyes. He frequently wears heavy
a single truth: For war to nally end on
armor adorned with the Hakusen mon
Tenra, the Priesthood must be utterly
(seal) cradled in the claws of an elaborate
destroyed. Every single action that he takes
carved coiled dragon. When he speaks, his
is weighed against this one overriding and
voice is always rich with meaning. He is
seemingly impossible goal; yet, incredibly,
widely considered to be the greatest tactical
he is determined to win. Those that meet
mind of his generation and has never been
him begin to suspect, with no small amount
defeated on the battleeld.
of awe, that perhaps he can To be in
Burens presence is a near overwhelming Playing as the Dragon of Hakusen might
experience for most beings. So solid of be an interesting roleplaying challenge,
spirit that all who come near him are soon and might lead to a really cool story.
pulled into his orbit, Buren passionately Why is Buren so opposed to the
speaks of the harmony that lies on the far Priesthood? There may be hidden reasons
end of his great struggle, of the world that known only to him and his advisors.
will rise and the glory that shall be Tenras Those reasons might form the core of a
when the Priesthood is no more. Those longer story set in Hakusen.
that listen to him go forth to ght harder

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RADIANT DECEPTION wields a colossal, wickedly curved axe-like


MINISTER OF THE LEFT gemblade that he aectionately refers to
Little is known of Hakusens Minister of as his rabbit skinner. It is widely known
the Left other than that she is a beautiful fact that Distant Thunder has single-
woman who is widely rumoured to have handedly destroyed ve armours and one
once been a Bu-ranked member of the great armour, the Relentless Fist, with his
Priesthood. Radiant Deception is thought mighty weapon. Distant Thunder disdains
to have many agents both in Hakusen and kijin, loathes kongohki, and rmly believes
abroad, including one or more ninja clans, armour riders are almost blasphemous in
as she always appears to be well informed their ignorance of what they do; to the
of important events across Yashima and Samurai Minister, war is religion. He
frequently beyond. Many whisper that keeps quiet about the latter belief around
she is Burens lover, though they have Buren though.
never been seen to be intimate in public. Distant Thunder fears that Buren is
She favors owing kimonos of black and beginning to favor armour and technology
white silk, which contrast sharply with her over samurai and warrior-vassals.
golden eyes.
Distant Thunders gemblade is highly
Why did she leave the Priesthood? What sought after by a sect of onmyoji sorcerers,
does she actually want? to the point that they might openly kill
One of the player characters could be one him in order to attain it. What secrets
of Radiant Deceptions secret agents. Or does this curved weapon hold?
Radiant Deception herself, in charge of
keeping the stability of the region. THE WEAPONSMITH-
CARTOGRAPHER YORIMITSU
DISTANT THUNDERMINISTER Steel Valleys most (in)famous resident
OF THE RIGHT is a man wanted for execution by the
The fierce samurai General Distant Southern Court of the Priesthood for the
Thunder is both Burens oldest companion crime of exceedingly accurate map-making.
and the weapon with which the Dragon Yorimitsus blades have long been famous
smites his most fearsome foes. Hakusens for their beautiful and intricate engravings,
Minister of the Right is an implacable enemy carvings that have recently been revealed as
capable of routing whole battalions of un- concealing elaborate codes that accurately
augmented soldiers by himself. He leaves depict the history or secrets of many of
subtle strategies to his beloved liege lord, Tenras domains. Yorimitsu has been
preferring to act as the sledgehammer that producing weapons for over 40 years while
he is. His presence in the highest echelon of traveling across Tenra from province to
Hakusens government has helped assure province, village to village. Many lords are
many Samurai that they will be well treated now scrambling to nd various Yorimitsu
by Burens government and the armies of blade-maps in the hope that they will reveal
Hakusen boast thrice as many samurai weaknesses in their opponents territories
as most other domains. Distant Thunder that they can exploit. Yorimitsu is now a
is a massive warrior, there are many that wizened old smith with a razor sharp mind
believe that he is always at least partially who frequently plays the dotard to catch
transformed, as his heavily tattooed form others unaware.
stands well over seven feet tall. In battle he

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A character realizes that the blade given such a great inf luence over his soldiers
to her by her clan is actually a sought- doesnt seem to bother Buren at least in
after Yorimitsu blade. There are three public.
sources now pursuing that character that Is Shining Resolve the honest priest he
will do anything to get their hands on it. seems, a spy for the Phoenix sect, or even
Yorimitsu leaves on one more grand an agent for one of the Courts of the
excursion to the new oni land of Kikoku Priesthood?
for research. A character can play him,
and the other characters might be THE GREAT RYOUSHU HOUSES
traveling companions. OF HAKUSEN
The majority of Hakusens fiefs are
TAKARA AND THE FALLEN SUN military encampments nestled amidst the
The Fallen Sun is the most famous of mountainous terrain and their vassal lords
Hakusens three known great armours, are all warriors of one stripe or another,
not because of its heroic exploits against save one. The vassal house of Miyabe is
monsters, but due to the identity of its lead by the great onmyoji lord named
main pilot: Burens daughter Takara. The Withering Storm, a master armour-smith
Dragons daughter rapidly approaches the famed across Tenra. Withering Storm is
age at which her growing awareness of what privy to many of Lord Burens innermost
she does will prevent her from piloting the thoughts and among the most trusted
Fallen Sun, but for now she still easily of his retainers. After the Miyabe, the
commands the potent war machine. Kanamori are held in the highest esteem,
Takara is on the verge of turning 16 and not only in Hakusen, but also throughout
a potential love interest for a younger the province of Yashima. The warriors of
PC. Whether she will turn against her the Kanamori are second to none, each one
father or join him when she realizes what striving to outdo the others in martial feats.
she has done in his name will shape the Kanamori-no-Ryosuke, leader of the house,
destiny of Hakusen (and perhaps all of is widely known to be a soul of honor and
Tenra!) forever. after the samurai Distant Thunderhe is
Burens most trusted general. The Ryogoku
Takara is so gifted that she is able to both are a family of warriors who wear purely
pilot and man the weapons of Fallen Sun functional, almost entirely unadorned
by herself, though she has not revealed armor. Their houses colors are similarly
this secret to anyone yet. plain, consisting only of a black eld with
SHINING RESOLVE three silver lines. Since the fashion in Tenra
The highest-ranking monk in Hakusen, is for warrior houses to mark themselves
Shining Resolve is a Bright Lotus sect with bright and distinct colors or patterns,
priest who runs the Open Tide, a Bright their leader Ryogoko-no-Hachibei was
Lotus school funded by Buren that sits on once questioned why his house eschewed
the outskirts of the House of Thunder. such. His answer, We would rather be
Shining is well loved by the people of known by our deeds then our displays, is
Hakusen and personally taught many of oft quoted and considered by many to be
the present generation of the Dragons the perfect answer for a true warrior house.
warriors in classes at the Open Tide. That
any man other than himself should have

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With three warrior-houses, conf licts in a single season. Nature itself turned
of interest or honor might resolve against the people of Yashima and for all
themselves messily. the Priesthoods efforts, nothing could
be done to stop it. Nothing that is, until
NAIRA-DO a single brave monk (some tales state that
When humanity first came to Tenra, he was the regions rst onmyoji), whose
they found that the ancient places of the name has long been lost to history, travelled
world had more than oni to defend them. without weapons into Naira-do
Ayakashi and spirits of such numbers
And the attacks stopped.
they were countless roamed the deep
wilderness, and many of them did not look It is unknown exactly what the monk did.
kindly upon the newcomers from the stars. Perhaps he oered himself freely to the
Many terrible battles were fought against forest. Perhaps he begged for forgiveness.
the Lords of the Trackless Forests and Perhaps he struck a terrible bargain.
other, stranger beings. The tales of those Perhaps the monk had nothing to do with
days, along with their implicit lessons, are the troubles ending.
remembered now only in the oldest stories, Who can say?
the bulk of which have been passed down
Since that time, Naira-do has been declared
for many, many generations.
sacred and inviolate by the Priesthood.
One of the stories still told within the The Regents in charge of controlling the
domains of the province of Ryurin-shu land on which the massive mountainous
states that as humans advanced across forest rests have changed many times, but
the continent of Yashima, the one place the prohibition against using the forest in
from which the ayakashi refused to budge any way has ever been clear and not one
was the sacred forest called Naira-do, or has ever breached the (presumed) ancient
Eldest by the oni tribes. Representatives peace accords
from the tengu clans of the mountains, a few
Yet.
of which have always been sympathetic to
humanity, declared One of Tenras hearts Naira-do is lled with so many secrets,
dwelled within the forest. They would not so many questions, that each place, each
explain what they meant; they only made personae, can oer a dozen new questions
it clear that humanity would regret it if the and answer none. Feel free to use,
issue was forced. The generals of the day manipulate, play or discard the elements
politely disregarded the tengu, who soon of Naira-do as needed.
left the tents of the men shaking their
metallic beaks in disgust. ONE FOREST, MANY HEARTS
Naira-do is not truly one, but many forest
Soon thereafter several large Human realms of wildly varied spirits that operate
armies marched into Naira-dothey almost entirely outside of the understanding
never came out again. Soon after children of Humanity. While some human refugees
began to disappear en masse from villages have become adept at following the rules
throughout Yashima, their absence of the forest, even the best err on occasion;
unexplained, plagues without cure rained a practice that can have all manner of
down upon the land, and the majority of interesting consequences. Naira-do is
crops throughout the continent dried up truly ancient and it shows; only the eastern
in droughts or were destroyed by oods continent Hidakami can boast trees as

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massive or mountains as erce. None but another. The few humans that know of the
the extremely wise or the incredibly foolish First/Last Tea House use it as a meeting
travel the forest lightly. point in order to broker with the spirits of
Naira-do.
NOTABLE PLACES
The Place Where the Earth Touches the
The Restless TempleThe wandering
SkyAfter the destruction wrought by
sanctuary of the Forest Lord, the Restless
the humans on their people, this isolated
Temple is a marvel. Crafted by a small
village is one of the largest collections of
army of onmyoji with the blessings of
oni left on Tenra outside of the oni country
many powerful ayakashi, the Restless
Kikoku. When an oni comes of age here,
Temple meanders over the mountains and
they are expected to travel outside of
trees of Naira-do in no particular pattern,
Naira-do for a time, both to learn news for
though many of the more powerful spirits
the village of what is going on in the outside
always seem to know where it can be found
world and to discover how blessed their
at any given time. The top of the Restless
lives actually are in comparison to what
Temple appears to be an engraved wooden
the bulk of their people face. What their
dome, while the underside is covered
youths have learned in the last few years
with hundreds of human-looking arms
has greatly divided the community on what
seemingly carved from lustrous marble.
they should do. One faction believes that
Glimpses of crystalline and gold veins
they should send forth armed pilgrims in
shine forth as the arms seize the ground
order to bring other oni safely to the forest,
or branches to haul the temple onward
while another argues that they should all
over the varied terrain of Naira-do. A fair
remain within the safety and secrecy of
number of onmyoji and a variety of monks
Naira-do, leaving the rest of their people
call the Restless Temple home.
to tend to their own aairs. If war truly
The First/Last Tea HouseAt the base comes to Naira-do, the decision may be
of the Mountain Itama, near the center of made for them.
Naira-do, there is a picturesque valley of
The Dancing CourtsA series of
surpassing loveliness. At the center of the
fiefdoms ruled over by notably human-
valley, perfectly placed at the end of an
seeming ayakashi, the Dancing Courts are
ancient well-traveled path, a magnicent
scattered about throughout the whole of
tea house rests amidst a charming garden.
the forest. Each court has slightly dierent
The tea house appears to be traditional in
rules, some of them contradictory, which
every way, except for its massive scale. Even
makes it dicult indeed for a human to
so, its entrances are low so that all visitors
know which rules of etiquette to follow. The
must stoop to enter. The tea ceremony is
Dancing Courts are as varied as their rulers
held to be sacred by both spirits and men.
on their positions regarding humanity. For
The First/Last Tea House is a place of
example, the Court of Arai the Glorious
absolute neutrality and it supernaturally
is a pleasant place that oers comfort to a
reinforces peace. All grievances are set
weary traveler in exchange for the martial
aside within and beings as wildly varied
tales of the outer world that Lord Arai
as oni and samurai, ayakashi and mushi-
favors. The Court of Ikiyo the Ill-wind, on
tsukai, kongohki and dragons, can sit
the other hand, welcomes humans by day so
together at the tea ceremony, discussing
they can be hunted and slain for sport the
their grievances rationally for a time before
following night. Likewise, the appearance
(likely) going elsewhere to slaughter one

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and location of each Court varies with the DRAMATIS PERSONAE


nature of its ruler. Some resemble the forest
FOREST LORD YASUKO
around them; others are centered in grand
KEEPER OF THE PROMISE
palaces at the bottom of lakes, or carved
Yasuko was born in a small peasant village
into the snow along one of the mountain
within the country of Kagari, far to the
summits. The Dancing Courts hold a great
south of Naira-do. At the age of eight
deal of the power of Naira-do, but they are
she was assailed by visions that drove her
generally fractured and opposed to one
north until, close to a year later, the nearly
another. The Courts regularly ask the
feral girl collapsed under the boughs of the
Forest Lord to mediate disputes between
forest where she was found by agents of the
them. It takes a large-scale invasion of
Restless Temple and swiftly determined to
humanity to get the various ayakashi lords
be the reincarnation of the former Forest
to willingly work together without outside
Lord. Yasuko has held the title of Forest
intervention.
Lord ever since. The Forest Lord does
TamboThe only human settlement in not rule Naira-do in any conventional
all of Naira-do is the mobile village known sense, certainly not as Humans would
as Tambo (the rice field), the ancient understand. Rather, she is known by the
training village of the Sharpened Leaves powerful human-form ayakashi of the
Ninja clan. The Sharpened Leaves train forest as the Keeper of the Promise
by pitting themselves against the denizens and is directly responsible (in their eyes)
of the forest, and though they are few in for keeping the bulk of humanity out of
number due to extreme attrition they Naira-do. To that end, every Forest Lord
regularly endure, they are without doubt has traditionally employed a wide variety of
some of the stealthiest and deadliest ninja agents both within and without the forest,
in all of Tenra. The reside tales that speak Yasuko being no exception. They are also
of them hold that each of the Sharpened frequently called upon to mediate disputes
Leaves is as deadly as a Shinobi of a lesser between the various human-seeming
clan and that their legendary Shinobi ayakashi lords when quarrels arise, or to
are like unto forces of nature, scattering communicate with the more elusive Great
whole armies before them with ease. Spirits.
The Sharpened Leaves are known to be a
However, no amount of planning or
mercenary clan, though few know how to
preparation can account for a cataclysm the
hire them. The small number of Regents
magnitude of the falling of the Phantom
willing to speak of such matters whisper
Star, and Yasukos visions have returned
that the long years spent in Naira-do have
in earnest. In her dreams she sees an awe-
greatly aected the Sharpened Leaves and
inspiring dragon with scales of polished
that they have ceased fighting for mere
copper ghting a small but magnicent
material wealth, but even the boldest
silver crane amidst aming trees as Naira-
Regent falls silent and will not speak when
do burns about them. The smoke always
asked what it is that they will ght for
rises to obscure the battle, but it matters
little to the Forest Lord, for she can clearly
see that the re the combatants started
swiftly sets all of Tenra ablaze. Yasuko will
not let that happen.

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AGAINST THE TIDE

Yasuko is both a Buddhist monk/priestess ARUL-TASSPIRIT MAN


and a powerful onmyoji, which is traditional Not a name, so much as a designation of
for those bearing the title of Forest Lord. his place within the tribe of oni that dwell
She appears to be in her thirties, though her in The Place Where the Earth Touches
face has an ageless cast to it which makes the Sky, Arul-Tas is not the eldest within
it dicult to be certain. Her eyes, though, the village, but he is the oni that most
are deep wellsprings of wisdom and sorrow clearly hears the voice of Dii-Go. Arul-Tas
in equal measure. The Restless Temple is believes that his people must do something
her headquarters and she frequently plans other than simply live in Naira-do hoping
her operations from there. Due to Yasukos that the rest of the world will pass them
preferences, many of the actions her agents by unnoticed. He is near desperate to
undertake on her behalf are quite subtle. nd a way to reach out to Humans and be
They are frequently designed to redirect listened to, but he is uncertain of how to
aggressors from Naira-do harmlessly, with proceed and Dii-Go does not speak of such
assassination only being employed when all things.
else has failed. Considering the magnitude Arul-Tas has heard whispers of the
of the oncoming crisis, though, the Forest warlord known as The Dragon of
Lord fears she is running out of time for Hakusen and his quest to destroy the
restrained tactics. Priesthood. Perhaps if the oni were to
GLASS RAIN WEEPING support the Dragon in his great war, he
Many ayakashi nd humans to be endlessly would assist them in return? Arul-Tas
entertaining creatures, and the spirit in would need brave couriers indeed to
human/henge form known as Glass Rain convey such a message, if he doesnt just
Weeping is one such being. Indeed, the way go himself.
they scream and bleed bright red has never FALLING TREE
failed to produce wild joy in him. Their Which is greater: strength of will or
death throes invite hilarity and laughter strength of soul? This is the question the
of the first order. Glass Rain Weeping Bokusen monk called Falling Tree seeks to
enjoys humanity and wishes to sample as answer as he wanders the dangerous paths
wide a variety as he can. Therefore, the of Naira-do searching for individuals, spirit
present restrictions on his existence and his or otherwise, capable of responding to his
inability to leave Naira-do for amusements satisfaction. It is of little consequence to
elsewhere are unacceptable, leading him the monk that many of the forests denizens
to dedicate quite a bit of time to undoing consider him to be the strongest being
the work of the Forest Lord. Restraining within the domain, for he would argue that
himself and sparing a human long enough the very might that they perceive in him
to lead it to a soulgem mine was exceedingly is merely martial and therefore eeting.
dicult, but Glass Rain Weeping prides As ephemeral as Falling Tree deems his
himself on his long-range vision and the physical might to be, he can still easily rout
delights hell have when the Promise is an army if hes of a mind to do so.
broken at long last.
As one of the most admired disciples of
the Bokusen way, many seek out Falling
Tree, though few have the courage to
walk after him into Naira-do.

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TENR A B A NSHO Z ERO | O NE TENR A OF MANY

SUMA
Suma is of the last remaining domains of
the province of Sunai-shu. The famous
Regent-General Itokawa Yoichi
commonly known as Yozoleads the
domain. An enormously rotund man,
Yozo was born with a gland defect that
has caused him great weight troubles his
entire life. Since most physical activity
was impossible for Yozo in his youth, he
became a great student of military history
and eventually, a gifted general. Yozos
most famous phrase, I must plan well
My legs arent strong enough to help this
great body ee from a defeat! is quoted
throughout Tenra.
Yozo has recently been taking a great deal
of pleasure in matching his wits and skill
against the Dragon of Hakusen. The two
Regents forces have been ghting over the
islands left between Sunai-shu and Ryurin-
shu in the Soratsuzumi Sea. Buren, too,
has been invigorated by the challenge and
the two men are swiftly becoming Battle
Friends as they send a continual stream
of messages to one another, alternatively
complementing and chiding the others
victories and mistakes. Yozo may well play
a key supportive role in the events unfolding
within Ryurin-shu if correctly approached.
He will readily bolster Kagetora in order
to help the young regent become a greater
thorn in the Dragons side, though he
would certainly never lend enough aid to
make Torigoe a threat to Suma.
The nature of Itokawa-samas aid has
purposefully been left up to the GMs
needs. It may be as simple as advice on
how to defeat Buren or as meaningful as
an army backed with armour.
Suma itself is a vast domain as well, with
as many secrets and notable characters as
Torigoe, Hakusen or other domains.

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APPENDIX

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TENRA GLOSSARY
Acting playerThe players who are taking part in a scene, role-playing their PC. Some
acting players take on the roles of NPCs and join the action within a scene.
AgentsThe Shinto Priesthood term for the priests and shrine maidens who serve the
Priesthood. Agents are often given missions to gather knowledge and report back to
the capital. Low-ranking agents move about Tenra performing duties as Shinto priests
and maidens, while higher-ranking agents are given designations and code numbers and
oversee a smaller part Tenra or the Priesthood internal bureaucracy. All priesthood
agents are masked: Low ranking Priesthood agents wear masks that cover the area
around their eyes, while higher ranking agents wear masks which cover their entire face.
Aiki chits(AI-key) Aiki means Meeting of Spirits. Aiki chits are coins, chips, tokens
or paper given by the audience (the other players) or GM to the acting player when they
say or do something cool in character, act upon their Fates, or entertain the others in a
dramatic way. Essentially, it is a reward for good role-playing. Aiki later becomes Kiai.
AluHeaven in the oni language. This also refers to the telepathic powers of the the
oni people, originating in their horns.
Amafuda passThis is a travel pass that allows Shinto agents to travel from region to
region, or domain to domain, without being stopped, without questions asked.
AnnelidThe native worms and insects of Tenra. Long ago, people realized that they
could on some occasions house these life-forms within their bodies in a symbiotic
relationship: The user feeds the annelid what it needs to survive, and in return the
annelids heal or protect the user. Users of annelids are called annelidists or mushi-
tsukai.
AnnelidistShunned practitioners of wormcharm, a science which allows the annelidist
to host colonies of annelids within their bodies. The annelids respond to the annelidists
desires, protecting and serving the host in a symbiotic relationship. Another word for
annelidist is worm-user or mushi-tsukai. They often serve as stationary or traveling
doctors or medicine men, healing the sick. Most people are wary of annelidists, rejecting
those who use their bodies as houses for grubs and parasites, eating raw meat or worse
to feed the worms within them.
ArmourAlso called yoroi or yoroi armour, these are 3-meter tall mecha piloted
by children free of karma and sin. The child sleeps in a comatose-like state within the
armour frame, and using an interface helm they see through the eyes and sensors of the
armour. Armours are rare and powerful, usually given as gifts by the Southern Court
of the Priesthood in return for favors from lords and regents. When the child pilot
matures and gains enough karma that they begin to understand the workings of the
world, the armour rejects them, powering down and becoming unresponsive. Armour
(British spelling) refers to the mecha of Tenra, while armor (American spelling) refers
to actual lacquer armor worn by warriors in battle.

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GLOSSARY

Asura(ASH-ur-ah) When a person Butterf ly DreamA Kugutsu special


cannot let go of pursuing their goals, and ability. This hypnotic power allows a
amass too much karma, they become Kugutsu to enter the dreams of the
Asura. Asura are feared by all in Tenra, target and communicate with them. This
and thought of as monsters in human ability is half psychotherapy, half psychic
skin: They do not actually physically dominance.
change form, but they become insane ChimeraWhen a shiki rages out
and evil. Not all evildoers are Asura, of control, it is called a chimera. It
but all Asura do evil. If a PC becomes an usually tries to attack the onmyoji who
Asura, they immediately become an NPC summoned it, but it can easily escape,
controlled by the GM. going on a rampage across the country
AudienceThis refers to all of the players until it is stopped.
at the table, including the GM. It mostly Crimson steelThe raw steel that
refers to their role when they are not soulgems are also formed from, this
taking part in the scenes, where they act reddish steel is extremely hard and is
as the audience, watch the action and used in the manufacture of armours,
reward the acting players for their good kongohki and exquisite soulgem weapons.
role-playing. In the West, it is known to be called
Ayakashi(a-ya-KA-she) The unknow- Orichalcum.
able spirits and mysterious creatures that Dark ArtsA type of soulgem surgery
inhabit deep, faraway natural spots. Most where small soulgems are implanted
are completely alien and incomprehensi- underneath a ninjas skin, attaching to
ble in movement and motive, while others muscle and tendon. It is very painful and
take on human or near-human form and dangerous, but if successful the shinobi
interact with people. All are feared. can perform ninjutsu techniques at a
Bright Lotus sectAn order of biwa- reduced Soul cost.
playing monks, they travel from village DestinyA special Fate given by the GM
to city across Tenra, teaching and to the PC in each PCs Zero Act scene.
entertaining people with song and The destiny becomes the PCs goal for
scripture wherever they go. They believe that scenario.
nirvana can be attained by chanting simple
sutras. Their peaceful form of Buddhism DiiEarth in the oni language. This also
is quickly gaining popularity among the refers to the telekinetic powers of the oni
poor and downtrodden of Tenra. MYO- people, originating in their special hearts.
ren-shu in Japanese. Dii-goDii-go is the God of the Earth,
BuddhismThe ocial religion of Tenra, the beating heartbeat which all oni can
fully accepted and endorsed by the Shinto hear, and which occasionally speaks to
Priesthood, and spread mostly by the special oni.
monks of the Phoenix order. It is a religion DomainTh ink of them as the nation-
that believes that life is suering, and that states of Tenra. Each is ruled by a regent.
there are things one can do to escape the Most domains are at war with each other.
cycle of life, suering, and rebirth. Domains are also called kingdoms,
countries or nations. Domains are further

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TENR A B A NSHO Z ERO | A PPENDIX

divided into regions within the domain, PCs Kiai pool. Each Fate roll costs one
ruled by lords who answer to the regent Aiki chit. Fate rolls are made during the
or daimyo of the domain. intermission phase.
Ebon Mountain orderThis is a splinter GMGame Master. The person who
sect of Buddhism, small in number. They is responsible for running the game,
reject the traditional methods of the planning the scenario.
Phoenix sect, and give up the monastic Hazure(HAH-zoo-rey) Hazure are
and sequestered lifestyle in favor of a life annelidists on the run, hunted down by
that directly involves traveling among the members of local annelidist nests for
people and helping them directly. They performing taboo arts, hosting too many
have few laws and traditions. Many of annelids and going out of control, or
the Ebon Mountain practice martial arts breaking the strict rules of a nest.
in order to protect the people they meet.
BOKU-sen-shu in Japanese. Heart engineAlso called heartgems,
they are the living hearts of the oni
Emotion matrixWhen a PC meets people encased in a metal frame. They
another PC or major NPC, the player rolls act as a self-renewing battery of magical
on the Emotion Matrix to determine how power, and are used to power armour and
their character initially feels towards that kongohki. Each heart engine is worth a
other character. It provides inspiration for fortune. They are the main reason regents
the initial role-playing. Players and GM and kings hunt the oni wherever they are
can adjust the results of the table to their found. SHIN-juu in Japanese.
liking through Aiki chits and Kiai points.
Hidden 28th Chamber of the Merciful
Fall of JinraiThe one major event in Phoenix SectI am sorry, I have never
Tenras long history of importance: The heard of this group. Are you sure youre
Phantom Star, a satellite connected feeling alright? You look a little pale.
to the great capital city of Tenra in
geosynchronous orbit by a kind of space JinraiOnce the great political and
elevator, crashes to the earth. Whole cultural capital city (the name of the
nations sink into the ocean, while others main city as well as the domain) of Tenra
grow or change. In the subsequent months in the Sunai province, it was destroyed in
following the Fall of Jinrai, the political the Fall of Jinrai when the Phantom Star
as well as geographic landscape of Tenra crashed into it. New Jinrai was formed on
changes forever. the remaining land of the Sunai province.

FateA Fate (with a capital F) is a PCs KamiThe great gods and spirits that
emotion, goal, taboo, or other thing that inhabit the natural world. Shinto is a
the character cares about. The players act religion which enshrines them and keeps
up these qualities when they role-play the kami peaceful and nature in order.
their characters. KarmaKarma represents how much you
Fate rollA dice roll using Empathy as care about, and are tied to, the material
the attribute and the highest Fate as the world. The more you push towards your
skill rating: Successes that result from the goals, the higher your karma goes, and the
roll each become a Kiai point to add to the more your suering potentially increases.
In the game, if your characters Karma

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GLOSSARY

score goes above 108 and stays there, Kongohki(CONE-go-key) Literally


that character becomes an Asura and is admantium-vajra-unbreakable machine,
immediately retired from play. these robots have a metal frame which
Kiai(KEY-eye) Kiai is a representation houses a meikyo soul mirror. Each
of martial power and inuence over the kongohki meikyo houses the soul of a
world. It is a pool of points that the players person who died with heavy karma, their
can use to get bonus dice to rolls, raise soul wiped of all memories and placed
skill levels temporarily, or permanently inside a metal frame. They are extremely
improve their characters. Kiai becomes powerful on the battleeld and worth a
Karma when spent. small army, but they have one dangerous
drawback: The soul inside the kongohki
Kijin(KEY-jean) Kijin comes from will one day remember who they were,
the words Machine and Man. They and how they died.
are people who trade in their esh for
steel mechanica, becoming essentially Kugutsu(KOO-goo-tsu) Comes from
cyborgs. This is a path to power that is the word puppet or mannequin
not as dramatic or dangerous as becoming in Japanese, this refers to the ageless
a samurai, but denitely gives an edge on creatures (usually women) carved from
the battleeld. sacred trees, given f lesh and blood
through magic, and taught in the ways
Kimen armourA mass-produced of human culture and society. They are
armour built using kimenkyo technology. treated as rare and expensive collectors
Meikyo-based armour are works of art: items and majestic gifts despite having a
Kimen armour are clunky and mechanical will of their own.
in comparison. However, they are
powerful and easy to manufacture. They Lu-TiraeThis is the name of the oni
are also easy to pilot, since the riders people in their own language (humans
Karma does not aect the operation of named them oni). Lu-Tirae means
the armour. Many children eventually caretaker in their language.
rejected by true meikyo armours later Makuu NindoA great hero of the oni
become kimen armour riders. They are people. He was a Buddhist monk and oni
produced by regents and lands loyal to the who helped the oni carve out a domain for
Northern Court of the Priesthood. themselves in a series of massive battles
Kimenkyo(KEY-men-kyoh) The gift of against the Priesthood and surrounding
the Priesthoods Northern Court: They opposition nations. He orchestrated the
give the people of Tenra the means to two-month night, an event where all
create mass-produced meikyo and other Sha energy ceased to ow in the zones of
technological marvels. This is a computing battle, causing all magic and technology
device much like a meikyo soul mirror, to fail.
just not as impossibly refined as pure MechanicaThese are the cyborg
Shinto technology. It can be used with parts which kijin or kongohki graft to
an interface device, usually an electronic their bodies: Enhancements, weapons,
abacus, to be used as a calculation engine movement abilities and the like. In
or a kimen armour control unit. Japanese they are called karakuri.

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Meikyo(MAY-kyoh) A meikyo, or clear and freely give away the secrets of high
mirror (also commonly referred to as a technology and medicine to any leader
soul mirror), is an exquisitely crafted high- who will accept it. They are in a state of
technology disk of Priesthood origin. cold war with the Southern Court.
It is a spiritual communication device NPCNon-Player Character. These
which adepts can connect to in order to are background characters, including
pilot yoroi armours, control kongohki, or everything from village people to monsters
communicate with other members of the to villains, which populate the world. The
Priesthood over long distances. They can GM usually controls them.
be found in the hands of shinto priests and
shrine maidens, in shrines both large and OniThe native people of Tenra, they
small, and in the bodies of armour and live in small peaceful tribes and are
kongohki. being hunted to extinction by misguided
humans who consider them monsters.
Moment of TruthWhen a player calls They have horns (one or two) which
a Moment of Truth in one of the last makes them distinctive. They also have
few scenes, they collect Aiki chits from powers of the heart (telekineses) and
the other players and make Fate rolls to mind (telepathy). Their tale is a tragic
amass, then spend, a lot of Kiai in a last- one, as merciless humans hunt them
ditch attempt to overcome a powerful down either because of fear, or because
enemy. of opportunismthe living hearts of oni,
MonThe copper piece of Tenra (some called heart engines, are rare and magical
are made of silver, too), a few mon can artifacts which can power large machines.
get you a meal, clothes, or a roof over Many oni stay in hiding, or on the move.
your head for the night. The shape and Others ght back. Yet others cut o their
markings on mon change from province horns to pass in human society.
to province. Onmyoji(own-MYOH-ji) Taoist
Mushi-tsukai(MOO-shee tssky) sorcerers known for their knowledge of
Another word for annelidist. the world, their skill with divination and
NinjaWarriors skilled in infiltration feng shui, and especially their summoning
and assassination. They are trained from abilities. They summon creatures from
youth in the quasi-magical ninjutsu arts the Sha, binding them into service for a
within their secretive clans, serving their brief period of time.
lives as nothing more than an extension of OverdriveA kongohki special ability
the will of their clan: To live and die in the which boosts their physical skill rolls for a
service of their clan. short period of time. This allows kongohki
NinjutsuThe secret magical abilities to roll the dice, count the successes, then
of the ninja. They are forms of onmyoji roll that number of additional dice once
magic distilled with time and practice into more to add more successes to the total.
simple spells used to aid in inltration. Kongohki can do this a number of times
in one scenario equal to the total of their
Northern CourtAfter the Fall of Jinrai, Spirit and Body attributes.
the Northern Court of the Priesthood
quickly emerged. Far more liberal and
open than the Priesthood of the past,
they present their empress unmasked,

348

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GLOSSARY

PCPlayer Character. Each player at the Ref lectionThe Ref lection is a kind
table has one character that they create of Soul Cyberspace that Priesthood
and control. This character is called a PC, meikyo-users can enter. They connect to
or player character. a meikyo they possess (or link to a meikyo
Phoenix SectThe main sect of Buddhism in a local town or forest shrine), and can
in Tenra. This traditional sect builds instantly communicate with their peers
and maintains temples, keeps scriptures who also happen to be in the Reection.
and history, and practices all the arts of They can also leave recorded messages for
classical Buddhism. They protect the their peers.
people of Tenra and act as their spiritual RegentRegents are the rulers of the
guardians. HOH-oh-shu in Japanese. domains, the nations of Tenra. They
PlayerThe people who come to take are also called kings, queens, lords, and
on the roles of characters in the world of daimyos.
Tenra. All players are responsible for their ResonanceThese are the almost
own fun. psychic abilities of the oni people. By
PlaysetA sample setting complete with subconsciously manipulating the Sha
locations, people (NPCs), and con icts. energy around them, oni can move matter
The playset included with this book or communicate telepathically.
is called Against the Tide. More will RyoThe gold piece of Tenra, worth
become available on the Tenra Bansho about 4000 mon (copper pieces). Think of
website. each one in terms of worth as about 1000
PriesthoodThe Shinto Priesthood US dollars, 1000 UK pounds, etc.
is the organization which maintains SamuraiA word reserved for a feared
the traditional ancestral religion of the warrior who has undergone the dangerous
people of Tenra. They provide help to the soulgem surgery that binds a shiki spirit
common people, oer blessings, spiritual to their living f lesh. Samurai can, on
cleansings, and ociate at local festivals verbal or mental command, become
and ceremonies. They also are secretive monstrous: Growing in mass, muscle, and
and powerful: The Priesthood controls perhaps even chitinous skin, they become
all of the ancient powerful technologies extremely powerful physically for a short
of old, including the methods of creating period of time. Warriors who have not
meikyo, armour and kongohki. They gone through this surgery but work for
also secretly plot to have regents fight a lord (warriors that would traditionally
other regents to keep the land in a state be called samurai in real Japanese) are
of constant war, for reasons unknown. referred to as warriors, vassal warriors, or
Shinto priests and shrine maidens often mono-no-fu.
wear masks of painted wood or metal, Samurai SurgeryA terrifyingly painful
covering their faces in accordance with and dangerous surgery performed by an
some unknown tradition. The common onmyoji sorcerer on a willing warrior.
people generally trust the Shinto The warrior has soulgems implanted
Priesthood, and dont believe the rumors throughout their esh and sinews, and a
of control and deception. shiki spirit bound to the soulgems. The

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ones that actually survive this surgery are ShinobiA shinobi is an elite ninja
from that point onward called samurai. who has undergone the Dark Arts
Also called samuraization surgery. soulgem surgery. They can perform ninja
ScenarioThe adventure in which the techniques with less effort than ninja.
PCs take part. The GM plans out (usually Only the best of the best are selected to
in light detail) a scenario lasting 3-6 become shinobi.
hours, which is played out over usually ShintoThe ancestral religion of Tenra,
1-3 play sessions. a form of ancestor worship and animism
Scene JudgeTh is refers to one person which the people brought with them from
chosen at the beginning of the scene the olden times. The people of Tenra may
responsible for watching the acting or may not be Buddhist, but all people
players and rewarding them with Aiki believe in Shinto. Shinto ceremonies
chits for good role-playing, cool lines, and involve purication, weather divination,
dramatic dialogue. blessings for crops and health, and
communication with the kami (gods) of
Scene PlayerTh is is the player whose the land.
character (PC) is the focus of that scene.
There can be any number of PCs in a SoulThe amount of magical or spiritual
scene, but the scene player is the PC which power a character can harness. Think of
the scene revolves around, or for whom it as Magic Points (MP) from console
that scene has special meaning for the PC. games.
ShaThe gossamer-like invisible energy Soul MirrorAnother word for meikyo,
which covers the planet of Tenra. It can the clear mirror-disk used by Priesthood
only been seen and manipulated by oni, agents and armour-riders.
onmyoji, and magical creatures like the SoulgemA mysterious reddish metal
ayakashi. Sha f lows over the land and native to Tenra, it is rare and hard to
provides power to magic and magical mine. When it is mined and refined,
artifacts. it acts as a kind of spiritual battery or
Shiki(SHE-key) Also called shiki spirit focus. Rened soulgem is used to power
or shikigami, a shiki is a spirit (or creature weapons, samurai, shinobi, shiki, and
or demon, depending on your point of embedded in armour and kongohki as
view) which is summoned from the Sha power cells. Soulgem weapons (also called
by onmyoji. They take on whatever shape gemblades or gemswords) are rare and
the onmyoji wishes, usually some variant powerful weapons of high prestige and
of animal-like creatures. They disappear value.
after a brief period of time back to the Sha Soulgem WeaponsUsually in the
unless kept suspended permanently. form of katana and swords, soulgems
Shiki-SlingerThis is a somewhat are crushed through a trigger device in
derogatory word that classical onmyoji use the handle (revolver-style or automatic-
to refer to the new wave of young onmyoji style). This causes them to explode,
who combine kimenkyo calculation sending vibrations across the sword:
devices and abacuses in their summoning Th is increases the cutting and rending
arts, rather than the more traditional and power of the sword, as well as its mass as
artistic summoning forms of paper, brush
and ink.

