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TENRA BANSHO ZERO
GAME RULEBOOK
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TABLE OF CONTENTS
WELCOME 3
INTRODUCTION
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BASIC ACTIONS                       24
THE KARMA SYSTEM 41
BASIC COMBAT                       62
WHAT IS THE ZERO SYSTEM?                84
ZERO ACT AND THE EMOTION MATRIX 108
SCENARIO CREATION 121
ARMOUR 144
ONMYOJUTSU RULES 160
SAMURAI ABILITY 182
BUDDHIST MAGIC 185
KIJIN AND MECHANICA RULES 192
KONGOHKI 203
NINJUTSU RULES 214
KUGUTSU AND THE BUTTERFLY DREAM 225
ANNELID RULES 227
ONI RESONANCE 235
SHINTO RULES 238
THE AYAKASHI 241
THE ART OF WAR 252
ONE TENRA: AGAINST THE TIDE 266
TENRA GLOSSARY 284
MEDIA RESOURCES 291
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ADVICE 296
INTRODUCING THE WORLD OF TENRA 306
222 THINGS TO DO IN TENRA 310
NAMES 318
ARCHETYPES 325
CREATING NEW ARCHETYPES 349
WEAPON AND WEAPON CREATION RULES        351
SAMPLE CHARACTERS 359
EMOTION MATRIX                     378
Directed and Produced By
Andy Kitkowski
Translated By
Andy Kitkowski
Bryan Thogerson
Scott Blow
Ewen Cluney
Keith Perhac
Shawn Burke
Additional Research By
Orie Hiromachi
Andy Kitkowski
Additional Writing By
T.S. Luik art
Andy Kitkowski
Graphic Design and Layout
Radek Drozdalski
Luke Crane
Kyle Lisk
Additional Graphics By
Ben Morgan
Tony Dowler
Mark Quire
Orie Hiromachi
Jose Jimenez
Primary Editors
Grant Chen
Craig Judd
Edited By
Andy Kitkowski
Adam Dray
Mark Causey
Matthew Gandy
Supreme Thanks To
• Everyone at FEAR for their effort and
cooperation, Kei Kitazawa
• Sho Tomono from Group SNE for their constant
encouragement.
Tenra Bansho Zero: Tales of Heaven and Earth
Edition is dedicated to Satoru Hosono (1973-2006),
for without whom I would never have been
introduced to the wonderful world of Japanese-born
role-playing games or the people who play them.
Original Edition: © 2000 Jun’Ichi
Inoue/Far East Amusement Research
Co, Ltd and ENTERBRAIN, INC.
Tenra Bansho: Tales of Heaven
AndEarth Edition: ©2012 Kotodama Heavy
Industries, North Carolina, USA.
First Printing | Winter 2013
ISBN: 978-0-9836458-1-8
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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 roleplaying 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.
It’s 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 roleplay: 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.
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. That’s
the kind of
entertainment that role-playing provides.
That’s what a role-playing game is.
CONSOLE RPGS ANDTABLETOPRPGS
Many of us are familiar with the idea of video
games known as Role-Playing Games or RPGs.
Final Fantasy and Mass Effect are the kind of
games that you play on a video game console. The
difference between console RPGs and tabletop
RPGs is a basic one: In console RPGs, the author
has the story written from beginning to end. You
may be presented choices throughout the
game, but you still must follow the plot of the
pre-determined story. You are the sole player of the
game.
With tabletop RPGs, several friends play at once.
Almost like a theatrical play, they serve as both the
actors and the audience. The player choices matter
in tabletop play: The game will shift and change,
grow and develop, all as the players make choices
throughout the game. The playersby role-playing
their characters’ actions—write the story in real-
time. There is no pre-determined path and no
correct way” to do anything. The players make it
up as they go along.
HOW IS TENRA BANSHO DIFFERENT
FROM OTHER RPGS?
If you are familiar with tabletop role-playing games
in general but are not familiar with Tenra Bansho
Zero, after you look through the world and setting
sections to get an idea of how the world works, you
will want to carefully review the rules sections.
While characters and combat work in similar ways
to other popular role-playing games, the flow of
the game operates in some small but fundamentally
different ways than many RPGs you are familiar
with: The Karma system and Zero System will have
rules which are surprisingly different 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:
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WELCOME
• The Emotion Matrix, which determines what your
character initially thinks of other characters when
they first meet.
• Aiki chits, which are a mechanism for
players outside the scene rewarding good role-
playing and adherence to character background.
• The Karma system, which reflects how
your characters personality grows and changes
throughout the game.
Familiarize yourself with these unique
bits before your first game, and your game
session will flow much more smoothly.
WHAT DOES TENRA BANSHO ZERO
MEAN, ANYWAY?
• In short: “ All Things in Heaven and Earth
• It is a play on the Buddhist expression shin-ra-ban-
shou, a concept which connotes “The Universe,
“Nature”, “Heaven and Earth, “Everything that
Exists. It originally hails from the Dhammapada,
a Buddhist scripture written in Sanskrit and later
translated into Chinese. Th e Chinese character for
Shin (nature; forest) has been replaced with Ten
(heaven; sky) to make a unique word that plays on
this expression.
• Tenra is the name of the land featured in the game
(both the planet and the string of continents). The
hidden Sanskrit meaning of the word is “eternal.
• “ZERO” is the moniker for this newedition of the
game, which features tightened rules for Karma,
drama and story.
Tenra Bansho is the original name of this role-
playing game, originally published in Japan in
1997. The game was redesigned, re-conceptualized,
and republished in a new edition in the year 2000.
This new edition was called Tenra Bansho Zero.
The “Zero” referred to a new beginning in the year
2000, and the system that made all the drama and
action happen was labeled the Zero System. This
English version of the game comes directly from the
Zero edition of the game. Since Zero referred to a
new beginning for the game, we thought it would
be fi tting to keep that title as Tenra Bansho Zero
finds a new beginning in the English-speaking
Western world.
TENRA RULES
LEXICON
Here we will introduce the special words used in the
rules sections of Tenra Bansho Zero. Throughout
the rest of this book, the words here will be used
without explanation. If you know the meaning of
the words below beforehand, you’ll eff ectively pick
up the rules of the game.
GAME MASTER OR GM
Th is is the person in the group who is in charge
of the game. She is responsible for the flow of the
game, setting the stage and creating scenes, and
creating the adventure scenario in which the other
players will play. She also creates conf licts for the
characters, and describes what happens when the
players react to those confl icts. The GM is also the
referee and judge of the rules.
PLAYER OR PC
The rest of the participants in the game aside from
the GM are players. Each player is in charge of a
Player Character (PC), which they guide through
role-play. Players who take part in a scene are called
acting players”, and a player who takes the role of
an important character for that scene is called the
scene player”.
Player Character or PC
Th ese are the heroes and characters that the players
use to tell a story, as opposed to the background
characters that the heroes meet, which are called
NPCs.
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WELCOME
Non-Player Character or NPC
These are the various story characters that the Game
Master controls, such as townspeople, leaders, and
villains. They interact with the PCs. Sometimes the
players will take on the roles of these NPCs as well.
Acts
Acts are units which show the passage of time, just
like acts in a play, movie, or anime. Think of acts as
chapters of a novel. Normally, one game session is
organized into 3-5 acts.
Scenes
An act is further broken down into scenes, just
like a TV show or anime. Scenes are the where the
actual role-playing happens. They are small chunks
of time or space in which the story, drama and
action occurs. Strings of linked scenes become an
act.
Intermission
Intermissions are the phases of rest between two
acts. During an intermission phase, Kiai becomes
replenished, character Fates and Destinies may
change, and changes to the characters are recorded
on character sheets.
Zero Act
The first act of the game is called the Zero Act,
and is meant to introduce the characters, introduce
major NPCs, and for the GM to assign each
character a Destiny. Each character gets one single
scene in the Zero Act.
Aiki, Aiki Chits
Aiki (pronounced: Eye-Key) means harmony or
kinship. Aiki chits are rewards that the players
or GMs give to players who are role-playing
well. Whenever someone has their character do
something cool, or something that is interesting in
the context of that character, that player will receive
an Aiki chit from the other players. Aiki is later
converted into Kiai. It is recommended that the
players use poker chips, coins, colored stones, paper
strips or other physical artifacts to represent Aiki
chits.
Kiai, Kiai Points
Kiai (pronounced “Key-Eye”) is literally a “fighting
spirit” or a yell used in martial arts. It is a symbol of
character power. Spending Kiai lets the character do
incredible acts of skill and grace, usually in the form
of rolling extra dice, or gaining extra successes.
Power comes with a cost, though: Whenever Kiai
is used, it will turn into Karma. The word “Kiai” is
made up of the same two Japanese kanji pictographs
as “Aiki, only reversed—They are two sides
of the same coin.
Karma
Karma is gained when Kiai points are spent. They
represent the pollution of the characters soul or
show the strength of the character’s ties to the world
of flesh and suffering. Karma is strongly tied to the
108 Buddhist Defilements or “Sins”, the afflictions
caused by human suff ering that afflict the mind
and body. Only through cutting ties to the
physical world can these defilements be reduced or
eliminated.
Fate
Fates represent the PC’s relationships and
connections with the world. Each Fate can be an
emotion towards another character, a thing the
character did in her past, a motivation, a belief, and
so on. Fates are the beliefs that move the character
to act day to day. A character’s Fate could also be a
trauma, a reason to continue living, or even a sin
that they committed.
Destiny
Destiny is a special kind of Fate which the GM
assigns to each PC at the beginning of each gaming
session. It is a goal that the player should try to act
out through their PC during that session. It is the
character’s mission in that scenario.
Asura
When you crave for unattainable things, when
youre plagued by the loss that you feel when you
realize you cannot change or let go of attaining
your goals, and when you cannot forget the pain of
wanting things out of your reach, you lose the part
of you that makes you human. You either actively
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WELCOME
or inadvertently destroy everything that you once
loved. You become an Asura (pronounced Ah-
Shur-Ah)—also known as a Lost Soul—a demon
in human guise. You reveal yourself to be evil, and
your PC becomes an NPC under the GM’s control.
Audience
In each scene, the GM and a few of the players
will participate, role-playing their characters. Th e
players who are not actively taking part in the scene
are the audience, just like the audience of a Kabuki
or Bunraku play. They have a role in awarding good
role-play and character expression with Aiki chits.
Scene Judge
This is an optional rule for beginning players. The
role of the scene judge is to give Aiki chits to the
other players. As other players role-play well, they
should be encouraged as well as given Aiki chits by
the GM or scene referee. The scene referee changes
from scene to scene. In normal games of Tenra
Bansho Zero, the scene referee is not used and all
players reward each other with Aiki chits.
THE BASIC RULES OF
ROLE-PLAY
Tenra Bansho Zero is like a play or story that
everyone participates in creating. The goal of the
game is to engage in the fun process of creating that
story through their characters, and enjoying the
story as it unfolds.
THE GM’s POWERS AND ABILITIES
For the player who participates as the GM, there
are some additional powers and abilities that come
with the job. Of course, they should stick to the
rules as much as possible. Moreover, they should try
their hardest to apply the rules impartially to all the
players.
If the GM makes a mistake in the application of a
rule, they should apologize immediately and use the
correct rule from that point on. Dont try to “rewind
time”, as it were, and try to reapply the correct rule
to the situation. Think of it like a referee’s call in a
sports game; it shouldnt be undone. What’s past is
past. Just make an effort to use the correct rule or
judgment in the future.
1: Rule changes and cancellations
The GM is allowed to change rules or
decide to work around or outside of the
rules at any time.
2: Decide how to use rules to resolve a situation
In situations where the rules dont clearly cover
how to resolve a situation, the GM can decide
which rules should be used or how to resolve that
particular situation.If the GM faces a situation
where the rules don’t apply at all or where the PCs
want to do something not covered in the rules,
please use the following criteria when thinking of a
judgment:
• Does it feel like it fits the atmosphere of the scene?
• Does it sound cool?
• Does it seem to fit inside the plans of the rest of
the adventure?
• Does it add to the fun of the players?
3: Cancelling the effect of another player’s action
If the player decides to do something that
completely counteracts the atmosphere of the game,
the GM can say that it didnt happen, and have the
player choose their action again. Th e GM should
never have to use this power often with a focused
group of enthusiastic players, but it is there as a sort
of “emergency break, just in case.
4: Deciding the actions of the rest of the world
The GM can control the basic actions of the NPCs
without making them roll dice. They simply
succeed or fail at tasks as the GM decides.
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WELCOME
VICTORY CONDITIONS
Tenra Bansho Zero is a type of game where there
are no winners or losers. However, if the players
dont have any goals to work for, they certainly
wont be able to play the game well. We’ve gone
ahead to set victory conditions for the game, both
for the players and for the GM in a game of TBZ.
The more of the conditions you fulfill, the closer
you are to “victory”, as it were, in the game.
The GM victory conditions, in order of importance:
1) You helped the players have as much fun as
humanly possible.
2) You help bring the characters to life in a way that
the players say, “I want to play this character again
someday!
3) The players tell you the session was interesting
and enjoyable.
4) You helped each of the players take the stage, and
show offor express themselves in their own ways.
5) The players thank you for your effort in doing all
the above.
6) You helped create an interesting story.
If the GM filled more than half of the above
conditions, then the GM has achieved a “victory”.
She can go ahead and tell others that she
successfully mastered Tenra. However, dont quit
just because youre ahead! Try to do even better!
Moreover, if you suffer a “defeat, then regroup,
focus on the victory conditions and try again later.
Dont give up!
The player victory conditions, in order of importance:
1) You had fun over the course of the session.
2) You helped the other players to have as much fun
as you had.
3) You get the GM to say, “That was cool!” or “That
was great!” when you do something.
4) You were able to encourage the other players and
keep them involved.
5) You took the opportunity to show off or express
yourself.
6) You helped create an interesting story.
If the player filled more than half of the above
conditions, then they have achieved a “victory”.
The player can go ahead and tell others that she
mastered Tenra as well. If you suffer a “defeat”, then
regroup, focus on the victory conditions, and try
again later. Make sure to stand tall and not to blame
the others if you are “defeated”.
THE FINE PRINT
This section just has some small elements to be
aware of when reading through the rules sections of
this book.
RULES ABOUT DICE
This game uses six-sided dice, the kind that come
with most board games. When we refer to rolling
dice or “making a roll, we mean rolling these
six-sided dice. Usually the players will roll with
one Attribute and one Skill. You will often see
statements like “Make a Spirit: Willpower roll
or “Roll against the opponent’s Agility: Melee
Weapons”. See the basic rules section for more
details on how to make these rolls.
ROUND UP FRACTIONS
Any time you take a fraction of a number in the
game, you will always round up to the highest
full number, no matter what fraction of a number
results. 10 / 3 = 3.3, which in Tenra rounds up to 4.
CONCEPT TEXT
In the sections of text labeled “Concept”, we will
explain the hidden meanings behind the rules, how
they affect play, and why they exist. There are rules
that give the power to the GM to make rule changes
or make decisions based on rules, and we wrote the
Concept sections to emphasize that there is often
more to the rules than meets the eye.
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WELCOME
GMs should read the Concept sections, so that their
decisions take the reasons behind the rules into
consideration. Once the GM is aware of the purpose
behind the rule, it will help the GM make better
on-the-fly rules decisions in the game.
TENRA, TENRA BANSHO, TENRA
BANSHO ZERO, TBZ
Throughout the game we will make reference to
all of the words above. Tenra Bansho and Tenra
Bansho Zero refer to the game you hold in your
hands. Sometimes we use “TBZ” as a shorthand
of “Tenra Bansho Zero. Th e world “Tenra” alone
may refer to the game, but more often than not it
refers to the game world, as the setting the stories
take place in is a land called Tenra.
GENDER, GRAMMAR AND THIRD PERSON
PRONOUNS
Throughout the text, we will indiscriminately use
ale and female pronouns (he/she) when using third
person in the rules: The Japanese printed language
simply has no regular-use pronouns, so we’ve had to
do our best to add them in to this English version.
In many sections we refer to the GM as “she” and
the players as “he”. In the rules sections, we tend to
alternate using one pronoun (she) in some chapters
(Like this one, for instance. Did you notice?) and
the other pronoun (he) in alternate chapters. In the
end, this is a game to be enjoyed by both men and
women. In Japan, for example, Tenra Bansho is a
roleplaying game that is traditionally very popular
with female players!
The game is set in a fantasy analogue of Japan
during its Sengoku period—”Warring States Era”
of several hundred years ago. Back then, there were
traditional roles set for men and women. There is
no reason whatsoever to emulate the gender roles
of historic Japan in this fantasy game. Th ink of it
more like an anime or manga-ized fantasy world,
where women and men can (and often do) trade
gender roles and break cultural, caste and gender
stereotypes.
Play with modern sensibilities to culture and gender,
and have fun with bending or breaking those
stereotypes!
VICTORY IN A GAME WITH NO LOSERS
Tenra Bansho Zero is different than most console
and board games, as there are only winners.
Defeating a player doesnt lead to victory for the
GM, and trouncing a GM does not make the
players winners. It’s important to understand
that in this game, “Playing in a way that benefits
everybody” usually begins with “Play in a way that
is fun for yourself, and dont ruin the fun of the
other players. Or, more colloquially, “Don’t be a
jerk. Th is is a game for the kind of people who
think “If I help others have fun, Ill probably have
fun myself ”.
Let’s aim for that kind of play. Play with friends you
trust, enjoy their company, and push each other to
higher levels of enjoyment. Its that simple. It takes
a while to get used to role-playing games like Tenra
Bansho Zero, but we’re confident you can quickly
have successful game sessions.
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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 it’s
time to experience it. It’s 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
PL AY
The first step to creating a character in Tenra
Bansho Zero is to first 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 from start to finish. In
this situation, the GM will share with the group
some of the ideas that she had for the scenario. The
players can from there decide what kinds of
characters to play.
The best thing to do is to not decide alone what
kind of character you want to play, but to bring
your idea to the table. Share your idea with your
fellow players and see what they think. They might
have some suggestions to make your character idea
more exciting, or perhaps be inspired to come up
with a character type that complements your choice.
Sometimes the GM will have a scenario that is very
focused, where the GM will create a few characters
to be used in that scenario. Each player will pick
one of the prepared characters, and play out that
role in the game.
Other times, the GM will have a simple, short
outline of a scenario. Or perhaps the GM is going
to wing it, and have no prewritten scenario at all,
instead basing it on the role-play and choices of the
players. In these situations, the players will be given
more freedom to choose their characters. Compare
the following game introductions, and think about
the kind of character that you might choose for it:
1) Prewritten Scenario
GM: “Hey everyone, I’ve put together a ‘Ninja
Clan War’ scenario. Basically two ninja clans duke
it out for supremacy of the domain. I’d like you all
to make ninja characters, or at least character types
that will work well in a ninja village.
2) Scenario Outline
GM: “Hey everyone, we were talking earlier about a
change of pace, and Jason was interested in a court
drama game. So I was thinking of running a game
where all the players are nobility. It’s going to be
high drama, with lots of backstabbing and intrigue.
I have some ideas for the scenario, but nothing set
in stone. So feel free to choose any kind of character
that you want, but make sure that you think about
your Station, Empathy and Willpower scores,
because theres going to be a lot of talking and
confrontation, and maybe one fight, if
any.
3) From Scratch
GM: “Thanks for coming. I don’t have any
prewritten scenario today, but I have a few loose
ideas. So let’s talk about what kind of game we want
to experience, and what kinds of characters you
want to play.
10
INTRODUCTION
When were done, I’ll need about 10 minutes to jot
some notes down, and well be ready to play.
CHOOSING A SAMPLE CHARACTER
When choosing characters, here are some things to
consider:
• Does the GM require that certain character types
are chosen for the scenario?
• What kind of character do you really want to play?
Is there a character type you havent played yet, and
want to give it a shot?
• What would work well with the other characters?
If the other three players are all playing kugutsu,
would it be more fun to play a kugutsu as well? Or
would it be more interesting to play a different kind
of character, to accentuate the difference between
your character and the others?
In the end, play what you want to play. Share your
ideas with the other players, and listen to what they
think of your idea. The final decision rests with
you, though.
There are no wrong choices in character creation.
The focus of Tenra Bansho Zero is on the
characters, their struggles, and the stories that
emerge. You dont have to balance the party as you
might in an online roleplaying game: “We dont
have a healer. Somebody needs to be the group’s
healer. Who is going to be a Buddhist Priest?” Don’t
consider strategic party balance for overcoming
combat challenges: Instead, consider what would
make for a more entertaining time for everyone. A
good GM will make sure to change the scenario in a
way where any character choice is valid.
Finally, do not be concerned if everyone is interested
in playing the same character type. You can have
a game with four samurai, and yet each samurai
is different, both in abilities and especially in
personalities. One might be young and rash, another
might be old and jaded. One might have Art of
War skills, while another has annelids or limited
onmyojutsu skills. Even in a group where everyone
picks the same general character archetypes, you can
still have a great range of actual characters: So don’t
be afraid to pick the character type you want to
play, even if other players are choosing similar types.
If you are a brand new player to Tenra Bansho Zero,
it would probably be best not to choose character
types like onmyoji or shinobi, as they have magic or
special abilities that take a little while to get used to.
For your fi rst game, it might be better to stick to
the character types that don’t have as many special
exceptional rules: samurai, kugutsu, kijin and the
like. Having said that, if you are really interested in
a particular kind of character for your first game,
go for it! Just be ready to spend a little extra time
learning the special rules that go with that character
type.
Copy the character sheet
Copy the sample character you chose from the back
of the book, or print out the sample sheets of those
characters from the Tenra Bansho Zero website. Just
copy the needed information like Attributes and
Abilities, Soul points, Wound Levels and the like.
Make the character your own
From this point, the players can make small changes
to the sample character templates to make the
characters their own. The players should help each
other come up with a suitable ‘Tenra-like’ character.
Come up with names and genders, perhaps a very
brief backstory for the character. Work with the
other players to make sure that the characters will
be able to interact easily.
Name
In this book and on the website we’ve provided
several tables of cool ‘Tenra-sounding’ names
for you to make use of. Most characters will not
require a last name (traditionally only lords and
other higher members of the caste system have last
names), but instead have a single name or nickname.
For characters of nobility, they will have a first and
last name, and be called almost always by their last
name.
11
INTRODUCTION
Nicknames in English (or Japanese) are also
very common for seasoned adult characters, too
(“Yellow Knife”; “Gonta the Weaver”; “Ayame the
Headhunter; “ Shadow Edge”). Buddhist Monks,
Onmyoji, and samurai often have names that might
be cool (“Ten Blades”), flowery (“Red Lotus”), or
esoteric (“Symphony of Clouds”). Kongohki and
Monks (once they join the order) almost always have
descriptive, poetic names that are based on words
and not human names.
Another effect is to add a nickname to a fi rst or last
name for extra effect: “Hawk Murakami ”, “O-Ren
the Songbird ”, “Magobei the Snake”.
Gender and Age
Choose these freely. Gender won’t be an issue,
and age will rarely matter. However, the GM
will sometimes have a scenario planned where
“This is a samurai scenario; children characters
wouldnt work for this scenario” or “You are all
going to be surviving orphans at a temple, so older
folks wouldnt fit in this scenario. If the GM has
prepared a scenario, listen to the description of it
and choose an age that fits from there.
Society and Social Class
Tenra is a world at war. The traditional status and
severe restrictions of a classic social position system
are not strongly enforced in this world as they were
in real Japan. It is the kind of world where the
power a person wields—moreso than their social
standing or gender—influences others. Having said
that, a loose caste system is still in effect in Tenra,
just as it was in old Japan: First vassal warriors, then
farmers, then artisans and lastly merchants.
Character Image
The player should feel free to describe the character’s
image: the clothes she wears, her looks and style,
the things she carries, etc. The color of your
kimono, the condition of your sandals, the look of
the weapon you carry, your posture, grooming or
bearing… all these are little touches that bring out
the interesting parts of your character, making
her more lifelike for the other players.
Changing Fates
For your first game, it is recommended that you
keep the Fates for the characters as-is to get used to
how they work. From your second game onward,
feel free to change the Fates written on your
character sheet to whatever you want. Some of
the Fates that automatically come with pre-made
characters might not be fitting for the scenario.
If you or the GM dont think a particular Fate is
relevant for the scenario, change it to a Fate that
works for you.
CHARACTER CREATION FROM SCRATCH
The rules for character generation from scratch are
for those people who arent satisfied with using pre-
generated characters, or when your group has more
time to work together to make new characters.
It’s been suggested above that for your first game
you should choose a pre-generated character.
Making a character from scratch is not hard, but
it can be a little time consuming the first time you
try.It can take up to thirty minutes to customize a
character from scratch your first time, but in time
you will probably be able to create a character in five
minutes or less once you become used to the system.
Characters made from scratch are created from
archetypes. Essentially, you pick and choose two
to four (or more) archetypes which will determine
your starting skill levels, special abilities, equipment,
special effects, and more. All you really need to do
is choose 2-4 archetypes and you are ready for play,
though in some cases players will want to customize
their characters further.
Choose Archetypes
Archetypes are brief descriptions of elements that
make a whole character. Some describe the focus of
the character, like “samurai” or “Shinobi. Others
give describe their jobs, or other roles or qualities
like “Weaponmaster”, “Doctor” or “Wanderer”.
The first step is to skim through the archetypes
section of the rulebook and look for the archetypes
that appeal to you. If you want a specialized
12
INTRODUCTION
character like a samurai, kongohki, onmyoji,
annelidist, oni or the like, you will want to first
pick the archetype that will give you those special
abilities. From there, look at the skills which the
archetypes provides, as well as the unique Fates that
the archetype comes with. Sometimes you will want
to pick up an extra archetype (“Hard Luck” is a
popular choice) because it provides your character
with an exciting starting Fate.
If you want to play a character with magic powers,
specialist abilities, or unusual equipment, it’s
necessary to select an archetype that provides those
abilities. Later on you have the opportunity to
raise your starting basic skills like Melee Weapons
or Pillow Arts, but if you want to be able to use
Ninjutsu, Wormcharm, Resonance, or Interface,
you will have to buy an archetype during character
creation that grants those abilities.
If you want to play something other than a human
like a kugutsu, ayakashi, or oni, you need to choose
that race’s archetype package, called a “species
package”. Humans do not need to take any special
packages for their race.
It is possible to combine several archetype pack
ages toget her to make unique characters. The one
exception is that you cannot take more than one of
the aforementioned “species” packages (i.e. “half-oni
andkugutsu;ayakashi andoni”).
Character components like age and gender are not
defined by archetypes, so you can choose these
freely. Write your chosen archetypes on a blank
character sheet (either copied from the book, or
downloaded from the Tenra Bansho Zero web site).
Karma Cost
Each archetype you choose has an associated Karma
Cost. When you calculate the total Karma for
your chosen archetypes, the total for your starting
character must be less than 108. You are free to
choose as many packages as you want as long
as their combined Karma does not exceed 108.
However, you probably dont want to build your
character with too much starting Karma at first,
as you wont have much room to spend Kiai points
during the actual game. A good starting place is
somewhere between 50 to 90 Karma. Less than 50
and you may have a hard time accomplishing goals.
More than 90 and you will fi nd yourself with a
powerful starting character, but one who is very
close to becoming an evil NPC, an Asura.
The total amount of Karma of your archetypes is
your characters total starting Karma. Please write it
down on the character sheet.
KARMA COST
Starting characters have a trade-off that you
will see in play: You can choose to start off
with a potentially powerful character with a
high Karma cost, like 100 or above. You can
also choose to start off with a potentially
weak character, with a starting Karma of
50 or so. The difference is that the high
Karma character will always be walking the
line of Good vs Evil, and will not be able to
perform as many wild feats using Kiai points
at fi rst. However, the character with the
lower starting Karma may not have as many
nifty abilities, but she will be able to spend
Kiai wildly and do incredible things without
having to worry about the consequences.
For new players, we suggest a starting
Karma somewhere around 60-90. Once you
become used to the way the game works,
youll be able to see the long-term effects of
starting off with higher or lower Karma.
Attribute Cost
Some of the character archetypes have something
called Attribute Cost. We will explain this in detail
soon, but it means that you will have a “minus
when it comes to spreading a number of points
(usually 40 at character creation) amongst your
Attribute scores like Body, Spirit and Station.
Skills
The archetypes list the skills the character
will receive, and the level they are set at. An
archetype that lists the skill “Movement: 3”
13
INTRODUCTION
can only do this with general skills (the ones that
start out at 1, or “Unskilled ”), not specialist skills.
Specialist skills can only be gained by taking the
appropriate archetype which contains that skill.
Soulgem and Custom Weapons
If you want to start the game with a soulgem
weapon, please look at the weapons section in the
appendix. If you plan to take part in a fierce battle,
soulgem weapons are very useful in the hands of
seasoned warriors.
It costs five points of Karma to purchase each
soulgem weapon. Th e weapon comes fully loaded
with its capacity in soulgems: A soulgem-katana
with a capacity of 6 soulgems starts out fully loaded
with its six soulgems. To purchase additional
soulgems to use later (ammo bags and the like), it
costs 1 additional Karma point for every 5 soulgems
at character creation. During gameplay more
soulgems can be acquired.
Some playe rs may want to create customized
weapons for their characters: Soulgem swords
or rifles with a higher capacity or rate of fire, or
perhaps an unusual wicked-looking weapon that
was inspired by some manga, anime or video game.
A player can use the weapon creation rules in the
weapon list appendix to create a custom weapon.
Custom weapons cost an additional attribute point
to take during character creation. Please see the
weapons list and custom weapon creation rules for
more information.
ATTRIBUTES
In TBZ, all player characters have seven attributes:
Body, Agility, Senses, Knowledge, Spirit, Empathy
and Station. When you try to complete actions in
the game, the attributes represent the number of
dice that you will pick up and roll for that action.
Here is what each attribute represents:
means that the character sheet will have a final
rank of 3 in movement, so they should have “Three
Dots” total filled in under the movement skill. Since
the movement skill is a generalist skill which every
character starts out with one dot already filled in,
the player will only need to fill in two more dots
in that skill for a total of three filled-in dots.
Overlapping Skills
If you pick multiple archetype packages and get
the same skill more than once, it is called an
overlapping skill. You may change either of the
overlapping skills to another basic skill on the sheet.
If the overlapping skills are Specialist skills (skills
that start at “No Skill ”/”Zero Dots”, usually magic
and special abilities like Ninjutsu, Onmyojutsu,
Etiquette, Strategy and the like), you can change
one of the skills to either another specialty skill or
basic skill. If the overlapping abilities are both basic
skills (skills which every character starts at a rank
of “Unskilled/”One Dot”, like Melee Weapons and
Movement), you can only take another general skill
and not a specialist skill.
At this time, you are not able to increase the level
of any of these stacked skills: That is, you cannot
add them together to get a higher level of ability
(Example: If you choose two archetype templates
and get “Melee Weapons: 2” and “Melee Weapons:
3, then you keep “Melee Weapons: 3” and pick
another general skill to set at 2 like Movement
or Evasion. You do not add them together to get
Melee Weapons: 5”).
Impossible Archetype Combinations
In the various archetypes, there exist some packages
that cannot be combined. For example, if you
choose a kugutsu, you cannot combine that with
a samurai because of their magical bodies. Please
read the archetype description for details on possible
combination restrictions.
Trading Attribute Points for General Skills
At the cost of one attribute point (the points that
you use to spread amongst your starting attributes)
you can either gain one single skill rated at 3
(Advanced), or two skills rated at 2 (Skilled). You
14
INTRODUCTION
Spend all of your 40 points. Do not leave any
points unspent, as they cant be used after character
creation. Remember that you may also spend these
attribute points to raise the level of generalist skills.
Recommended Attributes
Some of the archetypes you choose for your
character will indicate if there are attributes that you
should focus on more than others. If the archetype
lists a recommended attribute, you’ll probably want
to start that attribute off at 6 or higher (for example,
Knowledge for onmyoji characters). However,
there is no rule forcing you to do so, this is simply
guidance to help you create an effective character.
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 must take at least that score or higher in
your station attribute to be allowed to take that
archetype.
Attribute Restrictions
Kongohki, oni, half-oni and kugutsu archetypes
have special requirements for attributes. Many
require you to put one attribute higher than all of
the others. Others, like the kongohki, start out with
some attribute scores set in stone. Please follow the
specificrules listed on those archetypes.
CONCEPT: The Meaning of Attributes
Player Characters in the world of Tenra possess
attributes that are higher than most normal people.
This is a way to make the players understand that
the character is not a regular human being. She is
something much more. This is something that the
players should remember. Their PCs are not
necessarily do-gooder heroes, but they certainly
are something more than the everyday people that
populate the world, and are capable of moving and
shaking the foundations of Tenra.
SUB-ATTRIBUTES
There are three sub-attributes for each character:
Vitality, Soul, and Wounds.
Body: Muscular power, physical energy and
stamina
Agility: Pure speed, dexterity, refl exes, and
quickness
Senses: Your five senses
Knowledge: Education, reason, logic,
understanding
Spirit: Guts, fighting spirit, willpower and sixth
sense
Empathy: Sympathy, emotional control,
the abilit y to manipulate people or relationships
Station: Social standing, Eminence, social class,
and infl uence in the world of Tenra
Example Attribute Ranges:
1-3: Normal for average people. Pretty low for most
player characters.
4-6: Normal range of PC attributes.
7-8: Excellent/high range for PC attributes.
9+: Supreme PC attributes.
Assigning Attribute Points
You have 40 points to spread amongst your seven
attributes. Make sure that you take into account any
attribute cost that your character archetypes have,
or attribute points which you traded in for skills,
mechanica, or custom weapons. Divide the
remaining attribute points amongst those attributes
however you wish. The number of points you assign
to an attribute will become that attribute’s final
value.
The lowest you can have an attribute is 1, and the
highest is 10. However, its best to try to keep your
attributes around at least 3 or higher. That way you
will roll at least three dice for any given action.
15
INTRODUCTION
Vitality
This represents a character’s physical durability
and ability to take physical punishment and wear.
You can think of them as being like Hit Points
(HP) from console, online, or other tabletop role-
playing games. These decrease as the character takes
damage in a fight. When Vitality reaches 0, the
character passes out and is out of the fight, though
she does not die. The maximum number of Vitality
is the total of Body plus Spirit.
Body + Spirit = Maximum Vitality
Soul
This represents a character’s force of will and ability
to take mental or spiritual stress. They act like
Magic Points (MP) in popular console or online
role-playing games. Soul points decrease as you
use magic and other special abilities like Ninjutsu
or Buddhist Magic. When Soul reaches 0, the
character falls unconscious. The maximum number
of Soul is the total of two times the total of
Knowledge and Spirit.
(Knowledge + Spirit) x 2 = Maximum Soul
Wounds and the Wound Track
The Wound Track is a way to represent serious
injuries in a way that encourages role-playing. Aside
from Critical and Dead conditions, there’s no real
rule punishment for stacking up wounds. To see
how these work in more detail, please refer to the
Combat rules section.
You calculate your Wound Track by the method
below. Remember to always round up for any
fractional number to the next whole number
(A score of 5 in Body, divided by 4 for Critical
Wounds, becomes 2 Critical Wound boxes.) On the
character sheet for each injury value, count the
number of boxes you need to leave open (for your
Body, Body ÷ 2, etc) and blacken out the boxes left
over in pencil.