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GLOSSARY

it swings. This causes terrible wounds as of them as a proto-ma a, even though


the soulgem weapon tears through nearly they arent all evil. For example, blind
whatever it strikes. masseuses technically fall into the yakuza
Southern CourtAfter the Fall of Jinrai, group: They arent bad, they just exist
the Southern Court of the Priesthood outside the normal tracks of society.
emerged after some time, although Yoroi(yo-ROI) The Japanese word for
they simply refer to themselves as The armour, the mecha of tenra.
Priesthood (and view the Northern ZAKT-8R Ultimate EdgeA modied
Court as heretics). They keep their yoroi armour shortsword with a high
historical control over the meikyo soulgem capacity and rate of re, it allows
technology, and keep a closed society a skilled ghter to go toe-to-toe on the
of secretive agents and operatives. They battleeld with the powerful 3-meter-tall
often bribe regents and lords with gifts armours. ZAKT-8 for short.
of true, powerful meikyo technology in
return for invading domains favorable to Zero ActThe very rst act of the game,
the Northern Court. They are in a state of where each player gets their very own
cold war with the Northern Court. scene. The Zero Act scenes introduce
each of the characters, demonstrates what
TalismanTh is is the name for when a kind of people they are, their personalities
shiki is summoned and then bound into and roles. It also tells them their purpose
an object. It can be later called upon to or goal for the scenario. During the Zero
emerge under the control of the talismans Act, the GM hands out Destinies to the
owner. Samurai are living talismans, a PCs (usually planned out in advance).
shiki bound to soulgems and living esh.
TenraThe name of the great land (the
planet, the earth, and the collection
of continents) in which the game Tenra
Bansho Zero is set.
Tenra BanshoA play on the classic four-
character idiom Shin Ra Ban Sho, or
Everything in Heaven and Earth (The
Universe). The title of the game you are
reading.
VitalityThe amount of damage a
character can take before they pass out.
It heals quickly. Think of it as Hit Points
(HP) from console games.
YakuzaThe outsiders, people with
no family register or land. They run
the gambling halls, lend money, handle
all sorts of otherwise illegal business.
However, they also perform the tasks
that no one else in the city is willing or
able to do, especially firefighting and
other dangerous but needed tasks. Think

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MEDIA RESOURCES
Most of the movies, dramas and anime listed below are available at your local North
American by-mail DVD rental/streaming provider. There are great resources to be
mined for ideas, or to get a feeling for things like What samurai looked like, What
traditional inns looked like, How people greeted each other, What people do in a
city or small town. The more media you watch, the more ideas for even little dramatic
touches will spill forth.
You dont need a degree in Japanese history to get the feudal-era-meets-magic world
of Tenra Bansho. You just need to have seen a few samurai movies, watched an exciting
anime or read a manga or two. That should give you enough material to inspire you (or
steal) for running your own games. Steal plot bits, characters, locations and action scenes
and use them as you see t. The most important thing that Japanese samurai era media
can provide is a sense of immersion: When you approach a dojo, you could imagine and
even describe in detail the dojo from an anime or movie you watched, complete with
sights and sounds. When you reach the forgotten shrine, you can remember the pictures
of the shrine in a manga you particularly liked, enough to interact with it. If you are the
GM, you could simple describe the tavern that the PCs enter from memories pieced
together from a few cool samurai movies you watched.
Things to watch for when soaking up samurai movies/dramas/manga:
Set pieces: Taverns, temples, festivals, hot springs, fortresses, etc. Take mental notes.
Notable characters: Faces, facial expressions, mannerisms, posture/speech, cool lines,
etc.
Action scenes: Use bits of ght scene choreography as a player or GM to describe battles
in an exciting way.
Names of people and places: Repurpose, borrow, steal.
Little cultural bits: What people eat, how they dress, what they do in the town or
village, and so on.

MOVIES
There are almost too many movies to even try to single out a few. But here are some that
exemplify the kind of action and drama that Tenra Bansho is about. Incidentally, some
of the best samurai movies ever made have all come out within the past ten years. Do
some exploring to nd your own inspiration.
Zatoichi seriesTheres some 26+ full-length movies in the Zatoichi franchise of the
blind wandering swordsman and masseuse played by Katsu Shintaro. Skip the rst few
B&W ones, move straight into the color ones. You can almost see the player controlling
Zatoichi increasing his Fates and relationships to the characters who appear, later
blowing stfuls of bonus dice in sword ghts, then erasing/changing Fates to buy o
the Karma debt. Theyre all pretty awesome, but in particular check out Zatoichi the
Outlaw, Festival of Fire, and Zatoichi: The Blind Swordsman (1989, his last movie).

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MEDIA RESOURCES

AragamiTwo hours. Two samurai. One RanAkira Kurosawas masterpiece


room. This movie was actually lmed in a might be too much of a stretch of a
week on a dare, but the result is a gripping, reference for the gaming table, but the
suspenseful and action-packed tale of an scenes, costuming and battles should
immortal looking for death and a warrior give you a glimpse into the warring states
looking to atone for his sins. Also, the period of Japan.
weapons are totally Tenra and kickass. Shinobi: Heart Under BladeTwo ninja
Onmyoji and Onmyoji 2Great stories clans in a war to the death. See what
of the ancient Heian period (a great Ninjutsu: 5/Special level looks like in a
setting for magic and royalty-themed live-action movie. Also, annelidists!
Tenra games). Watch Abe-no-Seimei AzumiAnother ninja movie. Slow at
summon shikigami, cast exorcisms, and times, but punctuated by great action
even roll his Performance skill to literally scenes and story twists.
dance into Heaven. Nomura Mansai
(Abe-no-Seimei) is a classic Kabuki Versus (Ultimate Edition)One of the
actor, which brings an interesting level greatest low-budget action movies, ever.
to his performance. Great inspiration for Watch it for great ideas on maneuvers
onmyoji characters. to use in sword ghts and hand-to-hand
battles.
13 AssassinsA perfect example of a
Tenra-style revenge story, against an RoboGeishaSilly and weird, but it
enemy you simply cant help from wanting portrays the life of warriors trading in
dead. Brutal, thoughtful, and thoroughly pieces of their humanity for more power.
entertaining. An excellent cast of actors Also, BUTT KATANAS.
in excellent bugei (sword-acting) form, a Other modern historical-themed movies
must see! for visual or story inspiration include The
The Hidden BladeA great and Twilight Samurai, The Sea is Watching,
heartwarming drama of a samurai Sakuran (a courtesans tale), Hana, the
in changing times. Includes: Honor, Lady Snowblood movies, Goyokin, Dora-
corruption, kindness, brotherhood, Heita, When the Last Sword is Drawn,
deception, treachery, justice. Samurai Fiction, After the Rain, and on
and on.
Zatoichi (Beat Takeshi)This recent
Zatoichi movie directed by and starring
Beat Takeshi Kitano basically takes a
giant crap on the character of Zatoichi
DRAMAS
Baian the AssassinOne of the greatest
perfected by Katsu Shintaro (the
examples of serial campaign stories:
character was memorable because of his
Doctor-by-day/assassin-by-night Fujieda
aws and failures, and Kitanos Zatoichi
Baian kills evildoers for money to keep his
was a zero-f law badass being badass
clinic going. Great tales of revenge and the
with badassitude), but the story and
underworld, lots of inspiration for Tenra
supporting characters are undoubtedly
games. Also, one of the early works that
brilliant. Another glimpse into the old
made Watanabe Ken and Abe Hiroshi
Edo-era underworld, suitable for darker
household names in Japan. Buy the 4-disk
city, yakuza, underworld or thief-based
set, youll be glad you did.
Tenra games.

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Lone Wolf and CubA classic serial TV Theres an anime, too, which excellently
series, and great example of one-on-many portrays the weirdness and discomfort of
ghts. the manga, but kinda ends abruptly.
ZatoichiThere is a TV drama version of OokuA slower-paced tale of female
Zatoichi: More classic blind swordsman shogun and male concubines. See what
tales in 1-hour bite-sized chunks. Almost happens with persuasion, pillow arts,
all of them are excellent. Denitely check etiquette and art-of-rule become the main
it out. skills in a role playing game.
Hissatsu Shigotonin (The Dedicated Fist of the North StarBehind the blood
Assassins)A group of various and guts and muscles and martial arts is
laborers, samurai and people-with- a story of brotherhood, desperation and
pasts work in the day, and at night smite karma.
evildoers, oering vengeance for those who
cannot avenge themselves. Very limited
availability in English, but it is a great ANIME
troupe-based assassin story: Each episode Ninja ScrollIf there was one anime that
the story is repetitive and telegraphed, screamed Tenra Bansho (minus the messy
but the iteration of the characters, the and sorta too-far sexual assault scene), its
motivations and machinations of the evil- Ninja Scroll. Youll nd yourself statting
doers and the set pieces make it a perfect up the Devils of Kimon and their powers
example of what an excellent serial long in your head (theres even an annelidist!),
campaign of Tenra might look like. and can follow along where the characters
Search for it. make their Fate rolls.
Historical Dramas: If you have access to Princess MononokeIf you havent
Japanese series like Fuurinkazan, Mito watched this classic Studio Ghibli anime
Komon, Ryomaden, JIN, Ooku: Hana yet, then put this fucking book down and
no Ran, or other historical period pieces, go watch it. Yes, now.
check them out. The more you watch, the
Samurai ChamplooThe action, drama
more stu youll nd to include in your
and especially the setting anachronisms
games.
totally belong in any Tenra game.
Basilisk: Koga NimpuchoAn anime
MANGA based on the manga based on the book
Blade of the ImmortalKinda drags which also later inspired the movie
on in places, but the characters, the Shinobi: Heart Under Blade, the
weaponry and the personality changes powers, weapons and stories behind the
that develop in the main characters ag warring ninja factions make this a classic
this as a possible inspiration for Tenra Tenra inspiration.
games. Twelve KingdomsOne of the greatest
Shigurui/Death FrenzyA dramatic and anime ever made (scope, quality, story,
gruesome taleperhaps a Sociological voice acting and music), the world of
Horror Storyof what happens when the Twelve Kingdoms is certainly more
warriors totally give themselves up in the Chinese themed than Japanese themed.
pursuit of martial power and excellence. However, a lot of the visuals and style,

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MEDIA RESOURCES

the alienness of a fantasy asian-themed doesnt sell you on the game, you have no
game, and the simple human tales soul. The newer releases are set to come
underneath have a place in the halls of out on PS3 and Wii, skinned as Sengoku
Tenra inspirations. Basara and not reskinned as Devil Kings
Seirei no Moribito/Guardians of the (yay).
Sacred SpiritIf you want to run Tenra OkamiIts like injecting 200ccs of
as a Korean-themed Fantasy game, this Japanese Mythology directly into your
anime series ought to bring plenty of eyeballs. Its also one of the greatest games
inspiration. on the platform. Will inspire characters,
Vampire Princess Miyu (TV)See the monsters, and scenery to use in your game.
kind of dark tales that can develop when Way of the Samurai 2An open-ended
an ayakashi is the main character. game of revenge and justice. Lots of
interesting characters and factions, the
impact of the visuals will inspire turns
BOOKS and twists in your game.
Too many to list. For real Japanese pulp TenchuThe classic Ninja action game
tales of ninja, assassins, samurai, revenge done up pretty on the PS2. It should
and other awesome stuff, look for the inspire a few ninja-themed games. Stick
author Ikenami Shotaro. Baian the around for Tesshu, the third and secret
Assassin, Hissatsu Shigotonin, Basilisk main character based on Baian the
Koga Nimpucho and other dramas came Assassin.
directly from his short stories.
Tenchu KurenaiSame as the above, but
with a better story, less magic and more
GAMES drama.
Onimusha seriesHigh action, low
There is a lot of inspiration to be pulled
drama, but good clean fun. The setting,
from video games. Here are the notables:
weapons and monsters should inspire a
Playstation 2 few magical-themed Tenra games.
KuonOnmyoji action/horror game. Shinobido: ImashimeFrom the makers
While it has artifacts of survival horror of the original PS1 Tenchu, this game
games, the visual impact of the clothes, revolutionizes the story-focused ninja
setting and buildings; the gripping action game. Play this for a few hours and
story; the magical action all make this youll have enough material for three ninja
an excellent resource for Tenra Bansho campaigns. This game was never released
games. Creepy and awesome. in North America, but it is available in
Sengoku Basara seriesIn the US Europe consoles.
its called Devil Kings, but this is an Kamiwaza (import only)Its like
awesome action game that combines Shinobido (same makers, even) but with
historical Sengoku figures and battles thievery instead of murder. A father
with Tenra-style high action, magic and returns to a life as a virtuous burglar to get
even technology. If a six-katana wielding money for his sick daughters medicine.
biker-boy Date Masamune or hell-magic Shows how you can have an awesome game
and shotgun-wielding Oda Nobunaga of action and drama without bloodshed.

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Hissatsu Urakagyo (import only)A Original XBox


story-focused game basically ring o the Otogi seriesA high-action onmoyji
Hissatsu Shigotonin (TV show) theme: 5 action game. Destructable scenery and
disparate assassins from all walks of life cool costumes makes for one of most
take down evil magistrates and samurai in original games on the XBox.
old Edo. Crappy controls, excellent story.

Playstation 3
Sengoku Basara (see PS2)
ROLEPLAYING
Way of the Samurai 3Another addition GAMES
of the multiple-storyline Way of the There are other good role-playing games
Samurai series. The story is so-so, but its out there that also focus on quasi-historical
got a lot of good characters and scenery Japan.
to use when describing towns in Tenra. SengokuIf you want to learn more
Valkyria ChroniclesHas nothing about the feudal era of Japan, or make
to do with Japan (save where it was your games of Tenra more realistic,
designed), but the combination of this is hands-down the best resource for
character interaction and drama set in that. There are other books about that
the background of an ongoing war might historical period, but this is the best one
inspire a multiple-campaign Tenra game focused for gaming.
set in a multi-domain war. Legend of the Five RingsSo its a fakey
Ryu ga Gotoku: Kenzan! (import Japan, and the language inconsistencies
only)A game in the popular Yakuza and orientalism might drive you up a wall,
series, reskinned as a feudal era drama but the setting is exciting and the setup is
set in old Kyoto. Great visuals, side- prime for good, solid fun. The new fourth
games and characters scream inspiration edition is excellent, containing incredible
for tabletop games. Unfortunately, there amounts of GM usage advice.
appear to be no current plans to release Blood and HonorThe original designer
this game in English yet. of Legend of the Five Rings comes back
with a game focused on ghting, honor,
Wii
romance and empire-building. Wick gets
Oboro Muramasa/Muramasa The
it right on many levels.
Demon BladeIf there was one true
Tenra Bansho Zero console RPG game The Mountain WitchCurrently
for the setting alone, this is it. An utterly available only in PDF format, it tells the
Japanese reskin of their own Japanese story of a group of samurai and ronin
culture, it features furious sword action, traveling up Mount Fuji to defeat the evil
reimagined mythical monsters and gods, Mountain Witch. Very rules light and
intriguing characters, and compelling focused on the story, and features Fate-
storylines. For the Japanophile, this game like elements. Its where the fishing
alone almost makes a Wii worth buying. technique came from.
Okami (see PS2) KagematsuA small-press game about a
lone ronin protecting a town of helpless
Sengoku Basara (see PS2)
women. It challenges gender roles and
keeps a tight focus on the story.

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Dust DevilsWhile this is a game set


in the Old West, its steeped in the same
conventions as Edo-period samurai epics:
fast action and deep, driving, personal
aws. You can reskin it as a gru samurai
tale with absolutely no changes to the
rules.
Lone WolfA game thats half a
boardgame and half a role-playing game,
together you tell the story of a ronin in
a corrupt town over the course of an
evening.
The Blossoms Are FallingA supplement
and setting for the Burning Wheel role-
playing game. Unlike other games set in
the Edo or Sengoku periods, this one is
set in the end of the Heian period. This
is a time before samurai and ninja, when
dynasties were forming, the political
landscape turning from order to chaos,
and the land changing from one based in
magical to martial power. Rules-heavy
but ultimately satisfying.
HELLAS: Worlds of Sun and StoneIf
you like the idea of Tenra Bansho, of taking
a real historical culture and awesome-ing
it up by adding anachronistic magic and
high-technology, check out this game. It
is basically the Tenra treatment applied
to ancient Greek history and mythology.

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ADVICE
This section collects various pieces of advice for playing or running games of Tenra
Bansho Zero. It is divided into advice focused on players and gamemasters. You dont
need to read or memorize this all to play the game, but some of the advice might help
your game run more smoothly. Some of the GM advice is reiterated from the Scenario
Creation rules section.

ADVICE FOR PLAYERS


Tenra culture is old Japanese culture. If youre not as familiar with Japanese historical
movies and dramas as other players, feel free to turn to the players who are for advice:
I want to show respect to the lord. (turns to Jason, another player) Should I just bow
really low? Anything else I should do?
I use my etiquette skill to perform the tea ceremony perfectly. Tonya, you mentioned
that you know about tea ceremony, what sorts of things might I do here to show my skill?
Also, if youre interested, look up samurai or other Japanese customs online or in books,
make some notes and bring some customs to your next game. You dont have to turn
a game of Tenra into four players trying to outdo each other with their knowledge of
classical Japanese customs, but it might add a tiny bit of spice or Tenra-style alien-ness
to a game without falling back on classic Orientalisms.
If you want to dierentiate your character, think of a particular way of speaking. Perhaps
even adopt an accent: Speak like a country bumpkin of your own native language if
youre from a small village, or adopt a city accent (Boston, New York, London, Zurich)
for a haughty city-dweller. Theres the equivalent of everything from a Brooklyn accent
(Osaka-ben) to Welsh (Kyuushus traditional speech) across historic and even modern
Japan, and Tenra is no dierent. Players can speak in the mannerisms of various English-
speaking people, you dont have to resort to sounding like an anime character or a
lowbrow comedians take on a Japanese sarariman or wise ancient Chinese philosopher.
Never forget to give Aiki chits. Its easy to lose track when youre captivated by a
particularly interesting dialogue between two characters, but try to remember.
If you arent getting a lot of Aiki chits, try to step up your game: Talk more in character.
Be more forceful, have your character take a strong stance on something in the game and
really play that up. Interact with the other characters, even if you have to pay a Kiai to
jump into an existing scene to do so. Target your Fates a lot. You can even emphasize
your Fates with out of character talk, as it will show the other players, the audience,
which parts of your roles you are aiming for:
Player: How dare you! Watch your tongue, or Ill have your life-blood on my blade, whelp! I put
my hand on my sword. After all, Ive got that Fate that says Emotion: Wary of the prince, so Ill be
playing that up.

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Player: Since I have a Fate that says Taboo: with rules. One thing to take advantage
Killing people, Im going to bluster but not of, though, is the fact that if you come up
actually kill these guards. I I say! Stay right with a more clever way to say something
there, or Ill cut you! Ive cut down a thousand right after you say it, or decide a second or
men, one more will be a drop in the bucket!
two later to take a dierent approach, feel
However, my voice is cracking, my sword hand is
free to do-over the lines you just said if
rattling my katana against its scabbard. I have a
you realize that you wanted to take the
feeling this isnt going to go well.
conversation in a dierent direction. If
In Japanese, there are various levels of the other players/GM agrees, then its
speech: Plain form, polite form, honoric totally ne.
speech, warrior-speak, archaic noble
GM: The samurai glares at you angrily. Sit your
speak. If you want to bring language into
ass down, he says, and kicks the open chair out
the game, feel free to indicate how you are from the table for you to sit on.
speaking:
Player: I kick the chair across the room, standing
I am trying to cover up my country accent by deant. Listen here you ogre, I dont take orders
over-using honoric speech, and probably doing from anyone.
a terrible job of it as well based on the fact that I
have no skill in etiquette. GM: He grunts a bit, a smile creeping over his
lips, and
(after speaking in character for a minute to
an NPC courtesan) By the way, I was saying Player: Ah, actually, I thought of something else I
that all in polite speech, not plain speech like I wanted to do instead, is that OK?
normally do. I want to help put her at ease. GM: Sure.
I spit, and curse at them in the most impolite
Player: OK, so instead of kicking the chair,
form of speech I can possibly utter, You bastards
Kirie plops comfortably into the chair acting
can eat my steel. cheerful and obedient. I want to put him at ease.
Help the GM and others by making I assume that youre looking for me, then? But
heres the thing, as soon as he lifts his sake cup,
it clear what your character is doing.
I want to show him what Im capable of: With
Compare I look around the body or
blinding speed I want to slice through the bottom
Kirie glares at the samurai versus Im of his sake cup.
looking around the body for clues as to
GM: Great! Make a Spirit: Persuasion roll to
how the soldier died, where he might have
intimidate him, and well see how you do.
come from, stu like that or Kirie glares
at the samurai, trying to show him that But my character wouldnt do that! is
shes not to be messed with. Shes trying a cop-out. Dont use it. You as a player
to throw him off his swagger, maybe control your character. If the game would
calm down and open up a bit. When proceed more smoothly for the other
taking action, the latter examples gives players if your character had a reason for
the GM a lot more information to work traveling with the others, or not being
with. Giving the GM an idea of what suspicious of the suspicious NPC, then
your intentions are as you perform your its up to you to take control of your
actions will help the GM understand and character and supply that reason.
fulll those intentions. Going Left when everyone else Goes
We dont have teams of script writers Right can increase the drama of a game, if
preparing great dialogue for us. Role- done once or twice. But constantly doing
playing is like improvisational theater contrary things that hamstring the pace

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of the game, or add complication for no night at a sparse inn can run 5-10 mon and
reason other than Its what my character would likely include food. An evenings
would do, means that youre playing the entertainment (theater, courtesan, music)
game wrong. Your character doesnt exist might run 10-20 mon. Weapons range
outside of you, so come up with a reason from 20-100 mon depending on quality.
why your character would join the others in Healing from a physician usually runs
their expedition, or invite the strange ninja 10 mon. Most basic clothing supplies
to sit at your table, or go o on adventure cost 1-3 mon each. Travel via palanquin
when the safest route would be to stay at might cost 2-5 mon for short distances,
home. Ask the GM or other players for 5-10 for longer. Hiring one or more ninja
advice if you need help coming up with usually costs 1-10 ryo depending on the job.
reasons. Buying a shop or restaurant might cost 10-
Make a conscious effort not to only 20 ryo. Just remember that Tenra is vast,
make your own character look cool, but so a legendary inn might cost 1 ryo per
do things to give other characters the night, or an ancient, forgotten castle on a
spotlight and make them look cool as cursed land might cost 1-2 ryo instead of
well. several hundred or thousand ryo. In terms
of literary weight, think of 1 ryo as about
Dont be concerned too much about 1000 US dollars, 1000 UK pounds, etc.
keeping track of money: Theres no
spending or equipment cost charts in For the most part, theres no need to keep
this game. Exact costs for equipment and track of every coin you have or spend. But
services, as well as the amount of money the above may be helpful when talking
that the characters have, is all situational. in character about the prices of goods or
Asking the GM How much money do I services.
have? in this game is as relative as asking Remember that rolling on the Emotion
What time of day is it? Having a few Matrix is for inspiration. When you land
mon (copper coins, minted by the local on an emotion go with it if you want
domain government) will keep you out of to, but feel free to keep your eyes open
work for a day or two, and in a situation for another emotion that you think is
where youre in dire need of money or more tting. If you initially land on an
work for your next meal. Having a few emotion that strikes you as dicult or
hundred mon will keep you well off complicated, it might be an interesting
for a month or so, depending on your challenge, but dont be strong-armed
personal costs or vices. Having one or into settling on it to prove your skills or
more ryo (gold coins in an ovoid shape, anything like that.
also individually called koban) means Dont be a dick. Thats the Golden Rule
that you can buy pretty much anything of role-playing.
you want that you encounter, indulge in
wild extravagances for weeks (or one wild There are no secrets from other players
night), or that youre a noble and are want in Tenra Bansho. If your character
for nothing. has a secret that they are keeping from
the other characters, the rst thing to
Having said that, though, heres a quick do is make sure the other players
idea of costs: A single plain meal or tea on the audienceknows the secret and
the road usually runs 1-3 mon, or several understands its impact. That way the
mon higher for more quality foods. A

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ADVICE

struggle of keeping it a secret can come up the other player might think that youre
more in play without confusing the other aiming to kill his character. Explaining
players. The other players will likely help what youre trying to do will help the other
aid in making the secret more interesting, players maneuver their characters to help
making the revealif it comesthat that happen. Or they might disagree, and
much more entertaining for everyone. come to a more interesting compromise.
Throw one kunai or shuriken at an If you leave the other players in the dark
enemy? Dont make me laugh. You have as to your intentions, they might simply
a lot on your sheet for a reason. Throw not understand or catch your in-character
a lot, all the time. subtle cues, and come to another
conclusion entirely about what you want.
In most role-playing games, you learn to
speak as your character, in rst person: We are mystied by some of the cultural
I lift the rock; I swing at the ninja; or physical artifacts from Japan: Ninja.
I try to seduce the lord. Feel free to Jade. Katana. Geisha. Tea Ceremony.
sometimes use third person to refer to However, on one cultural artifact of Japan,
your characters actions: Kirie holsters suicide/seppuku/hara-kiri: It seems that
her sword and glares at the enemy; some Japan-themed role-playing games
Red Lotus bows humbly at the lords will end with half the PCs committing
suggestion, and quietly takes his leave. seppuku (ritual disembowelment). Once
Kirie points at the tavernkeep and says, or twice is ne if it ts in the story, but just
Old man! Rice. Soup. Fish. Now. It note that while suicide does happen with
might give you a new perspective on the alarming regularity in mythical stories
scene. and legends, there are other ways to die
or deal with great shame: Self-proposed
Feel free to work with the other players exile, shaving your head and becoming a
out-of-character to think of potential monk, charging headrst towards your
cool things to bring into future scenes, or enemy, volunteering for suicide missions,
character intentions and explanations. or even giving up the sword and your
You can do this during Intermissions, or name and starting a new life elsewhere,
perhaps quietly when your character is all of these and more are acceptable
not participating in a scene: alternatives to ong yourself. We only
Im thinking that my character is starting to mention this because it seems that many
fall in love with the princess, and is starting to Japanese-themed RPGs (not just Tenra)
become jealous of your relationship with her. Is played in the West often end with a big
that cool with you? messy seppuku party. Just be aware of
Im totally going to kick your ass here in this other ways to end your characters tale.
tavern, but Im not going for the kill. I just want
How to Win at Tenra Bansho:
to try to teach your samurai a lesson.
1) Create a character with an average or
This will help explain what you as a player
high Empathy, and mid-range starting
want to have happen, and clear it with the
Karma.
other players so that theyre on the same
page. If you dont make your intentions
clear, in the rst example the other player
might think youve suddenly become a
jerk for no reason. In the second example

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TENR A B A NSHO Z ERO | A PPENDIX

2) Role-play well, getting into character as jump right into a game. Dont bother
much as possible, entertaining the other explaining the nuances of Buddhism or
players, and pushing your role-playing ayakashi if neither is going to appear in
skills further than you may otherwise. your game. Ideally, folks who love the
Get those Aiki chits owing. game will get their own copy of the book
3) Reward the other players when they so theyll be able to read the setting info
push themselves with Aiki chits, telling on their own (or you can loan out your
them why when you do so (That was copy to your friends before your first
awesome!; I like that line; Thats session). Ancient Japan, with high tech
an interesting take on that Fate you and magic; but all of the technology is
have there, nice job). They will in turn geared for warfare.
reward you when you go the extra mile The rules are the same. See the Running
in your role-playing as well. your rst game of Tenra section below.
4) Set up the other players to do cool In short, dont explain how Karma works
things. When role-playing, purposefully until at least the rst Intermission. Dont
give the others their chance to shine. bother with an explanation of combat rules
Doing so usually results in doing things or initiative until the rst real ght breaks
in-character that score you even more out. Dont dive into the Vitality/Wound
Aiki chits. rules until the rst PC takes damage in
a combat round. Dont explain skill rolls
Congratulations, you have started an until the rst time the character tries to
unstoppable combination of power. You do something in-game. Do make sure to
will gain bucketloads of Kiai with which explain how Aiki chits are given and used
to improve your characters abilities and at the beginning of the game, so that the
skills. Truth be told, though, youll likely players can start rewarding each other right
be spending it all on dice bonuses and out of the gate.
skill level increases in the boss ghts. And
either way, youll be gaining tons of Karma Breaking the setting and rules into bite-
anyway. sized pieces as you play the game makes the
game a lot more digestible than explaining
all the rules and setting nuances up-front.
ADVICE The Zero Act doesnt need skill rolls. If
something dramatic is going to happen
FOR GAME- in the Zero Act, even a combat, simply

MASTERS describe the results of the action without


going to dice in order to wrap it up and
Tenra is well huge. The rules arent move on to the rst act. For new players
that hard to understand, but the setting to the game, you may want to introduce
can be pretty overwhelming, even for the game system by having a player roll
anime geeks and Japanophiles. Dont try a single skill roll, but keep it short and
to explain all the minute details at rst. quick.
If theres time before the rst session,
If one or more players seem to not be
have the players read through the color
getting a lot of Aiki chits, remind them
section at the beginning of the book,
to step up their game. If theyre normally
that hopefully gives enough setting and
shy players, then give them more
background on the character types to

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ADVICE

opportunities to interact with NPCs or they will likely be played very dierently.
other characters in scenes specifically And the fourth character is there to add
designed to see how two characters some surprises, spice, or tension to the
interact. Bring them in as minor NPCs game. You should be able to come up
for other characters scenes, giving them with a beginning/background situation
an Aiki chit as they do so. If someone for your scenario quickly with the three
is shy but comes out of their shell, that of one kind, one of another rule.
should be enough incentive to reward When preparing for a game, go through
that person as much as the best roleplayer the names index and write down about
who brings the house down each scene. 10 rst male and 10 rst female names,
Reward the players based on their own as well as 10 last names. You will likely
relative role-playing skills, dont compare need to introduce new NPCs on the spot,
them to the rest of the group. In time, and having a few names to choose from
youll see people come out of their shells will help you come up with good names
as they become more familiar with the on the y.
game.
For the most part, try to avoid mystery.
In turn, if a scene ends and one of the main Dramatic plot twists that ip the audience
players in that scene didnt receive any Aiki and Your friend was the evil mastermind
chits, if the player aimed their roleplaying all along! are for Hollywood movies, not
on one of their Fates or their Destiny, really for Kabuki plays or Tenra games.
remind the players of that fact and give Usually at the beginning of the game, the
them an Aiki chit. This isnt a consolation players know who the evildoer is, and that
prize, but rather its a look back into the doesnt change throughout the game. The
characters goals (Fates/Destiny) and how PCs will change, their relationships will
the player pushed those goals. A player go stronger, change, or dissolve. There
can still push a characters motivations in a will be cool dialogue and memorable
scene in a way where individual lines arent moments. But dont rely too much on the
that cool or exciting, but overall led to a impact of a gotcha! to fuel the game. It
great conclusion. might be interesting to have the leader of
GM: OK, well end that scene there. Blue Cloud the Demon Mask Faction be your trusted
was really pushing his Revenge Destiny as well lords advisor, but dont make that plot
as the Love of the princess in that last scene, twist the central plot point of the game;
did you guys catch that? Here, take an extra Aiki its likely that the players will already
chit, you really made Revenge the focus of your
gure out your plot twist, have already
character in that last scene.
guessed the identity of the evil boss, and
If you cant think of a scenario, do are just being nice and not ruining your
this (given a four-player game): Pick scenario by stabbing them in the head in
three of one character type and one of the rst scene.
another. Three Buddhist monks and
Thats not to say not to run games where
one oni samurai. Three onmyoji and one
theres a mystery, or the identity of the
ayakashi. Three ninja/shinobi and one
boss is hidden. Just dont rely on some big
shinto shrine maiden. That should give
shocking twist as the sole scenario element
you a framework of how to structure the
designed to entertain the players. You dont
beginning of the story. The three similar
characters might be the same type, but