• Light Wounds: The same as Body
• Heavy Wounds: Body ÷ 2
• Critical: Body ÷ 4
• Dead: 1 (Always just one)
Characters that have a variable Body attribute like
samurai and annelidists (or the kongohki/armour
Meikyo Bonus”) do not suddenly raise or rewrite
their Wound Track or increase their Vitality score
when they activate their higher adjusted body
score. Rather, the wound track is calculated at
their ‘default resting state’, before the effects of the
samurai shiki or annelids or Karma, and stays at
that range even when their bodies are boosted.
Equipment and Money
Equipment and starting money entirely depends on
the Station score. Station is your social status, rank,
and political power in the world of Tenra. It defines
the things you are able to use your resources to
purchase and carry with you and the social level of
equipment that youre allowed to use.
In olden days of historic Japan, only true mono-
no-fu (samurai) or vassal warriors were allowed
to carry katana or other weapons. Anyone who
wasnt of the correct rank who was caught with a
katana was severely punished or executed. In Tenra,
Station represents your ability to get your hands on
otherwise restricted weapons or equipment, usually
through political power and social status.
If there’s no information in the rules about the
equipment you feel want your character to have, feel
free to take it if it makes sense (“an extra kimono,
a pet frog”, “art supplies for my paintings”).
However, in the case of weapons, make sure you
have a high enough station to possess that weapon.
Please see the weapons list for more information on
the station score for various weapons.
Any other equipment you want to take, feel free to
look through the sample characters or check with
the GM to see if it’s okay.
16
INTRODUCTION
In regards to money, there are not really any definite
rules to how much you start out with, other than
what is already written in the character archetype.
Just have the characters carry as much money that
would be appropriate to that character type. If
youre really in a pinch and need to know how much
money and resources a character would be able to
gather as per their station, around Station x 500
monworth should do. But remember, this is a game
about drama and action, dont get too caught up in
buying stuffand worrying about what you can or
cannot buy. Money—in this game—is used mostly
for show, drama, and role-play purposes.
Special Equipment
Gunpowder pistols, soulgem spears, samurai-shiki,
magic spells, annelids, and yoroi armours are all set
and limited to specific archetypes only. Please look
at those archetypes to find out more about their
equipment. You can only get that kind of equipment
by taking the appropriate archetype.
Once you have some experience with the system,
you can choose to substitute or customize your
character’s starting special equipment. For example,
you might want to change your starting annelid
loadout from the standard one on the annelidist
archetype. Or you might want a four-legged war
platform yoroi armour with more guns and no
melee weapons instead of the standard one that is
written on the armour rider archetype. You can
manipulate your starting special equipment, but
because of the time required to read those sections,
it’s suggested that for your first few games of Tenra
you simply stick with the equipment listed on your
archetype.
Starting Fates
W hen you choose your character’s archetypes,
youll notice that they have Fates set in them. Write
those Fates onto your character sheet.
For starting characters, you are initially limited to
two Fates. If you choose three or more archetypes,
please just pick two of the Fates which you like the
most from your collection of archetypes and write
them on the character sheet. One Fate will be rated
at 3, the other at 2; you may freely choose which
of these two ratings applies to which Fate. If there
are any special conditions regarding Fates in the
character archetype, please take note of them.
Special Characters and Powers
There are some special archetypes that have special
rules, powers or conditions applied to them. Some
have special equipment or abilities. Please read the
following section to see which powers apply
to which character types, and what special
conditions they have.
HEALTH, SOUL, AND NEGATIVE
NUMBERS
It may be a little hard to grasp at first, but
it’s possible to get “Negative Damage” when
using Soul and Vitality. If your Vitality or
Soul goes below zero, you simply pass out;
thats all. Youll stay that way for however long
is dramatically appropriate (but certainly not
realistic): A few minutes, a few hours, even a
few days.
Theres no limit to the amount of Negative
Damage you can take. For example, if you
fell 3,000 meters from the sky and landed
on solid rock, and take all that damage in
Vitality (and none in Wounds or the Dead
Box) you will simply only pass out. But
eventually (a few hours? 50? GMs should
be careful not to be too easy on the players,
but dont try to mimic reality too much, and
certainly do not bore the players) youll wake
up, stand up, and say, “Damn, that was a
close one. I thought I was a goner for sure!”
Or, as a player, you may think it would be
interesting or cool to take some of that
damage in wounds. That way, you can act
cool and have your character say, “Crap. Well,
there goes that arm” or something like that.
It’s always best to aim for the coolest or most
interesting result when interpreting damage.
17
INTRODUCTION
Meikyo, the Clear Mirror
Agents of the Shinto Priesthood, yoroi armour-riders
and some of the other archetypes start out with a
meikyo soul mirror, and have the ability to enter or
manipulate the realm of Reflection.
By using two objects called a Soulcord (which looks
like a cable that stretches from the Meikyo to the
Helm) and Interface Helm (a visor, helmet, or other
headpiece that covers the eyes and ears), these
characters can interface with the intangible
information-based world known as the Reflection.
When they do so, they can use all of their general
skills at the same level as their Interface skill.
Interface effectively replaces these skills while in the
Reflection.
For example, while interfaced with a yoroi armour,
instead of using Agility with Melee Weapons when
you are attacking an enemy with your armour, you
use Agility: Interface to make melee attacks. This
applies to Notice, Evasion, Movement, and all other
general skills as well.
The Reflection is also a means of long-distance
communication. If you acquire both a meikyo soul
mirror-disk and have ranks in the Shinto skill,
you have the ability to enter the Ref lection and
communicate messages through other soul mirrors.
This ability is usually limited to agents of the Shinto
Priesthood. However, it is possible for two soul
mirror users to form a temporary network between
them for communication, like instant
communication over the Internet. Feel free
to decide limits of meikyo use with the GM when
you’re playing.
Also, feel free to describe the mysterious Reflection
world as you explore it: There is no set appearance
of the world behind the meikyo soul mirrors.
However, it might help to consider it like a futuristic
magical Internet controlled by one agency: The
Shinto Priesthood. What it looks, feels, and sounds
like, and how you communicate within it, is up to
you.
Meikyo mirrors are special objects meant solely for
their owners: it is impossible to acquire one through
money or other means.
Karma and Soul Mirrors
Both the character and the character’s meikyo
accumulate Karma separately. When you create
your character, find the overall Karma cost of your
character. The armour-rider’s Karma will start at 10,
while all the other Karma for that character goes
into the armour-riders (or puppeteer’s) soul mirror.
Keep track of these numbers separately: Meikyo
users start offinnocent, with very little accumulated
Karma until they experience more and more of the
world.
For example, if you have a total starting Karma
of 80, that means that your character only has
10 Karma herself, and your meikyo soul mirror
controlling the armour has accumulated 70 Karma.
You will keep track of your meikyos Karma
separately, because as it increases towards 108 it
grants a bonus to the user when using the meikyo
(piloting an armour, for example). Later in the
game, the meikyo user will be able to take in the
meikyo’s Karma in order to sublimate it.
Kongohki are different. With kongohki, their
meikyo is actually part of their body. Therefore,
all of their personal Karma is the same as their
meikyo’s Karma: They are one and the same, and
do not get tracked separately.
For all meikyo users, including kongohki, there is
a type of special bonus to actions that comes from
using a soul mirror with accumulated Karma. Th
is bonus is called a Meikyo Bonus. It is described
in detail in the armour and kongohki rules section,
and again in the Karma rules section.
Konghoki Overdrive Ability
Kongohki have the ability to temporary boost their
speed, movement, attacks and the like to incredible
levels. Th is ability is called “Overdrive”. It allows
the kongohki to move at incredible speeds in
combat. Please see the combat rules or kongohki
rules for more information on the Overdrive ability.
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INTRODUCTION
Annelid Implantation
Annelidists are people implanted with creatures
and control those creatures by using a skill called
Wormcharm. For starting characters, each annelid
has an ingestion/implantation/infestation cost
that must be bought in Karma.
When a character implants herself with an annelid
in the actual story, the player has to pay the
annelid’s implantation cost in Kiai points. During
the game, annelids can only be implanted during
an Intermission phase. Do not forget that the
Kiai spent to implant the annelids in this manner
immediately becomes Karma.
Oni Resonance
It is said that oni and half-oni get their mystical
powers through their magical hearts. The special
abilities that are available to them because of their
horns and hearts are called “Resonance”. For
complete rules on how to use Resonance, please see
the oni Resonance rules section.
Pureblood oni can spend extra Karma (5 points
each) to use the special Resonance abilities of Gale
and Bless. Please read the Archetype and Oni
Resonance Powers sections carefully when you
are creating your character to find out how these
abilities work.
Samurai Ability
Some of the archetypes have “samurai” 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. Through verbal and mental
commands, they can cause their bodies to increase
in size and even mass, growing muscle and chitin
plates all over their bodies: The exact nature and
form of the transformation is up to the samurai
player. Samurai also receive special abilities granted
by the shiki spirit which inhabits their form. They
can only receive these abilities for a certain amount
of time: The time duration and Soul Point cost to
activate the samurai abilities varies from person to
person. Write down the samurai shikis abilities in
the notes section of the character sheet and note the
Soul cost to activate the samurai.
While we suggest simply using the samurai abilities
listed in the archetype, experienced players who
want to try a different samurai loadout can pick
a different one from the samurai rules section.
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 different shiki to possess their
bodies. You can find more on shiki creation in the
Onmyojutsu rules section, and various samurai
loadouts in the samurai rules section.
Dark Arts of the Shinobi
The Dark Arts is another type of soulgem-based
surgery that elite ninja use to implant gems inside
their body. This procedure allows them to stock
dark magic into their bodies that make it easier
to perform special ninja arts. When they use their
ninja arts, the amount of Soul consumed is reduced,
down to a minimum of one point of Soul per
ability.
Ninja that go through this procedure are from that
point forward called “Shinobi. They can reduce
the cost of using their special ninja arts: Th ey
can reduce the Soul cost of activation of all ninja
abilities by one point for each five points of Karma
added to the archetype. Remember to mark down
any additional Karma cost on your character sheet.
Karma Cost ÷ 5 = Number of Soul Points reduced
from the cost of activating any Ninjutsu ability
Example: Genta the Claw is a shinobi of some renown.
Genta’s player decides to ignore the Karma cost of the
Dark Arts of the shinobi template, and instead spend
30 Karma during character creation on the Dark
Arts to make them more powerful. Th is 30 Karma,
divided by 5, means that Genta’s Dark Arts rating
is 6. This means that whenever Genta performs a
Ninjutsu ability, he subtracts 6 from the listed Soul
cost of that ability, down to a minimum cost of 1
(Ninjutsu abilities cannot be reduced to a zero or
minus” cost because of the Dark Arts).
19
INTRODUCTION
One character cannot be both a samurai and
undertake the Shinobi Dark Arts. You can still
combine the archetypes to create a samurai-ninja (as
crazy-badass as that sounds) who can use Ninjutsu
abilities, but the samurai will not be able to reduce
the Soul cost of the Ninjutsu abilities like a pure
shinobi can by use of Dark Arts.
Kijin Modification
If you choose a kijin archetype, you are able to
implant more kijin robotic/cybernetic implants
(called mechanica) if you wish. Look at the
Mechanica Data section for more information. Most
mods have an attribute cost, so reduce your attribute
pool by the listed number when making your
character. Add the attribute cost to the cost listed
in the archetype. Also write down any attribute or
other benefits the mechanica bring.
The Kugutsu Butterfly Dream
Kugutsu have the special ability to use the illusions
cast upon them to affect other people: Kugutsu can
make people enter the “Butterfly Dream, a strange
dreamlike hypnotic state.
If the person is sleeping, the kugutsu can make
them dream without any effort. If the person is
awake, they have to use their Performance or Pillow
Arts skill to affect them. The opponent rolls their
Spirit: Willpower, and if the kugutsu is successful
the opponent is pulled into the kugutsus dream
world.
The Butterfly Dream happens in a moment of time
outside of the normal flow of time. A dream is
acted out in a Scene, just like any other Scene in the
game. The people involved in the dream are usually
limited to the kugutsu and the person or people
that she pulls into the dream. It is possible for other
characters to enter the Dream of the Butterfly,
but they will be figments controlled between the
kugutsu and the GM.
Also, if a kugutsu pulls another PC into the
Butterfly Dream by force (or when asleep), the
kugutsu chooses one of the PCs Fates or their own
Fates. The situation acted out in the dream must
somehow involve that Fate. It would be a good idea
to discuss with the GM the details of the dream
before starting up the dream scene. For more details
of the Butterfly Dream, see the kugutsu rules
section.
Yohjutsu: Ayakashi Abilities
If you choose an ayakashi or half-ayakashi
archetype, you can gain some of the sorceries and
unearthly abilities of the ayakashi called “Yohjutsu.
To learn about the various ayakashi powers, please
see the ayakashi rules section.
You can reduce the Karma cost of yohjutsu abilities
by taking one or more Weaknesses. The amount of
Karma reduction is listed in the Ayakashi section.
In short, a Weakness of 2 gains 5 points of Karma
back, a Weakness of 3 gains 15 points, a Weakness
of 4 gains 35 points, and a Weakness of 5 is worth
75 points. However, you cannot reduce your total
yohjutsu Karma cost lower than 0. See the ayakashi
rules chapter for more information on ayakashi
abilities and weaknesses.
Example of Character Creation
In this next section we’ll take a look at building a
sample character from scratch. Character generation
will happen in the following order:
1) Work with the group and GM to choose a general
character type.
2) Pick Archetypes.
3) Divide up attribute points.
4) Work out skills.
5) Choose weapons.
6) Calculate total starting Karma.
7) Choose and record starting Fates.
20
INTRODUCTION
Work with the Group
It turns out that for this example scenario, the
Game Master will be running a game about
mercenaries. All character types are welcome,
but ones that work well as mercenaries (or would
make a good contrast to mercenary characters) are
welcome. Thinking for a little, you decide to make
an armour hunter: An ex-armour rider who now has
dedicated her life to single-handedly toppling those
mechanical monsters. The GM and other players
give a thumbs up and offer a suggestion or question
or two about your characters background (“Perhaps
you are the daughter of a feudal lord?” “Did you
turn your back on your family after you stopped
being an armour rider?” etc). With a general idea of
a character, we’re ready to fl esh them out.
Pick Archetypes
After f lipping through the archetypes
section of the rulebook, a few fitting archetypes
stand out. Armour Hunter is a given. This character
used to be an armour pilot, so Former Armour
Rider looks like a fitting archetype. Perhaps
the character’s yoroi armour was destroyed in a
rout, and nowadays because of her experience
and background, she makes a living hunting the
very armours that she used to pilot. Finally, the
Mercenary archetype looks useful, so we’ll add
that one to the mix. We can make an interesting
character with these three archetypes, so well use
them for now:
Archetype Karma Cost Attr. Cost
Former
Armour Rider
30 0
Mercenary 30 0
Armour
Hunter
30 0
Tot a l
70
1
The starting Karma Cost must be less than 108.
We’re at 70 to start offwith, and that is a good
number: Not too low, and not too high. 60-90 is a
good range for starting characters.
We will now jot down the archetypes we chose on
the character sheet, as well as the total Karma cost
and attribute costs.
Divide up the Attribute Points
Next we divide 40 points amongst the various
character attributes. However, because of the
attribute cost of 1 (due to taking the Armour
Hunter archetype which includes a custom weapon,
the ZAKT-8 blade), we’ll actually begin with
39 points to spread around.
Looking at the three archetypes chosen, we see they
recommend having a decent starting Body, Agility
and Senses. It will probably be best to start out with
6 or more points in these attributes. Also, it appears
that we will start out with the fearsome armour
hunter weapon called “ZAKT-8”, a huge modified
yoroi shortsword. This weapon requires a starting
Station of 4, so we must have 4 or more in that score
as well.
There are many ways we can divide up the 39 points
amongst the attributes. For now, we will divide
them like this:
Body 7
Agility 8
Senses 6
Knowledge 3
Spirit 5
Empathy 6
Station 4
After writing the above on the character sheet, we
then look on to the sub-attributes and fill those in
as well:
Vitality: Body + Spirit = 12 points
Soul: (Knowledge + Spirit) x 2 = 16 points
Light Wounds (Body) OOOOOOO
Heavy Wounds (Body/2) OOOO
Critical Wounds (Body/4) OO
Dead (1) O
21
INTRODUCTION
After weve marked the above on the sheet, we’ll
move on to the next section.
Calculate Skills
Looking at our three chosen archetypes, we see that
they provide us with the following skills:
Former A-Rider: Interface 3
Etiquette 2
Art of Rule 2
Mercenary: Melee Weapons 3
Marksman 3
Information 3
Armour Hunter: Melee Weapons 4
It looks like we’ve got two counts of Melee
Weapons, so this is an overlapping skill. We’ll keep
Melee Weapons at 4 (from theArmour Hunter
template), and move the second Melee Weapons
score of 3 (from the Mercenary archetype) over to
another general skill. We’ll choose the general skill
Notice which is currently 1 for all characters, and
turn it into a Notice score of 3.
Choose Weapons
Because we picked the Armour Hunter archetype,
we’ll start out with a ZAKT-8 Yoroi-killer sword.
After checking with the GM, we’ll add a simple
light katana shortsword as well. It’s mostly going to
be for show or used as a backup weapon, though.
A shortswords Station requirement is 2, so we can
own it with no problem.
The ZAKT-8 comes fully loaded with 8 soulgems at
no cost, but it doesnt have any extra ammo. We’ll
take 15 extra soulgems in case the character gets in
a difficult battle. Soulgems cost 1 Karma point for
5 extra soulgems, which means that well have to
increase our starting Karma by 3 points: It is a small
price to pay to be able to power up one of the most
dangerous weapons in the game.