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TENR A B A NSHO Z ERO | A PPENDIX

write Hollywood suspense screenplays, so that you guys wanted to do before the
rst and foremost give the players action temple, let me know and Ill work it
and character drama. into the story. Making amends is good,
In many RPGs, when the action starts usually by adding things to the scenario
to slow down, its time for a combat. You that the players want to see (usually the
can do that in Tenra as you see t (1 very reason they got off track was because
powerful enemy or 2-3 evenly matched they were pursuing some story element
combatants, or 4-5 weaker opponents are they thought was interesting). If youre
a good change of pace). However, a more new at GMing, dont be afraid to do this
Tenra-like thing to do is to instead of kind of thing! The alternative, blocking
throwing random enemies at the players, the players by manipulating the world
set up more opportunities for the against them to funnel them on track,
characters to talk to each other. Instead especially when you are new at being a
of Ninjas burst into the tea house, go!, GM, is usually not pretty: Oh, you want
think OK, PC 1 and PC 3 havent had to go to the Shrine instead? Uh, there is
much opportunity to talk. You are in a garrison of samurai blocking your path.
a hot springs bath, and no one else is The tavern? Well the tavern is closed,
around. You break the uncomfortable you cant go there either. Instead, just
silence with conversation, go! appeal to them as players and friends, and
quickly continue on with the scenario.
This leads to opportunities for the players
to receive Aiki chits. It also gives the Split up the characters, a lot. This cannot
GM and the audience a chance to see the be emphasized enough, especially for
characters in a new light, perhaps in the game masters who are used to running
process generating story fodder for the GM other games. In other games, we all
to work with in followup scenes. tend to have all PCs in all scenes at all
times. In Tenra Bansho, you want to get
Make the players describe what their into the habit of only bringing in about
characters look like, how they dress, how half the player characters (changing the
they act. Have them be brief, were not characters up after each scene) into most
looking for long paragraphs of backstory scenes, even if the characters are traveling
or exposition: Just enough so that all the or acting together. This gives some screen
players at the table can almost close their time for those players to talk to each other
eyes and imagine the character in action. in character, and that role-playing helps
Dont be afraid to break that fourth wall, them build up their Aiki chits. Also, it
and drop the mystique of the GM being gives the other players not in the scene the
an all-knowing always prepared entity. desire to want to spend their hard earned
If the players are all going in a direction Kiai points to be in what appears to be a
that you havent anticipated, and you cant particularly interesting scene.
get the game back on track, go ahead and Its hard to remember this at rst, but try to
tell them! Hey guys, I dont have any force yourself to introduce a scene normally,
material ready for that location. I cant and restrict it to only two or three of the
even take the existing material and make PCs. Encourage the players in the scene
it relevant to that area. Really sorry about to have their characters talk to each other
that. Can we move everyone back towards about the events of the scenario, the other
the Sun Temple? If there was anything PCs, or their pasts, rewarding this with

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ADVICE

Aiki chits. Tell the other players that they If you nd yourself hard pressed to decide
can have their characters enter the scene for between two attributes or two skills for a
one Kiai point, or else perhaps bring them particular situation, simply let the player
in as background or even important NPCs. use whichever attribute or skill is higher
Even if all the characters are physically in in number or rank. Assume that the
the same general area (traveling along a character will roll with their strengths
road), you can start the scene between and make use of what they are good at in
two PCs walking next to each other either that situation anyway.
ahead or behind the others. If theyre all See the player advice on rst person vs
in a tavern, one of them might be away in third person. As a GM, you might want
the restroom or at separate small tables of to mix it up as well, especially when going
a crowded inn. Splitting up the characters into details of a scene:
generates more Aiki chits and more drama.
(points to Jason) You are here, your sword is
You control the results of every character unsheathed and youre facing some sort of four-
success and failure. However, it is always legged monster towering over you.
fun to let the players describe their (points to Jason) Kirie is here, her sword is
characters successes and failures: They unsheathed as she circles around some sort of
will often surprise you with excellent four-legged monster which towers over her.
narration, even at the detriment of their
It wont help or hinder character immersion
own character:
per se, its just an interesting way to describe
You fail to see the ambush in the road ahead. scenes and actions in a dierent way. If you
What were you doing, instead of paying attention
nd yourself using one style exclusively, try
like you normally do?
using the other a little.
You nish the enemy. Do you knock him out or
kill him?
When in doubt, ask the players what
they want their characters to do next.
You dont convince the lord to help you. Why
Roll with those decisions. Dont use it as
not, what happened?
a stalling technique: If you have to ask the
20 shuriken. Kirie managed to dodge an assault players more than twice in the space of
of 20 shuriken in a matter of seconds. Wow. a minute or two, What are you doing?,
How did she pull o that feat? then you need to either have some action
Its a good idea to have the boss enemy happen (move along with your plans), end
appear in some capacity in at least one of the scene and begin the next one, or create
the characters Zero Act scenes. Show an in-your-face obstacle (a chasm between
them up front the kind of person they the characters and their goal; a drunk
are up against. warrior yelling at the weakest character; a
ninja attack; the appearance of the enemy
Often youll find that the situation
boss) for the players to deal with.
behind a skill roll could be tackled
by more than one attribute, or more Fishing is a technique where you ask
than one skill: When intimidating an players for significant input into the
opponent a player might use Spirit, scenario via a loaded question about
Empathy or Station, depending on the something that is happening in the scene:
situation. Its up to you as the GM to The swordsman glaring at you theres
decide based on the description which something about him that only you notice, and its
attribute and skill will be best for the roll. deeply unsettling to your character. What is it?

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TENR A B A NSHO Z ERO | A PPENDIX

As you are enjoying the festivities of the village Make important NPCs (including
harvest festival, you stop dead in your tracks. bosses) memorable. Think of what they
You recognize someone, someone who you would wear, how they move, the way they talk
never expect to be here! Who is it, and what are (speed, intonation, language, etc).
they doing? Do they notice you?
If youre still getting used to the game,
At the end of the scroll, the lord has written a
try to come up with a scenario idea rst
message meant only for your eyes. What does it
and perhaps even prepare the player-
say?
characters beforehand, instead of having
The guards on their katanas all have the same the players create characters rst then
emblem on them. You recognize this emblem.
trying to create the scenario from there.
What is it?
Remember that most of the time, evil
Why have you decided to leave your temple?
Asura boss enemies werent always just
Kirie stands dead still at the edge of the bloodthirsty manipulators or madmen:
battleeld, her mouth open in utter shock. What
There was a time that they were human.
does she see?
They cared too much about something,
Fishing is a great way to have players inject and that led them to the path where
cool ideas into the game. They will surprise they nd themselves now. They are not
you, and ultimately give you material to redeemable, but they are interesting.
incorporate into the game later. Try to Think about why they became that
use it once or twice per session for some way, and you might find the players
interesting results. sympathizing with the enemy even as
If you need to start a scene (or even the they are cutting them down.
start of the game: Zero Act scenes, or Dont make the players roll their
the rst scenes of the rst act) by jumping characters skills for things that must
forward a bit in time, start the scene in a happen for the scenario to proceed: There
new place and simply ask the players how is always the chance that, no matter how
they themselves decided to be where you high the skill level, failure can occur. For
put them: example, if the characters must nd a
Come up with a reason why youre all in this clue or lead to get to the next scene, then
tavern on the edge of the city. simply have the most appropriate player
This scene starts with Kirie and Red Lotus at
(highest Notice skill) find it, or have
the entrance to the grand Phoenix sect temple. several players roll their Notice and give
Why did you decide to come here? the clue to the character of the player who
rolled the most successes in the group.
Dont over-use this technique to jerk
the characters from location to location Consider changing the reality of the
with no explanation. But this is great for situation based on character successes
introductory scenes, or scenes in new acts or failures. If a character succeeds at a
where you advance the time signicantly skill with lots of extra successes, change
(a few weeks, a year, and so on). Its also the reality of what happened or what will
great for moving the characters to a new happen based on the roll. If a character
location without waiting for the players to is trying to assassinate a greedy or evil
eventually move their characters to that lord, but rst meets him and bowls the
particular location. lord over with an excellent Etiquette roll
and great roleplaying on behalf of the

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ADVICE

player, the lord may take a liking to the bonus dice for non-combat rolls resulting
character and might meet him later in in a large number of successes that would
private without the companionship of otherwise be discarded.
his guards. If the character fails utterly If youre up for the challenge of running
at what should be a simple roll, the failure a more free-form game, the best way to
doesnt have to be related to the actual go about it is to come up with solid Zero
skill of the player: Act scenes that introduce the characters
Failing a movement skill roll to jump over and give them motivations. With that
a creek could mean that the rains last night foundation in place, it is easy to run a
loosened the soil unexpectedly, and the game that does not depend on a lot of
ground on the other side sinks from under pre-written notes: The players will drive
the character, pitching them into the water. the action from a good set of Zero Acts.
Failing a rst aid skill roll on an NPC might If you want a PC to make a choice, have
represent the NPC being an alcoholic, the choice presented in-character from an
a diabetic, or have another undiagnosed NPC or another PC. That not only gives
condition that would cause a routine the player a chance to make the decision,
operation to fail, or perhaps an unforseen but they can do so in character, which is
complication caused by the wound. likely to result in more Aiki chits.
Failing a knowledge roll might be more This:
than simply, You dont know. Perhaps the GM: So, what do you want to do, John? Is Blue
character is frustrated because he knows Cloud going to bring the princess with him on
the history of every town and city in this his journey? Or will he nd a safe place for her to
stay while you ght the enemy regent?
kingdom, but for some reason he never
heard of this little village he found himself Versus This:
in, and that alone is cause for suspicion GM: The princess appears resolute. I know
You may also want to consider banking that you think it is best for me to hide while you
ght the regent. And I will admitthough only
successes from player rolls: If you call
to youthat I am a liability to you in strength
on a player to make a Knowledge: Melee
of arms. But I humbly request that you bring me
Weapons roll to determine where a
with you anyway. I wish to be of assistance in
particular sword was made, and the your battle, however little of assistance that is.
player rolled 5 successes over your However, I will absolutely follow your wishes,
assigned diculty number, then perhaps either way. What do you say to the princess in
write down that number of successes, return?
giving the player that many bonus dice
If a player hasnt been in a scene for a
on a future roll that was somehow related
while, make sure that the next scene
to that previous task (nding the maker
includes them, or perhaps create a scene
of the sword, the rst attack against an
that offers incentive for the player to
opponent wielding a sword by the same
spend a Kiai point and jump in. In the
maker, etc). Banking is absolutely an
Zero Act, where every PC has their own
optional rule to be used at the discretion
single scene to themselves, perhaps bring
of the GM, but it can give a mechanical
in another player to play a background
reward to players who spend Kiai to gain
NPC (giving them an Aiki chit in the
process, as you are pulling them into the
scene) so that no single player has to sit

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TENR A B A NSHO Z ERO | A PPENDIX

out for 2-3 scenes in a row. Be aware of On a 1-3 there will be no problems, but on a 4-5
when players are and are not in scenes, you get ambushed by ronin. On a 6, an ayakashi
and aim to bring in players at least once will come at you from the forest.
every three scenes (as their PC) or two Feel free to make decisions without
scenes (as a background/minor NPC, if resorting to rolling dice as well in situations
it works). not spelled out by the rules.
Bring the players into the scenes as NPCs. Many role-playing games encourage the
If youre running the game right, not every use of a GMs screen so that the players
scene will have every player character: cannot see what will happen next in the
Much of the time only 1-3 characters will adventure, or what the results of your
be in a scene. For those players whose dice rolls are (so that you can cheat,
characters are not in a scene, bring them saying you had fewer or more successes
in as important of background NPC than you actually had in order to steer the
characters. Remember that if you pull a scenario a certain way). You will not need
player to participates in a scene, even as a GM screen for Tenra Bansho Zero: Roll
an NPC, they get an Aiki chit. A great your dice in the open, in front of all the
way to bring them in is by surprising the players. After all, the players can use Kiai
player into taking on a role: if they want a better chance of success.
Kirie and O-shino are at the temple. (Pointing You might have fun surprises in store for
at Jennifer, a player not in the scene) A young, the players, though, so feel free to use a
shaved monk approaches them. What does the piece of paper to cover up your notes.
monk say to them, Jennifer? Lets nd out. Go!
A secret of the game: There are basically
(Tosses an Aiki chit to Jennifer)
two types of scenes: Exposition and
Red Lotus is in the tavern. Anyone want to be Combat. In the exposition scenes, all
the gru tavern owner? (Holding up an Aiki the players role-play their characters and
chit)
advance the story, earning Aiki chits in
If the GM wants to take control of the scene the process. In the combat scenes, the
again, she can politely step back in and take player spend all that wonderful Kiai they
control of the NPC, thanking that player built up from Aiki chits in the exposition
(for example, if the GM needs the tavern scenes. Dont throw in combat before
owner above to reveal some important bit players have a chance to build up their
of information after a bit of small talk is Aiki (unless you are demonstrating
complete). The GM can also re-assume the combat rules with 1-2 weak NPC
control of NPCs if the player playing that characters as antagonists). The characters
NPC wants to spend a point of Kiai and will spend Kiai on skill rolls in exposition
have their own character enter the scene. scenes, but its the combat scenes where
Improvise with the rules. If you come the Kiai really f lows, and the Karma
to a situation where the rules dont help starts to build.
you, explain to the other players what If you love the system but start to get tired
you think is a good way to decide the of Japan-themed games, maybe reskin
outcome, and do that. the game using another setting: Modern
You decide to take the left fork in the road? Ok, demonic conspiracy hunters; A Hyper-
I dont have any specic plans for what happens Occidental setting of a 100 Years War
next, but Ill tell you what, Ill roll this die here:

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ADVICE

that never ends; High school kids in the


student council who are at war against
rival area schools.
Come up with strong, compelling Zero
Act scenes. Get player advice before
the game starts if you need help (For
your samurai character, I was thinking
of a scene before she gets her soulgem
surgery, maybe at some point of great
defeat. What do you think about that?).
No matter how much you plan the rest of
the scenario, having really strong opening
scenes for each character can really propel
a game and get the players invested in
what is happening.

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INTRODUCING THE
WORLD OF TENRA
While wed love to see all players of the game pick up a copy of the Tenra Bansho Zero
RPG book, we know that for many people this is not convenient. In many cases, one or
two friends will have a copy of the game, and run the game for the rest of the players.
Some people may be familiar with the setting and the rules, while others are not. This
is totally expected. This section will hopefully help with the introduction of the setting
to the other players.
A great way to get the players familiar in advance, if you are planning an upcoming game,
is to have them look at the world section of the Tenra Bansho Zero website. This section
will brief people in the basics of the setting, which can be lled in later through play. It
is the whirlwind tour before play.

DESCRIBING THE SETTING


TO THE PLAYERS
We suggest that you keep things as simple as possible. Theres no reason to explain all
of the elements of the game to the players, especially not elements that will not be seen
in the game. If you are going to start a group of new players in a ninja and kugutsu-only
game, theres probably not a lot of reason to explain the kongohki, annelidists or details of
the Shinto Priesthood, unless they will become relevant to the adventure. Long-winded
explanations can be trying, especially when people are ready to get into character and
play.
Having said that, here are the basics of the setting that may help the players understand
the world of Tenra, so that they can jump right into the game.

THE LONG HISTORY


OF TENRA
It is said in legend that mankind came from the stars, and settled on the great land
of Tenra. This happened thousands of years ago, under the watchful supervision of
the Shinto Priesthood. People spread across the land, spreading their single culture
throughout the continent.
Countries, kingdoms and domains formed. Lords, blessed to rule by the Shinto
Priesthood, would spread their inuence, and sometimes make war with their neighbors.
The Priesthood ruled with absolute power from the shadows, granting lords boons in
the form of high technology in return for tasks or favors. After a time, the Priesthood
issued an edict declaring that war was o-limits, and things stayed relatively peaceful
for generations.

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SETTING IN A NUTSHELL

In this period, Buddhism was founded, It is commonly assumed by those of


and f lourished. Buddhism became the political wisdom that the Priesthood
ocial religion of the land, and in a few feared that, in times of peace, the people
generations most people became devout of Tenra would see the Priesthood as a
believers, or at least accepting of Buddhist threatening entity, and perhaps one day
teachings and tradition. Later, the main unite against them to overthrow their
branch of Buddhism would be known as absolute rule. However, the actions of the
the Phoenix sect. Over time, other sects Priesthood also lead some to suspect that
would splinter from the main sect because the true reason is deeper than that: That
of ideological dierences. the Priesthood keeps the world at war to
protect it, to somehow make it stronger.
No one who knows the true motives of the
A TIME OF Priesthood ever reveals their secrets, so
their reasons remain shrouded in mystery.
WAR
For some unknown reason, a few hundred
years ago the Shinto Priesthood revoked TECHNOLOGY
their edict against warfare, allowing domain Technology is limited to the domain
regents to settle differences through of war. On a battleeld you will see an
martial conf lict. Overnight, the world armour, a hulking marvel of technology
erupted into chaos, with lords aggressively and advanced magic, or advanced medicine
attacking their neighbors while at the same which allows the wounded to trade their
time defending themselves from similar missing limbs for mechanical arms (or
invasions. A powder keg was lit, and the weapons). However, the technological state
explosion has lasted in the form of a land of the rest of the world is that of the feudal
of perpetual war, lasting hundreds of years. era of Japan in the 1400s-1600s. There is
This is Tenra, today. no electricity or internet in homes, or steel
The Priesthood is well equipped with doors that open with visual recognition;
protective armies, as well as all of the rather they live just as people did in late
technological weapons and secrets it has medieval Japan: Wooden longhouses,
amassed over thousands of years. They rule tatami mats, sliding doors, wood-heated
the world from the shadows with absolute baths, and kettle-steamed tea and rice.
authority because of their advanced warfare When it comes to war, there have been
and espionage technology, making them no limits to the advances in technology.
technological gods among men. The great The Shinto Priesthood holds the secret
Priesthood city of Jinrai is a technological of crafting mecha armours and robotic
marvel, with a Bridge of Heaven kongohki, only presenting them as gifts
stretching into the sky. While they rule to favored regents. Using the natural
from the shadows, the Priesthood never resources of Tenra, skilled artisans forge
send their armies to ght directly. Rather, marvels like gemblades (swords that, when
they will do things like encourage one triggered, resonate with terrible killing
domain to attack another by sending them force) and soulgem longries. Recently, the
gifts of high tech armour and weapons, development of gunpowder has increased
then do the same for the other side. the evolution of personal weapons even
further: Machine guns and explosive

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hand-to-hand weapons are increasingly SCARLET STEEL/


common, and ashigaru footsoldiers are SOULGEMS
trading in their rusty longspears for simple Scarlet is the name of the reddish strong
gunpowder ries. steel that is excavated from rare mines.
The Priesthood still owns the key to Properly refined, it can be forged into
advanced technology, which is based on the soulgems, the cornerstone of a lot of Tenran
meikyo or soul mirror. Soul mirrors allow technology. Soulgems are small crystal-
those who can use them to project their steel ball that holds a charge of spiritual
very spirit into an object, allowing them energy much like a battery. It is used in
to communicate with others over long everything from magic (from summoning
distances or to take control of a mechanical demons to implantation into samurai and
object. Only the Priesthood trains crafters shinobi to enhance their natural abilities)
who can produce intricate soul mirrors, to technology (it forms the energy conduits
destructive armours and kongohki, ying of armours and kongohki, and powers
battleships and castles, and other wonders soulgem ries as they propel shells to their
of magic and steel. It is the source of their targets). It is a very rare mineral, and new
control over the world, and they will not soulgem mines are huge sources of intrigue
reveal their secrets. and warfare.
Recently, a portion of the Priesthood HEART ENGINES
(the Northern Court) has revealed some Heart engines are the steel-wrapped
secrets of the meikyo crafting process. This generators of spiritual energy. Large
has allowed common crafters in various technological marvels like armour, kimen
domains to create technological marvels armour and vehicles, and kongohki are
similar to the Priesthood. This new powered by these generators. Onmyoji
technology is not as intricate as Priesthood- also make use of them when they want
crafted meikyo, and thus it has been given to permanently summon a shiki spirit, as
the moniker kimenkyo, or mechanica the perpetual generator eect of the heart
mirror. Soulless kimenkyo technology engine gives the spirit permanence.
is effective and can be mass-produced
faster than meikyo, but it is nowhere near What is not known to most of the people
as rened or powerful as its nely crafted of Tenra is that the heart engines are very
meikyo counterparts. Kimen technology aptly named: The steel shell encases the
is synonymous with knocko , but these actual living heart of an oni person. For
mass-produced blockier marvels can be the few merchants and lords who know
repaired and retted quickly. this secret, the otherwise peaceful oni
people are to be hunted for sport under
the guise of protecting the people, their
RESOURCES very hearts cut out and gathered to sell at
a phenomenal price to those who need to
Aside from the common resources of gold,
power their toys of war.
copper and coal, there are unique resources
to Tenra which have had a large eect on SHA
Tenran culture. Sha is the name of the gossamer-like
invisible force that blankets the land of
Tenra. While the land produces a limitless

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SETTING IN A NUTSHELL

amount of this resource, only a few people The Fall of the


can actually sense or harness this power. Phantom Star
The oni people are at one with the power of
sha. Onmyoji sorcerers harness the sha to The Fall of Jinrai
summon shiki servants to aid them. The bridge of heaven, which connected
the mountain-city of Jinrai to the heavens,
unexpectedly fell to the earth. The
THE ONI Phantom Star fell like a comet to Jinrai,
annihilating that great city, the domain,
In the early days of the spread of humanity,
and surrounding domains. The geography
the native people of Tenra who called
of the land changed, and now there is an
themselves the caretakers were pushed
ocean where the great city of the Shinto
away. Humans saw their primitive ways,
Priesthood once stood. Millions of lives
and the horns on their heads, and named
were lost.
them oni after the demons of ancient
myth. They spread rumors of oni who The Two Courts
kidnap children, invade and destroy Everyone held their breath, thinking that
villages, or who eat people alive. None of the Shinto Priesthood was gone for good
these were true, but it didnt stop the people with the fall of Jinrai. A few weeks later,
from fearing, then hating these oni. the Priesthood emerged again in the north,
The oni consider themselves the protectors changed by the events: They revealed their
of the land. Through their horns, they can unmasked empress to the world, and
communicate directly with the minds of vowed to share their technology with the
their people and even hear the voice of domains who fell under their inuence.
Dii-Go, the god of the land. Through their Th is was the start of kimen technology.
hearts, they are able to feel and even move However, a few months later another
the gossamer-like sha force, which lets themPriesthood emerged in the south, claiming
sense and move physical objects with their to be the true Priesthood: And like the
minds. Their unique physiology connects pre-Fall Priesthood, stayed as resolute and
them to the earth, and to each other. secretive as ever. Now is the time of the two
courts of the Shinto Priesthood working
Historically, the oni have been feared and
against each other from the shadows: The
persecuted when they come into contact
more open Northern Court and the closed
with humans. Simply put, they are being
traditional-minded Southern Court.
driven to extinction. In times past, they
simply viewed this inevitability as their Kikoku,
fate: Now, the oni are ghting back against Land of the Oni
those who would destroy them. An oni Buddhist monk named Makuu
Nindo received an enlightened revelation.

RECENT Mobilizing as many oni people as he could,


he started an insurrection in the domain
EVENTS of Kikoku, which had a government which
was absolutely hostile to the oni people. In
While the world has been under the shroud the last battle of the campaign, Makuus
of continent-wide feudal warfare for forces take over one of the Priesthoods
generations, there are three inter-related two oating battleships. They also made
events which have shaken the world.

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TENR A B A NSHO Z ERO | A PPENDIX

effective use of the Two Month Night,


an event which followed the Fall of Jinrai
where all sha simply ceased to f low.
Armour and kongohki simply stopped
moving, and samurai and shinobi were
incapable of using their powers. Joined by
legions who were favorable to his cause
(including humans and half-oni), Makuu
Nindo destroyed the opposition forces. He
created a land in which the oni people could
live peacefully. However, there is still work
to do to ensure the peace lasts

THE FUTURE
is undened.
Nothing in the background of Tenra is
sacred. Anything is possible. The future is
up to the actions of the characters, as their
players reveal their tales through play.

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222 THINGS TO DO
IN TENRA
IN A MIYAKO OR OTHER GREAT CITY
Visit the grand shrine or temple of the city; be awestruck
Receive a summons to meet with the lord or regent
Investigate rumors of a secret onmyoji cult that controls the local vassal leaders
Protect the city from the invading army
Commission a grand piece of art from a well-known artist here at your lords request
Join a local sword school or dojo; learn something new, become bruised daily
Spot the young female thief while she steals that guys wallet
Encounter a well known warrior or bounty hunter; challenge him or her to a duel
Assist the yakuza as they attempt to put out a city-wide re, demolishing buildings to
stop the ames from spreading
Receive a request from your mentor; assassinate an evil merchant
Help an old lady get to the local doctor/acupuncturists house
Duel with the citys renown shogi (Japanese chess) master
Meet the local crime boss; then meet the other local crime boss
Entertain yourself all night with alcohol and esh in the local red light district
Watch a lord in disguise as an old man brandish his royal seal and pronounce judgment
upon the wicked
Visit an old friend; nd out that hes in trouble
Duel with an old onmyoji rival, using only magic
Rescue a little girl from nearly being trampled by a haughty vassal lords horse
Catch a glimpse at night of a man carrying a long needle, crouching on the longhouse
over there
Take calligraphy lessons from a master
Find the regents stolen gold
Purchase a new kimono; theres not enough left of yours to patch up anymore
Have a unique weapon forged by a famed weaponsmith; earn her trust rst
Make travel plans, including securing a legitimate or fake tegata (travel pass)
Listen to the old Bright Lotus sect monk sing sutras, teach and entertain folks at the
market
Overhear an evil magistrate making plans with a merchant and samurai

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Book passage on a boat to sail to another Witness the procession of a famous


land kugutsu-maker as she travels through the
Buy medicine and bandages from a city with her two latest creations
merchant with scaly, hard and yellowish Hear rumors that the Hyakki Swarm are
skin on his arms operating in the city
Be knocked over by a passing samurai; Get called out to a ght with a well-meaning
the samurai demands medical treatment but very drunk swordsman
expenses for running into her See a ryo (gold piece) for the rst time
Notice that the masked miko shrine Help the poor district rebuild longhouses
maiden you saw earlier at the market has after an earthquake
been following you for about an hour now
Visit a rival onmyojutsu academy; have tea
Get ambushed by a four-armed kongohki and words with the head onmyoji there
who bursts through a nearby wall and
furiously attacks you (and only you) Bring a knife to a gunght

Find the ayakashi which is murdering and Find a way to deal with the humans so they
terrorizing the people in the poor districts dont discover that youre actually an oni
longhouses Convince the regent to ally with the
Fall in love from afar with a noble; she or he Northern Court of the Priesthood
turns out to be a kugutsu in hiding Find the onmyoji who you believe will
See the regent from afar during a large perform your samuraization surgery
festival; he rides at the top of a great moving Fall in love with a courtesan; it doesnt end
shrine well, but it ends
Catch the act of a tightrope-walking girl Go to the theater to watch some low-
near the marketplace culture kabuki or noh entertainment
Purchase the services of a traveling biwa or Become restless and wander away
shamisen player
Find the body of a corrupt ocial in an
IN A TOWN OR VILLAGE
Visit relatives not seen for years
alley, his face a mask of shock and surprise
Stay at the local hot spring resort for a night
Ignore the smell of the sh market; or at
least try to Relax at the hot spring, and strike up a
conversation with the wary traveler who
Request funds from the magistrate in order
seems interested in you
to rebuild the temple
At the resort, eat a dinner of delicious local
The samurai who suddenly attacked you
cuisine before getting the best rest youve
at night realizes you arent the person hes
had in months
looking for; he apologizes and runs o
Speak with the local Bright Lotus peasant
Stay indoors at the inn during the monsoon-
converts
like rainy season
Fight o the bandits or local organized
Uncover a plot to kill the regent or other
crime that are shaking down the farmers
vassal lord
for scraps

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222 THINGS

Get in the middle of a turf war as two rival Oer a quick prayer to the jizo statues
gangs fight over control of this meager Play shogi (Japanese chess) in your head
village with a fellow traveler, calling out the moves
Its a festival, one of the larger ones of the as you walk
year; enjoy yourself Take a detour to visit the natural hot
Use your contacts to meet the information springs
broker who hides amongst the townspeople Take a detour to visit the shrine at the top
Meet the mushi-tsukai who lives on the of the mountain
edge of town; hes the one who has the Chew on a grass stalk
information you need
Watch enemy troop movements in the
Fall in love with the earnest young rice valley from a clearing on the mountain
farmer
Smoke a pipe
Buy some vegetables from the local farmers
selling their wares in the open market Help an injured traveler
street in town Defend a caravan against attacking bandits
Search the ruins of the abandoned/ Isnt that traveler over there in the tea
destroyed village for signs of what happened house that onmyoji/mushi-tsukai/kijin
Buy a new cloth to replace the cloth bag who is wanted back at the city?
with a hole in it Buy new sandals
Make a new home amongst the people; Notice that the ronin with the large straw
settle down hat has been following you for some time
Assist the townspeople, as theyre in the Write a letter or poem
middle of an outbreak of a disease
Fret about how to get past the next guarded
Listen to the traveling biwa player; checkpoint
remember home
Get searched and questioned at the guarded
Set yourself up as the ruler of the town checkpoint while you pray they dont notice
after overthrowing the evil magistrate your tegata is a forgery
Visit the half-forgotten village shrine, wash Set camp for the night
and clean it up
Examine the body of the man who was
Contact your underground network of killed by some passing warrior
spies and assassins to send a message
Investigate that strange noise coming from
Find out why the townspeople are so poor; the woods
silently vow to do something about it
Take some time at the bamboo forest to
Help the townspeople with their ayakashi practice combat with a companion
problem
Eat one of the three riceballs you packed
Realize that the whole village is an illusion for the journey

ON THE ROAD Watch the traveling mushi-tsukai heal an


injured person on the road; step in to help
Stop at a small roadside teahouse run by
the old lady and her daughter

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TENR A B A NSHO Z ERO | A PPENDIX

Make room for the two men running past Investigate the murder of a local monk or
you, carrying a kago (one-man carriage) abbot.
from the previous town to the next Be inspired by the grandness of the temple
Sense the ambush coming your way; the to compose a poem
way they walk and cover their eyes gives Wake up with amnesia a month after a
them away fearsome battle with a major enemy
Find the arm of a kongohki or kijin near the Lower your head to the grand statue of the
side of the road Buddha or bodhisattvas
Step o to the side, stop, and kneel/lower Help reghters put out the temple, as
your head as a procession of nobles in kago someone set it on re
(one-man carriages) passes by
Assist with ringing the huge temple bell
Catch a glimpse of one warrior ghting 108 times for the new year
four others in a clearing
Help nd the gold bodhisattva statue that
Catch the attention of a hairy, loud, kinda was recently stolen before the thieves melt
dirty, but well meaning Ebon Mountain it down
monk (male or female) who walks with
you for a time Request magical aid to help send the soul
trapped in this meikyo or kimenkyo to the
Check that map again; that hidden soulgem afterlife
mine is supposed to be right near here
Give all your money to the temple and
AT A TEMPLE prepare to live out the rest of your days here
Study, meditate and train the spirit for a
few days or weeks (not necessarily only for AT A SHRINE
monks) Participate in the huge harvest festival that
is centered in the large shrine
Ask about the lost scripture youve been
tasked to nd Throw a few coins into the oering box,
shake the rope-bell, clap twice, and say a
Realize that monk over there obviously small prayer to the kami of the shrine
hasnt been a monk for very long
Have a vision of the ancient spirit or kami
Help the venerable monk who is hard of that the shrine venerates
hearing with temple repairs
Clean o the cobwebs of this small, broken,
Receive a secret mission or item from dusty shrine
a fellow member of the Hidden 28th
Chamber of the Merciful Phoenix Sect Identify the person who is hanging from
the shrines torii (bright red gateway)
Stumble in, requesting healing or shelter
after a bloody battle Find a message at the shrine wrapped up
with a few mon (copper pieces), requesting
Inquire about local political aairs divine revenge upon a local evildoer
Find out an innocent secret about the head Wonder why this large shrine is completely
abbot; he likes sake, drawing, singing, or abandoned, and recently at that
games of skill
Hear the strange piping of the mysterious
Confront the temple about their allegiance ute player wearing an old kimono
to a corrupt local lord

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222 THINGS

Run into an old ame oering thanks at Talk the regent into total war with a
the shrine, who you just noticed is quite neighboring kingdom, ninja clan, cult or
pregnant annelidist nest
Drink puried sake with the shinto priest Expose a traitor within the lords family or
and hear the latest big news in town closest advisors
Compete in physical sports during the Use magic to remove the curse placed on
Festival of Health the infant son of the chief retainer
Interface with the shrines meikyo soul Reveal yourself to be a kugutsu, and seek
mirror in private and relay your recent amnesty from your makers contract
ndings back to the Priesthood Block the doors behind you; nobodys
Corner the ayakashi living on the grounds getting out of here alive
of the shrine, disguising itself as the shrines Be poisoned by an unscrupulous retainer,
kami then set upon by Demon Mask Faction
Request a blessing and a warding of evil ninja
spirits in an o-harai ceremony Perform (dance, music, calligraphy,
AT A CASTLE OR PALACE painting) for the regent, as you were called
upon to do
Compliment the lord on his fearsome trio
of genuine meikyo armours IN A TA VERN
Meet the glassy-eyed kugutsu as the lord Tip the shamisen/biwa player
shows o his latest acquisitions Request a later massage from the local
Be challenged by the chief military vassal to blind masseuse
a test of skill with wooden swords Notice the cracks in the teacups or rice
Be challenged by a senior elder retainer to bowls
a game of shogi, Japanese chess Admire the strange beauty of that one
Endure a tea ceremony; or alternately, particular barhand
show o your unusual but cultured tea Exchange cautious glances with the four
ceremony form alert kijin at the table in the corner
Admire the calligraphy of the lords Get in an arm-wrestling contest with a
youngest daughter or son female samurai
Humbly introduce yourself to the lords Walk in as the previous barght is just
oldest daughter, an armour-rider of great reaching its end
skill and renown
Wait for the Poison Toad Gang to show up
Overhear a hereditary vassal lord conspire and shake down the locals
with another against the chief vassal or
regent Order some ozoni (miso soup with rice
cakes) or ochazuke (soup with rice) to ght
Petition the regent for care to be given to o the chill
a particular heavily-taxed town or region
Wait at the table you were instructed to;
Talk the regent out of total war with a the master forger will contact you there
neighboring kingdom or oni tribe shortly

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Stare uncomfortably at the large kongohki Be exiled by your tribe for being tainted by
standing rock-still for hours in the center feelings regarded as too human
of the tavern Be amazed that you never really stopped to
Try to act casual as you scope out the target look at the night sky (not for years, anyway)
you were hired to kill Discover that the soulgem (gold, iron)
Wince as the master beats his barefoot mine that your lord wants to exploit is, of
adopted boy or girl for dropping a course, right near the village
customers dishes Hunt these human-eating demons to the
IN A WAR CAMP last with other opportunistic hunters; for
some reason your lord demands you bring
Boast loudly while drinking yourself into
back their hearts
a stupor
Receive a message from Dii-Go
Get in a stght with a fellow soldier who
was belittling your skill or age Receive new Sha Laz tattoos for the
services performed for the tribe
Talk shit about the enemy with your
comrades Catch a glimpse of Makuu Nindo, speaking
with a small group of warrior men and
Assist the onmyoji at the war tent with
women
planning the next stratagem
Find an abandoned village, a cold re pit
Convince the commander of the folly of a
and a broken oni Keila ute the only signs
direct attack against superior repower
that oni were ever there
Realize that there may be an enemy spy or
saboteur among your ranks IN A NINJA VILLAGE
Eat well and drink lots of cheap wine by the Kill everyone
open re the night before an attack Avoid being killed by everyone
Polish your weapon, mechanica implants Steal the secret highest teachings of the clan
or armour Avoid eating or drinking anything, or
Feel the rumbling of the enemys new great looking anyone in the eye
armour as it enters the battleeld Forge a pact between the clan and your lord
Notice the ranks of hundreds of young Find out who killed everyone shortly before
ashigaru soldiers, most of whom have never you arrived
held a weapon before last week
Compose a poem about the triviality of life IN AN ANNELIDIST NEST
Try to hold back revulsion at the sight of
IN AN ONI VILLAGE the kashira (leader) as you oer her your
Begin to humanize the oni people most humble greetings
Argue the future of the Lu-Tirae with the Request information about the new strain
tribal elders of annelid that has been killing area
Watch children playing, remember your townspeople
own hometown Witness a living armour being crafted
Vow to protect the village Note your latest annelid-related ndings in
the nest journals

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222 THINGS

Inquire into enhancements


Avoid touching anything, especially that
over there

WHEN YOU HA VE
LOTS OF MONEY
Sake, food, drinks for everyone, courtesans
(female or male); lavish tips for every service
Buy an expensive new kimono
Visit the theater; meet with the performers
backstage
Build or purchase an estate in the miyako
Fund a network of spies and informants
Upgrade your mechanica or weapons
Pay back the yakuza you owe with interest;
theyll likely stop trying to kill you
Bribe ocials to gain a permanent vassal
position of decent status and income
Buy a gemblade; later discover that there is
a dark history behind it
Laugh with your other rich friends at an
extravagant party, and say Yoh no naka
wa kane ja! (Money makes the world go
round!)

WHEN YOU HA VE
NO MONEY
Sell your services as a mercenary or
bodyguard
Travel as a musician/beggar
Teach arts or academics to the wealthy,
noble
Renounce wealth and enter a monastery;
later become bored and leave
Work odd jobs in a village or city
Be a thug, clerk or messenger for a crime
syndicate
Work at the local watering hole, restaurant
or resort; inadvertently fall in love with
another servant there
If blind, become a masseuse

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NAMES
Here is a sampling of names of people and Seto
places to help get your games started. You Miyagahama
can draw upon other media for names as Mugikubo
well. These are pulled from a combination Michidani
of historical and literary sources, focusing Iwade
on names of the Sengoku (Warring States) Sasari
period, which the game emulates. Oko
Tajiri
PLACE NAMES Mino
For place names, feel free to use basic Narai
English adjective/noun combinations as Mitake
well, as many Japanese place names are Kanoya
little more than simple descriptions of area Urata
landmarks and the like (Azuma Village = Okawa
East Village; Tanigawa = River Valley; Jinda
Takashima = High Island). Uesugi
Higae
Towns and Cities
Hazama
Fukuyama
Ichibara
Ashikura
Arase
Niida
Kamimura
Onejime
Shinden
Sendai
Izumo
Kanma
Washiya
Tsuchigawa
Seki
Hirobashi
Obonai
Ota
Hinata
Sanbashi
Mori
Ashio
Nakazato
Kurino
Takada
Obora
Ochiai
Eno
Yanaizu
Nakadani
Tendo
Fuchina
Ariake
Ariie
Uken
Koyamachi
Lakes Wave
Ebitani
Small Rice
Sakai
Temple City
Azuma
Far Grass
Kamiura
Southern Ten
Kiryu
Broken Shell
Shikina
Great Market
Oshu
Bright Crevice

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NAMES

Long Field PEOPLE NAMES


Black Temple In the world of Tenra, only lords, retainers
Seven Gateways and clan warriors, and other nobles have
One Stone last names (some wealthy merchants take
Deer Forest a last name as well, usually a variation of
Mountain Crest their store name). Heroes that do great
Crying Valley deeds during battle are sometimes awarded
Black Field last names by their lords, usually a portion
Small Forest of their own name.
Red Beach
Everyone with a last name is called by their
Teawater
last name, though they use their rst name
Sieve Mountain
between very good friends and family.
Red Oni
River Pass All of the names in the Tenra Bansho
Valley of the Gods rulebook follow the Japanese convention
Endless Snow of writing the last name rst, followed by
Nishi- (West) the persons given name.
Higashi- (East) Everyone else, the majority of the people in
Kita- (North) the world of Tenra, go by their given name:
Minami- (South)
Omino
The above names can be used for castles,
Or they go by a name and a descriptor,
fortresses, gates and the like. The fortress
usually based on their profession:
overlooking the town of Tendo would be
called Tendo Fortress, etc. Omino the Sandal-maker
English maps of Japan online are a great Omino the Assassin
source of classic location names, as well as Lute-player Omino
traditional last names (which historically
are derived from place names). Or, if they are making a name for
themselves, they might go by (or be referred
INN NAMES to by) a decorative nickname:
Sometimes you just need a really good name Purple Omino (because she wears purple
for an inn, tavern or brothel. Feel free to use clothing often)
English names (The Wild Sparrow, The
Lonely Moon Inn etc), but heres a couple Omino the Viper
Japanese ones as well: Ten-blade Omino
Kagiya (Kagiyas House/Inn) Omino, the Battleeld Dancer
Chidori (Plover, a bird that staggers around Blind Omino
drunkenly when it walks) Omino the Hawk
Enokiya (Cedar House/Inn) They might also eventually drop their
Tamaya (The Jewel) name altogether for their nickname:
Manshichi (The Full/Satisfying Lucky The Viper
Seven) Ten-blade
Funaso (The Gilded Boat) Hawk

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TENR A B A NSHO Z ERO | A PPENDIX

Armours, kongohki and kugutsu are given were in good standing with nobles (or whom
poetic-sounding names. Buddhist monks received a last name as a gift) received last
also assume special monk names which are names. Here are a few.
also rather poetic. 1-1 Kawaguchi
Red Lightning 1-2 Sakanoshita
Benevolent Chrysanthemum 1-3 Fukada
1-4 Shouji
Howling Moon 1-5 Nakaie
Spring Cloud 1-6 Agata
House-of-Stars 2-1 Sasagawa
2-2 Tanaka
Agate Soul 2-3 Kishida
See the random lists below for more ideas 2-4 Iwata
on monk, kongohki, yoroi and kugutsu 2-5 Arai
names. 2-6 Naganuma
3-1 Sawada
FEMALE NAMES 3-2 Imai
Nowadays, many Japanese female first 3-3 Maehara
names end in -ko. This phenomenon of 3-4 Yonemura
adding -ko to the end of female names 3-5 Inamura
really didnt start happening until the mid 3-6 Yamauchi
20th century, before that it was mostly 4-1 Kagamiyama
reserved for empresses or aristocrats (in case 4-2 Kitou
you were looking up Japanese female names 4-3 Kataragi
from the Internet, movies, manga, anime 4-4 Kuryuzu
and the like for your character). Much more 4-5 Kurumikawa
common were the O-(something) names 4-6 Mitarai
for that period. However, the setting of 5-1 Sougiku
Tenra is full of cultural anachronisms, feel 5-2 Ryuou
free to use any name as you see t. 5-3 Marikodani
5-4 Kujiranami
ROLL OR CHOOSE
5-5 Kurebayashi
The lists below can be looked at and chosen
5-6 Ipponyari
from as you see t, or you can roll two dice
6-1 Tsukigata
to randomly pick a name.
6-2 Umekoji
COMMONERS 6-3 Gionji
These are the names for common folk: A 6-4 Teshigawara
majority of Tenra characters and NPCs, 6-4 Sanrigi
those with no ties to vassals or nobility. 6-6 Mikuriya

COMMONER LAST NAMES COMMONER MALE NAMES


Again, while most people in Tenra do 1-1 Soroku
not have last names unless they were 1-2 Tatsuzo
descendants of nobles or vassals, in some 1-3 Hanbei
areas wealthier families or families who 1-4 Yosaku
1-5 Masagoro

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NAMES

1-6 Jinbei 1-6 Ichi


2-1 Matabei 2-1 Hana
2-2 Hyouma 2-2 Nobu
2-3 Juzo 2-3 Haru
2-4 Yosuke 2-4 Mon
2-5 Katsuzo 2-5 Mino
2-6 Tomekichi 2-6 Toki
3-1 Eikichi 3-1 Tama
3-2 Seigoro 3-2 Tsuru
3-3 Monjirou 3-3 Yuki
3-4 Shichizo 3-4 Sato
3-5 Rokusuke 3-5 Kiku
3-6 Minokichi 3-6 Fuku
4-1 Heizaemon 4-1 Kinu
4-2 Goichi 4-2 Kayo
4-3 Chubei 4-3 Saki
4-4 Tadakichi 4-4 Mitsu
4-5 Matajiro 4-5 Shizu
4-6 Souichi 4-6 Shima
5-1 Umekichi 5-1 Shino
5-2 Shikazou 5-2 Sumi
5-3 Seikichi 5-3 Sono
5-4 Kansuke 5-4 Chizu
5-5 Kobunta 5-5 Chika
5-6 Chokichi 5-6 Chie
6-1 Okinosuke 6-1 Fune
6-2 Kaheiji 6-2 Mayu
6-3 Shouhachi 6-3 Masa
6-4 Bunshichi 6-4 Ume
6-5 Toragoro 6-5 Tami
6-6 Otokichi 6-6 Rui

COMMONER FEMALE NAMES WARRIOR FAMILIES


Note that for all the names below, this is These are names for characters that come
the given name. Their name in public (even from a buke, or warrior family (noble,
with friends) would commonly be prexed vassal, etc) family.
with an O-: Omino, Osaki, Oshino,
Ofune and so on. Some may prefer to go WARRIOR FAMILY LAST NAMES
without the O in front, but for the most 1,2-1 Satake
part consider all the names below to be 1,2-2 Souma
prexable with O-. 1,2-3 Nikaido
1,2-4 Ashina
1-1 Gin
1,2-5 Honjo
1-2 Rin
1,2-6 Nagao
1-3 Hisa
3,4-1 Yura
1-4 Naka
3,4-2 Kuki
1-5 Natsu

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TENR A B A NSHO Z ERO | A PPENDIX

3,4-3 Hatano 5,6-2 Oto


3,4-4 Bessho 5,6-3 Fuku
3,4-5 Amago 5,6-4 Yoshino
3,4-6 Ukita 5,6-5 Tsune
5,6-1 Aki 5,6-6 Takeno
5,6-2 Ryuzouji
5,6-3 Akizuki ARISTOCRATIC NAMES
5,6-4 Kyougoku Sometimes a kizoku - a high noble or
5,6-5 Shirakawa aristocrat - will be introduced in the game.
5,6-6 Kumabe They have the oldest names. Some families
with strong ties to the Shinto priesthood
WARRIOR FAMILY MALE NAMES might have these names.
1,2-1 Sadamune
1,2-2 Hisanori ARISTOCRATIC LAST NAMES
1,2-3 Takatsune 1,2,3-1 Tachibana
1,2-4 Yoshimasa 1,2,3-2 Kujou
1,2-5 Nobutoki 1,2,3-3 Sanjou
1,2-6 Mitsunobu 1,2,3-4 Nijou
3,4-1 Harutsugu 1,2,3-5 Saionji
3,4-2 Masamori 1,2,3-6 Fujiwara
3,4-3 Tadataka 4,5,6-1 Kiyohara
3,4-4 Naokatsu 4,5,6-2 Konoe
3,4-5 Kaneyori 4,5,6-3 Daitokuji
3,4-6 Munekiyo 4,5,6-4 Kuga
5,6-1 Shigetsuna 4,5,6-5 Hanayamain
5,6-2 Yoshizumi 4,5,6-6 Takatsukasa
5,6-3 Naritoshi
ARISTOCRATIC MALE NAMES
5,6-4 Yukihira
1,2-1,2 Saneyuki
5,6-5 Motokage
1,2-3,4 Kimiie
5,6-6 Nagaharu
1,2-5,6 Kanefusa
WARRIOR FAMILY FEMALE 3,4-1,2 Iezane
NAMES 3,4-3,4 Tadaie
1,2-1 Aya 3,4-5,6 Tsunemichi
1,2-2 Matsu 5,6-1,2 Naotada
1,2-3 Kame 5,6-3,4 Kiyomaro
1,2-4 Toku 5,6-5 Shigetsune
1,2-5 Tsuru 5,6-6 Tadamichi
1,2-6 Hideko
ARISTOCRATIC FEMALE NAMES
3,4-1 Kiku
1,2-1,2 Shigeko
3,4-2 Tatsuko
1,2-3,4 Seiko
3,4-3 Hatsu
1,2-5,6 Yasuko
3,4-4 Hiroko
3,4-1,2 Hiroko
3,4-5 Fuji
3,4-3,4 Tamako
3,4-6 Mari
3,4-5,6 Yoshiko
5,6-1 Teruko
5,6-1,2 Kiyoko

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NAMES

5,6-3,4 Tamiko do not automatically cause a stranger to


5,6-5 Mitsuko think that they were a kugutsu: Instead,
5,6-6 Nobuko when introduced the stranger would
assume that she has peculiarly poetic
ONI NAMES parents, or perhaps are of noble ancestry.
Oni are named after words in their own A kugutsu does not have to take a normal
language, usually made up of two short name to disguise herself if she is on the run,
syllables. Ys, Is and Ls are common, as well but particularly savvy or worldly kugutsu
as combinations and letters that are not
may do that.
common to Japanese. Of course disguised
oni and hornless Nusa oni would adopt 1,2-1 Brilliant Flower
common human/Japanese names so as not 1,2-2 Agate
to arouse suspicion. Noteworthy oni will 1,2-3 Emerald
have nicknames just as humans on Tenra 1,2-4 Spring Rain
might: Ta-bakh the swift-blade, Lu- 1,2-5 Sparrow
Myn the Harpist, and so on. Choose or 1,2-6 Moonlight
roll below: 3,4-1 Lotus
3,4-2 Iris
1,2-1 Keyu
3,4-3 Graceful Sunset
1,2-2 Mi-Hal
1,2-3 Wo-Yau
3,4-4 Poem
1,2-4 Mah-Lu 3,4-5 Tranquility
1,2-5 Ta-bakh 3,4-6 Snow
1,2-6 Laz-Fol 5,6-1 Calm Breeze
3,4-1 Ba-Yau 5,6-2 Green Wave
3,4-2 Yil-Din 5,6-3 Morning Fog
3,4-3 Dimh-Yn 5,6-4 Summer Light
3,4-4 Din-Yi 5,6-5 Chrysanthemum
3,4-5 Ti-Shea 5,6-6 Azure Pond
3,4-6 Lii-Yil
5,6-1 Jalh-Yu
BUDDHIST PRIEST
5,6-2 Yykh-Ka
NAMES
When monks are ordained in the more
5,6-3 Balh-Syr
traditional orders like the Phoenix sect,
5,6-4 Lu-Myn
they are given names by their elders. These
5,6-5 Tabh
names may have deep signicance for the
5,6-6 Eja
monk, or sometimes they were simply a
KUGUTSU NAMES fanciful image the elder had in a dream. In
Kugutsu are named by their makers all cases, they are descriptive and owery
(although some makers allow their kugutsu much like kugutsu names are, perhaps even
to name themselves). Kugutsu names tend more so.
to be simplistic and owery, usually based Roll or choose two names on the chart
on objects in nature or colors. Many are below and put them together to determine
prexed by adjectives (Moonlight becomes a Buddhist monk name. When combining
Gentle Moonlight, Tranquil Moonlight, them, make one of the words into an
etc). While these names are owery, they

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TENR A B A NSHO Z ERO | A PPENDIX

adjective describing the other word (Spring f lowery. Feel free to use the Buddhist
plus Heaven = Heavenly Spring, Heavens monk chart above, and mix in some of the
Spring, Spring-of-Heaven; choose one). words below (perhaps choose or roll once
1-1 Dawn from Buddhist names, once from Yoroi/
1-2 Morning Kongohki names). Choosing a name for
1-3 Winter the yoroi before designing it may provide
1-4 Dusk inspiration for its appearance and form.
1-5 Night 1-1 Demon
1-6 Midnight 1-2 King
2-1 Ebon 1-3 Fang
2-2 Heaven 1-4 Kami/God
2-3 Illusion 1-5 Titan
2-4 Power 1-6 Sentinel
2-5 Ancestor 2-1 Mantis
2-6 Light 2-2 Viper
3-1 Ebony 2-3 Elephant
3-2 Azure 2-4 Spider
3-3 Vermillion 2-5 Ox
3-4 Emerald 2-6 Tiger
3-5 Cerulean 3-1 Aeon
3-6 Crimson 3-2 Spiral
4-1 Valley 3-3 Break
4-2 Storm 3-4 Eternity
4-3 Mountain 3-5 Earth
4-4 Lake 3-6 Star
4-5 Sky 4-1 Dragon
4-6 Cloud 4-2 Stone
5-1 Granite 4-3 Savage
5-2 Shelter 4-4 Ultimate
5-3 Temple 4-5 Steel
5-4 Refuge 4-6 Cosmos
5-5 Hall 5-1 Ruin
5-6 Robe 5-2 Naraku/Hell
6-1 Sutra 5-3 Fate
6-2 Mantra 5-4 Circle
6-3 Kongoh/Vajra 5-5 Glyph
6-4 Scroll 5-6 Fire
6-5 Mandala 6-1 Poison
6-6 Lotus 6-2 Ghost
6-3 Soul
YOROI AND 6-4 Mist
KONGOHKI NAMES 6-5 Pillar
Yoroi and kongohki are given names by 6-6 Chalice
their creators, and as such they are often
(like so many other names) artistic, natural,

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ARCHETYPES
This section provides lists of archetypes for use in the secondary method of creating
characters. You can combine most archetypes together to get an interesting, dynamic
character; the rest will develop through role-play. Here are some pointers to get you
started:

AIM FOR SPECIALIZED SKILLS


If theres a particular kind of character you want to play, or a specialist skill that you
want to take (Ninjutsu, Onmyojutsu, Arts of War, Shinto, etc.), aim for the archetypes
which have those skills rst. You can always buy up common skills later by using attribute
points.

DON T GO OVERBOARD
DON
For archetype-based characters, 2-4 archetypes is usually all you need.

THINK ABOUT STARTING KARMA


108 is the upper limit for starting Karma, but youll probably want to start out with less
than that. A good point to consider is that characters with a low starting Karma (60 or
less) will be less powerful at the beginning of the game, but towards the end of the game
they will be able to use far more Kiai without having to worry about taking their Karma
total over 108. Characters with a high starting Karma of 90 or higher will be more
powerful at the beginning of the game in terms of skills, combat prowess, etc, but towards
the end of the game they wont be able to spend even a little Kiai without considering the
careful manipulation of Kiai and Fates so that at the end of the next intermission, their
total Karma wont be over 108.

WHEN IN DOUBT
If you think your character just needs a little more something to be more interesting,
aim for the Hard Luck archetype. This will provide your character with a little bit of
backstory; they have lost something important to them. You can decide from there
throughout the game if your character becomes a tragic hero trapped in her past, or a
hero who overcomes her past and eventually changes her fate. Nothing adds drama like
a sprinkle of tragic past.

Archetype Data
(1) NameThe name of the archetype. Some archetypes are species archetypes,
signied by a species by the name (ayakashi, oni and kugutsu archetypes). You cannot
take more than one species archetype for your character.
(2) Karma CostThe cost in Karma of the archetype. After adding all your archetype
Karma costs together, your total Karma at character creation cannot exceed 108.
(3) SkillsThe starting skills and skill levels for the archetype.
(4) Attribute PenaltyAny attribute penalties for choosing the archetype, commonly
archetypes which use mechanica. Subtract this number from your total number of
attribute points to assign at character creation (usually 40). 0 means that there is no
penalty.

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TENR A B A NSHO Z ERO | A PPENDIX

(5) Primary Attribute6 points or the archetypes you choose. In the end, a
more should be assigned to this Primary character begins with only two Fates from
Attribute during character creation to her archetypes, so if you choose three or
utilize this character eectively. If more more archetypes, narrow the Fates you
than one attribute is listed, you should wish to keep down to two.
try to put 6 or more points in each. Some
(12) DescriptionThe archetypes basic
archetypes have no primary attribute.
description, including appearance notes.
(6) Station RequirementSome This may provide some good starting role-
archetypes require a minimum amount playing suggestions.
of Station that must be taken in order to
(13) NotesAny special notes or
use the set equipment for the character.
comments on the archetype.
This section lists the minimum amount
of Station required to take this archetype. A NOTE ON REVERSE-
Some characters have no Station ENGINEERING
requirements, so there will be no listing If you attempt to deconstruct some of
for that archetype. the archetypes into their component base
(7) EquipmentA list of the charaters scores in regards to equipment, Karma cost
starting equipment with this archetype. and the like you will notice that a few dont
Any soulgems listed here are in addition completely add up as expected. For issues
to any fully loaded soulgem weapon they of game balance and ease of combination,
may be equipped with. you may nd that taking a listed archetype
as-is is sometimes cheaper in Karma cost
(8) Equip CostThe Karma cost for
than constructing such an archetype from
the equipment and special abilities
scratch. Dont sweat the ner details of the
the character must pay. Th is is already
underlying game math, just pick archetypes
factored into the Karma cost of the
you like and play!
archetype. This number is listed in
case you wish to remove or redesign the
starting equipment for this character,
which may lower the archetypes overall
ARCHETYPE
cost. LIST
(9) WeaponsThe characters starting
weapons. Marksman, g unpowder
GENERAL ARCHETYPES
weapons, and soulgem weapons all begin Hard Luck
fully loaded with a full clip of ammunition. You lost someone or something very
important to you. The loss is still very
Weapons are followed by the attributes of
real, and you cannot seem to forget or
the weapon: Damage, RoF (rate of re),
detach yourself from your memories;
Range and Ammo.
these memories of the past haunt you all
(10) Special AbilitiesAny special the time.
abilities for your archetype. Karma Cost: 5
(11) Archetype FateThe Fate which Skills: Pursuit/Hunt (3), First Aid (2)
comes with this archetype. Use this for Attribute Penalty: 0
role-playing suggestions. As you create a
Primary Attribute: Empathy
character, write down all of the Fates for
Equipment: Memento Item

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ARCHETYPES

Equip Cost: 0 Kabukimono/Punk


Weapons: You always wish to stand out, and cannot
Broken sword: Damage +1 bear being ignored.
Special Abilities: None Karma Cost: 15
Fate: Misfortune: Death of your most Skills: Pillow Arts (3), Perform (2)
precious thing Attribute Penalty: 1
Description: Th is archetype represents Primary Attributes: Spirit, Station
those who live bearing some great loss. Station Requirement: 5
The reason and object of that loss depends
Equipment: Flashy clothes, soulgem blade
on what archetype you combine this one
(damage +5, soulgem blade, large, oddly-
with.
shaped), 10 additional soulgems
Notes: You are of course free to choose
Equip Cost: 12
who or what was lost during character
creation or during play. Weapons:
Scarlet-Steel Gemblade: Damage +5,
Doctor/Healer RoF 3, Ammo 12
As a doctor, you have made it your mission
Special Abilities: None
in life to help the everyman and the
Fate: Emotion: Must be the center of
downtrodden. You do your best to save as
attention
many people as you can.
Description: Kabukimono (gaudy/
Karma Cost: 10
ashy person) always wear ashy, colorful,
Skills: First Aid (3), Notice (2) odd fashions. The punks of Tenra.
Attribute Penalty: 0 Notes: Most kabukimono have no masters,
Primary Attribute: Knowledge and live freely as drifters and gypsies.
Equipment: Medicine Box (a special item,
Traveling Performer
it provides one extra die to all First Aid
You have lived a life of solitude, surviving
checks)
by your craft alone, but all you really wish
Equip Cost: 5 for is a family or a place to belong.
Weapons: None
Karma Cost: 10
Special Abilities: None
Skills: Perform (3), Notice (2), Information
Fate: Goal: Protect the weak (2)
Description: In Tenra, the healing arts are Attribute Penalty: 0
not prevalent. Healers are still rare and
Primary Attribute: Empathy
often respected and sought after in times
of need. Equipment: Instrument, Costume

Notes: The Northern Court of the Equip Cost: 0


Priesthood has made their advanced Weapons: None
technology public, including external Special Abilities: None
medicine. The number of people aspiring Fate: Emotion: Longing for a family
to be doctors has been increasing lately, Description: Traveling far and wide
but it is still not prevalent among the throughout Tenra, living o your craft,
general public. you fill the dual roles of information
bearer and entertainer. In Tenra you are

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TENR A B A NSHO Z ERO | A PPENDIX

one of the nameless, the orphaned and Description: You are a traveling harlot,
forgotten, one with no family name or concubine, courtesan or perhaps just a
connections. playboy, traveling from city to city.
Thief Vassal Servant
You grew up in the gutter of humanity. Whether you were defeated in mortal
There is only one kind of person who you combat, or due to the death of your lord,
have no tolerance for; those who look for some reason you didnt die when you
down upon those less fortunate or of lower should have. Ever since, you wish nothing
station than themselves. but to one day nd eternal peace.
Karma Cost: 25 Karma Cost: 5
Skills: Movement (3), Stealth (3), Forgery Skills: Etiquette (3), First Aid (2)
(2), Criminal Arts (2) Attribute Penalty: 0
Attribute Penalty: 0 Primary Attribute: Station
Primary Attribute: Agility Station Requirement: 3
Equipment: Thief tools Equipment: Vassal uniform, formal attire
Equip Cost: 0 Equip Cost: 0
Weapons: Weapons:
Throwing knife: Damage +2, RoF 3, Katana: Damage +3
Range 10m, Ammo: A Lot Short sword: Damage +2
Special Abilities: None Special Abilities: Fated to die. You are
Fate: Emotion: Hatred of hypocrisy already dead. Your Dead Box is already
Description: You grew up a thief. In the lled, because it is your fate to die. Add 3
underworld one must look out for self as extra dice to all rolls. As long as your Fate
there is no one to look out for you. You live remains listed as Seeking Death you
on your own terms and answer to no one. cannot die unless knocked unconscious.
Playboy/Harlot/Concubine Fate: Other: Seeking Death
You cannot stand to be alone. You feel Description: Vassals are those whose
uneasy unless you are constantly in the loyalty to their regents or vassal lords is
company of others, and you are in constant so strong that not even death could break
fear of losing that company. their bond. Every royal house has such a
servant.
Karma Cost: 15
Notes: Where and when will you die?
Skills: Pillow Arts (3), Information (3)
Nothing else occupies your mind. You
Attribute Penalty: 0 seek nothing other than to die in peace.
Primary Attribute: Empathy However, you also have the ability
Equipment: Silk kimono, make-up kit to escape or change that seemingly
Equip Cost: 0 unbreakable fate. Feel free to sublimate
Weapons: None this Fate at any time and uncheck the
Dead Box when you find something
Special Abilities: None
worth living for.
Fate: Emotion: Fear of loneliness

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ARCHETYPES

Wanderer Description: Court Servants are military


You live a free life, going wherever the wind ocers and/or government ocials who
takes you. There are a variety of possibilities serve their domain in an administrative
as to why you live such a life. It could simply capacity. It is people like you that keep the
be that it suits your personality, or maybe country running smoothly.
you were forced into it. The exact reason is
Aristocrat/Princess
up to you.
You are a patriot, forever loyal to your
Karma Cost: 20 domain. Everything you do is for your
Skills: Information (3), Notice (3), First domain.
Aid (2) Karma Cost: 20
Attribute Penalty: 0 Skills: Etiquette (3), Art of Rule (3)
Primary Attribute: Empathy Attribute Penalty: 0
Equipment: walking stick, traveling Primary Attribute: Spirit, Station
clothes
Station Requirement: 2
Equip Cost: 0
Equipment: fancy clothes, gold jewelry
Weapons: None (worth 10 ryo)
Special Abilities: None Equip Cost: 5
Fate: Goal: To be truly free Weapons:
Description: Wanderers are nomads who Soulgem Short Sword: Damage +2, RoF
travel Tenra. Their reasons vary; some 2, Ammo 4
are fugitives, while others are pilgrims or
Special Abilities: None
simply drifters. You live a carefree life of
Fate: Emotion: Loyalty to domain
abandon, with nothing and no one to tie
you down. Description: You live for your regent or
vassal lord. You see the world through
Court Servant the eyes of a leader of the realm, and see
You would do anything for the country you everything as an object to be controlled or
serve. Even if the lord you serve changes, a person to be ruled over.
your loyalty will not waver for the domain.
Karma Cost: 10
WAR ARCHETYPES
Skills: Etiquette (3), Art of Rule (2) Swordmaster
Due to an accident in the past, you have
Attribute Penalty: 0
vowed never to kill again.
Primary Attribute: Station
Karma Cost: 30
Station Requirement: 4
Skills: Melee Weapons (4)
Equipment: 25 additional soulgems
Attribute Penalty: 1
Equip Cost: 5
Primary Attribute: Agility
Weapons:
Station Requirement: 4
Great gemblade katana: Damage +5, RoF
2, Ammo 6 Equipment: Masterwork sword Beast-
slayer (masterwork soulgem greatsword),
Special Abilities: None
15 additional soulgems
Fate: Emotion: Loyalty to your domain
Equip Cost: 10

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TENR A B A NSHO Z ERO | A PPENDIX

Weapons: Mercenary
Beast-slayer: Damage +7, RoF 5, Ammo 8 Now a low ranking soldier, you hope to one
Special Abilities: None day become a famous general.
Fate: Taboo: Killing Karma Cost: 30
Description: You are a young gifted Skills: Melee Weapons (3), Marksman (3),
swordmaster, and the sword you carry Information (3)
has been passed down in your family for Attribute Penalty: 0
generations. Primary Attributes: Body, Agility
Notes: In choosing this archetype, it doesnt Equipment: None
mean that you will absolutely never ght
Equip Cost: 0
(or even kill). Its just that at some point,
you have vowed to never kill again. Will Weapons: None
that vow stand when provoked? Special Abilities: None
Fate: Emotion: Ambition
Paragon
Description: In war, there are many
Your quest to nd true strength brought
soldiers-for-hire like yourself. For you,
you to seek out the secret teachings of the
and those like you, the battleeld is your
Ki Manipulation Style. But even after
life.
being initiated into the style, you still have
not found your answer. Notes: Because your equipment depends
on your ghting style, no data is given
Karma Cost: 20
here. Choose your weapons from the
Skills: Art of War: Ki Manipulation (4) weapon rules section.
Attribute Penalty: 0
Soulgem Rieman
Primary Attributes: Agility, Spirit,
You take great pride in you skill with the
Station
rie and constantly work to further hone
Station Requirement: 3 your skills with your chosen weapon.
Equipment: Secret Martial Manuscripts Ultimate skill with the rie is a treasure
Equip Cost: 0 you are constantly chasing after.
Weapons: Karma Cost: 15
Katana: Damage +3 Skills: Marksman (3), Notice (2)
Special Abilities: None Attribute Penalty: 0
Fate: Goal: To Know What Is True Primary Attributes: Senses, Station
Strength Station Requirement: 4
Description: You are a disciple of art of Equipment: 25 additional soulgems
Ki Manipulation, one of the many arts of
Equip Cost: 10
war in Tenra. Among those who follow
the path of the weapon master, your name Weapons:
is well-known. Soulgem Rie: Damage +5, RoF 2, range
Notes: Player is free to choose from another 100m, Ammo 8
art of war instead of Ki Manipulation. Special Abilities: None
Fate: Goal: Attain ultimate skill

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ARCHETYPES

Description: In the modern battleeld, Skills: Melee Weapons (3), Marksman (2),
gunpowder weapons have begun to Stealth (2)
replace the older soulgem ones. While Attribute Penalty: 0
other warriors have been swayed by Primary Attribute: Spirit, Station
the mass destruction these weapon
Station Requirement: 4
enable and blast everything in sight, you
patiently wait, killing your enemy with a Equipment: Broken breastplate (memento)
single precise shot. Equip Cost: 3
Weapons:
Gunlancer
You both fear and hate disloyalty, Rif le: Damage +5, RoF 1, Range 50m,
regardless of whether you are the victim Ammo 3
of perpetrator. This could be due to Special Abilities: None
some event in your past, or simply your Fate: Emotion: Suspicious of Power
professional honor. Description: Defeated in battle, you
Karma Cost: 56 are the only surviving soldier of your
Skills: Marksman (4), Notice (3), Pursuit/ homeland (region or country). You dont
Hunt (2), Stealth (2) even remember what the war was for
anymore. Will you search for another lord
Attribute Penalty: 1
to employ you as a soldier? Or perhaps
Primary Attributes: Agility, Senses you have other plans
Station Requirement: 6
Assassin
Equipment: Gunlance, 10 additional
You understand very well that killing
soulgems
people is wrong. And yet, you cant escape
Equip Cost: 12 the fate that youve stumbled into. Giving
Weapons: up on your lifestyle and turning your back
Gunlance on your master is out of the question. Plus,
Ranged: Damage +10, RoF 1, range 400m, theres that special reason that you need the
Ammo 8 money
Melee: Explosive Spiker: Damage +4 (+6), You are asked to kill, and thus you kill.
RoF 1, Ammo 1 (+6 damage happens But it is leaving an empty space within you
when 1 soulgem is spent to activate which grows with every assassination.
explosive spiker) Karma Cost: 20
Special Abilities: none Skills: Melee Weapons (3), Information
Fate: Taboo: Disloyalty (3)
Description: You are an elite soldier, skilled Attribute Penalty: 1
in both sharpshooting and tracking. Primary Attribute: Spirit
Lordless Soldier Station Requirement: 5
Your army was defeated in war and your Equipment: Fey blade katana: Nameless
homeland was shattered. Before the war, Equip Cost: 10
you had complete faith in your armys
Weapons:
power. But that faith was shaken when your
so-called powerful army was annihilated. Nameless: Damage +7 (Fey, wicked-
looking)
Karma Cost: 13

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TENR A B A NSHO Z ERO | A PPENDIX

Special Abilities: none Dragoon. Once feared above all, they are
Fate: Emotion: Emptiness now often seen as holding on to archaic
Description: You only know how to live as methods.
an assassin. However, recently you have Notes: Choose a name and description
begun to hate that piece inside of you that for your horse. You may also choose an
only knows the ways of killing. alternate Art of War. Maneuvers using
Notes: Your named Katana is known the horse are made using the riders
as a fey blade, a magical, wicked and Movement skill. The horse has no stats
rumored cursed weapon. The nature of of its own here; it is an extension of the
the origin and curse behind the weapon warrior. It makes no unique attacks, and
are up to the player. presumably it will die with its rider.