Calculate Total Starting Karma
We’ve already totaled our starting Karma for the
three archetypes we picked, making sure that they
dont go over 108. We started with 70 points in
Karma. We added 3 points for the extra soulgems.
Therefore, our total starting Karma is going to be
73 points. We’ll record this on the character sheet,
and track the rise of our Karma over time.
Choose and Record Starting Fates
This is one of the more exciting steps of character
creation: We’re going to decide what the character
cares about at the beginning of the game! As we’ll
see, these Fates will change over time as the story
progresses. However, for now we will look at the
three archetypes and choose the two Fates that
appeal to us the most. Looking over the three
available Fates, these seem to be the most interesting
to us, so we’ll write them down. We’ll fill in three
dots for one Fate, and two dots for the other:
Emotion: Hatred of Yoroi Armours 3
Emotion: Attracted to Strength 2
The current Fate Cost of these Fates is 10 points
(A Fate rated at 3 costs 10; a Fate rated at 2 costs
nothing; see the Karma rules for details), which is
always the same for most starting characters. We’ll
write “10” under “Fate Cost” on the part of the
character sheet which lists the Fates.
Write Information on the Character Sheet
As we go through the creation process, we’re writing
in words and numbers, as well as fi lling in dots
for skills and Fates, on the character sheet. Once
we’ve come to this point all that is left to note on
the character sheet are any special rules or extra
equipment that our archetypes grant us. This is
where we would list our samurai powers or Ninjutsu
abilities in the notes section of the character sheet.
The character that we made, however, has only
her two weapons, 15 soulgems, and three coppers/
monto her name (by player choice). Shes pretty
poor, which is always a great starting motivation
to seek adventure and danger… perhaps not for
fortune, but at least to eat a hot meal.
22
INTRODUCTION
Finishing Touches
Since we’ve finished all the above, the last steps are
to decide a character name or nickname, as well as
personal touches.
First, let’s pick a name. We’re going to make this
character a female, in her late teens (probably just
a few years after coming of age and not being able
to resume duties as an armour rider). The character
used to be an armour rider, so she probably had a
full honorific last and first name. Now, though,
she is a rough-and-tumble mercenary, so more
likely than not she goes by her given name and has
thrown away her last name.
She might take on a nickname later once she takes
on a few more scars as a mercenary. But for now,
we’ll call her “Kirie” (KIRI-E), her first name,
and say that at this point she has no interesting
nickname (but may pick one up later). She hasnt
told anyone her last name, and does not know if
shell ever speak it again.
As for possessions, we will note that she has 15 extra
soulgems. Just as a character touch, we’ll give her
some money. Kirie’s player decides that she has 3
mon to her name, about enough to pay for her next
meal and maybe a mat to sleep on. Kirie will have to
take a job soon in order to eat.
Next, we’ll think about a few personal touches,
like speech mannerisms. In Japanese there are
various different 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 we’ll just make note
of the fact that, even in polite company, she often
talks plainly and casually with others even above
her station. She’s not so rough and uncouth to use
casual speech in front of a lord, but she sure doesnt
use polite or honorific speech unless she needs to.
A range of speech types includes Always Honorific,
Polite, Plain/Normal, Casual, Rough and Uncouth.
We’ll call her speech “Casual. She’s got a loose
tongue after a few years as a mercenary.
With these last few touches, we’re done.
We are now ready to get started in an actual
Tenra Bansho Zero scenario.
Other Things to Consider
In truth, your character is absolutely ready for play
at this point. You dont have to think too much
more about the character’s past, mannerisms or
beliefs. Anything important you can bring up in the
actual game through role-playing.
However, if you want to give your character a little
more fl avor, here are some questions you can ask
yourself as if you were your character. They might
provide interesting answers that you can bring into
play:
Character Questionnaire
1) Is there a story behind your name?
2) Does your age and sex affect your personality?
3) What kind of body type do you have?
4) Hair color? (usually black or brown)
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?
23
INTRODUCTION
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?
24
BASIC ACTIONS
Youre running through a battlefield. 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 fights. 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
difficult 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 amplifi es the thrill of each
conflict.
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
4) The difficulty number of the challenge is decided
5) The dice are rolled
6) The player counts successes
7) The outcome is determined
INITIAL SUCCESS OR
FAILURE
Characters do things. They do things because
they want to affect the world, or because situations
were forced upon them by other characters. When
the GM presents a challenge to a player, the first
step is determining if the character is immediately
successful or not.
A fun and interesting challenge is a challenge where
success orfailure could lead to exciting results. This
is important to remember, especially for beginning
Game Masters. If the challenge is one where the
result of failure simply is not fun (“Jump over a
cliff or die”), or would prevent the adventure from
continuing forward (“Find the clue: If you cant find
the clue, you cant proceed”), then it is not an
interesting challenge. Simply have the result be a
success for the player, and move on to the next,
more interesting challenge. Alternately, the player
and the GM might consider that failing a challenge
would be a far more fun result than success. In this
case, the GM will describe the event as an automatic
failure and move the scenario forward.
In other words, dont even pick up the dice if the
result of failure (or success) would simply stop the
game, or bring a result that isnt interesting or fun
for anyone (instant character death, for example).
If you have found a situation where winning and
losing are both viable, interesting options that
wont bring the game to a halt, this is an interesting
challenge. It’s time to translate this challenge into a
die roll.
25
BASIC MOVES
BASIC ACTION SUMMARY
Here are the absolute basics of the resolution
system of the game:
Attribute: This is the number of six-sided dice
you roll.
Skill Level: This controls the number (or less)
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 (Advanced), 4 (Master), or 5
(Supreme).
Successes: The number of dice that, when
rolled, came up equal to or lower than the
Skill Level.
Difficulty, or Challenge Rating: The
number of successes you need to clear a goal
(usually “1”). Scoring a number of successes
equal to or greater than this rating means that
the character succeeded at the task.
Rolling: Roll your attribute in dice, and
count the number of dice rolled that came up
at the same rank as your skill or less. Each of
these dice are a “success”.
Example: Rolling your Agility: Melee
Weapons. If your Agility is 6 and your Melee
Weapons is “3 dots”, then you roll 6 dice: Any
die that has a 1, 2, or 3 on it is a success, and
any die that has a 4, 5 or 6 on it is a failure. If
your skill was “2 dots”, then any die with 1 or
2 on it is a success, and any die with 3, 4, 5 or
6 on it is a failure.
In many situations, two skills will seem equally
relevant to the task at hand. If two skills seem to
be equally applicable in a particular situation, then
simply let the player use the higher of those two
skills.
The GM has final say on which skill is applicable to
a specif ic situation. Remember that as a GM youre
not out to choose a character’s weaker skills to make
them fail, rather youre attempting to be a fair
arbiter of which skill seems to be the best fit for the
character’s action.
Regarding Skills
Skills usually represent a character’s innate talents as
well as ability learned through practice and study.
The skills are divided into several classes:
Skill Level Dots/Rank
No Skill 0
Unskilled 1
Skilled 2
Advanced 3
Master 4
Supreme/
Special
5
The number of the rank (the number of dots filled
in on the character sheet) that a skill has represents
the skill level of the character.
A quick way to remember the words associated with
skill levels is through their first letters: NUSAMS:
No Skill, Unskilled, Skilled, Advanced, Master,
Supreme. If you want to remember the
skills only by their rank/number, that’s
fine too.
You will note that many of the skills listed on the
character sheet have one dot in them by default. Th
ese are general skills that most human beings have
innately. Also, many skills have no dots in them.
These are specialty skills that require specialized
training and talent to have.
DECIDE A SKILL
The GM decides which skill is applicable to the
roll in question. For assistance, please read the skill
descriptions in this chapter carefully. Just choose
the one that seems most appropriate for the task at
hand.
26
BASIC MOVES
AWESOME” TRUMPS DICE
On some occasions, a player will describe
a solution or do something so cool when
presented with a challenge that the GM wants
it to happen that way. You’ll know it if you
see it: A player suggests a solution or describes
an action so fun or interesting that the other
players sit there in awe for a second before they
reply. Usually Aiki chits start flying as well.
In that case, as a GM dont let the dice get
in the way: If youre the GM and you think
that the player’s action was too cool not to
happen, simply let things happen in the way
described. This also rewards your players for
being creative and really pushing on making
the story as interesting as possible. Save the
dice for another future action.
Final approval of this is up to the GM.
Use this guideline in moderation, though. The
dice add a thrill to every encounter, make sure
you don’t opt out of using them too much!
There is no Unskilled Level in specialized skills; You
either dont have it, or you are at the rank of Skilled
(or higher) in that skill.
“Supreme” represents the pinnacle of human,
or perhaps inhuman, ability. The highest most
characters will climb to is a skill level of 4, or
Master. Supreme skill represents inhuman or
magical ability, unique or unnatural training, or just
that the character is that one person in a million
at the peak of human perfection. The character
simply has a sublime Zen-like mastery of that skill
(or perhaps a skill boosted with dark magic, forged
on the fires of corruption, sacrifice and unbridled
inhuman ambition).
Decide an Attribute
After choosing a skill that is applicable for the task,
the next step in the resolution system is to pick the
attribute that fits best for this challenge.
On the character sheet, the skills are grouped under
their “recommended attribute” (Sneak is under
Agility, Information is under Knowledge, etc).
This is simply a good default attribute to fall back
upon. However, any attribute can be coupled with
any skill when creating a challenge, if it fits.
For example, going into a town and quickly
assessing where the village elder must live (without
talking to people or getting the lay of the land
fi rst) will probably be a challenge involving the
Information skill with its default attribute of
Knowledge. However, if a character comes across a
dead body in the woods littered with arrows, and
wants to determine where the arrows were made
or which group uses this kind of arrow, a fitting roll
would be Marksman with Knowledge (instead of
Marksman with the default attribute of Senses; the
challenge is testing the character’s ability to know
about the arrow or gather information about them,
not to fi re an arrow).
In cases where it is hard to decide a fitting attribute,
simply use the default attribute for that skill.
Decide the Difficulty of the Challenge
At this point, the Game Master should determine
how difficult the challenge is. Since the player is
not rolling against another character (see Opposed
Actions), the GM will have to set the difficulty at
one number, usually between 1 and 6. This is called
the “Challenge Rating” or “Difficulty”.
The player will soon roll the dice and determine
how many of their dice are successes. The GM will
have to reveal now how many successes are required
to overcome the challenge.
In most cases, simply getting one single success
means that the character succeeded at the task. One
success is all that most rolls require. However, if it
is more fitting that the task is dramatically harder,
more challenging, or requires more risk to pull
off than other challenges in the game, then the
challenge rating for that challenge will be higher.
The GM should reveal to the player how many
successes are needed before the dice are rolled. Th e
success number should not remain hidden from the
27
BASIC MOVES
player. This helps them understand how challenging
the task is, as well as if they want to bring in other
resources (like other characters, or the spending of
Kiai points) to assist in succeeding at the task.
The Difficulty/Challenge Rating determines the
number of successes the player needs to roll on the
dice to accomplish the task successfully.
Challenge Rating
1 You could probably do this in your sleep
2 If you have some skill in it, you probably wont fail
3 With practice, skill and innate ability, you can do
it
4 People with advanced training at least have a
chance of doing it
5 Extremely difficult
6 Almost Impossible
It is not suggested that you make difficulties higher
than six, except in extremely rare circumstances
such as the player wanting to do something
physically impossible yet the GM wants to give
them some remote chance instead of saying “No”
outright.
Roll the Dice
At this point, now that the player knows the
difficulty of the task, she will roll dice and measure
success. The player rolls a number of dice equal to
the attribute score used for this challenge. The dice
are rolled in front of everyone.
Count Successes
When the dice are rolled, the player will make
use of the skills value and count the successes. A
success is any die that comes up with a number of
pips equal to or lower than the character’s skill level.
In other words, rolling low (“ones”) is better than
rolling high (sixes”).
For example, a player is using her Movement skill
to leap through a forest canopy to pursue a foe. The
character’s Movement skill score is 2 (“Skilled”),
represented by two filled-in dots on the character
sheet. Any die rolled that comes up showing 1 or
2 pips is a success. Any die that comes up
showing 3, 4, 5 or 6 pips is a failure and is
not counted.
If you are rolling your Notice skill, and your notice
skill has 4 dots on your character sheet (indicating
that you are a Master of Noticing), then any die that
comes up as a 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.
Compare the number of successes the player got
with the challenge rating that the GM set. If the
player gets a number of successes that equals or
exceeds the challenge rating, then their character
succeeds at the action. If the player gets a number of
successes which is lower than the challenge rating,
then their character fails.
It can take a little bit of time to get used to
the system, but simply remember:
• Attributes represent how many dice are rolled in
challenges.
• Skills represent the number of “pips” a die must
have, when rolled, to count as a success.
• You are attempting to roll many dice, and trying
to roll them as low as possible (ones and twos in
most cases). You then count the number of dice that
were successes.
Determine What Happens
The last step in this process is determining what
happens based on the results. The GM is the one
who usually describes what happens based on the
die roll, whether the result was a failure or a success.
28
BASIC MOVES
The GM can also invite player input. Or, she might
ask the player:
“You succeed. What happens?”
Or:
“You fail. What happens?”
In this case, the player can describe the result. The
GM has final say as to whether it happened that
way or not. The best thing a GM could do when
letting the player describe the outcome (success or
failure) is to let the player describe the gist of what
happens, then the GM restates that result, adding in
details and continuing forward from there.
Challenge Rating Limits
The max challenge rating is usually 6. For
extremely rare cases, you can make it higher than
this. However, remember that while all challenges
shouldnt be easy, the object as GM isnt to beat up
the players from game start to finish with high
difficulty numbers. In most cases, 1-3 successes
should suffice for easy to moderate tasks, and 4-6
successes should be fine for a challenge rating that is
hard” to “impossible”.
Remember that the number of dice that the player
can roll is based on their attribute. There is a finite
limit (which can be bent or broken by spending
Kiai, more on that later) to the number of dice a
player can roll for a task.
If you want to determine the odds that
your character can beat a particular task,
you can calculate the character’s average
success rating for that skill. It’s s simple
mathematical process:
Average Success Rating =
Attributex(Skill Rating ÷6)
In the “ jump” example, Autumn Rains average
success rating for Movement skill tasks based on the
Agility attribute would be 8 x (3 ÷ 6), or 4.
AUTUMN RAIN’S JUMP
GM: Autumn Rain, a mercenary on the run, now
knows well the price of retreat. The tide of battle
turned against her company, and—as mercenaries
do—they dispersed and ran away. Autumn Rain
finds herself alone as she is running along a
forested mountain path. Through the bitter cold
and the rain, she finds herself talking to herself to
keep her mind focused:
Player: “Those Rasaku Clan bastards. The first
sign of trouble and they tuck tail and run…
GM: Suddenly, the path opens up into a 4-meter-
wide pit. Must have been a stray artillery shell.
Player: “…I can make it.
With that, Autumn Rain leaps up, her body
silhouetted against the surrounding trees for
several seconds.
After deciding that this is an interesting roll
(she decides failure means that the enemy troops
catch up to Autumn Rain and capture her), the
GM thinks about the difficulty. Autumn Rain is
running up a sloped mountain path. On top of
that, the rain has
made the ground slick. The 4 meter distance
will be hand-waved by the GM: Many characters
in manga and anime can jump that far with no
problem. The GM decides that the challenge
rating will be based on the skill Movement, and
have a challenge rating of 3. Autumn Rain’s player
uses her Agility score
with this roll. Since her agility is 8, she picks
up and rolls 8 dice, and compares the numbers
that come up against her Movement score to find
successes. Her Movement skill is 3, so any die that
comes up a 1, 2 or 3 is a success. She is looking
for 3 or more of
these successes, since the GM announced that the
challenge rating is 3.
She rolls the dice, and gets 5 successes.
GM: Autumn Rain’s form floats through the
air in a magnificent arc, landing squarely on the
opposite side of the pit and tucking into a roll.
Glancing quickly back to the enemies chasing
after her in the distance, she snorts in defiance
then turns to run the rest of the distance to the
nearest town.
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BASIC MOVES
It’s a handy equation to have if you want to see if
your character has a decent chance of succeeding at
a task without the aid of Kiai points.
CONCEPT: WHY USE A GAME
SYSTEM?
For many people used to online chat-based
role-playing games where people make up
results on the fly, or computer-based role-
playing games where the results are decided
by the computer, it’s probably a good idea
to understand why this game uses dice and
challenge ratings” and the like.
First, not knowing the outcome of a conflict,
where both winning and losing could result in
interesting results, is entertaining.
Second, it’s a way for tasks to have their
outcome decided in a non-arbitrary way. Sure,
the GM decides a difficulty rating, but from
that point on it’s up to the player whether they
succeed or fail.
Third, it interjects some chaos into play:
Watch as skilled people fail, or unskilled
people succeed, and decide how that came to
be. This chaos creates some interesting story
twists!
The GM is given a lot of power in this game:
She decides the difficulty of tasks, where the
story turns and leads after the dice hit the
table, etc. The GM has to decide what to do
when a task or conflict isnt really covered
by the rules. Overall, the GM should strive
to remain fair and balanced. They shouldnt
strive simply to shut the players down if they
try new things by using the rules as a wall:
Rather, they should use the rules to support
the players in their character’s acts as the story
develops. The Zero System chapter gives more
tips on how to run a fair and exciting game of
Tenra Bansho Zero.
OPPOSED ACTIONS
When one PC is working against an NPC, or two
PCs are working against each other, both players (or
the player and GM) roll dice against each other and
look for successes; the side with the most successes
wins that confl ict. It’s that simple.
There are times when both players will have the
same number of successes. When this happens,
both sides simply pick up the dice and roll again,
repeating this until one side wins. On these rolls,
the dice and bonuses do not change. If you spent
Kiai points to gain more dice, or used Kiai to gain a
temporary skill level bonus, those continue to
remain in effect until one side gets more successes
than the other. At this time, time “stops” within the
game until the roll ends with a clear winner, then
resumes” when a victor emerges.