Dragoon Ayakashi Hunter


You charge into battle together with your Ayakashi are nothing more than demons
horse companion. Your companion is more who play with the souls of men before
than a friend to you, and without him you devouring them. You wont rest until youve
could not ght. wiped every single one of these innately evil
creatures from the face of Tenra.
Karma Cost: 40
Karma Cost: 25
Skills: Melee Weapons (3), Marksman (3),
Art of War: Typhoon Rider Style (3) Skills: Notice (2), Hunt/Pursuit (3)
Attribute Penalty: 1 Attribute Penalty: 1
Primary Attributes: Agility, Senses, Primary Attributes: Spirit, Station
Station Station Requirement: 6
Station Requirement: 5 Equipment: Black monk robes, Vajra
Equipment: A favorite horse companion, Blade: A vajra symbol-shaped yoroi
Howling Dragon (custom soulgem shortsword with Taoist demon-warding
rie), 15 additional soulgems runes carved into it
Equip Cost: 17 Equip Cost: 10
Weapons: Weapons:
Howling Dragon: Damage +7, RoF 4, Vajra Blade: Damage +8, RoF 2, Ammo 4
range 100m, Ammo 10 Special Abilities: None
Special Abilities: None Fate: Hatred of Ayakashi
Fate: Emotion: Love of Riding (name of Description: You are a wandering demon
mount) hunter who travels from town to town,
Description: Heavy cavalry was once the making a living from slaying ayakashi for
f lower of the battlefield in Tenra, but money.
combat has gone through great changes Weapon Collector
recently. Guns have largely replaced Youre not sure when it started to happen.
spears, and warlords now make use of But now, every time you see a strong weapon
machines in the battleeld. This is a new or a unique killing tool, you cant focus on
age for the elite cavalry once known as the anything other than getting your hands

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ARCHETYPES

on it. You have many weapons already, but Yoroi: Devourer (Body: 7, Agility: 7,
they are not enough: You need more. Thats Senses: 7, Vitality: 14)
all you care about. Armour Wounds: 7/4/2/1
Karma Cost: 19 Gale Speed Rollers: Increases speed by x3,
Skills: Information (3) provides +2 dice to Evasion checks.
Attribute Penalty: 5 Yoroi Gemblade Katana: Damage +9,
Station Requirement: 5 RoF, 6, Ammo 12
Equipment: A collection of unique, Howling Dragon Mortar: Damage +9,
disturbing, fey, and customized weapons. RoF 4, range 1km, Ammo 6
Equip Cost: 19 Explosive Spiker: Damage +7 (+9), RoF 1,
range -, Ammo 9
Weapons:
50 additional soulgems
Triple Comet Blade: Damage +3, RoF 3,
Range 5m, Ammo 3 Humanoid head, 2 arms, 2 legs
Fey Spiked Tetsubo: Damage +7 Equip Cost: 35
Double-ended Katana: Damage +6 Weapons:
Divine Lotus (Gunpowder Chaingun): Shortsword: Damage +2
Damage +4, RoF 7, Range 30m, Ammo Special Abilities: Armour damage. When
14 you are inside your armour, you can choose
Tiger Kick (Soulgem Kongohki Foot- to absorb some of the wound damage (but
Claws): Damage +4, RoF 5, Ammo 10 not to Vitality) the yoroi would normally
take: Distribute this damage to the pilots
Katana (many, many katana): Damage +3
wound gauge instead. See the armour
Special Abilities: none rules for details.
Fate: Goal: Collect Unique Weapons Fate: Emotion: Aection for your armour
Description: You have made a life-goal Description: Yoroi armour pilots are
out of questing for and collecting unique generally chosen from the children
weapons. You walk into battle like a living of nobles such as vassal lords or from
arsenal. potential shrine maidens. Such children
SPECIALIST have not yet accumulated much Karma,
ARCHETYPES: and are therefore ideal to interface with
ARMOUR-RIDERS an armours meikyo.
Notes: See the armour rules regarding
Yoroi Armour Rider damage and Karma accumulation.
Your yoroi armour is the closest thing
you have to a friend, and you value it over Kimen Armour Rider
anything. You feel great pride in your armour, and
believe that that your kimen yoroi is more
Karma Cost: 60
capable on the battleeld than the samurai
Skills: Interface (4), Notice (2)
or the meikyo-class yoroi armours operated
Attribute Penalty: 1 by children.
Primary Attribute: Empathy, Station
Karma Cost: 23
Station Requirement: 8
Skills: Interface (2), Notice (2),
Equipment: Yoroi Devourer, interface Information (2)
helm, soulcord, meikyo mirror, uniform

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Attribute Penalty: 1 Karma Cost: 10


Primary Attributes: Spirit, Station Skills: Interface (3), Etiquette (2), Art of
Station Requirement: 6 Rule (2)
Equipment: Kimen-yoroi, interface helm, Attribute Penalty: 0
food and water provisions Primary Attribute: Empathy
Kimen Yoroi: Iron Demon Mark II Equipment: None
(Body: 5, Agility: 8, Senses: 8, Vitality: 10) Equip Cost: 0
Gale Speed Rollers: x3 movement speed, Weapons: None
+2 dice to Evasion skill rolls Special Abilities: None
Eyes of Distant Death: +2 dice to Fate: Emotion: Hatred of Yoroi Armours
Marksman skill rolls
Description: Not all yoroi armour pilots
Yoroi Greatsword: Damage +9 are able to continue to ride their armours
Heavy Repeater: Damage +3, RoF 5, forever. Most who are forced to abandon
Range 50m, Ammo 30 (3 Karma). their yoroi, for whatever reason, cannot
Great Cannon: Damage +10, RoF 1, cope with the change. But such is war.
Range 120m, Ammo 1 (3 Karma). Notes: See the armour rules section for
Equip Cost: 23 more details.
Weapons: Armour Hunter
Holdout Pistol: Damage +3, RoF 3, Range You have lived your life striving to be
10m, Ammo 6 the strongest. You believe that hunting
Special Abilities: None the yoroi, the most powerful force on
Fate: Emotion: Pride in your Armour the battleeld, will be the proof of true
Description: Kimen armours are mass- strength.
produced machines operated by those Karma Cost: 30
who have accumulated Karma (usually Skills: Melee Weapons (4)
adults and late teenagers. Riders of these Attribute Penalty: 1
armours are often selected from soldiers
Primary Attributes: Agility, Station
with considerable combat experience.
They are also chosen for missions which Station Requirement: 6
Equipment: Zakt-8 Ultimate Edge, 5
make use of such experience, like military
campaigns, skirmishes, and protection additional soulgems. A yoroi short sword
missions. modied so a human can use it. Th is is
Notes: For more details on yoroi armours, considered to be the most powerful melee
please see the armour rules section for weapon in all of Tenra.
details. Equip Cost: 10
Weapons:
Former Armour Rider
Ever since you lost your yoroi armour, Zakt-8: Damage +6, RoF 8, Ammo 8
your feelings toward them have turned to Special Abilities: None
hatred. You have become a yorori hunter Fate: Emotion: Look Up to the Strong
and believe that by destroying them you Description: You are a yoroi armour
can somehow save yourself or change what hunter, a member of an elite force of
you did. anti-armour personnel. Your vassal lord,

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ARCHETYPES

having no yoroi technology of his own, Fate: Goal: Improve your onmyojutsu
spares no expense hiring specialists like skills
you to combat enemy armours. Description: You are still a student striving
SPECIALIST to become the one of the best Taoist
sorcerers of all time. You hope that you
ARCHETYPES: ONMYOJI can one day see the mystical realms and
OnmyojiTaoist Sorcerer hidden realities that your mentor sees.
Your constant, insatiable desire to see and Notes: See the onmyoji rules section for
know things keeps you going. Nothing can rules on summoning.
get in your way of nding the truth behind
something. Talisman-User
You have a deep, burning hatred of all
Karma Cost: 50
samurai.
Skills: Onmyojutsu (4), Etiquette (3)
Karma Cost: 30
Attribute Penalty: 0
Skills: Notice (3)
Primary Attributes: Knowledge, Spirit,
Station Attribute Penalty: 0
Equipment: Kimenkyo and abacus, ink Primary Attributes: Spirit
and brush, 10 prayer strips, 5 soulgems Equipment: 3 talisman
Equip Cost: 15 Anti-Samurai (Winged Wyrm)
Weapons: None Creation Points: 20 Soul: 10

Special Abilities: Onmyoji magic Shiki Destroyer: 3

Fate: Goal: Satisfy your intellectual Flight: 2 (400m/minute)


curiosity Possession: 1

Description: Onmyoji are not only the Abilities: 4 Skills: 2 Vitality: 4


nest magical artists in Tenra, but the Sense Link: Yes
most skilled engineers as well.
Observer (Demon Eye)
Notes: See the onmyoji rules section for
Creation Points: 20 Soul: 10
rules on summoning.
Senses: 4 (40 m radius)
Onmyoji Apprentice Prolong Summoning: 2 (Spirit x3 rounds)
You focus everything on polishing your Flight: 1 (200m/minute)
skills in sorcery and learning new shiki.
Explosion: 6 (6 pts to all in a 3m radius)
Karma Cost: 10 Possession: 1
Skills: Onmyojutsu (2), Etiquette (2), Abilities: 4 Skills: 2 Vitality: 4
Evasion (2) Damage : +1 Range: 10m
Attribute Penalty: 0 Sensory Link: Yes
Primary Attributes: Knowledge, Spirit,
Shiki Blade (Weeping Sakura)
Station
Creation Points: 20 Soul: 10
Equipment: Taoist Sorcery tools (various
Additional Damage: 6
scrolls, charts, and medallions), 1 talisman
Possession: 1
Equip Cost: 10
Shapechange
Weapons: None
Abilities: 4 Skills: 2 Vitality: 4
Special Abilities: Onmyoji magic

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Damage: +6 Notes: See the onmyoji rules section for


Sensory Link: Yes
more details. Please have a copy of the
rules handy for instant casting.
* Transforms into a +6 damage sword. Before
transformation occurs, the talisman appears as Kijin Shiki-Slinger
a young girl Youre studied the classics, youve served on
the battleeld as a summoner. Now many
Equip Cost: 30
of your elders refer to you as that guy who
Weapons: None only knows how to sling shiki and see you
Special Abilities: None as a wildcard, but youre simply pursuing
Fate: Emotion: Hatred of samurai a dream: To follow the ultimate trail of
Description: You have studied the secrets knowledge of onmyojutsu, no matter where
of Tao sorcery in order to defeat with those it might lead.
who have transcended their humanity in Karma Cost: 30
return for raw power: the samurai. Skills: Onmyojutsu (3), Criminal Arts (3)
Notes: See the onmyojutsu rules for Attribute Penalty: 3
details.
Primary Attributes: Agility, Knowledge
Shiki-Slinger Equipment: Kimenkyo and abacus, brush
You have no patience for the Taoist and ink, 10 prayer strips, 5 soulgems, a
sorcerers of old, the so-called artists who number of mechanica:
use the power of shiki as in the old days Darksight: You can see in darkness. Add
without purpose or growth. You look upon 2 dice to all sense rolls while in darkness.
them with scorn and contempt.
Sha sensors: By looking at a shiki or
Karma Cost: 20 samurai, you can attempt a Knowledge:
Skills: Onmyojutsu (3), Art of Rule (2) Omyojutsu roll to determine the level of
Attribute Penalty: 0 its abilities.
Primary Attributes: Knowledge, Spirit, Mechanica arm, Hei-class (one arm): +3
Station damage in combat.
Equipment: Kimenkyo calculation device, Kairen Fingers: When using Onmyojutsu
abacus, ink and brush, 10 shiki strips, 5 (or Buddhist magic or Ninjutsu), add +3
soulgems dice to each roll.
Equip Cost: 15 Equip Cost: 15
Weapons: None Weapons: none
Special Abilities: None Special Abilities: none
Fate: Emotion: Hostility Towards Fate: Emotion: Research the Way of
Classical Onmyoji Onmyoji
Description: Shiki-slingers is the nickname Description: See the Onmyoji rules section
given to those who study Onmyoji as a for more information on summoning.
pure science. They enhance their practice
with the abacus and kimenkyo in order
to cast quickly, and to understand more
of the practice of summoning.

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ARCHETYPES

SPECIALIST Fate: Emotion: Hatred of weaknesses


ARCHETYPES: SAMURAI Description: Samura i are those
whose bodies have been enchanted by
Samurai
soulgems. Samurai transformation is
In this dog-eat-dog world, you believe
the transformation that occurs when
weakness to be a sin. The weak are
these soulgems are invoked. When
worthless like you once were. The res
that happens, you gain power which
of hatred burning inside you are not limited
transcends that of normal humans.
to the weakness of others.
Notes: For other samurai loadouts, please
Karma Cost: 45 see the samurai rules section.
Skills: Willpower (3), Notice (2), First Aid
(2) Fallen Samurai
You fear and loathe the great power that
Attribute Penalty: 0
you have attained. Due to the terrible
Primary Attributes: Agility, Spirit things you are capable of under the power
Station Requirement: 2 of your shiki, you have vowed to never
Equipment: Samurai Build invoke a transformation again
Battle: 3 (Body, Agility, and Senses gain a Karma Cost: 70
+3 bonus when activated) Skills: Melee Weapons (4)
Regeneration: 1 (regain 1 point of vitality Attribute Penalty: 0
per round)
Primary Attributes: Agility, Spirit
Soulnd: 1 (samurai can detect all human
Station Requirement: 3
or larger life forms in a 10m radius.)
Equipment: Samurai Build
Possession: 1 (to bind the shiki to the
samurai) Battle: 5 (Body, Agility, and Senses gain
a +5 bonus)
Soul point cost: 5 to activate
Regeneration: 2 (regain 2 points of vitality
Duration: Number of rounds equal to Spirit
per round)
Soulgems implanted: 15
Possession: 1 (to bind the shiki to the
Equip Cost: 35 samurai)
Weapons: Soul point cost: 10 to activate
Greatsword: Damage +5 Duration: Number of rounds equal to
Special Abilities: Samurai transformation Spirit
This ability consumes 5 Soul every time Soulgem implants: 10
it is used. Equip Cost: 50
Activation takes one action. Enhanced Weapons:
samurai ability scores can be used after Katana: Damage +3
the activation action has taken place.
Special Abilities: Samurai transformation
Duration of the transformation is equal This ability consumes 10 Soul every time
to the Spirit of the samurai. it is used.
The character may transform as many Activation takes one action (in combat).
times as the Soul activation cost will Samurai ability scores can be used after
allow. the activation action has taken place.

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Duration of the transformation is equal Prohibit ion: a g a i n st con su m i ng


to the spirit score of the samurai alcohol
There is no limit for transformation per Prohibition: against sexual misconduct
day, as long as the character has enough Prohibition: against speaking falsely
Soul to activate it each time. Notes: You are free to choose any sect, but
Fate: Taboo: Samurai transformation Ebon Mountain is the default sect for this
Description: Samura i are those archetype.
whose bodies have been enchanted by Fallen Monk
soulgems. Samurai transformation is You constantly put yourself in dangerous
the transformation that occurs when situations. You believe that danger should
these soulgems are invoked. When be experienced and enjoyed.
that happens, you gain power which
Karma Cost: 10
transcends that of normal humans.
Skills: Buddhist Magic (3), Persuasion (2),
Notes: Feel free to change your Fate in-play,
Information (2)
or break your taboo when appropriate for
the story. Attribute Penalty: 0
Primary Attributes: Spirit, Empathy
SPECIALIST Station Requirement: 2
ARCHETYPES: MONKS Equipment: Clothes, monk robes, magic
Buddhist Monk components
You became a monk and have diligently Equip Cost: 0
performed your religious practices ever
Weapons:
since. Even though you have left the temple,
you continue to faithfully keep the precepts Iron Sta : Damage +2
and teach the dharma. Special Abilities: None
Karma Cost: 35 Fate: Goal: Revel in danger
Skills: Buddhist Magic (4), Persuasion (3) Description: Whether for some sort of
religious practice or simple depravity,
Attribute Penalty: 0
you have forsaken the Buddhist precepts
Primary Attribute: Spirit, Empathy and left the cloistered priesthood for the
Station Requirement: 2 outside world. You now do as you please.
Equipment: Ritual Components, Monks Notes: Read the Buddhism rules section
robes for information on Buddhist magic and
Equip Cost: 0 abilities. You are free to choose any sect,
Weapons: but Ebon Mountain is the default for this
Iron Sta : Damage +2 archetype.
Special Abilities: None The Fist of Acala
Fate: Taboo: Disobeying the Precepts The martial arts style known as Fist of
Description: As a monk, you must keep Acala the Immovable was developed as kind
the following religious precepts: of a religious practice in order to train the
minds of bodies of young monks; therefore
Prohibition: against taking another life
it rarely used outside of the monastery. It
Prohibition: against stealing is forbidden for the art to be used to harm
living creatures.

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ARCHETYPES

Karma Cost: 35 Description: You are a martial artist of the


Skills: Unarmed Combat (4), Art of War: Fist of Merciful Kannon the Thousand-
Fist of Acala the Immovable (3) Armed. Nothing can match the speed of
Attribute Penalty: 0 your strikes.
Primary Attribute: Body Notes: You are free to change the martial
arts style. For more information on the
Equipment: Black monks robes
martial arts of Buddhist monks, see the
Equip Cost: 0 Buddhist rules section.
Weapons:
Devoted Warrior-Monk
Martial Arts: Damage +4
You believe that if you continue to ght
Special Abilities: None for your sect, you can someday save all
Fate: Taboo: Fighting of humanity. You are a warrior-monk of
Description: You are a student of the Fist the powerful Phoenix order. The iron
of Acala the Immovable Lord of Light. discipline and unbending loyalty to the
Usually a practitioner of the style is a sect has made you and your fellow warrior-
Buddhist monk but this is not required. monks a military force to reckon with.
Notes: You are free to change your martial Karma Cost: 30
arts style to another. Make changes to Skills: Melee Weapons (3), Etiquette (3),
the damage rating of the martial arts as Persuasion (2)
appropriate. Also, the taboo is not meant
Attribute Penalty: 0
to be a straightjacket: It can be bent or
broken. Primary Attributes: Body, Spirit,
Empathy, Station
Fist of Merciful Kannon Station Requirement: 6
You believe that the Fist of Merciful
Equipment: 25 additional soulgems
Kannon the Thousand-Armed is the
strongest form of martial arts in the world. Equip Cost: 10
As a martial artist of the style, you have not Weapons:
yet been defeated. Surely this is proof of the Soulgem spear: Damage +5, RoF 5,
power of the art itself, and your skill with it. Ammo 20
Karma Cost: 35 Special Abilities: None
Skills: Art of War: Fist of Merciful Fate: Goal: Save all sentient beings
Kannon the Thousand-Armed (4), Description:
Unarmed Combat (3) Notes: See the Buddhist Monk game
Attribute Penalty: 0 section for background on the warrior-
Primary Attribute: Agility monks of the Phoenix order.
Equipment: None SPECIALIST
Equip Cost: 0 ARCHETYPES: KIJIN
Weapons: Kijin
Martial Arts: Damage +10 Ashamed of your own physical weaknesses,
Special Abilities: None you gave up your physical form and replaced
Fate: Goal: To be the strongest in all of it with mechanica. However you will never
Tenra

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TENR A B A NSHO Z ERO | A PPENDIX

forget the humiliation you felt when you Fate: Emotion: Sympathy towards the
were a nobody and will stand up for those weak
in need. Description: K ijin are a recent
Karma Cost: 15 development in Tenra; humans who have
Skills: Unarmed Combat (3), Marksman (3) replaced weak, lost, or disabled body parts
with machine. However, there are some
Attribute Penalty: 5
who even replace working body parts
Primary Attributes: Body, Senses with mechanica. You can choose if your
Equipment: mechanica were replacements of broken
Kijin Mechanica limbs after a war, or healthy limbs after a
Mechanica Sensor: one eye, class otsu, decision to replace them.
provides +5 to rolls to perception checks Notes: See the mechanica list for more
Darksight: You can see in darkness. Add details, and the kijin section for other
2 dice to all Sense rolls while in darkness. possible kijin loadouts.
Eye of Distant Death: Add 2 dice for all SPECIALIST
Marksman rolls. ARCHETYPES: KONGOHKI
Mechanica Arms: both arms, class otsu,
Kongohki
provides +5 to damage to hits with
The memories of your previous life remain
unarmed combat, melee, and thrown
within your meikyo: memories full of
weapons
regret, sadness, and guilt. This Fate is
Five-barrel Gatling: Your ngers form a ranked at four dots initially.
machine gun.
Karma Cost: 70
Damage: +3 RoF: 5 Range: 20m
Ammo: 30 Skills: Marksman (3), Melee Weapons (3),
Unarmed Combat (3), Stealth (3)
Vajra Claws: Razor-sharp soulgem claws
protrude from your ngertips. Attribute Penalty: 18
Damage: +3 RoF: 3 Ammo: 6 Primary Attributes: Spirit
Grudge Blade: A retractable short sword Station Requirement: 3
protrudes from your forearm. Equipment:
Damage: +5 Gale Speed Rollers: High Speed
Weapon Interface: Provides +2 dice to Movement (x3), +2 to all Evasion checks
attack rolls with 5-barrel Gatling. Lifepulse: Detect life in a (Spirit x 10)
Equip Cost: 0 (but attribute penalty of 5) meter radius
Weapons: Equip Cost: 25
Five-barrel Gatling: Damage +3, RoF 5, Ninja soulgem sword: Damage +3, RoF3,
Range 20m, Ammo 30 Ammo 6
Vajra Claws: Damage +3 (+8 total), RoF3, Double-edged soulgem shortsword:
Ammo 6 Damage +2, RoF 2, Ammo 6
Grudge Blade: Damage +5 (+10 total) (the Hooked fang dagger: Damage +1
number in parentheses is the adjustment Special Abilities: Kongohki Overdrive
for having otsu-class arm mechanica) Flashback: As long as your Fate remains as
Special Abilities: None Sealed Memory, whenever the number
of your Aiki tokens exceed your Empathy

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ARCHETYPES

score, you receive a ashback scene from Brilliant Flower of Destruction:


your former life. The ashback consists Explodes, doing 30 damage to all in a
of dreamlike, fragmentary images 15m radius
somewhat like a movie trailer. The Equip Cost: 20
contents of the ashback are up to the Explosive Spiker: Damage +3/+5, RoF 1,
GM. If a ashback occurs in mid battle, Ammo 3
the character cannot take actions for that
Thunder Mortar: Damage +7, RoF 1,
round.
Range 4km, Ammo 1
Fate: Kongohki: Sealed Memory
Shuriken: Damage +1, RoF 5, Range 15m,
Description: Kongohki are made from Ammo: A Lot
binding the soul of an asura (a soul which
Special Abilities: Kongohki Overdrive
died under extreme stress or Karma and
did not move on to the afterlife) inside of Flashback: As long as your Fate remains as
a meikyo soul mirror. The violent soul of Sealed Memory, whenever the number
the asura is harnessed in a very delicate of your Aiki tokens exceeds your Empathy
procedure which ends up suppressing score, you receive a ashback scene from
all of its memories. It is this tormented your former life. The ashback consists of
soul that gives the kongohki its strength. dreamlike, fragmentary images somewhat
However, if this balance deteriorates, you like a movie trailer. The contents of the
will remember your former identity, and ashback are up to the GM. If a ashback
likely go crazy (or become an asura again) occurs in mid battle, the character cannot
in the process. take actions for that round.
Notes: At character creation, you have the Fate: Kongohki: Sealed Memory
following attribute scores: Body 7, Agility Description: Kimen Kongohki are
9, Senses 7, and 22 points to spend on made from wiping the memories of a
the other attributes. You cannot add or fallen Asura soul, then binding it into a
subtract attribute points from those three kimenkyo calculation engine. While the
attributes at character creation. soul bound to the kimenkyo doesnt surge
in power as it accumulates Karma like
Kimen Kongohki the meikyo-based kongohki, they are still
The memories of your previous life remain powerful steel demons on the battleeld.
within your kimen soul mirror: memories When the soul manifests itself, the kimen
full of regret, sadness, and guilt. This Fate kongohki can still y into a powerful rage
is ranked at four dots initially. or other emotional state.
Karma Cost: 40 Notes: At character creation, you have the
Skills: Marksman (3), Unarmed Combat following attribute scores: Body 7, Agility
(3), Stealth (2) 9, Senses 7, and 22 points to spend on
Attribute Penalty: 18 the other attributes. You cannot add or
Primary Attributes: Spirit, Station subtract attribute points from those three
attributes at character creation.
Station Requirement: 2
Equipment: Runaway Kongohki
Gale Speed Rollers: x3 movement speed, The seal locking out your human memories
+2 to Evasion skill rolls has already been broken. Sealed away in
your meikyo were once the memories of
your former self, memories of unspeakable

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TENR A B A NSHO Z ERO | A PPENDIX

crimes committed by the fallen soul within Notes: At character creation, you have the
youyour soul, when you were an Asura. following attribute scores: Body 8, Agility
You now have to eventually face that past, 8, Senses 7, and 22 points to spend on
or else it will consume you. the other attributes. You cannot add or
Karma Cost: 55 subtract attribute points from those three
attributes at character creation.
Skills: Unarmed Combat (3),
Marksman(3), Melee Weapons (2), SPECIALIST
Stealth (2) ARCHETYPES: NINJA
Attribute Penalty: 18 Shinobi
Primary Attributes: Spirit, Station You have lived your life as a tool of the clan,
Station Requirement: 4 serving the interests of your superiors.
Equipment: However, you have begun to become
Eyes of Distant Death: +2 dice to all disgruntled of your life and your role as an
Marksman skill rolls object used by others.
Heavens Fire: Leap vertically up to 20m, Karma Cost: 55
3 times per session Skills: Ninjutsu (4), Pursuit/Hunt (3)
20 soulgems Attribute Penalty: 0
Equip Cost: 30 Primary Attributes: Agility, Senses,
Weapons: Spirit, Station
Soulgem Vajra Claws: Damage +3, RoF3, Equipment: Shinobi Seal, ninja tools,
Ammo 6 disguise kit, ninjustsu abilities
Explosive Spiker: Damage +3 (+5), RoF1, Equip Cost: 20
Ammo 3 Weapons:
Heavy repeater: Damage +3, RoF 5, Ninja sword: Damage: +3
Range 50m, Ammo 30 Shuriken: Damage: +1, range 15m, RoF 5,
Special Abilities: Ammo: A Lot
Kongohki Overdrive Special Abilities: Shinobi Dark Arts 4
Fate: Emotion: Fear of Yourself (decreases Soul costs for ninjutsu use by
Description: Kongohki are made from 4, to a minimum of 1)
inserting the soul of an asura inside a Ninjutsu : School of the Shore
meikyo. These memories are normally 2: Possessed by the Inner Wolf, Path of the
sealed away behind magical locks. You, Split Arrow, Path of the Falling Leaves
however, have found a way to access 3: Possessed by the Inner Demon,
them. You know who you are, and what Shadowf light, Ninja Duplication
you have become: a human soul now Technique
residing within a metal body. Your mind 4: Minds Eye, Shadow Stitch Technique,
is now slowly being consumed by the wild Shadowless Replication Technique
emotions of your former self. Whether
Fate: Misfortune: Property of the clan
you embrace who you were or nd a new
life is up to you.

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ARCHETYPES

Description: You represent the elite of Attribute Penalty: 0


the ninja, the shinobi. In Tenra, the Primary Attributes: Agility, Senses,
shadowy histories of the ninja armies are Spirit
surrounded by war and conspiracy, blood Equipment: Ninja tools
washed with more blood.
Equip Cost: 0
Notes: The default style for the Shinobi is
Weapons:
Migawari-Ryu, but any other style can be
substituted. Ninja sword: Damage +3
Special Abilities: Ninjutsu
Ninja Apprentice
Fate: Other: Skeptic
Tired of your over-disciplined village life,
you yearn for a life of freedom. Description: You are a ninja or spy
employed by a vassal lord, an intelligence
Karma Cost: 5 operative for your domain.
Skills: Ninjutsu (2), Willpower (2), First Notes: See the ninjutsu rules for more
Aid (2), Evasion (2) details. Choose any school of ninjutsu.
Attribute Penalty: 0
Primary Attributes: Agility, Senses,
SPECIALIST
Spirit ARCHETYPES:
Station Requirement: 2
ANNELIDIST
Equipment: Ninja tools Annelidist
You feel that you can relate to the annelids
Equip Cost: 0
inhabiting your insides better than the
Weapons:
humans around you.
Ninja sword: Damage +3
Karma Cost: 65
Special Abilities: Ninjutsu (Migawari-
Skills: Wormcharm (4)
ryu)
Attribute Penalty: 0
Fate: Emotion: Yearning for freedom
Primary Attributes: Body, Senses
Description: Ninja apprentices are the
lowest ranking and most numerous ninja Equipment: Annelids, annelid food,
in Tenra. Sometimes referred to as genin trap,cage
or low ninja, they are the workhorses A n nel id s: Ta lon f a ng Bug s (5),
and errand-boys of their ninja camp. Rejuvenation Worm (3) 15 rejuvenation
Notes: See the shinobi section for rules on points, Mouth Creeper
ninjutsu. The character may choose any Equip Cost: 45
style, but Migawari-ryu is the default style Weapons:
for this archetype. Talonfang Bugs: Damage +5
Inltrator Mouth Creeper: +1, Poison
You have seen more than your share of the Special Abilities: None
underside of the world, and now you tend Fate: Emotion: Aection for Annelids
to look at everything cynically.
Description: You are an annelidist or
Karma Cost: 10 mushi-tsukai, a host to a variety of
Skills: Ninjutsu (3), Movement (2), parasitic insects native to Tenra known
Stealth(2)

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TENR A B A NSHO Z ERO | A PPENDIX

as annelids. You allow them to live o Primary Attribute: Body, Senses


your body, and in turn they provide you Equipment: Annelids
with various benets. Demon-of-Battle Annelid: When
Notes: See the annelidist rules for more activated, adds +4 to Body and Agility,
details on mouth creeper poison. +6 to Senses. Vitality increases by 10
Annelid-Infested points, and 20 Rejuvenation points.
You have a deep hatred of the annelids Equip Cost: 80
squirming around inside your body. You Weapons:
refuse to admit the fact that you and the Clawed Hands: Damage +8
worms inside mutually benet from the Clawed Feet: Damage +6
infestation. In truth, they have come to
Acid Spit: Damage +4, Range 5m, RoF 1.
your aid on more than one occasion.
Acid spit is considered a strength 4 acid
Karma Cost: 10 attack, and will damage the opponent
Skills: Wormcharm (2) until they wash or wipe o the acid.
Ability Penalties: 0 Electrostatic Cannon: Damage +8,
Primary Attributes: Body, Empathy Range 18m, RoF 1. Electrostatic cannon
Equipment: Annelids can only be defended against with the
Evasion skill. Use Body: Wormcharm
Annelids: Chitinshells (5) +5 permanent
when attacking with hooked and foot
Vitality, Rejuvenation Worms (2) 10
claws and lightning bolt. You can defend
rejuvenation points
and make counterattacks with the claws.
Equip Cost: 20
Special Abilities: None
Weapons: None
Fate: Emotion: Hatred of Annelids
Special Abilities: None
Description: Demon-of-Battle annelids
Fate: Emotion: Hatred of Annelids live a parasitic existence inside the brain
Description: The annelids you now house of their host. Whenever the parasite
inside your body were once given to you senses danger it causes two antennae to
by an annelidist, who oered you a choice. erupt from the forehead of the host. It
If only you could relive that moment you then transforms the hosts body by pulling
would surely have made a dierent choice. the resident sha energy, transforming the
Notes: See the annelidist rules section for hosts skin into chitin plates.
details. Rules: In order for the transformation to
Annelid Hunter successfully take place, you must make a
This horrible leech now wrapped around Spirit: Wormcharm check (diculty 3),
your spinal cord and brain was implanted or a Spirit: Willpower check (diculty
in you against your will. You feel nothing 4). If you fail the check you blindly
but contempt for this creature, which attack anything that was perceived by the
sometimes acts on its own accord and takes annelid to be an enemy and continue to
the lives of others. attack until the enemy is defeated. The
player can choose to activate the annelid
Karma Cost: 80 at any time, but so can the GM, against
Skills: Wormcharm (3) the players will.
Attribute Penalty: 0

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ARCHETYPES

SPECIALIST Station Requirement: 5


ARCHETYPES: AGENTS Equipment: meikyo, soulcord, splicer
interface helm, kimen-kongohki pet
Taira Agent Gyoshi/Miko
You have taken a vow of loyalty to the Kimen Kongohki: Dark Raven (Body 8,
Court. Discuss with the GM as to which Agility 8, Senses 7, Vitality 18)
House (Northern or Southern) you are Battlefield Mastery: Kongohki vision
aliated with, although Northern House extends range of sight to Senses x200m.
is considered the default House for this It also adds +2 dice to all Strategy and Art
archetype. of Rule checks.
Karma Cost: 35 Lifepulse Extend: Increases eectiveness
of the Lifepulse ability to Senses x100m
Skills: Interface (3), Shinto (2)
Brilliant Flower of Destruction:
Attribute Penalty: 0
Explodes, doing 30 points of damage to
Primary Attribute: Knowledge, Station all in a 15m radius
Equipment: Amafuda Pass, Meikyo soul Kongohki Weapons:
mirror, Interface Helm
Comet blade: Damage +3, RoF 1, Range
Equip Cost: 30 5m, Ammo 1
Weapons: None Heavy repeater: Damage +1, RoF 5,
Special Abilities: None Range 50m, Ammo 30
Fate: Emotion: Loyalty to the court Special Abilities: Kongohki Overdrive
Description: The two Imperial Courts are Equip Cost: 90
the organizations which rule over Tenra Weapons: None
from the shadows. And while Taira-
Fate: Emotion: Hatred of Kongohki
ranking gyoshi priests and miko maidens
are their agents, the average commoners Description: Meikyo puppeteers interface
also have a say in whom from their villageswith other meikyo and kimenkyo using
and towns are chosen to attain this rank. their own meikyo soul-mirror and
interface helm. In this way, they can push
Notes: See the Shinto Agent character
their own soul into the shell of a kimen-
section for more information on the
kongohki and manipulate its body as if it
Priesthood and agent duties. Feel free to
were an extension of their own arms and
test your loyalty or change it in-game.
legs. They can control armor or kongohki
Meikyo Puppeteer from afar in this manner.
You nd the kongohki repulsive: Those Note: While controlling Dark Raven or
which have the souls of the fallen within other armours or kongohki, you cannot
them should be destroyed as all Asura are. take any actions, half-actions, or perform
Their very existence makes you cringe. And any defensive maneuvers yourself.
yet you excel at controlling them through Interface Helm Notes: An interface helm
the meikyo soul-mirror, and are well known is a mask or helmet which connects to the
for your skill at doing so. users meikyo soul-mirror, and allows the
Karma Cost: 50 user to interface with a specic kimenkyo
Skills: Interface (3) or meikyo from afar. Once the puppeteer
Attribute Penalty: 5 interfaces with another unit, they go
into a trance, cannot move, and are no
Primary Attribute: Spirit, Station

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TENR A B A NSHO Z ERO | A PPENDIX

longer aware of their environment except Equipment: Amafuda pass


through the senses of the kongohki or Equip Cost: 5
armour they control. Weapons: none
Priesthood Double Agent Special Abilities: none
You work dutifully for the Priesthood Fate: Emotion: Loyalty towards the
but you also hold a deep hatred for the Priesthood
organization to which you belong. Maybe Description: You grew up in a town that
youve grown to hate the methods of the the Priesthood saved from destruction.
Priesthood after working with them, or You are working to eventually become
perhaps you infiltrated the Priesthood an agent of the organization, or perhaps
with the intention of pulling it apart from you just plan to continue working outside
within. the organization for their betterment.
Karma Cost: 30 You believe with all your heart that their
Skills: Stealth (2), Interface (2), Shinto (2) goals and motives are for the protection
Attribute Penalty: 0 and betterment of all of Tenra. Of course,
you have no special insight into the inner
Primary Attribute: Station
workings of the Priesthood, nor do you
Equipment: Amafuda pass, meikyo know what their plans are. Not until you
mirror, interface helm. become a full-edged member, or until
Equip Cost: 30 an agent recognizes your potential and
Weapons: none allows you a deeper understanding of
Special Abilities: none their actions.
Fate: Emotion: Hatred of the Priesthood Notes: The Amafuda pass allows you and
Description: While you are a member your companions transport anywhere on
of the Priesthood, you also have a Tenra.
connection to an outside agent or group SPECIES ARCHETYPES
involved with overthrowing or subverting
the Priesthood (Makuu Nindo, Gamou
Oni (species)
In this world, which sees you and other oni
Douan, etc).
as nothing more than monsters, sometimes
Notes: The Amafuda pass allows you and
even prey, you are an idealist who seeks to
your companions transport anywhere on
coexist with humans.
Tenra. Your betrayal will not aect your
ability to use Shinto magic. Karma Cost: 35
Skills: Resonance (4), Movement (3)
Priesthood Zealot
Attribute Penalty: 0
You feel a bond with the Shinto Priesthood
that goes beyond mere loyalty. You would Primary Attributes: Spirit, Empathy
do anything in order to protect the Equipment: Laz-Dii-Go (oni medallion)
organization from harm. Equip Cost: None
Karma Cost: 10 Weapons: None
Skills: Etiquette (3), First Aid (2) Special Abilities: Oni resonance powers
Attribute Penalty: 0 Fate: Goal: Coexist with humans
Primary Attribute: Empathy
Station Requirement: 2

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ARCHETYPES

Description: Oni are the original Skills: Movement (3), Willpower (3),
inhabitants of Tenra, but have been Resonance (2), Information (2)
steadily pushed from their native lands, Attribute Penalty: 0
and now face extinction at the hands of Primary Attributes: Knowledge
humans.
Equipment: Laz-Dii-Go
Notes: Spirit must be your highest ability.
Equip Cost: 0
See the oni sections on resonance abilities
for more details. Weapons: none
Special Abilities: Oni resonance abilities
Half-Oni (species)
Fate: Emotion: Hatred of the oni
Life as a half-oni (or half-human) has
brought you nothing but humiliation. Description: You are a Nussa, a hornless
oni. The reasons behind cutting o your
Karma Cost: 5 horn are your own to decide, and now you
Skills: Resonance (2), Information (3) look otherwise human. You can t in to
Attribute Penalty: 0 human society with no problem, yet youre
Primary Attributes: Spirit, Empathy still not completely a human, nor are you
Equipment: None a full oni.
Equip Cost: 0 Notes: See the Oni sections for background
on the oni people and rules regarding
Weapons: None
resonance. Remember that you can only
Special Abilities: Resonance use powers related to your heartgem (Dii).
Fate: Emotion: Half-Oni Inferiority
Complex Oni-Blooded (species)
You are a half-oni born from parents
Description: Although it is possible for a
who had oni blood. Your horns were
human and oni to bear children together,
unnoticeable, and youve lived your life as a
the life of the child often ends in tragedy.
human. However, one day you discovered
You always have the option of cutting
your secret and soon embarked on a journey.
o your horns. Without horns, you are
Or perhaps someone else discovered your
virtually indistinguishable from humans.
secret, and you are being followed. In any
However without your horns, you cannot
case, although you have never met another
use the resonance power of Alu.
oni before, you want to nd an oni tribe and
Notes: See the characters and rules meet your people.
sections on the oni people. Note that half-
oni can only use the resonance powers of Karma Cost: 5
Alu and Dii, and cannot use advanced Skills: Resonance (2), Etiquette (3)
resonance abilities. Attribute Penalty: 0
Oni Nussa (species) Primary Attributes: Spirit, Empathy
Youve cut off your horn of your own Station Requirement: 2
volition. You have your reasons for doing Equipment: A charm or relic
so, and you dont regret your decision. Equip Cost: 0
However, you cant completely wipe away Weapons:
the knowledge that you are one of them.
Small knife: Damage +2
Karma Cost: 25 Special Abilities: Resonance
Fate: Emotion: Looking up to the oni

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TENR A B A NSHO Z ERO | A PPENDIX

Description: Karma Cost: 30


Notes: See the Oni section for rules on Skills: Perception (3), Pursuit (3),
resonance powers. Half-oni cannot use Persuasion (3)
special Tae Rayi (resonance) powers until Attribute Penalty: 0
they learn them from an oni elder. Primary Attributes: Senses, Empathy
Kugutsu (species) Equipment: A memento from your past,
Raised as a human, you have kept your small knife
true nature a secret. No one, not even your Equip Cost: 0
closest friends know you are not human. Weapons:
Karma Cost: 20 Small knife: Damage +2
Skills: Perform (3), Pillow Arts (3), Special Abilities: The Buttery Dream
Etiquette (3), Persuasion (2) Fate: Emotion: Loneliness
Attribute Penalty: 0 Description: Youve lost the group you
Primary Attributes: Empathy, Station belonged to. Whether you ran away from
Equipment: None your master, or your master died or was
Equip Cost: 0 lost somehow, you long for a connection
Weapons: None to people again. There is no one left who
knows who you are, and there are no
Special Abilities: The Buttery Dream
friends who you can conde in. Perhaps
Fate: Secret: No one knows you are a one day you will find companionship
kugutsu again.
Description: Kugutsu are living dolls, Notes: See the Kugutsu section for rules
raised over a long period of time to on the Buttery Dream.
resemble humans. Kugutsu are extremely
valuable in Tenra, worth the price of efs Half-Ayakashi (species)
and kingdoms. You never intentionally reveal your true
Notes: Kugutsu cannot be samurai, nature as half-human, half-fey to anyone.
shinobi, or any other being which requires Karma Cost: 45
the implantation of soulgems in living Skills: Movement (3), Notice (2)
tissue. Also, Empathy must be your Attribute Penalty: 0
highest ability at the time of character
Primary Attribute: Spirit
creation. For more information on
kugutsu, see the kugutsu section of the Equipment: Yohjutsu abilities
rules. Natural Weapon (2): Part of your body
can be used as a melee weapon. (claws)
Kugutsu Runaway (species)
Projectile Attack (2): Part of your body
You have lost the master you used to serve
can be used to make projectile attacks.
under. Be it the kugutsu-maker who was
(ame breath)
teaching you how to be human, or the lord
who purchased you for his bride, youve left Flight (2): You can y speeds up to 1.2km/
them behind. minute and can carry up to an additional
60kg
When you left, you realized that you had
Incorporeal: For 3 Soul per round, you can
no more connection to anyone, and no real
turn incorporeal and pass through solid
motivation anymore. Yet still, you live on.
objects

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ARCHETYPES

Shapechange (3): You can alter your Shapechange (3): You can mimic any
appearance and maintain it until you use creature or person you have seen. Th is
another yohjutsu ability ability reverts when you use another
Equip Cost: 45 ayakashi ability.
Weapons: Multiple forms (3): You can create
Claws: Damage +5 three images of yourself which act
independently.
Flame Breath: Damage +5, RoF 3, range 5m
Equip Cost: 80
Special Abilities: None
Lightning Attack: Damage +15, RoF 9,
Weakness: Stone (3) (Any damage taken
range 100m
from stone weapons is multiplied by 3.)
Special Abilities: Weaknesses
Fate: Secret: You are a half-ayakashi
Weakness: Wet Iron (4): You are
Description: You were born as a result of
vulnerable to iron stained with blood or
the forbidden love between a human and
water. Total damage taken from these
ayakashi. Whether you take this to be
weapons is multiplied by 4.
curse or a blessing is up to you.
Taboo: Hurting women (3): If you injure or
Notes: For details on ayakashi powers
kill a woman, you take 6 damage directly
see the rules section. The GM or player
on the Wound Gauge.
is free to change the default weakness if
they wish. The half-ayakashi archetype is Fate: Emotion: Curiosity towards people
not considered a full species, so it can be Description: You are an ayakashi with
combined with oni archetypes. human features and an inhuman mind:
You look at the world dierently than
Ayakashi (species) humans do. You keep the fact that you
You do not understand humans. They are are not human a secret; for if the humans
a mystery to you and because of this, you around you knew what you are, life would
cannot seem to take your eyes o them. become uncomfortable to say the least.
Karma Cost: 50 Notes: The GM or player is free to change
Skills: Marksman (3), Willpower (3) the weakness of this ayakashi.
Attribute Penalty: 3
ADVANCED ARCHETYPES
Primary Attributes: Spirit, Empathy
Elder
Equipment: Yohjutsu abilities
The old ways eventually are replaced with
Projectile Attack (4): Part of your body the new. You know this in your heart, but
can be used as a ranged weapon (lightning) still it is painful to see the world around you
Superspeed: Any successes rolled on changing. When you see the younger folks
Body, Agility, and Senses can be rerolled breaking traditions or doing new things,
and added to your total successes for you cant help but to chastise them.
that check. This ability can be activated
Some may say that youre simply afraid of
a number of times in a session equal to
change, but tradition has served you well.
Body + Spirit.
New ways and broken traditions can be
Incorporeal: By expending 3 Soul, you can dangerous and unbalanced. You seek to
become incorporeal for one round and keep that balance.
pass through solid objects.
Karma Cost: 15

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Skills: Information (3), Etiquette (3) in part for your similar appearance to your
Attribute Penalty: 0 master, you sometimes take his place in
Primary Attribute: Empathy dangerous situations, ready to die for him
in a heartbeat.
Station Requirement: 2
Equipment: Ornate tobacco pipe, elegant Kugutsu Maker
seal of oce Your goal in life is to know the true meaning
Equip Cost: 2 of beauty. You judge all things, living or
otherwise, by determining whether it is
Weapons: Ornate pipe: Damage +2
beautiful or not.
Special Abilities: none
Karma Cost: 25
Fate: Emotion: Times are Changing
Skills: Kugutsu Craft (3), Etiquette (3)
Description: A person who has lived for
many, many long years. You often reect Attribute Penalty: 0
on the wonderful things that happened Primary Attributes: Senses, Spirit,
in the past while attempting to come to Empathy
terms with the new and changing times. Equipment: Unf inished Kug utsu
Notes: The seal of oce is a wooden block (abilities: 0)
with elegant tassles about the size of Equip Cost: 10 (unnished kugutsu)
ones hand, carved with a royal symbol Weapons: None
of the oce or kingdom served, and acts Special Abilities: None
as proof of your rank and oce (think of
Fate: Goal: Knowing the meaning of true
it as a police badge). It is also a hollow
beauty
container which contains a stamp for
signing documents of that oce. Description: You are a kugutsushi, a
craftsman who specializes in creating the
Kagemusha beautiful living dolls known as kugutsu.
As a kagemusha, you are a body double of Wars have been known to break out
your master. You exist so that your lord among regents and vassal lords just to own
does not get assassinated. Your loyalty runs one of your creations.
so deep that you would even sacrice your Notes: Kugutsu Craft is a unique skill for
own life to save your master. You live only this archetype. Write it on your character
for your master. sheet under the Knowledge attribute.
Karma Cost: 15
Tactician
Skills: Etiquette (3), Art of Rule (3) You understand the principles of war well
Attribute Penalty: 0 and have planned many battles yourself,
Primary Attributes: Spirit, Station but deep down in your heart you secretly
Equipment: None hate the battlefield, wishing you could
Equip Cost: 0 avoid ghting altogether.
Weapons: None Karma Cost: 35
Special Abilities: None Skills: Strategy (4), Art of Rule (3)
Fate: Emotion: Loyalty to your Master Attribute Penalty: 0
Description: You were raised by your vassal Primary Attribute: Station
lord or regent since you were a child, and Station Requirement: 2
are his most trusted companion. Chosen

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ARCHETYPES

Equipment: War fan, brush, ink bottle


Equip Cost: 0
Weapons:
War Fan: Damage +2, RoF 1, Range 5m,
Ammo 1
Special Abilities: None
Fate: Emotion: Hatred of war
Description: As a Tactician, you are the
advisor to the general on tactics and
strategies on the battleeld.
Notes: See the skills section for an
explanation of the use of the Strategy skill.
Kuze Order Member
You are a member of the Kuze-Shu, an
order that has sworn to protect the city of
Jinrai from the evils of the world. You work
with your companions from the shadows to
ght evil in all its forms.
Karma Cost: 50
Skills: Any single skill (4), Shinto (2)
Attribute Penalty: 0
Primary Attribute: Station
Equipment: Meikyo soul mirror
Equip Cost: 25
Weapons: None
Special Abilities: None
Fate: Loyalty to the Blue Dragon Monk/
Adamantine Monk (choose one).
Description: You follow the leader of your
order, and would protect him with your
life.
Notes: This archetype is only appropriate
for Kuze-themed scenarios. Also, Any
single skill means that the player can
chose any basic or specialist skill to take
at the rank of Master (4).

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CREATING NEW
ARCHETYPES
The archetypes provided in the core rules will allow you to create just about any character
you desire. Through description and role-play, your character will come to life in whatever
manner you intend. However, these optional rules will allow experienced players or game
masters to craft their own original archetypes for play. Please make sure to play the game
as-is a few times before experimenting with new or original archetypes.

Creating new archetypes is a simple


10-step process:
1 Choose species
2 Select skills
3 Add special characteristics like equipment or features
4 Calculate equipment cost
5 Choose weapons
6 Calculate Karma cost
7 Determine attribute cost
8 Choose primary attribute
9 Note special abilities
10 Choose a Fate for this archetype
1 CHOOSE A SPECIES
Most characters will be human. However, now is the time to note if this character
archetype is for an oni, Kugutsu or ayakashi character. These three species archetypes
cannot be mixed in one character, and each species has certain requirements.
Oni characters must take Spirit as their highest attribute.
Kugutsu characters must take Empathy as their highest attribute and they cannot be
equipped with samurai soulgems or the ninja dark arts abilities.
Ayakashi have no attribute requirements or limitations, but all ayakashi must take at
least one weakness.

2 SELECT SKILLS
You must determine which skills this new archetype grants. Any skill may be picked at
any level except at the Supreme (5) rank. The costs of adding skills to an archetype are
as follows:
Skilled (2): 5 Karma
Advanced (3): 15 Karma
Master (4): 35 Karma
Oni and kugutsu archetypes have some required skills:
Oni archetypes require the Resonance skill

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NEW ARCHETYPES

Kugutsu archetypes require the Perfor- 6 CALCULATE KARMA COST


mance, Persuasion, Pillow Arts and Eti- After adding in the Karma costs for any
quette skills specialized equipment or abilities, use
the following equation to determine the
3 ADD SPECIAL Karma cost for the archetype:
CHARACTERISTICS
This is where you determine which Karma Cost = Total of all abilities and
special abilities, powers, or equipment equipment + total of all skills - 15
the archetype will provide: Samurai At this point, you can increase the attribute
ability, mechanica, annelids, yoroi armour, cost for this archetype by one point to
ninjutsu dark arts, kongohki, original reduce 10 points of Karma. Th is can be
weapons, and so on. Look up the individual done multiple times.
rules for each of the above and determine Kugutsu archetypes further reduce their
the cost for the characteristics you want to total Karma cost by 15 points.
add to the archetype.
Characters that do not appear human
4 CALCULATE EQUIPMENT COST (oni, samurai, other inhuman-looking
Specialized equipment will increase characters who would have a hard time
the archetypes starting Karma. After being accepted by other people by their
determining the cost of any special appearance alone) have a further Karma
characteristics, keep in mind the costs for reduction of 5-10 points.
the following pieces of equipment: The minimum cost for a new archetype is
Meikyo 25 Karma 5 Karma.
Kimenkyo 10 Karma
7 DETERMINE ATTRIBUTE COST
Heartgem 25 Karma After calculating Karma, determine the
Amafuda pass 5 Karma total attribute cost for the character (due
Unnished kugutsu doll 10 Karma to Karma reduction, original weapons,
Onmyoji abacus 3 Karma mechanica, etc.). Make sure to note
Prayer strips (10) 1 Karma kongohki attribute costs here as well.
Soulgems (5) 1 Karma 8 CHOOSE PRIMARY ATTRIBUTE
If you wish to add other specialized Looking over the archetype, determine
equipment to the archetype, please consult the ability or abilities which make this
with the GM. A cost of 5-10 Karma is archetype useful. This is not a requirement,
usually appropriate for such extra items. but it will make it easier for others to build
a character using this archetype. If there
5 CHOOSE WEAPONS is a set Station attribute requirement for
Pick weapons from the weapons list. For the equipment that the archetype provides
original or customized weapons (either for (gemblades, yoroi armour, etc.), make note
the character or for armour), please create of that here as well.
them as per the rules, and make note of
their cost. 9 NOTE SPECIAL ABILITIES
Make note of special abilities given to
certain character types, and include them
in the character notes.

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TENR A B A NSHO Z ERO | A PPENDIX

Kugutsu: Buttery Dream


Kongohki: Overdrive, Sealed memories
Samurai: Samurai ability, samurai shiki
abilities
Armour riders: Armour abilities and
wound gauge notes
Ayakashi: Weakness
Annelidist: Annelid abilities
Kijin: Mechanica eects
Write them down, so that the archetype
will be easy to equip in the future or share
with friends.

10 CHOOSE A FATE
The last step is the most important, as some
people go as far as to create new archetypes
solely to create a new type of Fate. Come up
with an interesting Fate for this archetype.
Tell it to the other players and game master,
and get their feedback as well.

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WEAPONS AND
WEAPON CREATION
RULES
THE WEAPONS OF TENRA
All weapons cause damage in combat. They have no other modiers like weight, reach,
speed, defensive modiers, slashing vs piercing weapons, etc. Not much concern has been
given to balancing weapons with each other. However, the characters choice of weapons
is important because it determines their ghting style and character image. In Tenra
Bansho, character image is more important than balance.

ACQUIRING WEAPONS
The Station attribute score determines what weapons the character can have. You are
free to choose any weapons as long as you meet the Station requirements.
The basic rules for Station requirements are listed below. See individual weapon
descriptions for details.
Certain weapons such as soulgem, gunpowder, and unique weapons require Kiai in
addition to Station requirements. Mechanica, yoroi, and kijin weapons have special rules.
See those sections for details.

STANDARD WEAPON COSTS AND MODIFIERS


Damage modifier Required Station Example Weapon
+1 1 rock, stick, pole
+2 2 dagger, short sword, knife
+3 3 katana
+4 4 spear-type, naginata
+5 5 great sword, rifle, yari
+6 6 cannons, siege weapons, etc

SOULGEM WEAPONS
The uniqueness of soulgem weapons lies in both their destructive power and their social
power as a status symbol. Only strong warriors or the ruling class possess such weapons,
and the cost to bear such weapons is high.
Characters who possess soulgem weapons at character creation must pay an extra 5
Karma. Ammunition is always considered full (for that weapon) at the start of play.

SOULGEM MELEE AND UNARMED WEAPONS


Soulgem weapons, also called gemblades, are the most regarded weapons in Tenra
for both the station of the wielder and their massive destructive power. All of these
weapons have some sort of ring mechanism, whether it is a button or trigger. When the
mechanism is struck, the soulgem inside is smashed sending explosive energy through

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TENR A B A NSHO Z ERO | A PPENDIX

the weapon, thereby doing greater damage as long as the character has a high enough
than a standard melee weapon. The weapon Station score. You could perhaps role-
itself vibrates and shakes with tremendous play out an exchange of money, or role-
energy, cutting through esh and steel like play out the acquiring of the weapon, but
a scythe through a rice paddy. it is not necessary. If the character has a
Multiple soulgems (up to the weapons high enough station, she can pick up and
Rate of Fire) can be triggered in a melee use weapons from fallen enemies with no
or unarmed attack. For every soulgem that problem.
is triggered on a single attack, the damage If the character acquires a weapon above
is increased by an additional +1 after her Station score during play, that weapon
the attack is determined successful. The is lost at the next Intermission phase, or
number of soulgems spent in this matter once a game session or scenario is nished
can be decided after the attack hits. (whichever comes rst). In the case of such
a weapon, a low-station character would
GUNPOWDER WEAPONS simply despise such a high class weapon,
As part the open technology policies of the consider themselves unworthy of the
Priesthoods Northern Court, production weapon, nd that the weapons upkeep isnt
methods of gunpowder have also been made worth the eort. They will sell it, break it
available. Based on this new technology, due to inexpert use, or perhaps even claim
various new weapons have been developed. the weapon and give it to a higher-station
As it is far cheaper to make gunpowder noble or lord.
than the valuable soulgems, these weapons
have changed the nature of war in Tenra. Soulgem and gunpowder weapons are
extremely valuable in Tenra, so acquiring
Rules for gunpowder weapons are in general them should be worked into the plot of
the same as those for soulgem weapons. The the play session, or else given as a special
exception is that you are always considered treasure to characters. If a character attains
to have full ammunition to start with, and such a weapon during a session, she must
that once it is depleted that you have no pay the cost in Kiai at the next Intermission
further gunpowder ammunition available phase. The weapon cannot be used beyond
on you. Whenever the character depletes the next Intermission until the character
their ammunition, they can only rell their has spent the appropriate Kiai.
ammunition during the next Intermission
(where an ammunition rell is considered WEAPON KARMA/KIAI COSTS
automatic, at no additional cost of Karma Soulgem 1 for every 5 gems
or money). Gunpowder weapons also cost Gunpowder weapon 3
less to take at character creation; they Soulgem weapon 5
require 3 Karma to take, versus a soulgem Customized weapon varies
weapon or gemblade which requires 5
Karma.
CUSTOMIZED WEAPONS
ACQUIRING WEAPONS While some players are fine choosing
DURINGPLAY standard weapons for their characters,
No specific monetary value is given to many players will want to create unique
weapons in this game. The player is free weapons for their characters. Unique
to choose any weapon she wants for her weapons can be more powerful, but such
character, even after character creation, a customized weapon would certainly

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WEAPONS

show o the uniqueness of the character CUSTOMIZED WEAPONS


who wields it. Soulgem sword-staves, Select one or more features.
gunpowder-activated kusari-gama, barbed
evil-looking fey blades, giant swords as long Feature + Damage + Station
as a man is tall, or unique ries can be easily Large +1 +1
created. Painful looking +1 +1

When creating a unique or customized Oddly-shaped +1 +1

weapon, use the customized weapon table Masterwork +2 +1


below and an existing weapon as the base. Fey/Ayakashi/ +3 +2
Each unique weapon costs both 1 attribute Cursed
point and 10 points of Karma to take. In Yoroi Armour +4 +2
most cases, this means using 39 points for Combined see text see text
attributes at character creation instead of Rusted -1 -1
40. You are free to envision and create any Broken -1 -1
sort of weapon you can imagine within the
genre of the game; for instance, a bladed
war fan. DESCRIPTIONS
Large: The weapon is longer or larger than
Unique soulgem weapons cost as much normal
Karma as basic non-soulgem unique
Painful looking: The weapon is covered in
weapons: 10 Karma points (before
spikes, hooks, or jagged blades to in ict
customization), and 1 attribute point. The
addition pain on its victims.
only real cost dierence between them is
their Station prerequisite. Be careful not Oddly-shaped: The weapon has some sort
to create a weapon of such a high Station of odd feature (covered in fur or even lace)
requirement that your character cannot which might call the users fashion sense
wield it. or sanity into question.
Masterwork: An exquisite blade tempered
ARMOUR-SIZED WEAPONS by a master swordsmith, which probably
Simple armour melee weapons can be easily has a history behind its forging and use.
created at a low cost of 5 Karma: Simply Fey/Ayakashi/Cursed: A horrible,
take any listed melee weapon and add +4 demonic blade tempered with ayakashi
to Damage. living materials. Or it might be a magical
Most armour weapons are customized. weapon, more often than not carrying a
Armours wield large melee and projectile hidden curse.
weapons which make use of their great Yoroi: An enormous weapon made for
power. These large weapons often have an yoroi use.
additional ammo capacity or an increased Combined: Combine any two weapons
rate of re above normal human weapons. (see text).
Pay 10 Karma and the one attribute
point (for the pilot, not the armour), and
craft a weapon for the armour as per the
customization rules.

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TENR A B A NSHO Z ERO | A PPENDIX

SOULGEM/GUNPOWDER War Fan: An iron fan commonly used for


CUSTOMIZED WEAPONS signaling troops.
Additional Feature + Karma Iron sta : Either a heavy walking stick-
Increase rate of fire by 2 +1 looking weapon of iron, or an iron club
Decrease rate of fire by 2 -1 with spikes (also called tetsubo).
Maximum ammunition is +1 Ninja sword: A straight-bladed sword.
increased by 2 Not as strong or nely crafted as curved
Maximum ammunition is -1 katanas.
decreased by 2 Katana: A traditional curved sword used
by most warriors.
COMBINATION WEAPONS Naginata: A pole with a shortsword blade
There is no extra cost when combining two of 30cm on the end, primarily used by
dierent weapons, such as in the example of women.
the Gunlance, a popular weapon for elite Great-sword: A large katana, useful on
snipers which combines a long soulgem battleelds but almost impossible to use
rie with an explosive spiker. To create a in closed environments.
combined weapon, add the statistics for Yari: A spear topped by a long, straight
both weapons together (including Station). blade.
Only two weapons can be combined into Jumonji-yari (cross-shaped yari): A
one in this manner. kind of spear where the bladed end looks
like a three-pronged fork, with the middle
WEAPONS LISTS
prong extending longer. Commonly used
MELEE WEAPONS by generals in the Sengoku period.
Req Kusari-gama (chain-sickle): A sickle
Weaon Name Dmg mod
Station for close combat, with a long length of
Iron hammer +2 2 chain on the end for making limited range
Short sword/knife +2 2 sweep, impact or grappling attacks.
War Fan +2 2
GEMBLADES
Iron staff +3 2
SOULGEM BLADE
Ninja sword +3 2
DESCRIPTIONS
Katana +3 3
Soulgem short sword: A small blade used
Naginata/Pike +4 3
for defense by the aristocracy.
Great-sword +5 4
Soulgem katana: The most common
Longspear/Yari +5 4
soulgem blade.
Jumonji-yari +5 4
Soulgem katana, advanced: A recent
Kusari-gama 3
improvement on the soulgem katana
Sickle +2 with an automatic loading mechanism
Weighted chain +3 (automatic gemblade) replacing the
older revolving chamber (revolver
Iron hammer: A simple hammer for gemblade) design.
metalsmithing.
Short sword: A dagger, knife or backup
sword (like a traditional wakizashi).

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WEAPONS

GEMBLADES
Name Dmg ROF Ammo Sta.
Soulgem short sword +2 2 4 2
Soulgem katana +3 3 6 3
Soulgem katana, advanced +3 3 11 4
Soulgem naginata +4 4 16 5
Soulgem great-sword +5 2 6 4
Soulgem spear/yari +5 5 20 6
Zakt-8R Ultimate Edge* +6 8 8 4
*This is a custom weapon

Soulgem naginata: A naginata with a GUNPOWDER BLADES


soulgem mechanism installed. Because
GUNPOWDER MELEE WEAPON
it uses a spring mechanism in which the
DESCRIPTIONS
soulgem is launched up to the blade,
Falling Star Blade: This is a short sword
reloading is dicult.
which can emit an explosive blast from
Soulgem great-sword: A great-sword with
its gunpowder-filled blade, damaging
a soulgem mechanism installed. This is an
opponents at short range. Use the
older revolver style soulgem blade.
Marksman skill when making a ranged
Soulgem spear/yari: A spear with a attack, and treat such an attack as a
soulgem mechanism installed. With this surprise attack. The weapon is ruined by
weapon the soulgem is launched through the explosion and can no longer be used
the shaft to the point of the spear upon in combat.
pulling the trigger mechanism on the
Explosive Spiker: Using the explosive
handle.
power of gunpowder for greater
Zakt-8R Ultimate Edge: Also known as penetration, this spear-shaped bayonet
Hachiren Zankoutou, or Eight-Repeating thrusts into the victim with great force
Ultimate Cutting Blade, this obscenely upon impact. It is a close-quarters weapon
large sword is a modified armour for use with the Melee Weapons skill.
shortsword used by armour hunters; The number in the parentheses applies to
its sheer power makes it one of the only damage caused when using the explosive
weapons that can take on armours in function of the weapon.
one-on-one combat. It is only available
Comet Blade: This is a katana which can
to characters with the Armour Hunter
emit an explosive blast from its gunpowder-
archetype. It is a custom weapon, and
lled blade, damaging opponents at short
requires 10 Karma and 1 Attribute point
range. Use the Marksman skill when
to take.
making a ranged attack, and treat such
an attack as a surprise attack.
GUNPOWDER BLADES The weapon is ruined by the
Name Dmg ROF Range Ammo Sta explosion and can no longer
Falling Star Blade +2 1 5m 1 2 be used in combat.
Explosive Spiker +3 (5) 1 3 4
Comet Blade +3 1 5m 1 3

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TENR A B A NSHO Z ERO | A PPENDIX

RANGED WEAPONS Soulgem rif le: A long-


barreled rie model of the
Name Damage ROF Range Station
soulgem pistol.
Shuriken +1 5 15m 2
Thunder cannon: A smaller
Kunai/throwing knife +2 3 10m 1
version of the cannon, with
Iron hammer +2 3 5m 1
a much longer range. Like
Kusari-gama (weight) +2 5m 3 the cannon, it propels an
War fan +2 1 5m 2 explosive shell doing damage
Bow and arrow +3 2 100m 1 to the target and all those
within 3m of the target.
RANGED WEAPONS Prayer seal cannon: Combining soulgem
RANGED WEAPON and gunpowder technologies, this weapon
DESCRIPTIONS uses the energy of the soulgem to propel
Shuriken: A classic ninja throwing star. a large shell lled with gunpowder. The
Kunai: A throwing knife often with a ring shell explodes on contact, doing damage
in the handle. to the target and all those within 4m of the
Kusari-gama: The weighted and chained target. The Tenran answer to the rocket-
end of this combination melee/ranged propelled grenade. It is called a prayer seal
weapon. cannon because it is often blessed with
prayer strips attached for good luck.
Bow and Arrow: A classic ranged weapon.
Armour-piercing rie: This is a large anti-
SOULGEM FIREARMS yoroi armour sniper rie which uses large
SOULGEM FIREARM steel-piercing shells.
DESCRIPTIONS Gunlance: A customized armour-piercing
Soulgem light pistol: An older model with rie with an attached bayonet (in the form
a revolving chamber. of an explosive spiker) for close combat.
Soulgem pistol: A pistol (automatic or This is a rare weapon used in sniping
revolver) which fires a slug using the armour on the battlefield. It costs 10
explosive energy of a soulgem. Karma to possess, and has an attribute

SOULGEM FIREARMS
Name Damage ROF Range Ammo Station
Soulgem light pistol +4 3 50m 6 2
Soulgem pistol +4 4 50m 12 3
Soulgem rifle +5 2 100m 8 4
Thunder cannon +6 1 600m 1 4
Prayer seal cannon +7 3 150m 6 5
Armour-piercing rifle +7 1 400m 4 4
Gunlance* +10 1 400m 8 6
Gunlance Spiker** +4(+6) 1 1
* Custom weapon
** Integrated with every gunlance

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WEAPONS

GUNPOWDER FIREARMS
Name Damage ROF Range Ammo Station
Holdout pistol +3 3 10m 6 3
Scatter gun +3 5 20m 10 4
Rifle +5 1 50m 3 4
Repeater +3 3 30m 12 4
Heavy repeater +3 5 50m 30 4
Dreadnaught repeater +3 8 50m 50 5
Great cannon +10 1 120m 1 5

penalty of 1. It can only be equipped by Heavy repeater: A Gatling-style heavy


characters with the Gunlancer character repeater rie which uses an ammunition
archetype. belt. It is generally red from a stand and
Gunlance Spiker: Th is is a gunpowder- cannot be used as a hand-held weapon.
based explosive spiker on the underside Dreadnaught repeater: A brutal heavy
of the gunlance. It can be used with the machine gun. This represents the latest
Melee Weapons skill. The number in in heavy weapons gunpowder technology.
parentheses indicates the damage done Great cannon: Used in castle sieges, this
when the gunpowder charge is used. This cannon is so large that is must be carried
weapon is included at no extra cost with by wagon. It cannot be used as a hand-held
every gunlance. weapon.
GUNPOWDER FIREARMS UNARMED ATTACKS
GUNPOWDER FIREARM UNARMED ATTACKS
DESCRIPTIONS
Name +Dmg Station
Holdout pistol: A small light one-handed
Punch/Kick/Grapple +0 1
pistol, about the size of a dagger.
+1 2
Scatter gun: A long gun which res small Fist-loaded Punch
pellets instead of slugs. Colloquially Vajra Claws +3 2
known as a shotgun in some warrior
Fist-loaded Punch: Punching while
circles.
gripping a rock, pole, or other hard object
Rif le: The most common gunpowder
in your st.
weapon, used for both hunting and
Vajra Claws: Hooked claws of
combat. It has become a popular weapon
indestructible vajra steel that attach to
due to its relatively low production
the hands. They can also be used to aid
costs, although its rate of re and range
climbing.
is inferior to both the bow and soulgem
guns. SOULGEM UNARMED
Repeater: A gunpowder rie-like weapon ATTACK WEAPONS
capable of automatic re. Although it is
SOULGEM UNARMED ATTACK
prone to malfunction, it more than makes
DESCRIPTIONS
up for that drawback in repower.
Soulgem Vajra Claws: Vajra claws that
have been modified to make use of
soulgems.