EVERYDAY POSSESSIONS
In the game of Tenra Bansho Zero, theres no real
sense of keeping track of money. Even though your
character might have written down “10 mon” or “5
ryo” on the sheet during generation, thats more
of a color item to give you some details about what
kind of character they are. Players shouldnt worry
about how much money their characters have, or
how much they need to buy stuff. Instead of that,
use common sense and role-playing to determine
what your character might get a hold of, or how
much things cost. If you decide you need something
thats well within your character concept, you have
it. If you need something that falls outside of your
character concept for that time, work it out with the
GM. The GM will either let 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, there’s the Japanese
expression “Yoh no naka wa kane ja, or “Money
makes the world go round ”. However, how much
money you have on your sheet isnt important. It’s
how it is used in the game that’s important. It’s not
about how much you have or lose, but how money
can make the situation more interesting:
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BASIC MOVES
THE HIDDEN INFILTRATOR
Autumn Rain has infi ltrated 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 Rain’s player rolls and gets 3
successes. The GM rolls for the ronin and gets
3 successes, too. Since it’s a tie, it’s 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
hile 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.
GM: The mob boss looks you up and down. “I know I
told you ten ryo. But you botched that job up. Got one
of my men killed. Here’s five ryo, and you should count
yourself lucky I give you that much.
Player A: “We agreed on ten. The price… is ten.
Your man got himself killed. If youre going to back
out of our arrangement…” I say as I sloooowly lower
my hand to the hilt of my sword, looking at the other
guards with as much of a fierce glare as I can muster.
Player: Muroku needs a horse.
GM: Sure, he’s a samurai. I can imagine you have
enough money to buy one at the next town, no
problem.
Or —
Player A: Muroku needs a horse.
GM: Hmmm. You just escaped from your bandit
captors, who took all of your possessions. You fought
your way out, and barely managed to keep your trusty
katana. You ll probably have to work at it. Either steal
a horse from the bandits, or perhaps find a job as a
bodyguard for a few days once you get to town.
Player B: What if Muroku has an old friend in town
who could lend him a horse?
GM: Thats a good idea, too. So which do you want
to do? Steal one from the bandits? Or get to town and
find your friend? The latter one will involve more in-
character role-playing.
Player A: Hmmm. I want to get back at the bandits.
I’ll steal one of their horses.
GM: Cool. I’ll make that the next scene, well see if
you can steal that horse or not, and maybe fi nd out
more about the bandits in the process.
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BASIC MOVES
EQUIPMENT REPAIR
Sometimes kijin mechanica, gemblades, and other
special equipment purchased at character creation
can become “broken. This doesnt necessarily mean
that they are forevermore unusable.
Instead, it is just that they dont provide their dice
or other special bonuses anymore. The equipment is
effectively “tapped out”. Equipment only becomes
broken if it works for the story; equipment has no
hit points or wounds. Instead, the GM may simply
rule that an item needs repair. Breaking or
damaging equipment may be a result of a failed skill
roll (the GM should discuss this possibility before
the roll occurs).
For example, a gemblade would no longer provide
its damage bonus, nor would it be able to use
soulgems or gunpowder. The same is true for kijin
mechanica. Their effects are lost, their die bonuses
and the like no longer work. In cases like
mechanical eyes, it isnt that the character
becomes blind: They can still see, but the in-game
mechanical bonuses are lost until they can be
repaired. A gemblade might be cracked in half, or
simply dulled, requiring repair to return it to its
natural condition.
Repair can happen during intermissions or at the
end of a game session. Theres no “repair roll
or anything like that. All that is required is the
permission of the GM. Usually this means that the
character took the time to seek out a repairman, or
made the necessary repairs herself.
If it makes sense in-game, and the player agrees to
it, then a piece of equipment like a gemblade could
be totally annihilated, destroyed without possibility
of repair.
FINDING SPECIAL EQUIPMENT
During the course of a scenario, a character might
find an excellent new gemblade or stumble upon
a cache of hundreds of soulgems. During the
adventure, the character can use these as she sees fit.
However, to keep this equipment from one Act to
the next, the player has to spend the Equipment
Cost of the equipment found, as per the chart
below. The GM may rule that a player can keep
special equipment from one Act to the next, but
before the game ends the character must spend the
cost if she wishes to keep the equipment.
If the player doesnt spend the cost (on the
Equipment Cost chart) of the newly found
equipment by the last act of the scenario, then
that equipment is lost. Your onmyoji character
might obtain thousands of soulgems at the end of
a scenario that focuses on a mining conspiracy, but
start the next scenario with that character with only
20 soulgems (4 Kiai points’ worth) in her pockets,
having left the rest, given them to someone, or spent
them all on sake and fancy kimonos. The choice is
up to the player.
Equipment Cost in Kiai
Special Weapons* 10
Gemblades 3
Gunpowder Weapons 2
Buying New Soulgems
(per 5)
1
Buying New Shiki
Prayer Slips (per 10)
1
Mechanica attribute penalty x 10
Annelids annelid cost
* Includes armour, kongohki, kijin weapons and
equipment, as well as customized weapons.
GUNPOWDER AMMUNITION
Like soulgems, g unpowder weapons require
ammunition to function. However, lead and
gunpowder bullets are not nearly as hard to acquire
as soulgems. Bullets for gunpowder weapons are
completely refreshed during each intermission phase
of the game. There is no Kiai cost for replenishing
gunpowder ammo.
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BASIC MOVES
SPECIAL EQUIPMENT
Kongohki and kijin mechanica, as well as
the armour hunters ZAKT-8, all are special
equipment which requires an attribute cost to
initially purchase during character generation.
When these are chosen at character creation,
they are effectively a part of the character
(in both the physical and philosophical
meanings).
Damage, destruction and loss may be
interesting to portray in the game, but unlike
other equipment it can mean life or death for
the owning character.
That’s why the intermissions give the players
a chance to quickly heal any damage to
this equipment. In most cases permanently
denying this equipment from the player
would really mess up the initial character
concept. That’s why the player has so many
chances to replenish and repair her character’s
equipment. That’s also why the player has the
final say in the permanent loss or destruction
of specialized equipment: It might make the
story “cooler”, but it’s good to make sure
the character’s player is on board with that
decision as well.
While upkeep should be spent for new
equipment gained, some GMs may want to
wave away the idea of equipment damage.
Sometimes it can be interesting in a game,
other times threatening players with
equipment failure or damage can simply get
in the way of the story. If you want, feel free
to treat equipment damage and failure as
optional, unless the rules specifically call for it
(Some Arts of War require the destruction of
the attackers weapon).
SKILL LIST
The skills below are listed under their default
attributes. Remember that in play you can couple
any skill with any attribute, depending on what
your character is trying to do. Some examples are
provided for each skill of cases where you might pair
another attribute with the skill. Many skill usages
overlap with each other, as the skills have multiple
purposes and usages.
Skills are listed by Skill Name and Skill Type.
There are basically two types of skills: General and
Specialist. General skills are skills that everyone
starts off with as Unskilled (one “dot” filled in on
the character sheet). These are skills that anyone
can quickly raise through self-training and practice.
Specialist skills can only be bought through
choosing special archetypes which provide them.
These skills represent special training and
background that most common people cannot hope
to attain, and always start out at Skilled (2 dots) or
higher.
You can pick up a general skill at the Skilled (2 dot)
level any time in the game by spending the requisite
Kiai (5 points). You can also spend Kiai to raise a
general skill up a level any time during the scenario.
You may raise a specialist skill up one level any time
during a scenario you wish as well. However, if
you want to take a specialist skill for the very first
time (raising one of these skills from 0 to 2 dots,
or No Skill to Skilled), you must wait for the next
Intermission phase to gain that specialty skill.
A number of specialist skills are classified as elite
skills. Elite skills are specialist skills that require
special upbringing from childhood, or induction
through an intense training regimen. A character
can gain these skills like other specialist skills,
however they need a good reason (or story idea) for
how they were able to take such skills. Decide with
the GM and the other players how that might have
happened.
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BASIC MOVES
BODY CLASS SKILLS
Unarmed Combat—General
This is the skill and the art of fighting unarmed, or
using special “open hand- based ” weapons. Th is
ability can also be used for spiritual or open-minded
actions like detecting an opening in the enemy’s
defenses, or feeling a “killing intent” from the spirit
power of a nearby enemy.
BODY: Attacking and defending
SENSES: Sizing up the enemy and guessing their
general strength or skill
KNOWLEDGE: Recognizing the opponent’s style
or weapon
SPIRIT: Detecting a killing intent from an open or
hidden enemy
STATION: Demonstrate your martial ability
through words or physical actions
WormcharmSpecialist
This is the skill that is used when an action deals
with annelids in any way. Finding annelids,
knowledge of annelids, caring for them and using
them all fall under this skill. When employing
combat-based abilities, this skill is used as well:
Couple it with Body for melee worm attacks, or
with Senses for projectile attacks.
BODY: Making melee attacks with annelids
AGILITY: Catching wild annelids
SENSES: Finding annelids; making annelid ranged
attacks
KNOWLEDGE:Annelid knowledge
EMPATHY: Caring for annelids
STATION: Information about the Mushi-tsukai,
Nests and rank in Annelid-user society
AGILITY CLASS SKILLS
Movement—General
Almost every physical action falls under this skill:
Lifting heavy objects, climbing up a cliff face,
jumping over obstacles, swimming, maneuvers in
the air or while falling, leaping from tree to tree, or
riding a horse or carriage. All these things and more
fall under the Movement skill.
BODY: A hard endurance run, lifting heavy things
AGILITY: Quick sprints, falling without hurting
yourself
STATION: Riding a horse
Melee WeaponsGeneral
This skill involves the use and knowledge of any
and all melee weapons. There’s also a mental aspect
which encompasses things like detecting an enemy’s
killing intent, or seeing through an enemys stance
or defenses.
AGILITY: Attack and defense actions in melee
combat
SENSES: Determining the relative power or skill of
an enemy
KNOWLEDGE: Knowledge of weapons
SPIRIT: Detecting an enemy’s killing intent, either
open or hidden
STATION: Intimidating others
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BASIC MOVES
EvasionGeneral
This skill is used to escape dangerous situations. In
many cases it is a simple dodge, and can be used
against an opponent attacking with any kind of
weapon. However, if this skill is used you can not
make a counter-attack (see the Combat section for
more details).
AGILITY: Dodge an attack
SPIRIT: Detect the presence of others
STATION: Demonstrating your power
StealthGeneral
This is the art of doing things without being seen.
Hiding in shadows, or moving without making
noise. If you are trying to do something without
someone else noticing, they will usually make a roll
to resist using Notice. This ability can also be used
to hide from armour and devices with the Soulfind
ability.
AGILITY: Moving stealthily, hiding without being
noticed
SENSES: Detecting ambushes, optionally use in
place of Notice to detect hidden people
SPIRIT: Hiding your own ki-presence, holding your
breath, blending in with the environment
NinjutsuSpecialist (Elite)
This is the elite skill of the ninja and shinobi of
Tenra. This skill represents high-level specialist
training and Spartan-style rearing. At the command
of their clans leader they would quickly take part in
dangerous missions. This skill is not really used like
normal skills, but rather shows the rank and power
level of the ninja. Please see the Ninjutsu section for
ninja abilities and descriptions.
You should write your clan or style name in next to
the Ninjutsu skill (Ninjutsu: XYZ Clan). If you are
training in more than one style or under more than
one clan, then write each Ninjutsu ability separately.
Criminal Arts—Specialist
Pickpocketing, lock picking, applying or treatment
of poisons, setting up or dismantling traps, or tricks
of the hand used in criminal activities, all these fall
under criminal arts. It also represents knowledge of
crimes and their punishments, as well as knowledge
of the criminal underworld, and connections within
it.
AGILITY: Pickpocketing, springing locks or traps,
sleight-of-hand tricks
SENSES: Spotting traps, detecting poison
KNOWLEDGE: Criminal knowledge, knowledge
of the underworld society, poison lore
SPIRIT: Intimidation
EMPATHY: Finding or keeping underworld
connections
STATION: Intimidation based on social status
SENSES CLASS SKILLS
First Aid—General
This skill covers the treatment of common injuries
and illnesses. Th is is an important skill in the
world of Tenra, a world without prestigious medical
colleges and the like: Home doctoring, plant-based
medicine, bone-setting, and homeopathy are the
common tools of this skill. Please see the Combat
Section for more information of the rules usage of
this skill.
SENSES: Actually performing first aid, finding
medicinal plants
KNOWLEDGE: Herbal lore, doctoral knowledge
NoticeGeneral
This is the skill used to find hidden people or
things. It can also be used to detect killing intent
from a hidden foe (to prevent an ambush), or a
persons physical presence. It also involves the use of
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BASIC MOVES
all five senses, including hearing, touch, and taste
(and perhaps even the sixth sense).
SENSES: Finding hidden or hard-to-find people or
things
SPIRIT: Detecting killing intent or a humans ki-
presence
MarksmanGeneral
The Marksman skill covers all weapons that fire,
shoot, or are thrown by hand including shuriken
and kunai, bows, gunlances, gunpowder weapons
and heavy weapons. Unlike other weapon skills, this
skill cannot be used to defend or gain a counter-
attack. The mental aspects of this skill include
repair, assembly and knowledge of missile weapons,
as well as detecting ambushes, sensing killing intent
and the like.
SENSES: Firing weapons, throwing kunai
KNOWLEDGE: Knowledge of missile and thrown
weapons
SPIRIT: Detect killing intent, sensing an ambush
STATION: Intimidating foes
Pursuit—General
This is the skill of using tracks and knowledge to
hunt down people and animals. It’s also a skill that
can be employed to shake off a pursuer by covering
one’s tracks and blending in. It can cover everything
from knowledge of animal movement habits, to
understanding the psychology of the criminal mind.
SENSES: Spotting clues, tracking downprey
KNOWLEDGE: Knowing common runaway and
refugee hideouts
SPIRIT: Covering your tracks, blending into a
crowd
ForgerySpecialist
This skill covers lots of things, including cutting
coins or counterfeiting, creating fake documents or
passes, crafting keys, or engineering small devices or
traps. This skill also covers the knowledge of all the
above (and the network of other people who do
them), as well as the ability to spot or size up the
quality of a forged work. In social situations, this
skill can be used to find forgers or other related
connections.
AGILITY: Creating a fake or forgery byhand
SENSES: Engineering, creating or setting traps,
spotting fakes
KNOWLEDGE: Knowledge of precious metals,
crafting techniques and the like
EMPATHY: Finding or keeping connections in
forgery circles
STATION: Knowledge of and connections with
fences and other people who move stolen or forged
goods
KNOWLEDGE CLASS SKILLS
Information—General
Also known as, “Ahh, I’ve heard of this before,
this is the general skill of trivial knowledge. It’s
also the skill of having one’s ear to the ground, of
knowing the lay of the land (both physically and
socially) of towns you visit, and hearing the latest
big news.
KNOWLEDGE: “I heard about this from a doctor
friend of mine
STATION: “I heard this rumor about Lord
Kagehisa when I was at court, talking to his
entourage…
OnmyojutsuSpecialist
This skill covers all training, knowledge and use
of Taoist summoning magic. It also represents
knowledge of mechanisms, armours, samurai,
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BASIC MOVES
and other objects owered by magic. Please see the
Onmyoji section of the book for more details of the
use of this skill.
KNOWLEDGE: Knowledge of magical devices
and spirits
STATION: Influencing other onmyoji, using your
reputation as a Taoist summoner
Art of WarSpecialist
This skill represents one’s level of mastery in a
particular Art of War discipline. This skill is not
used like normal skills, but rather simply shows the
level of power and influence in that discipline or art.
You should write down the art studied next to the
skill name (Art of War: XYZ). If more than one Art
of War is learned, then record that instance of style
separately. For more information, see the Art of War
rules section.
SPIRIT CLASS SKILLS
WillpowerGeneral
More a reactive skill than an active skill, this skill
represents one’s mental and spiritual fortitude, and
the ability to resist everything from persuasion,
seduction and swindling from even charismatic
people. It’s not a skill that you will roll actively
often, but it’s an important skill where you may find
yourself in trouble if you dont take it.
BODY: Resisting torture, enduring physical stress
SENSES: Sizing up another person
KNOWLEDGE: Resisting being swindled
SPIRIT: Resisting intimidation or temptation
EMPATHY: Resisting temptation
STATION: Resisting intimidation or temptation by
virtue of your nobility or social status
ResonanceSpecialist (Elite)
Resonance is the extraordinary power that oni and
half-oni call upon. Only those who have chosen
the oni or half-oni templates can make use of
Resonance. Resonance uses the power gathered in
the oni heart called “Earth ” (Dii) or the horn called
“Heaven” (Alu) to perform almost magical feats.
BODY: Using Dii power
SPIRIT: Using or resisting Resonance
EMPATHY: Using Alu power
STATION: Ones standing in oni shaman circles
InterfaceSpecialist (Elite)
This elite skill makes use of a meikyo soul mirror to
access the Shinto Priesthood ’s all-prevalent Meikyo
network. Typically, this skill is used by riders to
pilot yoroi armours, by Shinto agents to access and
contact others through the meikyo network, or by
KUGUTSU SKILL— SPECIALIST
(ELITE)
This skill is rare, only taken by kugutsu-
maker players or NPCs. It involves the
knowledge and history of kugutsu, as well
as how to make and train them. Since it is a
rare skill, it does not normally appear on the
character sheet. You may write it in under the
Knowledge attribute area.
AGILITY: Carving and forming the kugutsu
SENSES: Assembling the kugutsu
KNOWLEDGE: All knowledge regarding
kugutsu and their makers
EMPATHY: Training a kugutsu
STATION: Knowledge of and influence in
kugutsu-maker circles
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BASIC MOVES
Shinto puppeteers to hijack control of a yoroi or
kongohki. To make this skill work, Karma should
be kept as low as possible. This is because if too
much Karma builds up, the soul mirror will cease
responding to the user and become clouded.
When utilizing the power of a meikyo soul mirror,
all general skills are actually performed using the
Interface skill. All other specialist skills cannot be
used with the Interface skill (you must rely on that
specialist skill instead).
Buddhist MagicSpecialist
This skill represents one’s ability to exercise
Buddhist Magic. Its practitioners believe in the
endless circle of reincarnation, and strive to help
save other souls through the powers bestowed upon
them. The way they go about that practice depends
on the sect they belong to. Please note that this skill
does not equal belief: One can still be a devout
Buddhist without having the ability to use or master
the rare powers of unique Buddhist monks. For
more information on Buddhist magic, please see the
Buddhism rules section.
EMPATHY CLASS SKILLS
Persuasion—General
This skill is the art of using talking, conversation
and social infl uence to move the hearts of others.
Everything from chiding someone to fast talk,
moving someone to tears or inciting a rebellion
and more, is covered by this generally useful skill.
When infl uencing another, the opponent makes a
Willpower, Persuasion or Art of Rule counter-roll
to resist. If the opponent loses, then their character
either believes in what they are told, or at the very
least gives the speaker an ear.
BODY: Physical blustering
AGILITY: Fast-talk, quickly explaining something
away
SENSES: Getting common rumors started
KNOWLEDGE: Discussion, theorizing
SPIRIT: Stopping someone in their tracks with a
commanding or powerful tone, moving someone to
action
EMPATHY: Flattery
STATION: Starting rumors in court, using social
rank instead of words to influence others
Pillow ArtsGeneral
This skill covers everything from seduction to
using one’s sexual or sensual appeal to get things
done. Various sub-uses will be left up to the reader’s
imagination.
SENSES: Finding an attractive person in a crowd,
spotting people interested in you
KNOWLEDGE: Knowing who is seeing who in a
social environment
SPIRIT: Resisting seduction
EMPATHY: Seduction, talking, flattering, gauging
interest
STATION: Resisting seduction, or using one’s
political weight to seduce another
PerformSpecialist
Musical instruments, dramatic acting in
traditional plays, singing and otherwise entertaining
are all covered by this skill. This skill may also
provide a source of small income when performing
in a large town or city square in a pinch.
BODY: Physical performances, dance, taiko drums
AGILITY: Traditional dances, biwa, shamisen
SENSES: Acting
KNOWLEDGE: Knowledge of songs and plays,
performers and artists
EMPATHY: Singing, vocal performances
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BASIC MOVES
STATION: Influence in performer circles
STATION CLASS SKILLS
EtiquetteSpecialist
This is the skill of behaving in a way that wouldnt
embarrass one’s self or others in front of people of
high status. It also includes skills or knowledge of
tea and tea ceremony, poetry, small social dances,
and the skilled use of supremely polite-form
conversation.
AGILITY: A small ceremonial or social dance
SENSES: Polite entertainment, calligraphy
KNOWLEDGE: Poetry, tea and tea ceremony
EMPATHY: Conversing with nobility, social
maneuvering
STATION: Saying and doing the proper thing
ShintoSpecialist (Elite)
This elite skill represents one’s standing within the
Shinto Priesthood. Characters that have this skill
have some relation to the Priesthood, usually a
wandering Gyoshi (Shinto priest) or Miko (shrine
maiden). Please see the Shinto section for more
details on the use of this skill and the powers
associated with it.
This skill is special: Without GM permission (and a
good explanation), you must wait for Intermissions
to raise the level of this skill. Normally you cannot
use the Skill Boost Kiai ability on this skill as it
represents rank, but GM permission may override
this (to access higher-level Shinto abilities) if there is
a good story explanation for why the player has an
affinity with local kami.
Art of RuleSpecialist (Elite)
This skill represents the schooling and training that
one receives when preparing to be a ruler. It includes
learning the Machiavellian teachings required to
gain power, politics, political subterfuge,
negotiation, diplomacy, and always showing one’s
best qualities while hiding the worst. One’s “noble
airs” are covered by this skill, which makes it useful
when resisting Persuasion or Pillow Arts. Successors
to a throne or the heirs in a noble family commonly
have this skill.
KNOWLEDGE: Negotiation, political
information, political history, famous political
works and edicts
EMPATHY: Pure charisma and leadership
STATION: Politics, the ins and outs of court,
manipulation of the court, diplomacy
StrategySpecialist
Some people grow up studying styles of leadership,
tactics, group combat, and war formations.
Sometimes this knowledge comes from studying
classical war journals in cloistered halls, other times
this knowledge is passed down from captain or
general to son, or through grassroots knowledge
gained as a leader in times of war.
Not only limited to martial combat, well-schooled
ministers and leaders have keen insight into the
battlef ield-like conditions of social machinations,
plots, and manipulation. Classical knowledge of
great works of fi ction and political journals can
teach one to be an expert tactician in social schemes.
This skill allows one to anticipate the outcome of a
martial skirmish or even social machinations, and
maneuver one’s resources in a way which greatly
benefit their goals.
Once per act, a character may roll a Station:
Strategy roll against a difficulty of zero, and “bank ”
all of the successes made for later. In later rolls made
by themselves or their allies, they can convert some
or all of those “banked” successes into bonus dice
on a one for one ratio, which can be given out by
the strategist. Any dice left in the “bank” at the end
of the act are nullified.
This effect in the game represents that the situation
is going exactly as the strategist planned. The
39
BASIC MOVES
strategies must be present in the scene when rolling
this ability.
Strategy rolls can also be used against set difficulties
to remember historical records of war or politics,
recognize political or martial traps, or carefully
calculate the resources required to overcome an
opponent.
KNOWLEDGE: Military history, weapon
knowledge, knowing the size of a neighboring lords
army.
EMPATHY: Understanding the move-ments of the
enemy leader, anticipating an opponents next step.
STATION: Crafting strategies, plotting war council
machinations.
KI-PRESENCE AND KILLING INTENT
You will notice that many combat and notice skills
allow the user to detect anothers presence, detect a
persons ki-presence, or detect killing intent.
Ki-presence (or kihaiin Japanese) is that feeling you
get when someone is watching you: Hairs stand
up on end. You feel like someone is watching you
or you feel that “someone is here, in this room” (or
house). It isnt used like a sonar or a game of “Hot/
Cold” to zone in on enemies, nor is it used to detect
friends who are far away. Rather, it’s primarily
used to sense the presence (or hear the breathing or
heartbeat) of people who are physically near you:
The ninja hidden in the rafters making his way over
your head, or the samurai who is hiding three
meters away in the closet, ready to pounce.
Killing intent (or sakkiin Japanese) is the ki-
signature that is generated of boiling hatred, anger
and force when an assassin or other enemy makes
that fatal stab. A warrior walking into battle will
be afire with unmasked killing intent. A rifleman
will aim her killing intent at the target she fires at.
The best assassins will attempt to hide their killing
intent (and their cover) until the precise moment of
the killing blow. Killing intent might be felt right
SKILL GROUPINGS
For ease of getting into play, the skills have
been grouped into categories with their
suggested base attribute. If you want to
organize the skills in other ways
(for example, if you want to create a new
character sheet for your group), feel free if you
think it will help play. Here’s another sample
breakdown of skills into other categories:
COMBAT GROUP
Evasion/Agility
Melee Combat/Agility
Unarmed Combat/Body
Marksman/Senses
PHYSICAL GROUP
Movement/Agility
Stealth/Agility
Notice/Senses
Pursuit/Senses
Criminal Arts/Agility
MENTAL GROUP
Willpower/Spirit
Persuasion/Empathy
Pillow Arts/Empathy
Interface/Spirit
SUPREME ARTS GROUP
Wormcharm/Body
Onmyojustu/Knowledge
Resonance/Spirit
Buddhist Magic/Spirit
Ninjutsu/Agility
Shinto/Station
Art(s) of War
KNOWLEDGE GROUP
First Aid/Senses
Forgery/Senses
Perform/Empathy
Etiquette/Station
Information/Knowledge
Art of Rule/Station
Strategy/Station
40
BASIC MOVES
before an ambush in the woods; or perhaps you
detect almost beams of pure hatred from the eyes of
the mysterious girl in the marketplace, watching you
from afar, giving you goose-bumps or making the
hairs on the back of your neck stand up or the
candles in the hall flicker as if a slight wind was
blowing over them.
TAKING NEW SKILLS
General skills and most specialist skills can have
their level permanently increased (think of it as a
level up”) by using Kiai at any time during the
game. You can also pick up new general skills
(starting at “two dots”) any time during the game as
well. However, new specialist skills can usually
be only gained during Intermissions. 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 I’ve 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
SKILLS EXPRESS THE CHARACTER
The skills in the book represent the things that
will appear most in the game. There are things
like physical skills, combat skills, mental
and magical skills. The skills that the player
chooses become what that character is about.
Things like specialist skills and especially elite
skills can really define a characters role and set
them apart from others.
Three samurai built using the same skills
and attributes can still have very different
backgrounds, personalities and fates. However,
you may want to explore a characters
individuality further by crafting a character
with unique skills. Pick something that you
think would express your character in a new or
interesting way.
disruptive to the feel of the game. Always work it
out in advance with the GM: The fewer random
Oh yeah, I’m 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”.
41
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 quantifi ed 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. Let’s 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 infl uence 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”.
The word “Kiai” comes from Ki (spirit/chi) and
Ai ( joining/harmony), together meaning “fi
ghting spirit”. It’s the martial yell that martial arts
practitioners scream while attacking, generating a
forceful spirit to overcome obstacles. In the game
Tenra Bansho Zero, Kiai represents the character’s
force of will, and how she exerts herself upon the
world. If the concept of Kiai is hard to remember at
fi rst, think of it as “focus”.
Kiai has two major roles in the game. The first role
is explosive power, the ability to do heroic or mythic
deeds. Many tabletop games have this kind of pool
of points: They are sometimes called “Hero Points,
Action Points”, or “Fate Points”. The second role of
Kiai, albeit a lesser-used one, is character
development. Just like “experience points” in
many tabletop and console games, Kiai is used to
raise attributes, skills, and gain new abilities or
equipment.
Kiai starts at 0, but there is no upper limit to the
amount of Kiai you can have. When Kiai is spent,
it turns into Karma during Intermissions (special
scenes that occur between acts of the game). Kiai
must be recorded carefully: Not only the Kiai pool
that you currently have, but every spent point of
Kiai has to be recorded as well. Make sure to note
spent Kiai carefully, as each point turns into a point
of Karma later.
AIKI CHITS
Aiki is the player currency of the game, a reward
for good role-playing. When the players receive this
reward, it is passed to them in the form of what are
called Aiki chits. Aiki chits can be pieces of paper,
coins, poker chips, or other physical, tactile counter.
Th ey are given to the players by the other players
and GM as a small reward for excellent roleplay.
Aiki is the reversal of the same characters which
make up the word “Kiai. “Ai” and “Ki” together
mean “A Harmony of Spirit. It represents the fact
that when you gain Aiki chits at the table, you are
receiving them because your spirit is joined to that
of the other players: You have made them laugh,
gasp, or say “Th at was cool!”, and they in turn
reward you for it with praise. If the word “Aiki” is
hard to remember at fi rst, think of it for now as
“Praise from the audience”.
Aiki chits turn into Kiai points through what are
called “Fate Rolls”. Aiki can also be spent to gain
new Fates. Finally, Aiki chits themselves may be
spent in the same way as Kiai, although they do not
generate Karma.
We will look further into the role of Aiki
chits throughout this chapter.
42
KARMA SYSTEM
WHAT IS KARMA?
Doing good things leads to “Good Karma,
and doing bad things leads to “Bad Karma:
Good things come to those who have good
karma, and bad things happen to those who
have bad karma, right?
Not really: Thats Hinduism.
In Buddhism,all karma is “bad.
In Buddhism, there is just one kind of karma.
Karma (or “goh” in Japanese) actually means
actions”. It represents the actions that people
do in the world. In Buddhism, as people care
more about the world, they become bound to
it. Eventually, as karma amasses, they are tied
to the cosmic cycle of life and rebirth. Karma
is such a burden that the more you gain, the
more perverse your actions and emotions can
become. You can start to love something so
much that you would destroy it, or everything
around it, in order to preserve it.
You can love your kingdom and become so
attached to it that you make brutal war on
your peaceful neighbors in order to keep
your kingdom safe from the threat you
perceive.
You can care for your wife or husband so
much that you want to protect them from the
influences of other people, seeing every friend
or neighbor as a threat.
Your love for a person, organization, activity,
object or goal can become so strong that you
cannot let it go. You would do anything, kill
anyone, even tear down the world in order to
mistakenly pursue that love.
Emotions and emotional ties to the world are
a very human thing. However, too much of
a good thing leads to pain, as well as being
trapped in the cosmic cycle of rebirth, of
which escape is the “goal” of Buddhism.
If the concept of Karma is hard to understand,
you can get by for now by thinking of Karma
as “Sin. Although it differs signifi cantly,
especially how it is gained (caring too much
vs doing actual evil), the term makes a good
substitute at times.
KARMA
Karma is the sound of your soul tearing itself apart.
It is the act of destroying the world because you
cannot keep your strong emotions in check.
Karma starts as a number between 1 and 108, and
usually signifi es the power level of a PC. If it goes
below 0 or above 108, the character becomes an
NPC.
We will look further into the game rules of Karma,
how it is gained and lost, further in this chapter.
FATES
Fates in this game represent the PC ’s past, the
things they accomplish, their goals, beliefs, and
desires, all expressed as abilities. They represent
an event that had some sort of impact on the
character’s heart. That impact might have come
from a past trauma, or developed from a reason
for living, or perhaps from the shame of a
transgression.
Each Fate has a type, as well as an ability scale (like
other skills and abilities) rated 1-5. The higher the
Fate’s rating, the more the character feels strongly
about that particular Fate. Fates assist in the
conversion of Aiki chits to Kiai points, as well as
showing the psychological state of the character:
Essentially what they care about, and how much
they care about it.
DESTINY
A Destiny is a particular type of Fate which is
given by the Game Master to the player during
the Zero Act. It represents the characters goal for
this particular story. By pursuing their Destiny,
the character will progress through the scenario or
adventure.
The players should take careful note of this Fate,
and are encouraged to make use of it through the
game. Mechanically, Destinies function exactly the
same as Fates.
43
KARMA SYSTEM
The Destiny represents the characters role in the
scenario. If a player is new to role-playing, or at a
loss as to what to do, they should follow the Destiny
their GM gave them. Doing so will ensure that the
scenario unfolds smoothly, and that the
player character has a solid path and role-play
opportunities to follow in the game.
AIKI CHITS
Aiki chits form the core “economy” of the game. To
understand how and why they work, you need to
know a little about Japanese Kabuki theater, which
Tenra Bansho attempts to emulate in style.
Kabuki theater is similar to Western-style theater,
but there are a few poignant differences. The
makeup, the music, and the stage tricks aside, the
biggest difference is the role of the audience. In
Western theater (Shakespeare, etc), the audience
stays silent and enjoys the performance. In kabuki
theater, the audience participates: They yell and
holler during the action scenes or when the actor
strikes a classic dramatic pose. When the actor
delivers one of the famous lines within the play
(usually striking a traditional kabuki miepose), the
audience goes nuts. The serious kabuki fan
will scream out to the actual actor: “Way to go
Ichikawa!” “You tell ‘em, Nakamura!” Even if the
audience knows what’s coming up next (and the
kabuki enthusiast almost always does, being familiar
with the play before watching it), seeing the actor
play up their backstory or deliver a set line in a
certain way, is part of the dance or exchange that
happens between kabuki actors and audience.
In Tenra Bansho, the Aiki chits help replicate the
same kind of feel of the flow of kabuki theater. A
player (the “actor” in a scene) entertains the other
players (the “audience”) through cool or interesting
role-playing, great ad-lib lines, or specifi cally by
acting up their character’s Fates. The other players
will certainly smile, say “That’s awesome!” or laugh.
But they will also give the acting player a reward
in the form of an Aiki chit (“Awesome line, Mary:
Here, take an Aiki chit”). Each scene the players
will usually receive 2-3 or more Aiki chits,
depending on how much they exert themselves and
play up their role.
There are two systems of handing out Aiki: The
main method is called “The Audience”, where
all players can award Aiki chits at any time. Th
e optional method is called “The Scene Judge”,
where one player per scene takes on the role of the
audience and awards Aiki chits to the acting players.
The Aiki chits themselves can be coins, poker
chips, slips of paper, colored glass beads (such as
“ life counters” used in collectible card games) or
other physical pieces. You will need about fifteen to
twenty Aiki chits per player, including the GM. If
you have different colored chits, you could use one
color to count as a “ones” chit, and another color to
count as a “fives” chits.
The system of giving Aiki chits is a soft rule, not as
mechanical as rolling dice or adding combat modifi
ers. However, this system is the core of the most
important rules set of the game. Make sure that all
the players understand it well, and that the GM and
experienced players set an example of giving Aiki
chits for the new players of the game.
Asking “How many Aiki chits should a player
receive in a scene?” is a little bit like asking, “How
much money should I tip my waiter?” The answer
is a subjective “It depends. However, a good rule of
thumb is this: Th e players should try to aim at
receiving about 2-3 Aiki chits per scene through
role-playing, perhaps 4-5 or more if the scene is long
or the player is simply bringing the house down.
THE AUDIENCE
In the default method of gameplay, all of the players
at the table (including the GM) can award the
acting players Aiki chits at any time. Th e role of
the audience is simple: When they are entertained,
they award the acting player an Aiki chit. There are
some things to look for when awarding Aiki
chits:
44
KARMA SYSTEM
• Does the acting player express their character’s
Fates? If so, give them a chit right there. Make sure
you read and understand the PCs’ Fates.