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Soulgem Impact Gauntlet: Heavy metal


gauntlets or hand replacements which
use soulgems. The energy of the soulgem
is released when the user strikes/punches
an object, causing shockwave to ripple
through and damage the target.
White Heat Palm: This weapon is made
from the forearm and hand section of a
yoroi armour. By spending Soul, the user
can release a burst of searing heat through
their hand capable of incinerating their
target. The character must declare that
how much Soul is consumed for each
attack. Every two Soul points spent adds
one additional damage modier point.
SOULGEM UNARMED ATTACK WEAPONS
Name Dmg Mod RoF Ammo Station
Soulgem vajra claws +3 3 6 2
Soulgem Impact Gauntlet +2 3 9 3
White Heat Palm +4 + see 6
text

GUNPOWDER UNARMED
ATTACK WEAPONS
GUNPOWDER UNARMED
ATTACK DESCRIPTIONS
Impact Gauntlet: A metal gauntlet with
a barrel attached to the top of the hand.
When the user strikes an object with the
gauntlet an explosive blast is released.
The number in the parentheses applies to
damage caused when using the explosive
function of the weapon. This weapon
can only be used once before it must be
reloaded.
Forearm Thruster: The weapon is a
gauntlet which covers the hand and
forearm. If the trigger cord is pulled, a
small explosive burst is released, adding
speed and power to the users strike.
GUNPOWDER UNARMED ATTACK WEAPONS
Name Dmg Mod RoF Ammo Station
Impact Gauntlet +2 (+5) 1 1 2
Forearm Thruster +2 1 3 3

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SAMPLE CHARACTERS
PLAYING FOR THE
FIRST TIME
As we suggest elsewhere in the book, if this is your rst time playing Tenra Bansho Zero,
please select one of the sample characters included in this chapter. These characters are
also great for unexpected play opportunities, or if one or more of the players do not own
a core rulebook of their own.
The GM might prepare a scenario where the players can select any sample character
they wish, or else the GM might suggest the players choose from a limited number of
character options (4-5 characters for a 4-player group). Or the GM might have a squad-
based game in mind, a tight scenario for a very limited number of character types. For
example, the GM might prepare a ninja-based scenario where she tells the four players
that three of them should use the shinobi sample character, and the fourth to use a war-
maiden kugutsu.

USING SAMPLE CHARACTERS


Below are a list of sample characters. Their stats, skills, and special notes are written
below. There is a paragraph of text giving the players and GM some play tips for using
this character.
If this is your rst time playing, you should not edit the character too much: Just use
the character as-is for your rst game (in terms of attributes, skills and the like). When
it comes to name, sex, appearance and personality, those things are entirely up to you.
Remember, a group can consist of four characters all picked from the exact same sample
character template, yet through player description and roleplaying they will soon appear
to be entirely dierent characters.
The sample characters use the following shorthand for attributes and skill levels:
Attributes: BOD=Body, AGI=Agility, SEN=Senses, KNO=Knowledge, SPI=Spirit,
EMP=Empathy, STA =Station.
For samurai, kongohki and annelidist characters, they have adjusted physical stats
which appear in parentheses: BOD 7 (10). This represents the characters ability when
transformed into a samurai or annelidist, or it represents the kongohkis meikyo bonus
applied to every physical roll. For armour-rider characters, they will have a second set of
physical attributes for their yoroi armour. Yoroi armour attributes in parentheses also
represent the meikyo bonus (kimen-based armours receive no such bonus).
Skills: The skill listings are represented in dots (). For example, Evasion: 

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All general skills start at a rating of 1: One dot is already lled in on the character sheet.
If the sample character in this chapter shows a general skill like Melee Weapons: 
(Melee Weapons is a general skill, so it already has one dot lled in on the character
sheet), simply ll in two more dots for a total of three lled-in dots. Do not add three
additional dots to the rst, for a total of four.
Wound Gauge: The wound gauge for each character is written in a format similar to this:
5/3/2/1. This means that this character has 5 open Light Wound boxes, 3 open Heavy
Wound boxes, 2 open Critical Wound boxes, and 1 Dead Box. On the character sheet,
simply draw a line through all unused boxes on the wound gauge so that only the open
boxes are left unmarked.
Archetypes, Attribute Cost: These are included so that the player can see how this
character was created. You dont have to write these in on the sheet if you dont want to.
Weapons: Some weapons have an adjusted damage rating, which appears in parentheses.
This usually represents a special weapons maximum possible damage, if it is activated
and the maximum number of soulgems spent: An armours explosive spiker damage of
+7 (9) means that the spiker does 7 points of damage normally, and 9 points if 1 soulgem
is spent to increase its damage as per the special rules on explosive spikers. Other times,
this adjustment represents a damage bonus due to mechanica (for kijin).
Finally, each character has some ideas for both the player and the GM. For the player,
there are some ideas on role-playing if you are having trouble thinking of how to portray
the character. For the GM, there are suggestions on opening Zero Acts, if you are having
trouble thinking of a suitable dramatic opener for the character.
These sample characters are also all available pre-lled at the Tenra Bansho Zero website:
If you have access to a printer, you could simply download them, print them and bring
them to the session.
As was suggested above, the players should try to keep the character as-is their rst time
playing. They should decide things like the characters job, background, personality,
history, style and the like for themselves. In a later session, the players may want to
continue to use sample characters, but simply change minor rules-based elements about
them to customize them further (starting Fates, samurai ability powers, ninjutsu school,
sample shiki, customized weapons).

ARMOUR RIDER
The armour rider is the daughter or son of the regent or a highly ranked vassal lord. When
she is not piloting the armour, she pretty much cant do anything on her own.
As a character, well watch them grow and mature over the course of the game.

Archetypes Yoroi Armour Rider, Aristocrat/Princess


Attribute Cost 1 Rider Karma 10 Meikyo Karma 70
Attributes BOD 3 AGI 5 SEN 4 KNO 6 SPI 6 EMP 7 STA 8
Armour BOD 7 (10) AGI 7 (10) SEN 7 (10)
Vitality 9 Soul 24 Armour Vitality 14
Wounds 3 2 1 1 Armour 7 4 2 1

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SAMPLE CHARACTERS

SKILLS
Notice  
Interface    
Etiquette   
Art of Rule   

WEAPONS
Name Damage RoF Range Ammo
Dagger +2 2 6
Armour Weapons
Yoroi Tachi +9 6 12
Dragon Howler Cannon +9 4 1km 6
Explosive Spiker +7 (9) 1 9

FATES
Emotion Love towards your yoroi armour   
Emotion Loyalty towards the domain  

Equipment: 50 soulgems, armour, soulcord and interface helm


Notes: Armour moves 3 times normal speed due to roller legs. Armour adds +2 dice to
all Evasion die rolls. The armours meikyo has 70 Karma, which grants a +3 meikyo
bonus to all physical actions.
Roleplay Ideas:
Naive child trying to impress her cold, cruel or aloof father and further his ambitions
Haughty and spoiled child of privilege and status, who is about to get a crash course
in how the real world works
Tormented adolescent sent to ght because for some reason or other their family cant
stand them
A cold shut-in who is one step away from going crazy from being used. Will quickly
nd salvation in any new friends she makes
A skilled rider who knows that her clan relies on her. She pridefully does her duty to
further her familys name
An older teen, with plans on the table to be forcefully retired from duty in order to
make way for younger riders or other family duties
Zero Act Ideas:
The rst time the rider is presented with the armour: An experience perhaps both
scary and exhilarating
The rider is in the middle of battle and sees a friend fall before her
A nightmare about being trapped in a demon made of steel
The chance to best a good friend from another family in armour combat practice, and
the repercussions of that choice

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TENR A B A NSHO Z ERO | A PPENDIX

ONMYOJI
The onmyoji is a genius at Taoist sorcery. It could be a young sorcerer, or an elderly/wise
sorcerer might be fun to play. Aloof, mysterious, naive, sharp-witted, all are acceptable
personalities.
They are the specialists in knowledge-based actions. They can summon creatures on the
battleeld, but their creatures are extremely useful in non-combat situations as well. If
theres something that needs to be known, or needs brainpower to gure out, most likely
the onmyoji will come to the answer rst.

Archetypes Onmyoji, Tactician


Attribute Cost 1 Karma 85
Attributes BOD 3 AGI 5 SEN 4 KNO 9 SPI 6 EMP 5 STA 7
Vitality 9 Soul 30 Wounds 3 2 1 1

SKILLS
Onmyojutsu    
Information   
Strategy    
Etiquette   
Art of Rule   

WEAPONS
Name Damage RoF Range Ammo
Iron Fan +2 1 5m 1

FATES
Goal Satisfy your intellectual curiosity   
Emotion Hatred of war  

Notes: Refer to the sample shiki in the onmyojutsu rules section, write down a few
sample shiki for casting later.
Roleplay Ideas:
A weary older onmyojutsu, jaded and put o by the world. However, for some reason
has extreme interest in the goals of the session
A young onmyoji, brainy and aloof, who is leaving the cloistered academy for the rst
time
Powerful and ambitious, you perform the tasks you must in order to further your
studies and your name
An outcast or pariah onmyoji who for some reason is the laughingstock of properly-
trained academic sorcerers
You have a talent for magic, but you use it only to fulll one single overarching purpose
Zero Act Ideas:
The rst time you summoned a shiki, perhaps entirely by accident

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SAMPLE CHARACTERS

Confronting a bully from a house of much higher station back at the onmyojutsu
academy
Being outcast from a well-known onmoyjutsu school for some real reason or slight
Seeing your master killed by a runaway chimera
Being defeated in combat by another more powerful sorcerer
Your rst day at an onmyojutsu academy, having been eectively cast out by your family

SAMURAI
A samurai is a soldier, or perhaps a vagrant mercenary, who has decided to go through
the painful samurai surgery in order to attain strength.
The samurai Fate Hatred of weakness might manifest itself in interesting ways,
especially if the character hates her own lingering weaknesses.
A good starting Zero Act scene for a samurai is seeing the event that led the warrior to
become a samurai; usually a brutal defeat at the hands of a foe.

Archetypes Hard Luck, Samurai, Kabukimono, Playboy


Attribute Cost 1 Karma 85
Attributes BOD 6(9) AGI 8(11) SEN 5(8) KNO 3 SPI 6 EMP 6 STA 5
Vitality 12 Soul 18 Wounds 6 3 2 1

SKILLS
Evasion  
Melee Weapons   
First Aid  
Marksman  
Notice  
Pursuit   
Information   
Willpower   
Performance  
Pillow Arts   

WEAPONS
Name Damage RoF Range Ammo
Kunai +2 3 10m a lot
Soulgem Great-sword +5 3 12

FATES
Emotion Hatred of weakness   
Misfortune Death of your most precious thing  

Equipment: Large gemblade katana, garish/loud kimono, damaged and worn breastplate,
10 additional soulgems

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TENR A B A NSHO Z ERO | A PPENDIX

Notes: Samurai abilities are as follows:


Costs 5 Soul to activate, lasts for 6 rounds
Combat Ability 3 (when in samurai form, the samurai adds three dice to Body, Agility
and Senses)
Regeneration 1 (every round, the samurai regains one point of Vitality)
Soulnd 1 (in samurai form, the samurai can sense all living things in a 10 meter radius)
Possession 1 (no eect, required for samurai surgery)
Roleplay Ideas:
A powerful and energetic warrior who wishes to drink deep of everything the world
has to oer
A ronin from a fallen clan, suspicious and wary, who may one day learn again to enjoy
living
A brooding samurai who for some reason hates what she has become
A condent but kind person who protects the innocent and smites the wicked regardless
of honor or station
A youth turned into a samurai to fulll an obligation, and will single-mindedly pursue
that obligation without fail
Zero Act Ideas:
Your defeat at the hands of your fated enemy, which led you down the path of becoming
a samurai
Nightmares of a powerful demon controlling your actions, unable to restrain your body
The last match of the domain lords public sword tournament; your master asks you
to throw the match so that your opponent, trained in the style sponsored by the lord,
saves face in front of that lord
You wake up oating in a stream near a peaceful village, covered in blood and punctured
with arrows, with vague recollections of the battle you lost
All samurai have the Death of your most precious thing Fate: There is surely a story
to be told there
The samuraization surgery ends with your betrayal at the hands of the onmyoji you
trusted with the surgery

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SAMPLE CHARACTERS

BUDDHIST MONK
This monk, trained in the Fist of Acala martial art, comes from any of the three major
orders (usually Ebon Mountain). These characters often have something to learn about
themselves.
A good strategy is to give very strong, goal-oriented destinies to monks in order to shake
them into action. Otherwise, this character can quickly turn into a fth wheel who
simply follows the others.

Archetypes Buddhist Monk, Fist of Acala


Attribute Cost 0 Karma 70
Attributes BOD 8 AGI 6 SEN 5 KNO 4 SPI 8 EMP 7 STA 2
Vitality 16 Soul 24 Wounds 8 4 2 1

SKILLS
Unarmed Combat    
Buddhist Magic    
Persuasion   
Art of War: Fist of Acala   

WEAPONS
Name Damage RoF Range Ammo
Fist 4 a lot

FATES
Taboo Fighting   
Taboo Disobeying the precepts  

Notes: Refer to the Buddhist magic chapter of the rules for the eects of Buddhist magic.
Fist of Acala at its current rank bestows:
The monk uses Spirit instead of Body for Unarmed Combat rolls
+4 damage for all hand to hand attacks
When you defend (and only when defending), you have the option of declaring The
Unmoving Fist: The side which ends up losing the counter-attack (the one with fewer
successes) is treated as if they had 0 successes for that attack.

Roleplay Ideas:
A young monk of the Phoenix sect recently released to the world, still purposefully
following scripture
An older Ebon Order monk, wandering purposeless from village to village
A kind person yet ruthless killer in the service of the Hidden 28th Chamber
A monk coming to terms with scripture vs what is needed to perform lasting good in
the real world
A newly-ordained monk with a sordid past

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TENR A B A NSHO Z ERO | A PPENDIX

Zero Act Ideas:


A scene from the persons life before they decided to join the temple and become a monk
Excommunication from the monastery for heresy or questioning scripture (presumably
before joining the Ebon Mountain sect)
A young monks rst encounter with an eccentric Ebon Mountain monk
Training side by side with an oni monk of considerable skill, realizing that there is more
to these people than what the rumors say
The rst time you used your hands to defend yourself or another innocent person from
harm

KIJIN
A kijin has replaced some (or much) of her body with metal mechanica. They are nearly
as powerful as samurai or armours, but because of that drive to become more powerful,
they have lost much of their humanity to cold steel.
It will probably be easy to role-play the kijins Fates with the help of the other players, so
these characters can be given more moderate destinies.

Archetypes Kijin, Mercenary


Attribute Cost 8 Karma 45
Attributes BOD 5 AGI 5 SEN 5 KNO 3 SPI 5 EMP 6 STA 3
Vitality 10 Soul 16 Wounds 5 3 2 1

SKILLS
Unarmed Combat   
Evasion  
Melee Weapons   
First Aid  
Marksman   
Notice  
Information   
Willpower   

WEAPONS
Name Damage RoF Range Ammo
Vajra Claws +3(8) 3 6
Grudge Blade +5(10)
Five-barrel Gatling +3 5 20m 30

FATES
Emotion Sympathy toward the weak   
Emotion Ambition  

Equipment: A partially eaten riceball, scarred breastplate and kabuto helmet

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SAMPLE CHARACTERS

Mechanica include: Mechanica Sensor (one eye, class otsu, provides +5 to rolls to
perception checks)
Darksight: You can see in darkness. Add 2 dice to all Sense rolls while in darkness.
Eye of Distant Death: Add 2 dice for all Marksman rolls.
Mechanica Arms: (both arms, class otsu, provides +5 to damage to hits with unarmed
combat, melee, and thrown weapons)
Roleplay Ideas:
Having been knocked down again and again, you keep coming back for more: Only
your anger keeps you going at this point
An older kijin, watching the world change but unable to stop it
A young warrior who wont take anything for granted anymore: Wears the latest
fashions, drinks the nest sake, eats the nest foods, beds the nest concubines
You have recreated your body and even soul for one purpose, and pursue that purpose
without hesitation
Zero Act Ideas:
Being brutally wounded in a rout, a battle where your lord sent you to die in order to
pull o a larger strategy
The last time you were with your family: Perhaps even the last time you would ever
see them
You return from war to your lover, but now you look nothing like the person you were
when you left
Being cast out of a clan for losing a battle without having the honor to ght until death
A lord asks you personally to pursue having your body replaced with mechanica

KONGOHKI
This character has the most combat power of all the sample characters, but its that much
harder to role-play this character. While having the appearance of a fearsome robot,
their voices are usually human and normal like other people. They are usually built and
purchased for a purpose, and that purpose will often be revealed during the Zero Act.
Please talk to a kongohki player before the game begins, and spend a little time discussing
how the characters past (the strongest element of this character) will resurface in play.
Destinies aside, do some thinking as GM about elements of the kongohkis past that will
emerge during the scenario.

Archetypes Kongohki
Attribute Cost 20 Karma 70
Attributes BOD 7(10) AGI 9(12) SEN 7(10) KNO 5 SPI 6 EMP 4 STA 5
Vitality 13 Soul 22 Wounds 7 4 2 1

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TENR A B A NSHO Z ERO | A PPENDIX

SKILLS
Unarmed Combat   
Movement  
Melee Weapons   
Stealth  
Marksman   
Notice   

WEAPONS
Name Damage RoF Range Ammo
Gemblade katana +3 3 6
Double-edged sword +2 2 6
Hooked fang dagger +1
Shuriken +1 5 10m a lot

FATES
Kongohki Sealed Memory    

Equipment: Several weapons, nothing else


Notes: All physical attributes use the value in parentheses, these are higher due to the
Karma/meikyo bonus
Lifepulse: 700m radius
Self-destruct: The kongohki can explode, destroying themselves. This causes 30 points
of damage to everyone in a 15m radius
Kongohki Overdrive: 13 times per session. During an overdrive, when performing
physical actions with Body, Agility or Senses, every die that comes up as a success is
rolled one more time. The second round of successes is added to the total of the rst roll.
However, dice that come up as successes a second time are not rerolled. The Overdrive
can be engaged instantly, no action is required.
Flashback: As long as your Fate remains as Sealed Memory, whenever the number of
your Aiki tokens exceeds your Empathy score, you receive a ashback scene from your
former life. The ashback consists of dreamlike, fragmentary images like a movie trailer.
The contents of the ashback are up to the GM. If a ashback occurs in mid battle, the
character cannot take actions for that round.
Roleplay Ideas:
A faithful kongohki, performing all duties as expected
A restless kongohki, having doubts about her service and her lord
A kongohki with a bright and cheerful personality who likes being around others
Zero Act Ideas:
Most kongohki Zero Acts will involve receiving their mission from whomever owns
them
Protecting your lord from a vicious assassination attempt

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SAMPLE CHARACTERS

Destroying another kongohki who went renegade, a kongohki you once trusted and
followed
A nightmare from a past you dont remember
A ashback to who you were before, vague memories of esh and blood
Seeing a child in the street during a war parade or procession, and triggering a ashback

SHINOBI
Shinobi characters are great for players who like the idea of controlling dark power,
inltrating and overthrowing powerful enemies. This kind of character can also have a
huge range of personality.
Basic but powerful destinies are good for this kind of character, like ones that give them
a mission to accomplish, or which present good or bad relationships to major NPCs or
PCs.

Archetypes Shinobi, Thief


Attribute Cost 1 Karma 80
Attributes BOD 5 AGI 9 SEN 6 KNO 4 SPI 6 EMP 5 STA 4
Vitality 11 Soul 20 Wounds 5 3 2 1

SKILLS
Stealth   
Movement   
Melee Weapons   
Criminal Arts  
Marksman    
Notice    
Forgery  
Pursuit   
Ninjutsu: School of the Shore    

WEAPONS
Name Damage RoF Range Ammo
Ninja sword +3
Shuriken +1 5 10m a lot

FATES
Misfortune Property of the Clan   
Emotion Hatred of hypocrisy  

Equipment: Ninja stealth gear, costume changes, merchants clothing, 500 mon and
8pieces of silver, Shinobi dark arts (4)
Notes:
Dark Arts: reduces ninjutsu ability costs by 4 Soul down to a minimum of one.

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TENR A B A NSHO Z ERO | A PPENDIX

School of the Shore style: allows Ninjutsu skill rank to be used for Notice and Marksman
School of the Shore: abilities at rank 4 include Possessed by the Inner Wolf, Possessed
by the Inner Demon, Shadowight, Ninja Duplication, Minds Eye, Shadow Stitch,
Shadowless Replication Technique
Roleplay Ideas:
A surprisingly cheerful ninja who believes in what she does and serves her clan faithfully
A rogue or runaway ninja being hunted by the remaining members of the clan
A doubtful ninja, questioning her position, her station, with thoughts of freedom
An older ninja: Cold, calculating and ruthless in task, but with a hidden heart of gold
A cocky young ninja who only cares about the praise from her elders for a mission well
done
Zero Act Ideas:
The last step in your clans brand of training is mortal combat with another ninja: Your
opponent is a friend or sibling
You return to your village to nd it burned, destroyed, or simply gone
You hunt down a runaway ninja and deliver the nal blow, but their last words haunt
you and question your being
You stand silent guard for a local lord as he does despicable things to innocent people;
perhaps hes gone too far this time
You encounter a commoner in town on a plain-clothes mission, and it is love at rst sight
Your clan elder gives you one nal mission, a sacred clan scroll, and tells you to never
return

WAR-MAIDEN KUGUTSU
This is a kugutsu who was trained since her crafting to be a powerful swordmaster.
Having said that, she still isnt as powerful as samurai and the like.
Kugutsu stories tend to involve mystery and secrets: Usually their origins are secret,
and sometimes the kugutsu doesnt know where she came from, and in some cases
doesnt know that she is a kugutsu. These characters tend to have deep, human ideals,
so Destinies which focus on something to believe in, or misfortunes of her past, are best
for this kind of character.

Archetypes Kugutsu, Swordmaster, Concubine


Attribute Cost 1 Karma 70
Attributes BOD 4 AGI 7 SEN 5 KNO 4 SPI 5 EMP 8 STA 6
Vitality 9 Soul 18 Wounds 4 2 1 1

SKILLS
Melee Weapons    
First Aid  
Notice   

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SAMPLE CHARACTERS

SKILLS
Information   
Perform   
Persuade  
Pillow Arts   
Etiquette   

WEAPONS
Name Damage RoF Range Ammo
Great soulgem katana +5 5 8

FATES
Secret No one knows youre a kugutsu   
Taboo Killing people  

Notes: The Buttery Dream


Roleplay Ideas:
A naive kugutsu, experiencing life away from extravagance and servitude for the rst time
A worldly kugutsu on the run, jaded but still nding interest in new experiences and
new people
Rejecting what you are, you try to common yourself up as much as possible to try to
become more human
You have no idea that you are a kugutsu, because your creator made sure that you were
never informed; but now for some reason others are looking for you
Youve found something to love for the rst time, and the experience overwhelms you
Zero Act Ideas:
Serving in a tavern for as long as you can remember, bounty hunters suddenly kick
down the door and seek to take you in
Your creator is kind, and helps you ee his mansion once complete rather than nd a
life in service
Your master is insane, and tries to complete your sword-training by killing an innocent
person hes tied up and brought to the mansion
You nd yourself in a village during a local festival, having never experienced anything
like it before
You attempt to escape a cruel or cold lord with a sister kugutsu, but in the end only
you escape
The tea-ceremony where you are introduced to your potential future lord, who is in awe
of you yet addresses you only as a thing or object

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TENR A B A NSHO Z ERO | A PPENDIX

ANNELIDIST
Annelidists usually have an open heart towards the weak or downtrodden. In many ways,
they are similar to kijin characters. While they deal with inhuman worms and bugs,
most are still deeply attached to people: They often serve as wandering or stationary
village healers.
Annelidists work well with Destinies that give them another character (NPC or PC) to
protect, or perhaps which deal with the fallout of someone they failed to protect.

Archetypes Annelidist, Doctor


Attribute Cost 1 Karma 75
Attributes BOD 8 AGI 5 SEN 6 KNO 5 SPI 5 EMP 6 STA 4
Vitality 13 Soul 20 Wounds 8 4 2 1

SKILLS
Wormcharm    
First Aid   
Notice  
Information  
Willpower  

WEAPONS
Name Damage RoF Range Ammo
Talonfang Bugs +5
Mouth Creeper +1 (poison)

FATES
Goal Protect the Weak   
Emotion Affection for annelids  

Equipment: Mushi food, medicinal cabinet with various medicines, plain clothes;
Medicine gives +1 dice to all First Aid rolls
Talonfang bugs: Use Wormcharm to attack with them
Mouth creeper: Use Wormcharm to attack, if you hit the enemy makes a Willpower
roll against a diculty of 2: Failure means paralysis for two rounds; otherwise no eect
Rejuvenation Worm: 15 Points
Roleplay Ideas:
A kind, quiet and unassuming doctor with anger issues
Disgusted with the hypocrisy in the land, you are a grumpy doctor who will give those
you heal expert care and a good tongue lashing if they appear hesitant or scared by
your nature
A person who had the annelids forced upon her, and wants nothing more than to purge
them from her body

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SAMPLE CHARACTERS

A lords trusted doctor, you have high cultural tastes and never deign to reveal your
annelids or their needs in public
A young and courageous annelidist doctor traveling in a land deeply suspicious or
hateful of your kind
Zero Act Ideas:
A renegade annelidist is out of control, and you destroy him before he can continue his
rampage; however something about him reminds you of yourself
You show up in a village just as the last annelidist to pass through is being hanged by a
suspicious and violent crowd
You are implanted with the annelids for the service of a village or lord, who later reject
you when your deeds are done
You were a normal person, before you accidentally stumbled into that forgotten cave
A child breaks his leg nearby; the mother brings him to you for care, but then the father
shows up, drunk, with words about his son being touched by a corpse-eater

ONI
The native and downtrodden people of Tenra, they are able to use their Resonance
abilities to move matter and read minds. This character is likely a young oni, troubled
about their people and identity in a land where they are being hunted to extinction. This
character might be a hunted adult oni, running away from pursuers intent on bringing
them to justice. If this is the case, the character has a small half-oni child companion.
Oni often become the center of attention. It is important for oni characters to receive
Destinies which give them focus. Stories involving oni can often be deeply dramatic or
tragic.

Archetypes Oni, Thief, Paragon


Attribute Cost 1 Karma 80
Attributes BOD 8 AGI 6 SEN 5 KNO 3 SPI 8 EMP 5 STA 3
Vitality 16 Soul 24 Wounds 8 4 2 1

SKILLS
Movement   
Melee Weapons   
Stealth   
Criminal Arts  
Marksman   
Forgery  
Resonance    
Art of War: Southern
   
Seas One-Blade Style

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TENR A B A NSHO Z ERO | A PPENDIX

WEAPONS
Name Damage RoF Range Ammo
Large, wicked axe +5
Kunai +2 3 10m a lot

FATES
Goal Coexist with humans   
Emotion Hatred of hypocrisy  

Notes: Refer to the rules on Resonance powers. Refer to the rules for Arts of War on
the progression of the Southern Seas One-Blade Style. Notably, Body is used instead
of Agility for melee weapon strikes.
Roleplay Ideas:
A naive young oni who has never mingled with people before, having to learn the hard
realities of the world
A ercely traditionalist oni who needs to overcome her hatred of humans in order to
nd common ground with them
A disguised oni who has lived among humans in town for a long time, who feels the
need to return to her oni roots
A champion of the Kikoku rebellion who travels the world, and has no time for petty
human racism
You are an ambassador of goodwill, making progress with convincing the humans from
a local village that your people are not monsters
Zero Act Ideas:
Your village is raided, and all of the oni but you are killed
Your village is raided, and almost all of the oni are killed
You make friends with a human monk who lives peacefully with your people. Then
raiders show up
You are summoned by Makuu Nindo, who personally asks you to wander the land to
help both oni and humans in need
You are on the deck of the great ying ship Yamato-Takeru during the Kikoku domains
oni rebellion. You single-handedly kill the captain, but his last words haunt you

MIKO or GYOSHI
This character is a Miko shrine maiden or Gyoshi Shinto priest. This character is suited
for a mission where the Priesthood sends an agent out to gather information, or else
manipulate events behind the scenes.
These characters are great for scenarios where the mission or duty assigned by the
Priesthood starts to dier from the agents agenda or wishes. These make interesting
and tting scenarios for agent characters.

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SAMPLE CHARACTERS

Archetypes Miko, Onmyoji Apprentice, Traveling Performer


Attribute Cost 0 Karma 10 Meikyo Karma 45
Attributes BOD 3 AGI 5 SEN 5 KNO 7 SPI 6 EMP 8 STA 6
Vitality 9 Soul 26 Wounds 3 2 1 1

SKILLS
Evasion  
Notice  
Onmyojutsu  
Information  
Interface   
Perform   
Etiquette  
Shinto  

WEAPONS
Name Damage RoF Range Ammo
Kodachi +2

FATES
Emotion Longing for a family   
Emotion Loyalty to the Priesthood  

Equipment: Meikyo mirror, interface helm, Amafuda pass, ute, Shinto ceremonial
equipment

Talisman Containing the shiki spirit Demon Eyes


Creation points 20
Soul cost 10
Soulfind 4 (40m radius)
Prolong Summoning 2 (18 rounds/minutes)
Flight 1 (200m/minute)
Explosion 6 (6 damage in a 3m radius)
Possession 1 (bound to a talisman)
Abilities 4
Skills 2
Vitality 4
Sense Link

Notes: Refer to the rules on Shinto powers; Refer to the rules on Onmojutsu for
summoning spirits, it is likely that the miko/gyoshi commonly uses this skill to summon
and bind spirits to talismans for later use; Meikyo bonus is currently +2

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TENR A B A NSHO Z ERO | A PPENDIX

Roleplay Ideas:
A naive miko or gyoshi, traveling the world of Tenra to faithfully perform ceremonies
and duties
A seasoned shrine maiden who knows much about the Priesthood, and faithfully serves
them anyway
A jaded gyoshi who tires of the conspiracies, secrets, and lies, and just wants to help
people
Secretly a higher-ranking member of the Priesthood, in disguise to learn more about
the world or further some Priesthood goal
A faithful member of the Northern or Southern Court, outspoken against the rival
Court in a currently contested domain
A warrior who joined the Shinto Priesthood against her will
Zero Act Ideas:
Nightmares from the Fall of Jinrai, whether you were there or even alive at the time
or not
Having your rank stripped from a higher level to a lower level in front of masked peers
for some mistake (or purposed decision) you made
Being tasked with an unconscionable deed or betrayal, and living with the consequences
of performing or not performing it
Your last day at your noble house before being sent o to become a miko or gyoshi
You meet again with the cheerful old Bright Lotus monk who tells you stories and sings
old songs in the town square; he is then killed in front of you by a Priesthood mercenary
who reads you a pre-written admonishment from an elder.

ARMOUR HUNTER
The armour hunter is a specialist at bringing down those steel beasts in melee combat.
Most were originally armour riders themselves, and thus have a hatred or fear of the
armours they used to love.
Armour hunters are great in stories which feature a major NPC armour rider or an
armour rider PC. Over the course of the scenario, well see if the hunter can overcome
her hatred, or have it rearmed.

Archetypes Former Armour Rider, Amour Hunter, Mercenary


Attribute Cost 1 Karma 73
Attributes BOD 7 AGI 8 SEN 6 KNO 3 SPI 5 EMP 6 STA 4
Vitality 12 Soul 16 Wounds 7 4 2 1

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SAMPLE CHARACTERS

SKILLS
Movement   
Melee Weapons    
Marksman   
Information   
Interface   
Etiquette  
Art of Rule  

WEAPONS
Name Damage RoF Range Ammo
ZAKT-8 Ultimate Edge +6 8 8
Shortsword +2

FATES
Emotion Hatred of Yoroi Armours   
Emotion Look up to the strong  

Equipment: A merciless sword nearly as big as you, worn breastplate with faded clan
symbol, 15 additional soulgems
Roleplay Ideas:
You are bitter and wary of the world and expect every friend to betray you, every meal
to be poisoned; however, while sour and rough, you continue to live on just in case that
next person ends up being a true comrade
A poor but lusty young mercenary in search of all the pleasures of battle, drink, song,
food and esh
A strategic-minded killer who wastes no motion in battle or speech in pursuit of victory
A young ex-armour rider, you turned your back on your family, and have nothing but
contempt for nobles, clans and status
A military genius no longer of status or patronage, you are resigned to your current
Fate of being a grunt mercenary with a giant sword
Zero Act Ideas:
You are a teenager piloting an armour, when the armour stops responding and ejects
you onto a mud-caked bloody battleeld
You are a sibling in a noble house: All your brothers and sisters went on to be armour
riders, but you never made the cut. This last test is your last chance to be a pilot
Penniless, you take on work as a mercenary. However, your rst well-paying job turns
out to be much more disturbing than you had anticipated
You return to your castle estate after a rout: Your family casts you out
You face o for the rst time against a yoroi armour on the battleeld, undoubtedly
piloted by a child much like you once were

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TENR A B A NSHO Z ERO | A PPENDIX

AYAKASHI
A mysterious gure, the ayakashi appears to others as a normal human being in
appearance, but something is a little o. They might have slightly unusual features
(eye or hair color), always seem aloof, or perhaps speak in an archaic fashion. But no one
could imagine that this person is actually an ageless ayakashi spirit. The ayakashi makes
eorts to ensure that no one suspects, in this case taking on the appearance of a Buddhist
monk (and perhaps even living as one for some time).
Ayakashi PCs can be dicult to integrate with the rest of the characters, because
they are so unusual and come from such a dierent background. However, keep the
ayakashi grounded as a type who is profoundly interested in people and culture, and
there shouldnt be a problem.
Ayakashi characters are great for mystical or mythology-heavy games.