• Did the player entertain you? Did they say
something really cool or really funny without
distracting from the scene? Give them a chit.
• Did the player say or do something that pulled at
your heartstrings, something that moved you? Give
them a chit.
• Keep an eye on the player’s role-playing. Some
players are more comfortable with acting than
others. Dont judge one players role-playing based
on another’s, but rather against their own skills. If a
player has a hard time coming out of their shell and
acting out their part, reward them when they make
an effort.
Each player should keep three Aiki chits in
their hand or somewhere near them on the
table. Award the chits as you see fit. When you run
out of chits, or at the beginning of the next scene,
pick up three more and repeat the process. Having
three chits at a time helps keeps the pace, making
sure that the acting players in the scene don’t receive
too few or too many Aiki chits. Once all of the
players have played a few games of Tenra, you can
just keep a large pile of Aiki chits in the center of
the table and give them to the acting players from
there.
The players should keep the Aiki chits they receive
somewhere on their character sheet to differentiate
their own Aiki chit pile from the chits they are
giving to other players.
Keep in mind that you don’t award too few Aiki
chits. When the role-playing becomes intense, it’s
easy to be moved by the action or dialogue, and in
the process forget to award the acting players Aiki
chits. You can reward players after the fact. When
the scene closes, you can award players after the fact
for their role-playing or for hitting their Fates (“Oh,
you really played up your ‘Love of the Princess’
Fate in that last scene. Here, take an Aiki chit. I got
AIKI CHITS AND SUBJECTIVITY
“What is cool” is going to be different for
each player at the table. It’s subjective. It’s the
classic “Beauty is in the eye of the beholder”
expression, applied to role-playing. However,
you will see when you actually play that no
matter how much you might be wary of the
subjectivity involved in relying upon the
players to reward “what is cool”, the players
will ultimately be properly rewarded for their
role-playing and cool lines. There is no need
to worry about playing to what the audience
(or scene judge) thinks is cool over what you,
as an acting player, thinks is cool in order to
be rewarded. Unless someone actively acts like
a jerk to the others, the system of Aiki chit
giving normalizes over time and does function
as intended.
Jason likes things that Elizabeth doesnt
like.” That’s always going to be true. That
doesnt mean that if Jason is the scene judge
you should roleplay your character one way,
and if Elizabeth is the scene judge you should
roleplay your character another way. In fact,
that kind of nuanced acting and
role-switching is pretty much impossible
when your head is busy just trying to stay in
character over the course of the scene.
The other players are presumably your friends,
or at least people who you respect enough
to sit together over the game table. They’ll
recognize your cool lines. They’ll give you
Aiki chits when you bring out your
character’s backstory and motivations (Fates).
They’ll reward you when you push your
limits. And you will do the same for them.
Dont sweat subjectivity; the system works as
intended. Thousands of players in Japan and
the West have seen this truth for themselves
in play since the release of the game in Japan.
Everyone will have a good time. Try it and see
for yourself!
45
KARMA SYSTEM
CONCEPT: AIKI CHITS AND HURDLES
It takes a few minutes to get used to handing
out Aiki chits to the players at the beginning
of the game, even for long-time players of
Tenra Bansho Zero. Giving Aiki chits is a
process which is like the heartbeat
of the game, and an indicator of the games
pacing. During the Zero Act, the giving of
Aiki chits may be a little haphazard: Acting
players might get Aiki chits for almost every
line they say, or else the players might forget
to give out Aiki chits, even when they are
awestruck by something cool an acting player
said or did. Soon, though, you’ll see that the
Aiki chit giving begins to normalize in the
fi rst act, and from that point on the fl ow
of chit giving will rise and ebb as expected
throughout the game.
At the beginning of the game, though, it’s
very important to not keep extreme standards
for role-playing: The acting players are just
getting used to their characters. Award them
quickly for interesting/fun lines, or for acting
upon their Fates in even a small way. Dont set
the award hurdles too high at the beginning:
Keep them low. Award early and regularly.
Over time, the hurdles will naturally rise and
even out for each player as they settle into
their character and the game
sucked into that great dialogue you had with the
GM and forgot to give you the chit then”)
Looking at Player Fates
The players will be intimately familiar with their
own character’s Fates. However, it is important to
learn the Fates and Destinies of the other player
characters when they appear in their scenes.
Knowing them will help you, the audience,
understand what nuances of the player is aiming for
in their role-play. If you dont know what the acting
PC’s Fates are, you wont be able to reward that
player properly, so make sure to familiarize yourself
with the session log sheet (if you are using it) or the
Fates written on that player’s character sheet.
When you give Aiki chits to a player for role-playing
their Fates, call attention to the Fate in question you
are rewarding: “Here, take a chit” is fine. However,
“Interesting play off of your ‘Fear of Divine Wind
Fate. Here, take a chit” will let the other players
know your reasons for awarding that Aiki chit, as
well as remind them of what the acting player has
on their character sheet.
Giving Too Many Chits
In the Audience mode, anyone (including the GM)
can give a player an Aiki chit to the players in the
scene as per the guidelines above. However, for one
cool line, or one great expression of a Fate, the
player only gets one chit. If three players are
entertained enough by the acting players role-
playing, and they all reach out to give the acting
player an Aiki chit, that player will only receive the
first one, and the other two players withhold their
chits: That player wont get three Aiki for just one
single in-character line.
If you see the players giving too many chits (such
as a player receiving five or more regularly in every
scene, continuously), you can talk to them about it
during the next Intermission. However, most Aiki
chit inf lation originates from the GM giving too
few chits. If the GM makes sure to reward good
role-playing and acting on Fates, it sets an example
and pace for the other players to reward the players
as well: Not too little, not too much.
This system is pretty much impossible to “game”
to your advantage. Any attempt to do so will likely
be seen as cheesy, and you won’t get rewarded. For
example, a PC might have a Fate of “Goal: Gain
Freedom. If the player suddenly blurts out (in
character) “I wish I had my freedom!” 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 reward her. But if she brings up that Fate
in an interesting way that entertains the other
players or makes them take notice, or simply ad-libs
really cool lines of dialogue, the other players will
reward her, and rightfully so. It’s nigh-impossible to
46
KARMA SYSTEM
game the system” in unfavorable ways when the
goal of the system is the entertainment of everyone
at the table.
Beyond that, dont worry about giving too many
Aiki chits. Too many is better than too few, and
over time you will get used to the flow of the game.
Giving Chits to NPCs
While they cannot make physical use of them, you
should also reward the GM with an Aiki chit if they
engage in some great role-playing through an NPC.
GMs need love too!
The GM will sometimes assign players to play
the roles of NPCs that appear in a scene (giving
them an Aiki chit to pull them into the scene).
These temporary NPCs wont have Fates, but the
player may still entertain the audience through
role-playing. Th ose players can still be awarded
Aiki chits for entertaining the others while they are
taking on the roles of NPCs.
OPTIONAL RULE: SCENE JUDGE
The second method of distributing Aiki chits is the
Scene Judge method. It is an optional rule, and if
used, it completely supersedes the Audience method.
Read and be familiar with the above default method
of play before reading further.
In the Scene Judge method of gameplay, the GM
elects one player to become the scene judge at the
beginning of the scene. The scene judge gets three
Aiki chits and acts as the audience. This player pays
attention to the acting players and hands out Aiki
chits in the exact same method as the audience
gameplay method. If they are using the session log
sheet, they will also fill in a “Scene Judge” check
box next to their name, indicating that they acted as
a scene judge.
When the scene judge hands out the last of the
chits, it’s time to fi nd a new scene judge. Th e GM
will pick a new scene judge, and the new scene
judge will pick up three Aiki chits. The GM may
simply allow the existing scene judge to pick up
another three Aiki chits and act again as scene judge
for the rest of that scene.
The Aiki chits can provide a good pacing
mechanism to the novice GM. When the scene
judge runs out of chits, its a sign for them to start
wrapping things up (either soon or shortly). The
acting players have been rewarded, the players have
been entertained, so now it’s time to move to the
next scene. If the GM thinks that there is more
to be pulled from the scene, then they should feel
free to continue onwards with a new (or the same)
scene judge, but the last Aiki chit being spent may
become a helpful indicator of the pacing of your
scenes. Speed them up or extend them as you need.
Choosing the Scene Judge
The scene judge will usually be a player
whose character does not appear in that scene.
Additionally, the scene judge should be a player
who has the most Aiki chits. The player with the
most Aiki chits can focus on the players with fewer
Aiki chits. That way, there is less of a chance of a
lopsided distribution of Aiki chits per player, with
one player having tons of chits while the other
players have few.
Scene Judge and Scenes
Just because a player is a scene judge doesnt mean
they cannot participate in the scene. You can have
an acting character also be the scene judge, but it
can be hard to remember to reward the other players
when you are also role-playing in that scene. That’s
why the scene judge is usually a character who is
not in the scene. However, that scene judge has just
as much right to push their PC into a scene as any
other player. When that happens, either let that
person continue to be the scene judge or pass the
role to any players left without PCs in the scene.
GM as Judge
The scene judge is one of the non-GM players at
the table, acting as the “audience” for the other
players. However, the GM always has the power to
give Aiki chits just like a scene judge does. If the
GM is entertained by the role-playing of the acting
players or sees a characters Fate being played in a
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KARMA SYSTEM
particularly interesting way, they always have the
ability to give them Aiki chits at any time. However,
just as the default audience rules, the GM should
not give an Aiki chit to a player at the same time as
the scene judge: They only earn one chit per “line.
Why the Optional Scene Judge Rules?
The scene judge rules for Aiki chit distribution are
nothing more than training wheels for the audience
method. The audience method is a less structured
but more rewarding method of distributing Aiki
chits. The scene judge method is more structured,
more calculated. There is some overhead and added
handling time (passing sheets, chits etc) as the scene
judge changes from scene to scene. However, its a
good and simple method to get used to the idea of
rewarding your fellow players for how they entertain
you or play up their character goals. Not many other
tabletop role-playing games do this kind of thing (or
certainly not as much, or in a method as central to
the rules as Tenra Bansho does), so it might take a
little getting used to.
The scene judge rules make it easy for one person
to look over the session log sheet (or notecards, or
character sheets) to see what the acting players
characters have as Fates. The scene judge rules also
control the distribution of Aiki chits, as the person
with the most Aiki chits will often be the next scene
judge (giving the other players an opportunity to
keep up or surpass that leading player). Over time,
and maybe a game or two under your belt, youll
find yourself naturally gravitating to the audience
method, because youll soon remember the other
PC’s Fates without being reminded, and youll be
constantly aware of how many Aiki chits each player
has, as well as how much effort they are putting into
their characters.
Use the scene judge rules once or twice to get the
players used to the Aiki chit system. But when you
start to fi nd yourself wanting to naturally reward
the acting players with Aiki chits (but cannot
because you are not the scene judge), then it’s time
to make the switch over to the default Audience
rules system.
USING AIKI CHITS
Using Aiki chits is not nearly as complicated as
the methods in which they are distributed. There
are two places where the players use them: during
scenes and during intermissions.
DURING SCENES
Use Aiki as Kiai
Players can spend an Aiki chit in order to use it as
Kiai (See the Kiai rules in this chapter for how to
use Kiai.) One Aiki chit grants one point of Kiai
for immediate use. It’s usually a poor trade because
Aiki chits can be used to make Fate rolls to get far
more points of Kiai. However, spending Aiki can be
helpful in a pinch.
The main benefit of spending Aiki chits as Kiai
points is that Aiki chits spent in this way do not
add to the “spent Kiai” pool, so it doesnt increase
Karma. Th is is the only Karma-free way to spend
Kiai points.
Bring Another PC into the Scene
This is a method most commonly used by the GM
after the scene is underway in order to draw in the
other players into the scene (usually as their PCs,
sometimes temporarily to play the role of an NPC
within the scene). The GM or player gives a player a
single Aiki chit and, in return, the receiving player
jumps into the scene as their PC or an NPC.
Adjust the Emotion Matrix
When a player rolls on the Emotion Matrix, the
GM can offer them Aiki chits to move up, down,
left or right one or more spaces. One chit is given
for each single space moved. Another player can also
offer their own Aiki chits to another player to guide
them to Emotion Matrix results.
If the player rolling on the Emotion Matrix wants to
move towards an emotion that interests them, they
can spend their Kiai for each square moved. See the
Emotion Matrix rules for more information on this
action, as well as why the GM or other players
would want to adjust the matrix roll.
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KARMA SYSTEM
DURING INTERMISSIONS
Make a Fate Roll
This is the most common use of Aiki chits. At the
end of the intermission, the players exchange their
Aiki chits for Fate rolls. Each Aiki chit is traded in
for one roll, until all Aiki chits are spent and the
player is left with a pool of Kiai. See below for how
to make a Fate roll.
A player can make a Fate roll during a scene (with
the GM’s permission), or even during combat as an
action. However, instead of using the character’s
highest Fate, the player makes the Fate roll against
the Fate which is most applicable to that scene or
situation.
Take or Give a New Fate
When it is time to take new Fates during the
intermission, a player can give themselves a new
Fate ranked at 2 for a cost of one Aiki chit. They
can offer another player a new Fate ranked at 2, in
which case (if the other player accepts) they actually
give that player the Aiki chit instead of discarding
it.
FATE ROLLS
Fate rolls are the most common use of Aiki chits.
During the intermission, a player makes a roll using
the PCs Empathy as the attribute, and the Fate’s
rank in dots as the actual skill. This roll will result
in a number of successes. Every single one of these
successes become Kiai points, and are recorded on
the character sheet in the Kiai pool. If the player has
eight Aiki chits, they can make eight Aiki rolls in a
row and hopefully gain a large pool of Kiai in the
process.
The player chooses whichever Fate they want to use
to make the Fate roll. Of course, this means that
the player will use their highest-ranked Fate, the one
with the most dots in it (usually 3 or 4). In this way,
the character becomes stronger (or gains more
potential) through the things that the character
cares about. If the player doesnt feel they have a
single Fate which applies to their character any
longer, they should be encouraged to spend one
Aiki chit to buy a new Fate (see the “No Self Phase”
section later in this chapter for the rules on buying
new Fates).
Fate rolls can be made during the game as well.
A player can make a single Fate roll in a scene,
or make a Fate roll as a combat action. However,
at those times the player must roll against the
most applicable Fate for that scene or situation, as
approved by the GM.
USING KIAI
The legends of Tenra are fi lled with stories of
people doing incredible deeds: Single samurai
who face off against armies of 5,000 and survive,
or Onmyoji who destroy entire cities with their
rampaging summoned shiki. Kiai represents the
explosive power that these heroes draw from to
perform these acts of legend. Kiai comes from Aiki
chits in the methods explained above. Kiai becomes
a pool of points which the players can use to have
their characters do those legendary acts or improve
their abilities. Keep careful track of spent Kiai, as
later it becomes Karma. Here are the ways in which
Kiai can be used.
DICE BOOST
The most common use of Kiai is to boost the
number of dice rolled for a skill roll. Each extra die
costs one point of Kiai. Before a skill roll is made,
you can spend any number of Kiai points to gain
an equal number of dice to roll. There is no upper
limit to the number of dice that can be purchased
in this manner: 50 points of Kiai can be used to roll
50 additional dice on a skill roll. Once. And with
monstrous karmic fallout.
SKILL BOOST
Another common use of Kiai is to raise the level of
the skill temporarily before a roll is made. This can
only be done with general skills, not specialist skills.
Three points of Kiai will raise a skill level by one
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level (from 1 to 2, 2 to 3, or 3 to 4). A skill can be
raised more than once in this manner (for example,
spending 9 Kiai to raise a 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 are rolled. This can also be combined with
the dice boost or other Kiai effects. This is a
temporary effect, and the skill returns to normal
levels after the roll is made.
If you use a dice boost or skill boost and roll a tie
against an opponent outside of combat, you pick up
all dice and reroll them. You keep all the effects of
dice boost and skill boost when you reroll the dice
in this manner.
SUCCESS BOOST
After the roll is made, you can buy additional
successes. You can do this to increase the level of
success on a successful skill roll, or else turn a failure
into a tie result or even a success. Each success after
the roll is made can be purchased for three Kiai
points. Any number of successes can be purchased
in this manner.
INTERRUPT ACTION
Two Kiai can be spent to take an action that
interrupts another character or NPC before they
make a roll. This allows you to take an action before
the other character can act. Another player cannot
interrupt an interruption in progress: only one
interruption can happen at a time. In other 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…
In combat, an interrupt to take a combat action
costs three Kiai points: Two points for the interrupt
action, and one for the additional action.
MULTIPLE COMBAT ACTIONS
For the cost of one Kiai, you can take another
combat action. This can be done any number of
times. These additional combat actions happen after
all of the other characters act in that round.
If you want to make an additional action in combat
before the other characters have a chance to act, you
have to couple the combat action with an interrupt
action (3 Kiai total per interrupted combat action).
Taking multiple combat actions can make combat a
little confusing, so make sure to declare your actions
with the GM in order to help keep things in order.
PROTECT
When another character is hit in combat, you
can spend 1 Kiai to have your character jump in
to protect that character. There are two types of
“Protection, Before and After.
Before: If you declare that your character will
Protect another before the attack/counter-attack or
attack/defense roll is made, your character jumps in
and makes the defense roll for the other character. If
you succeed, your character cannot make a counter-
attack. If you fail, you take the damage as normal.
After: If you declare that your character will
Protect an ally after the attack/counter-attack
or attack/defense roll is made (and your ally
presumably failed), the damage that the ally takes
is automatically transferred and applied to your
character: Your character does not roll to defend, she
simply takes the damage intended for the other
character.