Archetypes Traveling Performer, Fallen Monk, Ayakashi


Attribute Cost 3 Karma 70
Attributes BOD 6 AGI 7 SEN 6 KNO 3 SPI 6 EMP 6 STA 3
Vitality 12 Soul 18 Wounds 6 3 2 1

SKILLS
Movement  
Notice  
Marksman   
Information  
Buddhist Magic   
Persuasion  
Perform   
Willpower   

WEAPONS
Name Damage RoF Range Ammo
Iron Shakujo Ringed Staff +2
Fire Summoning +15 9 100m

FATES
Emotion Curiosity Towards People   
Emotion Longing for Family  

Equipment: Shakuhachi (thick wooden recorder/ute) or Nohkan (thin ute), monks


robes, archaic clothes, traveling bag
Special Abilities:
Projectile Attack (4): Part of your body can be used as a ranged weapon (summon re)

446

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SAMPLE CHARACTERS

Superspeed: Any successes rolled on Body, Agility, and Senses can be rerolled and added
to your total successes for that check. This ability can be activated a number of times in
a session equal to Body + Spirit.
Incorporeal: By expending 3 Soul, you can become incorporeal for one round or minute
and pass through solid objects.
Shapechange (4): You can mimic any creature or person you have seen. This ability
reverts when you use another ayakashi ability.
Multiple forms (3): You can create three images of yourself which act independently,
each with one Vitality point.
Weakness: Wet Iron (4): You are vulnerable to iron stained with blood or water. Total
damage taken from these weapons is multiplied by 4
Taboo: Killing people (3): If you kill any person, you take 6 damage directly on the
Wound Gauge.
Roleplay Ideas:
An archaic-tongued wanderer whose personality swings from friendly to aloof, who
sometimes references people, places or events long past
A joyous and always mirthful traveling performer who is always excited to meet new
people and visit new places, but always seems to be in the wrong place at the wrong time
An actually devout Buddhist monk who uses his secret abilities to serve the Phoenix
order, who has disturbing and inspirational dreams where the Amida Nyorai buddha
speaks to him
An elderly bikuni female traveling monk, protective of those around her, who sometimes
takes on the form of a young, hauntingly beautiful fey woman
You vow you will never forgive humans for what they did to your great forest and fellow
ayakashi. But before you dedicate your existence to eradicating them, you will live
amongst them for a few years and give them one more try
Zero Act Ideas:
You leave your forest, travel to a village, and happen to save a little girl from a re. You
visit the village a short span of time (for you) later, and meet that girl again: sixty years
later as an elderly woman
You are unaware that you are an ayakashi, you simply have been raised from an orphan
to a faithful monk at a local temple all your life. However, one day the abbot of your
temple brings you into his chamber to tell you about your past, and to have you face the
world
Mistakenly thought of as an evil ayakashi and hunted down, you turn up injured and
desperate at a small, remote Buddhist monastery
You have a dream that pulls you out of the great deep forest and towards the strange
cities of the people
One of the great elder ayakashi ara-mitama spirits commands you to live amongst the
people of Tenra for mysterious reasons

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TENR A B A NSHO Z ERO | A PPENDIX

NAME
Tenra Bansho Zero
Max Max BODY /
KIAI
Current Spent AGILITY /

KARMA
Total

SENSES /
FATES
Cost Cost

Cost Cost
KNOWLEDGE

Cost Cost

Cost Cost
SPIRIT

2 Dots: 0 3 Dots: 10 4 Dots: 30 5 Dots: 70


Total Cost Cannot Exceed Current Total Karma

WOUNDS
(+1) EMPATHY
(+2/Vitality Decrease) (+3)

WEAPONS Rating, ROF,


Range, Ammo SKETCH STATION

POSSESSIONS ART OF WAR: OTHER

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EMOTION MATRIX
10-1 Unsettled Mind You have a bad feeling about this person, your feelings projecting an
image of stale sediment at the bottom of a pool of black mud. No matter
how hard you try, you cant shake this sense of unease around this
person.
10-2 Acquaintance Someone you know casually. Or at least, you have a feeling that you
know this person from before. Maybe.
10-3 Desire Something inside of you is burning. Do you lust for the knowledge they
have, to take something they possess and make it yours, or do you
simply desire their physical form?
10-4 Pursuer You feel like this person has been following you, or perhaps you have
been pursuing them? Do you even know the reason why?
10-5 Nostalgia This person is an old friend, or perhaps they remind you of an old friend,
someone special to you. Memories of your golden age come and go in
your mind.
10-6 Annihilation This person represents the very destruction of everything you hold dear.
Will you be destroyed, or will a new, greater world rise from the ashes
of the old?
20-1 Loyalty This person never coerces you and never bends your will. You are utterly
devoted, and you would never turn against their will.
20-2 They Hate You You dont know why, but you constantly feel this persons animosity
towards you. This person will never forgive you. Perhaps you do know
the reason why, and you want to heal the rift. Or perhaps the feeling
is mutual.
20-3 Like Your Child This person reminds you of a child you loved a long time ago, or else you
have the feelings of a caregiver towards this person. It might be in the
smallest acts they do, or the look in their eyes, but you cant ignore the
feelings this person stirs inside of you.
20-4 Dark Dreams You feel dizzy from the aura this person projects. This sense of
foreboding what is this feeling? Your mind tries to scream a
warning
20-5 Admiration A warm feeling fills your heart when you think about this person.
20-6 Hmmmm Theres something about this person. A faint tingling in the back of your
head when you think about them. What did they do? What are their true
motives? Are they the one responsible for
30-1 Hatred Whenever this person is around, you can barely suppress your disgust
or anger. You dont get along with them, and feel a strong loathing.
Later, you make excuses to yourself and come up with reasons for those
emotions.
30-2 I Am Salvation You have no doubt that, deep down, this person is asking for your help
and guidance. You are the only person who can help them, youre sure
of it.
30-3 A Warning! When you first laid eyes on this person, you knew they were dangerous.
Better keep an eye on them, just in case

449

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TENR A B A NSHO Z ERO | A PPENDIX

30-4 Deep Impression Every word holds you in their thrall. Their whole being gives you
counsel, and urges you to action.
30-5 Rival You cant bring yourself to lose against this person. Your rivalry is
probably one-sided, and not necessarily hostile. You may even be close
friends. However, until you surpass this person youll never find your
own path.
30-6 Companionship This persons acts or words tell you that they are of the same mind, and
working towards the same goal.
40-1 Purity/Innocence This persons very existence is purity itself. You almost feel blinded in
their presence by their innocent, naked will.
40-2 Killing Intent A dark, foggy feeling threatens to smother you. You have either been
tasked to kill this person, or simply know that it is an inevitability.
40-3 Love at First Sight The moment you met this person you felt like the world finally became
bright and colorful.
40-4 Fear This persons presence gives you goosebumps. It feels like someone is
pouring hot lead into your stomach. Is your fear unwarranted, or does
this persons destiny cross yours in an unfavorable way?
40-5 Like a Brother/Sister This person has a sibling-like relationship with you, or they could even
be your actual sibling. A part of your heart grows warm when they are
near.
40-6 Unstable Emotions An unstable, unknowable feeling catches your heart. Where does it
come from? Why does this persons presence wreak havoc on your
emotions?
50-1 Soulmate You hear the music that plays when two souls are intertwined. They are
you, and you are they. What is the nature of this sympathy, and what
path do your crossed destinies take?
50-2 Master Their every word, their every act teaches you about the world.

1 2 3

10 Unsettled Mind Aquaintance Desire

20 Loyalty They Hate You Like Your Child

30 Hatred I Am Salvation A Warning!

40 Purity/Innocence Killing Intent Love at First Sight

50 Soulmate Master Shock

60 Dj Vu Chaos Worthy Rival

450

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EMOTION MATRIX

50-3 Shock You cant explain it with words. Dont even try. The only question that
your heart screams is why?
50-4 Goodwill The way this person talks, acts, and expresses themselves reminds you
of how well you get along with this person. This bond will grow deep
with time.
50-5 Chains of Fate Wherever you go, they this person turns up. You dont particularly like
this person, but destiny seems to keep pulling you together: A rotten
kind of fate. Might as well get used to them
50-6 Strange Interest Is it the way this person looks, or is it something deeper? Do you even
know why this person triggers feelings of interest? In any case, you
have an interest in this person that might be mundane or peculiar.
60-1 Deja Vu Youve had this experience before. You remember this person. Or was it
somebody similar to this person? Who is this person, and why do they
make you feel like all this has happened before?
60-2 Chaos Colors blend, feelings merge. This person produces strong, conflicting
feelings in your heart. Will one emotion rise strong out of this chaos of
mixed emotions?
60-3 Worthy Rival They recognize you as a worthy rival, as do you they. Your rivalry may be
as small as a pebble or large as a mountain. At some point, though, this
rivalry will come to an end.
60-4 Thirst for Your Blood You can feel it: The chill on the back of your neck, those looks they give
you. This person surely intends to kill you. Do you know the reason? Will
caring why save you?
60-5 Blood Relative This person looks or feels like someone in your immediate family.
Perhaps they even remind you of yourself. Alternately, this person might
actually be related to you by blood.
60-6 A Dark Flame A feeling in your heart, one that you have been trying to ignore. It burns
violently, and threatens to consume you. This person is at the center of
it all. What will happen when you find out why?

4 5 6

Pursuer Nostalgia Annihilation

Dark Dreams Admiration Hmmm

Deep Impression Rival Companionship

Fear Like a Brother/Sister Unstable Emotions

Goodwill Chains of Fate Strange Interest

Thirst For Your Blood Blood Relative A Dark Flame

451

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INDEX
108 FACTIONS OF THE LORDS OF LIGHT 225 BUTTERFLY DREAM 93, 269, 271
222 THINGS TO DO IN TENRA 375 CELESTIAL FORM KUNG-FU 227
AD-LIBBING 160 CHALLENGE RATING 33
ACQUIRING WEAPONS 419 CHARACTER CREATION 14, 112
ACTING PLAYERS 120 CHARACTER DEATH 150
ACTIONS 76 CHARACTER INTRODUCTIONS 116
ACTS 6, 118 CHEER ON 77
ADVANCED ARCHETYPES 414 CHIMERA 197
ADVICE FOR GAME-MASTERS 362 CHOICES AND CONTRADICTIONS 151
ADVICE FOR PLAYERS 358 CLARITY OF HEAVEN STYLE 307
AFTER-GAME DISCUSSION 129 COMBAT 75, 109
AIKI 50, 51, 54, 104 COMBINATION WEAPONS 422
AIKI AS KIAI 57 CONVERTING KIAI 144
AIKI CHITS 57 COUNTERATTACK 81, 83, 97
AIUCHI ATTACK 91 CRESCENT MOON BLADE TACTICS 310
ALU 282 CURTAIN CALL AND EPILOGUE 128
ANATMAN PHASE 64, 127 CUSTOMIZED WEAPONS 420
ANCIENT STYLE - LIGHTNING STRIKE 314 DAMAGE 81
ANNELID IMPLANTATION 21 DAMAGE BONUS FOR RANGED WEAPONS 95
ANNELID LIST 274 DAMAGE EXAMPLE 86
ANNELID RULES 273 DARK ARTS 22, 258
ANNELIDS 178 DEAD BOX 85
ANNELIDS AND WORMCHARM 89 DESCRIBING THE SETTING 370
ARA-MITAMA 294 DESTINIES 7, 51, 63, 130, 133, 136, 147
ARCHETYPE CREATION 416 DICE 9, 33
ARCHETYPE LIST 390 DII 283
ARMOUR 173 DOCTRINE OF NO-SELF 127, 135
ARMOUR CREATION EXAMPLE 183 DRAGON AND TIGER UNDER ONE SKY STYLE 310
ARMOUR CREATION RULES 175 DRAINING WEAPONS 296
ARMOUR DAMAGE 183 DRAMATIC SITUATIONS 148
ARMOUR GEAR 180 EMOTION MATRIX 60, 117, 130, 137, 139, 449
ARMOUR REPAIR 174 EMOTION MATRIX AND PCS 140
ARMOUR WEAPONS 187 EMOTION MATRIX AND THE POWER OF THE DICE 142
ARMOUR WOUND TRACKS 86 EMOTION MATRIX AND NPCS 139
ART OF KI MANIPULATION 312 EMOTION MATRIX ROLL 132
ART OF WAR 305 EMPTY FIST 317
ASURA 7, 62, 157 EMPTY MIND STYLE 309
ATTACK ACTION 77 EPILOGUE 129
ATTACKING AND DAMAGE 80 EQUIPMENT 19, 37, 184
ATTACKS 97 FAILURE 165
ATTACKS WITH RANGED WEAPONS 94 FATE 7, 14, 63, 70, 117
ATTRIBUTES 17 FATE CREATION 65, 118
ATTRIBUTES FOR KONGOHKI 247 FATE ROLLS 58, 77, 116, 127, 135
ATTRIBUTES FOR ARMOUR 175 FINAL INTERMISSION 128
AUDIENCE 7, 53 FINISHING BLOW 87
AWESOME 30 FIRST AID 89
AYAKASHI 292 FISHING TECHNIQUE 168
AYAKASHI PCs 303 FIST OF ACALA THE IMMOVABLE LORD OF LIGHT 226
AYAKASHI RULES 293 FIST OF THE CELESTIAL KONGOHKI 312
BACKGROUND 69, 321 FRACTIONS 9
BASIC ACTION SUMMARY 29, 30 GAME DAY PREPARATION 105
BASIC COMBAT 75 GAME DISCUSSION 135
BENDING THE RULES 169 GAME MASTER 106
BENDING THE SETTING 151 GAME PREPARATION 100, 110
BLACK WING GUN STYLE 319 GEMBLADES 422
BUDDHIST MAGIC 89, 220 GENERAL ARCHETYPES 390

452

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INDEX

GETTING INTO CHARACTER 136 NAMES, ARISTOCRATIC 386


GM AS JUDGE 57 NAMES, BUDDHIST PRIEST 387
GM VICTORY CONDITIONS 9 NAMES, COMMONER 384
GUNPOWDER WEAPONS 420 NAMES, KUGUTSU 387
HALF-ACTIONS 79 NAMES, ONI 387
HANDS OF MERCIFUL KANNON NAMES, PLACE 382
THE THOUSAND-ARMED 226 NAMES, WARRIOR FAMILY 385
HEALING 88, 297 NAMES, YOROI AND KONGOHKI 388
HEART ENGINES 372 NINJA SCHOOLS 267
INJURY AND VITALITY 83 NINJUTSU LIST 258
INTERACTION PHASE 76, 80 NINJUTSU SCHOOLS AND ARTS 267
INTERMISSION 6, 58, 119, 125 NINPOU TECHNIQUES 263
INTRODUCING THE WORLD OF TENRA 370 NPC CREATION 115
KARMA 7, 25, 51, 62, 178, 248 NPCS 153
KARMA AND MEIKYO 21, 71, 173, 243 ONI 373
KARMA COST 15 ONI RESONANCE 21, 282
KARMA EXPLANATION 50 ONMYOJUTSU RULES 190
KARMA RULES 73 OPPOSED ACTIONS 36
KIAI 7, 49, 59, 97 OVERLAPPING SKILLS 16
KIAI USES 59 PERMANENT SUMMONING 202
KIJIN RULES 229 PILOTING ARMOUR 175
KIJIN TRANSFORMATION 229 PLAYER KNOWLEDGE 112
KIMEN ARMOUR 174 PLAYER or PC 6
KIMEN KONGOHKI 73, 244 PLAYER VICTORY CONDITIONS 9
KIMENKYO 72 PLAYING FOR THE FIRST TIME 427
KI-PRESENCE 47 PLAYING IN THE PAST 132
KONGOHKI 94, 243 POISON 206
KONGOHKI AND HEALING 91 POSSESSION 206, 299
KONGOHKI MEMORIES 245 PRAYER STRIPS 191
KONGOHKI OVERDRIVE 21, 244 PRE-MADE CHARACTERS 113
KONGOHKI WEAPONS 253 PREVIEW 133
KUGUTSU BUTTERFLY DREAM 23, 269 PREVIEW OF THE NEXT ACT 125
LEAVING A SCENE 124 PROTECT, TAKE THE BLOW 60, 97
LIVING ARMOUR 176 PUPPETEERS AND KONGOHKI SERVANTS 246
LONG CAMPAIGN 158 RAISE ATTRIBUTES 60
MAKE FAILURE EXCITING 166 RAISE FATE LEVELS 66
MANGA 354 RAISE SKILLS AND ABILITIES 61
MECHANICA 178, 230, 248 RAISING DESTINIES 137
MECHANICA ARMS 232 RANGED ATTACK 207
MECHANICA HEAD 230 RANGED WEAPONS 94, 188
MECHANICA LEGS 237 REACTION SCENES 122
MECHANICA OTHER 239 RECOMMENDED ARCHETYPES AND DESTINIES 147
MECHANICA RULES 229 RECOMMENDED ATTRIBUTES 17
MECHANICA TORSO 235 RECOVERING FROM WOUNDS 90
MEDIA RESOURCES 352 REDUCING MEIKYO KARMA 72
MEIKYO 20 REGENERATION 207
MEIKYO AND ASURA 71 RENZOKU-MONO 159
MEIKYO AND FATES 72 RESONANT BLADE STYLE 313
MEIKYO BONUS 71, 173, 243 RESOURCES 372
MEIKYO CLEANSING 72, 223 REUSING A TALISMAN 201
MEIKYO KARMA 71 REWRITE FATES 66
MIGAWARI-STYLE SCHOOL OF MARKSMANSHIP 311 ROLE-PLAYING 109
MOMENT OF TRUTH 76, 130, 143 ROLE-PLAYING GAMES 356
MOVEMENT 76 ROUNDS 75
MOVIES 352 RULES JUDGMENTS 107
MULTIPLE ATTACKS 94 RUNAWAYS AND CHIMERA 196
MULTIPLE COMBAT ACTIONS 60 SAMPLE CHARACTERS 427
MULTIPLE SUMMONERS 204 SAMURAI ABILITY 22, 92, 215
NAMES 382 SAMURAI CREATION 199

453

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TENR A B A NSHO Z ERO

SAMURAI LOADOUTS 217 VITALITY 18, 179, 249


SAMURAIZATION SURGERY 200 VITALITY AND SOUL REPLENISHMENT 89
SCARLET STEEL SOULGEMS 372 VOLUNTARY ASURA 63
SCENARIO 103 WAIT 76
SCENARIO ADVICE 160 WEAPON 184, 419, 420
SCENARIO CREATION 145 WEAPON LISTS 422
SCENARIOS AND DESTINIES 148 WEAPONS OF TENRA 419
SCENE 6, 57, 119, 125, 131, 152 WHEN DO PLAYER CHARACTERS DIE? 87
SCENE JUDGE 8, 56, 139 WOUNDS 84, 86, 221, 240
SCENE JUDGE BONUS 128 WOUNDS AND THE WOUND TRACK 18, 278
SCENE PLAYERS 120 YOHJUTSU 293
SEIZAN MOUNTAIN SPEAR TECHNIQUE 316 YOROI ARMOURS AND HEALING 91
SENKI-MONO 158 ZERO ACT 7, 130
SENSE LINK 198, 208 ZERO ACT AND DESTINIES 145
SESSION LOG SHEET 116 ZERO ACT COMBAT 132
SHA 372 ZERO ACT INTERMISSION 133
SHIKI ABILITY LIST 204 ZERO ACT SCENES 131
SHIKI ABILITY SCORES 193 ZERO SYSTEM 99
SHIKI CRAFTING 190, 195
SHIKI CREATION POINT CHART 191
SHIKI LIST 209
SHIKI, SHIKIGAMI 184
SHIKIGAMI CREATION 190
SHINTO RULES 287
SIMPLE NPCs 156
SITTING AT THE TABLE 116
SKILL 16, 40, 47, 193
SKILL GROUPINGS 46
SKILL LIST 40
SNEAK ATTACK 92
SOCIETY AND SOCIAL CLASS 14
SOUL 18
SOULGEM WEAPONS 93, 419
SOULGEMS 372
SOUTHERN SEAS ONE-BLADE STYLE 306
SPECIAL CHARACTERS AND POWERS 20
SPECIAL EQUIPMENT 39
SPECIES ARCHETYPES 411
STAGE PLAY: THE PRODUCTION 118
STARTING FATES 20
STARTING KIAI 61
SUBLIMATE DESTINY 128
SUBLIMATE FATES 66
SUCCESSES 34
SUMMONING RULES 190
SUMMONING SHIKIGAMI 209
TAE-RAYI 284
TAKE A BREAK 128, 135
TALISMAN CRAFTING 199
TALISMAN CREATION 196
TALISMAN SHIKIGAMI 210
TENRA 10
TENRA GLOSSARY 344
TENRA RULES LEXICON 6
THE GREAT TENRA CONTRADICTION 160
TRUE ILLUSION STYLE 308
TYPHOON RIDER STYLE 315
UNARMED AND MELEE WEAPON NOTES 187, 245
USING A MEIKYO 204

454

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Paganetti, C.R., Ian T. Potter, Kyle Wayne LaCroix, Nate Mooney, Robert Stehwien, Patrice Hede, C J Simpson, Silvio Herrera Gea,
Dave Weiss, Angel AnatoleSerial Garcia, Brian Paul, Don Tyo, Jeffrey J.A. Fuller II, David E. Mumaw, Chris Rogers, Karl Miller,
Christopher Buss, Chris Fore, Joselito Miguel Hernandez, David Wei-Hua Hsieh, Seana McGuinness, Jason G. Anderson, Stew
Ross, Sam Gregory, Michael Hartog, M V Soumithri, Francois Wilson, Ben Johnson, Juan Herrera, Dan Cecile, Andrew Tressler,
Pare, Leekey, Stormie Teague, Adam Niese, D F White, Denys Ronny Heinz, M. Alan Thomas II, Cesar Kimble Luz, Peter Dean,
Mordred, David Yellope, Grant Brownlee, Michael Pleier, Lorenzo T. Warrington, Franck Gaijinsan, Kai Hellmeir, Carl L. Congdon,
Urbano, James Parker, Christopher Hartman, Christopher Wood, Michael De Rosa, Robert Mosley, Rod Chanas, J. Carter, William
Michael E. Dore, Evil Hat Productions, Eloy Lasanta, Marc Keenan, Patrick Vaughan, Kyle Morton, Higgins, Rachel Collier,
Majcher, Matthew D. Gandy, Davis Morgan, The Art of the Table - Guillaume Bernard, Jason Pasch, Adam Chaters, Will Vesely,
Ben Mandall, Barry Holmes, Jose Manuel Palacios Rodrigo, Ryan, Vicka Ruscica, Sean Knapp, Gregory Allyn Lipscomb, Joe DaSilva,
Macklin, Doug Druthu Sessler, Brian Psychochild Green, Jeff Sean Duncan, Trent Whilden, Aaron Mokona Alberg, Joey SAS,
Tabrum, Keith Setliff, Robert Uhl, Lobuh, J Quelch, Kevin Arthur Matthew Underwood, Olna Jenn Smith, Chris Andrews, The
Monty Burns, Andy awmyhr MyHR, Morgan Ellis, Klonoadp, Roach, Katsunori Matsushita, Lynette Terrill, Peter Galehouse,
Nathan Correll, Hyathin, Michael Zack, Jason A. Joyce, dnl, CJ Brandon Doxtater, Drew Wendorf, Jared van der Horst, Tony
Saguini, Justin Farmer, David Zobot Toboz, Don Tanglebones Peterson, Isaac Karth, JKW, Jarvis Mishler, Jon Watts, Sameer
Moman, Peter Hawkins, John C Dodd, Travis Scot t, Robert Chopra, Tom Ammon, Sean Kennedy, Nathan F. Jiskra, Michael
Kornstein, Kevin Portland, Vojtech Pribyl, T.J. Walley, Devin Wilson, Daniel J Allen, Mike de Jong, Jeff Lininger, Severian,
Fitzgerald, Joe Leonard, Patrick Huet, Guy MacDonnell, Josh Scott Francis, Eric M Jackson, Bobby Chavez, Alan Zabaro,
Rensch, Matt Brown, Daniele Di Rubbo, Peter Fitzgerald, B R Smashingsuns, Anders Nordberg, Austin Hampe, Adam Chute,
McCann, Will Kennedy, Ben Akira!! Waxman PA-C, James Tim Nanzer, James Hutton, Joe Slucher, Derek Dunwiddie, Kevin
Ojaste, Marty Ndoto McGuire, James Montanari, C. Edwards, Lai, Nick Toennis, Joshua K. Martin, Eric H Krieger, Adam-Ross
W. David Wood, Joshua Lilly, Casey Ross, Elya, Michael Evans, Branch, James Iles, Andrew Peregrine, Kevin R. Lambert, Bo
DarkShoal, Stephen Chahn Lee, Jeremy Lam, Jawad Naeem, Zubia, Chad Cooper, Phil Ames, Sam Roberts, Angelo Pileggi, Bob
Ron Hitler-Barassi, Steven Edwards, Michael S. Miller, Rick Manning, Kristan Alicesun, burningcrow, Michael Gray, Benedict
Harrelson, Tracy Baker, Jake Nelson, John Stavropoulos Hall, George Perry VIII, David Amdae How, Joseph Cucciarre,

Electronic Otsu Class Michael Hellenbrecht, Kevin Moldenhauer, Glen Gralamin


Nelson, Christopher Challice, Dylan William Miller, Steven
Christopher D. McDonough, Ben Morgan, Brian Auxier, Cyrad,
Meredith, Andy Getzendanner, Matthew J Cisneros, William
Eric Moore, Julianna Backer, Nathan Olmstead, David Wild
Hatchman, Michael Brewer, Mike Davey, Spiteserp & Deon,
Wolf Martinez, Ogaday Willers Moore, Quinn Heath, charm-
Kenneth Zeranski, Antoine BERTIER, G. Hartman, Kelton, Karl
bangle, Luke Moran, Yes, Robert Vance, Chris Costello, Norimitsu
& Danks, Eric Wurth, Jim Gozer the Carpathian Yee, Yourkov
Kaiho, Massimiliano Caracristi, Chris Perrin, Daniel JT Moore,
Mikhail, Cyrus C.L. Chow, Antonio Rodriguez, Claudio Kaio
Jason Bradley Thompson, Chay Khalfani, Austin Conley, William
Muraro, Charles Dreamstreamer Alston, Ashley Clifton, Eric
H. Hoyt III, Mike @BrendanAdkins Sugarbaker, Robert Burson,
& Carolyne Hill, Matthew Hartwell, Joseph Mendez, Matthew
Paul Burks, Michael Wilson, Thomas Sniadecki, Caleb Osborn,

455

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TENR A B A NSHO Z ERO | S UPPORTERS

Gollschewski, Craig Gordon, Lim Ye Ping, Colin Earle, Amine Gilbert Milner, Jonathan M. Thompson, Jeff Schecter, Julien
Hsu Nekuchan, Oliver Matthews, Rafael Rivera, Lightweight, Pirou, Antoine Fournier, Stefan Lachmann, Chris Morris, Dustin
Jesse Reynolds, Canezar the Dragon, Chris K41N Keller, Brody, Carlos Restrepo, Slaz, Alexander Newman, Echlir, Mark A.
iamharrynelson, Ian McKechnie, Rafael Faesin Favaro, Flavio Wilson, Ethan Groshens, Moira Tagle, Michael Y McAlexander,
Mortarino, Imban, Philippe Deville, Ray Mitchell, Jan Heitger, Jonathan Lee Bolding, Octavio Arango, Geoff Ellis, Matt Sanchez,
Zalzator, Ben Bernard, Michael P. Chien, Flozz, Matt Erik Katch, Frederick Melhuish III, Gabriel G Rosauro, Michael Petersen,
Olivier Darles, Rainer Wagner-Ballner, Christopher Alan Slater, William Spears, Larry Lade, tRens, Gino Chong Inhin, B. Pasmeny,
Joe Alden, Jon Wooley, Scott Dorward Bryan Hilburn, Burrito, James Lofshult, Kelsey Hawley, Patrick J.

Physical Hei Class: Holloway, Trent Boyd, Kylemore, Scott Culver, Stevie P., russ levy,
Brooks Sligh, Michael J Miller, Matthew Wolf
Noah Teegan Hinz, Albert Andersen, Kyle Simons, Michele Gelli,
Robin Zane Miller, Eusebi Vazquez, Christopher Parisi, Alexander Physical Otsu Class
SquidLord Williams, Chris Chinn, Lindsey Wilson, Ron Beck, Mickael Morvan, Brad Osborne, Luke Bailey, Edward Damon,
Stuart Broz, Mad Gav, Eric Provost, Tim Hodge, Adam Windsor, BokkenRyanZX 20XX, Darren Hennessey, James Chilcott, Austin
Donnell Carey, Jonathan Thiele, Keith Stetson, Misha Favorov, Stanley, Bastian Dornauf, Evan Torner, Fabrice Breau, Kayne
Jackson Brantley, Roberto Nieves, Joao, Maeve McCartan, Eli Antiable Newell, Peter Ellvag, Josh Dorion, Andrew Meltzer,
Hoyt, Majdi Badri, Jason Corley, Nora Hailey, Mychal H. Marquez nova, Aaron Zawmbie Tiffner, Justin Burr, Adam S., Kaiu
Santiago, Clint and Cassie Krause, Shawn Ingram, Felipe Keiichi, Justin W. Davis, Chris, Roland Ker, K Whiting, Michael
Ferreira, Colin Fredericks, Jason Petrasko (JP), Monsieur Choc, R. Fitzgerald, ***TiN-MaN***, Collin Smith, Maxwell C. means,
RaggedKarma, Jon A Shelky Jr., Lxndr, James Downs, George Erik Dubois, Shane Phillips, Fr. Adrian Milik, Kyle Schiepan, Buzz
Vasilakos, NinjaDebugger, Kirt Xiombarg Dankmyer, Klawzie, Tilford, Nathan Black, Dave LeCompte, Alan Gordon, Clayton
Andrew C. H. White, Jose Luis Porfi rio, Jeffrey Cheffheid Hamrick, Michael, William Fahrer, Chris Fitzsimmons, cena6665,
de Wit, Alex Manley, Daniele Lostia, Evan Silberman, Kevyn Matt Bednar, Ville Halonen, Frank Wang, Glyn H, Clay Gardner,
Dietz, Brian Fowler, Devin Fitzpatrick, Wajanai Snidvongs, Glen Green
Tobias Southworth-Barlow, Lou Goncey, Jeb Boy t, Frank J.
Manna, Alex Lapin, Alanna D., Clement Chow, Chong Sim Chung,
Honor Wall
Josh Devon, Jeremy Penter, Ted V Melnick, Andy Cregan, Kari
Danielle Lynch, Russell Collins, Casey C Clark, Steve Hudson,
Zael Alatalo, Chris Tomasetti
Bren Rowe, Shanti Massey, Selene Tan, Jorge Jesus Barrera
Vazquez, David K., Mark DiPasquale, John Scheib, WCovill7,
Adam M. Coleman, Bill Paulson, Lancia-Racine Productions,
PJ Grant, Iain Jackson, Justin Stallone, Nathan Haslam, Rene
John Kerkdyk, Rob Alexander, dennis beebe, Daniel Blackwell,
Alexandre Kobayashi, Edward MacGregor, Daniel J. Marr,
Raiyan Gurasukausuki, Timo Newton, Andrew Park, Ash Brown,
Brandan Landgraff, Chris Czerniak, Kira Scott, Patrick OShea,
Tim Gemma, Andrew Andy-san Hauge, None, Scott Hastings,
Richard Almaraz, Tresi Arvizo, Ivo Reitz, Stephanie Pegg, Iain
Milligan, however you want, George Austin, Matt Snyder, Eric
Franklin, Jean-Baptiste Vlassoff, Joshua Kenney, Anonymous,
Matt May-Day, Richard Jewett, Belinda Kelly, George Grannis,
Joseph Supa-Kitsune, Neil Curry, Crazy Kabuki Actor, Nick
Cardwell, Mark Stout, Andrew Williams, Jeremy, William Soh
EC, Ara, Arlene Medder, Timothy Golaszewski, Andrew Chang,
Nex Adruin, Colter Rogers, Mike Slivka, Robert H. Oates III,
Christopher Slye, Nich Maragos, Scott Rubin, J Aaron Farr,
J.A.Maysonett, Samuel Shelsy, William Alambre, Joseph Tong,
Joseph Kogin, Doug Macdonald, Benjamin Q. Swanekamp, Ben
Kaser, Guy Builta, Fred Peiffer, John Gaskell, Ben Reed, Leland
Myrick, Daniel J. Owsen, Jarkko Hamalainen, J V Purvis, Jason
Porath, X. Wolfs, Robert Dowsett, Justin Barr, Daniel Brown,
Bonsai, Mark J. Lauer, Jin-Ping Lim, David Yauch, Sky & Michelle
Corbelli, Sam Ashbach-Sladek, Franz Jensik Thomas, Ian Vullo,
Stephen Koros, Wim R. Crols, Joshua Eyre, Mads Egedal Kirchhoff,
Fredrik Forssen, Scott Prutton, Jan, Charlene Lord-Sawyer, Pete
Fischer, Not Sure, Terran Olson, Albert Hwang, Graham Starfelt,
Dan Caruk, wyrmgear, Andre Luis Gobbi, Alexander Swanson,
David The Beast Griffi th, John Mark Hawley, Sara Williamson,
Matt Zimmitti, Dan Bidwa, Drew Huntley, Keir B McGinlay, Robin
Booth, Michael Pureka, Matthew Nielsen, Vasilis Zitros, Michael
Lawrence, Frank Gawryla, Brian Clevinger, T. Taylor, Zakharov
Zaksquatch Sawyer, William A.Kotas, Graham Baas, Damien
Marble, Hayden L. MacDonald, Dean McNabb, Heath_Bar, K. L.
Munnings, Luke T. Paloutzian, Jared A. Sorensen, Nicolas Brian,
James L Hays, Daniel Anctil, Brandon Smith, Jeremiah L Plummer,
Martyn and Fay Maillardet, Brett Easterbrook, Dan Maruschak,
Jason Ellwanger, Alex Musashi Mayo, Brandon Pancost,

456

tbz_v2_book2_r11.indd 456 12/19/12 12:17 AM

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