EMOTION MATRIX SHIFT
When you roll on the Emotion Matrix, you can
pick another emotion (usually near the one you
landed on). It costs one Kiai to shift the matrix one
box left, right, up or down. In other words, add or
subtract 10 to the “10s die”, or add or subtract 1 to
the “ones die”. If you land on one square of the
Emotion Matrix, and you really want to instead
take an emotion which is two boxes away (one shift
to the right, and one shift up), it would cost two
Kiai points to take that emotion.
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The GM may haggle with you, offering Aiki chits
to move to yet another emotion in the matrix. See
the Emotion Matrix rules for more information.
GAIN EQUIPMENT
Useful new equipment is purchased in Karma,
not in copper or gold. Equipment is purchased
usually during the intermission phases, but it can be
purchased in a scene with GM permission.
Soulgems cost 1 Kiai for a set of 5. Shikigami
prayer strips for onmyojutsu summoning cost 1 Kiai
for 10 strips. Soulgem weapons cost 5 Kiai, while
gunpowder weapons cost 3. Annelids require a
number of Kiai equal to their cost. Mechanica cost
an amount of Kiai equal to 10 times the attribute
cost of the equipment.
A character can receive a new weapon in the middle
of a scenario as part of that scenario, but they must
pay the Karma cost to keep it by the end of the next
intermission. Otherwise, that equipment cannot be
used. Instead, it is lost, discarded, or given away.
RAISE ATTRIBUTES
10 Kiai can be spent to raise any attribute by one
point. Th is can be done at any time. Armour
attributes can only be raised in this manner during
intermissions: It is expected that the armour was
tuned-up or upgraded by a skilled armour-maker or
onmyoji.
TAKE NEW SKILLS
A new generalist skill can be taken for a cost of 5
Kiai. Th is raises it from 1 to 2 (or Unskilled to
Skilled.) Generalist skills can be raised at any time.
A specialist skill can be taken for 5 Kiai as well
(raising it from 0 to 2), but specialist skills can only
initially be purchased during an intermission. This
represents the downtime required for a character to
be trained in an entirely new ability.
RAISE SKILLS AND ABILITIES
All skills can be raised at any time in the scenario.
Th e only issue is that GM permission is required to
take a skill at a rank of 5/Special, as those abilities
are usually game-changing. Otherwise, if you have
the Kiai, you can increase your skills and abilities on
the fl y whenever you wish.
• Raising a skill from 2 to 3 (Skilled to Advanced)
costs 10 points.
• Raising a skill from 3 to 4 (Advanced to Mastery)
costs 20 points.
• Raising a skill from 4 to 5 (Mastery to Special)
costs 40 points and requires GM permission.
STARTING KIAI
Before any play begins, each player makes a single
Fate roll to create their character’s starting Kiai
pool. Roll against the highest starting Fate (usually
with a rating of three), and take that many Kiai
points before play begins. For this roll, if you do not
start with at least a minimum Kiai pool of three
points, raise your starting Kiai to three.
KIAI AFTER THE SCENARIO
When the scenario is over, any Kiai the PC has
left disappears. It does not carry over to future
scenarios. Because it disappears without being used,
this Kiai does not become Karma.
ALTERNATE RULE: MINIMUM KIAI
Fate rolls can produce wild results. Even a character
with a high Empathy attribute could roll cold dice
and end up with few successes over multiple Fate
rolls. If the player wishes and the GM allows, they
can forfeit rolling dice for Fate rolls and instead take
a number of Kiai points equal to the number of
their highest Fate.
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Example: Lord Kagetora has a Fate ranked at 4 dots,
“Emotion: Hatred of the Steel Horse Clan.” This is
his highest ranked Fate. His Empathy attribute is 7.
However, the player has had a run of poor dice rolls
and is wary of getting few successes again. So during
the intermission’s Fate roll segment, Kagetora’s player
decides to cash in all of his eight awarded Aiki chits
and turn them into Kiai using the Minimum Kiai
rules. He multiplies the number of Aiki chits (8) by
the value of his highest Fate (4 dots) and takes a total
of 32 Kiai points. He might have been able to roll
many more successes if he rolled his Fate normally, but
this time, Lord Kagetoras player doesn’t want to take
any chances.
If the highest ranked Fate is higher than the
character’s Empathy attribute, then use the Empathy
attribute as the Minimum Kiai score.
Example: Flower-of-Iron is a kongohki with a Fate
of “Sealed Memories” ranked at 5 dots. However, his
Empathy attribute score is 3. He will only be able to
receive a maximum of 3 Kiai points per Aiki chit spent
using the Minimum Kiai rules.
KARMA
All spent Kiai points become Karma at the
beginning of the Intermission.
The upper limit of Karma for all characters is 108:
Th is is the number of Buddhist “attachments,
defilements, sins”. If the character’s Karma exceeds
at 108 by the end of the Intermission, that character
becomes an Asura and the character is immediately
retired, becoming an NPC.
Karma can be reduced by sublimating (erasing) or
changing Fates.
ASURA
Asura are lost souls, people who have utterly
destroyed themselves in the pursuit of their fate.
They give up trying to change their fate and simply
resort to stopping at nothing to attain their goal.
They cannot change; they refuse to give up what
they view as their goal or destiny. They make a
decision, even unconsciously, to give up on being
human, to abandon their soul, and to simply be
carried away by their unattainable fate.
People who become Asura don’t simply snap and
run around killing people recklessly like berserk
savages. However, if normal people were to watch
the Asura’s actions, they simply wouldnt understand
the seemingly insane connections between their
obsessive actions and their goals.
Asura are not a “species. They are not a category
of race or creed. They are people who act in the
same manner of the Asura of ancient Buddhist
mythology. Asura are consumed by their emotions,
obsessed with violence and unable to calm their
raging spirits. The common people of Tenra view
Asura as true demons of pure evil, emerging from
the heavens and fallen to the earth, or else nefarious
inhuman monsters who happen to wear a human
skin over their own.
Asura cannot be reasoned with, nor can they be
empathized with. The only thing they care about is
the fulfi llment of their goals or destiny. Anything
that gets in the way is ignored, discarded, or
destroyed. Their goals are given preference above
everything. They did not become Asura because
they couldnt fulfill their fate. Rather they became
Asura because it was impossible for them to let
go. Everything else is secondary to the pursuit an
Asura’s chosen fate.
Becoming Asura
When a PC’s total Karma plus spent Kiai goes over
108, they are in danger of becoming an Asura. In
the next intermission, if they do not reduce the total
of Karma to 108 or less, that character becomes
an Asura. PCs can attempt to lower their Karma
through changing or sublimating Fates, or they
could simply make the conscious decision to become
an Asura.
If a character becomes an Asura, the character sheet
gets passed to the GM. They become an NPC. If
the player of that character had any Aiki chits left
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KARMA SYSTEM
unspent, each Aiki chit is multiplied by the PC’s
Spirit: The character gets that many additional Kiai
points, which the GM can use for this Asura in the
same ways that players can use Kiai.
In the end, the concept of Asura is a wall which
should not be breached, a line in the sand which
you should not cross, a mechanism to promote
change of one’s goals and beliefs (Fates). However,
if the player thinks it would make for a great story
to have the character lose control and become an
Asura, that line in the sand can be crossed, that wall
breached.
See the Scenario section for more details on what to
do when a player character becomes an Asura.
Voluntary Asura
The player can keep an eye on their Kiai, Karma
and Fates and make sure that they can avoid
becoming an Asura during the next intermission.
In some rare cases, the player will decide that
becoming an Asura is the most interesting option
for their character, even though it means that the
PC will be taken away from them and made into an
NPC. This sort of decision comes usually towards
the end of the scenario. If the PC has more than
108 Karma, and the player decides that this is the
best option, they should discuss it with the GM.
The GM may allow them to become an Asura
immediately.
This is an option, but ultimately a sorrowful one.
There is no return once a character becomes an
Asura. It is likely that the other characters will have
to destroy the Asura. However, on rare occasions, a
player may want to take this option if they think it
fi ts their character. Th e GM should never pressure
or suggest the player go that route.
FATES
Fates are the things that a character cares about. It’s
the relationships they maintain, the paths they walk,
the goals they wish to attain, the acts they must
never do, their backgrounds and histories. Picking
Fates and role-playing them is central to the game,
the core of Tenra Bansho Zero. The players will pick
interesting Fates to act out in character, appealing
to the audience through dramatic or cool lines, in-
character actions, and general role-play. The more
you act out your Fates, the more Aiki chits you will
collect from the other players.
PC Fates are generated from character archetypes,
created by their player, given by another player,
or assigned by a GM (these are called Destinies).
Players should put some thought into Fates they
create for themselves. When making Fates, you will
want to choose something that you find interesting
for your character, as well as something that youll
be able to role-play in a scenario. If a Fate is too
subtle, it will be hard for you to portray, and the
audience to spot.
DESTINIES
During the first act of the game, the Zero Act, every
player will receive a special Fate from the GM. This
Fate is called a Destiny, but rules-wise, it functions
the same as a Fate. This special Fate shows the
character’s role in the scenario, what they should do
in order to navigate or “succeed” in the scenario.
Of course, players are free to plot out their own
direction in a scenario and ignore or even sometimes
go against their Destiny. But if a player cant decide
their next course of action, at the very least
following or playing up their Destiny will keep the
game “on track.
WRITING FATES
Fates are written down on the character sheet. If you
are using the session log sheet, you will also make
note of your Fates on that sheet as well. The session
log sheet can be passed around to the audience
members so that they remember your character’s
motivations. Update the sheet during the
intermission when your Fates change.
If you are not using the session log sheet, a good
idea is to write down all of your characters Fates
on a notecard. Leave the notecard in front of your
character sheet, so that any other player can grab it
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KARMA SYSTEM
and look it over when your PC is in a scene. This
way, the audience can try to empathize with your
character, understand which goals or emotions
you are role-playing, and perhaps reward you as
appropriate with Aiki chits.
THE “NO-SELF” ANATMAN PHASE
The intermission phases of the game, which happen
between acts (usually 2-4 intermissions per game), is
a time for the players to rest, decide the next course
of action for their characters and the scenario, and
make deep changes to their characters. The players
will make changes to their PC’s Fates during the
intermission, in a structured method called “The
Anatman Phase” or “The No-Self Phase”. Their
character’s personality will start to change as they
begin to care about new things, become concerned
more with goals and relationships, start to change
their relationships with the things they care about,
or even stop caring about things altogether. See the
Zero System rules chapter for more information on
the structure of intermissions.
There is a Buddhist expression known as “Anatman
in Sanskrit, which in Japanese is called “Shogyo-
Mujoh. In English, we call it “The Impermanence
of Worldly Things” or in simple shorthand “No-Self
. It means that the self (the body, the mind, ideals
and personality) is always changing: You are never
the same person from moment to moment. There’s a
similar expression from the Greek Pre-Socratic
philosopher Heraclitus, who expressed the same
idea in his expression, “You cannot step twice into
the same river.” The world, and the self within it,
is always changing. Your characters will change as
well.
Just as four kanji make up the Japanese expression
“Shogyo-Mujoh”, four actions make up the No-
Self Phase. Each action is done together in a group
before the next action is taken, and the order of the
actions is very important. Those actions are:
• 1 Create new Fates
• 2 Raise the level of Fates
• 3 Sublimate (discard) Fates
• 4 Rewrite Fates
Again, this order is important: Once the group gets
to the third step and start to sublimate their Fates, a
player cannot go back a step and raise another Fate’s
level, not until the next intermission.
After the four steps are complete and the No-Self
Phase is over, the players should record the changes
in their Fates on the session log sheet or Fate
notecards.
FATE COSTS
One thing that the players should remember at
every step during the No-Self Phase is that the Fates
have an associated cost which has to be accounted
for. The cost of the Fate is related to its level (the
number of dots associated with that Fate: 2, 3, 4
or 5). The total cost of all PC Fates must be less
than that PCs total Karma score. The character
can only care about so many things, and the Karma
score represents that character’s capacity for caring
about their Fates.
Calculating the costs of PC Fates is sometimes
jokingly referred to as “Doing your Fate taxes”.
Early in the game, it is almost impossible to exceed
your total Karma score. After the second or third
intermission, though, the players have to be careful
that their total Fate costs do not exceed their Karma
score.
Fate Rank Fate Cost
2 0 points (free)
3 10 points
4 30 points
5 70 points
Here are the steps of the No-Self Phase:
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FATE BALANCE AND FATE ROLLS
You will see later that there is a limit to the
level and power of the PCs Fates. In short, you
could have many Fates ranked at “4” and “3,
or one single Fate ranked at “5” with few other
Fates. Having a higher ranked Fate means
that you get more Kiai points when making
Fate rolls. So why not always aim to raise one
single Fate to the highest possible level, a rank
of 5, in order to increase the possibility of Kiai
payout for Karma rolls?
The reason is that this will leave you little
room for other Fates. If you have any other
Fates at all, they will be few, and be low in
rank. This means that on your character
sheet, you will only have 1-2 Fates that the
audience will be able to use to award you
Aiki chits, even though one of them is ranked
higher. You have to engage in the same
behavior over and over again to get Aiki chits,
and over time, that becomes very hard. You
will end up earning less Aiki points through
your Fates, but those that you do earn have a
much higher chance of cashing out as Kiai.
Compare that to a character with one Fate
ranked at 4, and several others ranked at 3
and 2: This character is more balanced in the
things they care about, and the player can
role-play out far more Fates. This means that
there are more opportunities for the audience
to award them for role-playing their character.
Breadth of character and higher possibility of
receiving Aiki chits, or very focused character
with less of a possibility of receiving Aiki
chits: This is a decision you’ll have to make in
play as you decide what your character cares
about.
important step of the No-Self Phase, and most
players will want to create new Fates for their
characters during the fi rst and second
intermissions. New Fates give your character new
directions, and more capacity to receive Aiki chits.
Players will roll on the Emotion Matrix, but these
do not automatically become Fates. Instead, if the
player wants their PC to have a relationship with
another character tied into a Fate, they will need
to spend the Aiki chit and write in the nature of
that relationship (or feelings towards that person)
as a Fate. However, the Emotion Matrix is a great
starting place for generating relationship-based
Fates, especially because many relationships will
change over the course of an adventure.
The player spends one Aiki chit, and writes down
the Fate (the type of Fate, and the Fate itself ) on
their character sheet. This Fate will start at a rating
of 2. Remember that new Fates do not have a Fate
cost, so dont worry about picking up new Fates.
The maximum number of Fates a character
can have is eight: Seven Fates and one Destiny.
However, many characters hover around 4-6 total
Fates.
Fates Aimed at Other PCs
Many relationship or emotion Fates are tied to
other PCs: “Fear of Kawagoe”, “Love of the Spiral
Princess”, “Anger towards Crimson Fist”,
“Friendship with O-rin. If you create a Fate for
yourself where the target of your emotion is another
players PC, give that player your Aiki chit instead
of discarding it.
Giving Fates to Other PCs
You can assign Fates to other PCs as well. Give the
PC’s player an Aiki chit, and tell them the Fate you
wish their character to have. If they accept, they
receive the Aiki chit and write down that Fate. If
they dont want to take that Fate, you can keep your
chit.
Since you can only create one new Fate for your
own character per intermission, encouraging the
players to assign each other Fates will help everyone
increase their total Fate count.
CREATE NEW FATES
You may create one single new Fate for your
character, at the cost of one Aiki chit. This is an
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RAISE FATE LEVELS
In the second step of the No-Self phase, the players
can raise any and all of their Fates up by one single
level: Fates ranked at 2 dots can be raised to 3 dots,
and so on. There is absolutely no cost to do this
(Aiki chits, etc). Simply add a new dot to the Fates
you wish to raise by one level.
However, this is where you need to keep careful
track of your Fate costs, so that they do not exceed
the PC ’s current Karma score. Use the Fate Cost
table to calculate the new total cost of all the Fates,
ensuring that it is less than Karma. If you
accidentally exceed the Karma score, then “undo
adding dots to Fates until their total no longer
exceeds your Karma score.
If you have a Fate on your sheet which you dont
particularly care too strongly about, you dont have
to raise it. You can imagine how strongly your
character cares about her Fates, and try to increase
the important ones accordingly, while leaving the
less important ones as-is. However, at the beginning
of the game, it is important to start raising Fate
levels right away. This eventually leads to having
more higher-ranked Fates (3-4 dots) which you can
later sublimate or change in order to reduce your
rapidly increasing Karma.
SUBLIMATE FATES
The third step in the No-Self Phase is the
sublimation of Fates. If there is a Fate that you no
longer care about (a goal that has been achieved, or
perhaps a Fate that you as a player never really felt
all that strongly about), you can now remove it from
play. Draw a line through it to sublimate it, but
still leave it on your sheet for now (dont actually
erase it from your character sheet). If you want to
sublimate a Destiny, please check with the GM to
make sure that it is okay to do so.
The sublimation of Fates instantly results in a great
reduction of total Karma. When you remove it from
play, you immediately lower your total Karma score
by a number equal to that Fate’s current score: Fates
ranked at 2 do not lower Karma at all; Fates ranked
at 3 lower it by 10, Fates ranked at 4 lower Karma
by 30, and if you sublimate a Fate ranked at 5 dots,
your Karma drops by 70 points.
This is one of the two ways you lower your Karma
in order to avoid becoming an Asura. It is important
to raise the levels of Fates throughout the game so
that you can knock them out and lower your Karma
score.
REWRITE FATES
The last step in the No-Self Phase is rewriting Fates.
When you rewrite a Fate, you change one aspect
of it. For example, if you had a Fate of “Emotion:
Anger towards Crimson Fist”, you can change
the Fate to something like “Emotion: Friendship
towards Crimson Fist” or “Emotion: Undying
Hatred of Crimson Fist”. Or perhaps “Taboo: Must
not Kill” can become “Taboo: Can only Kill in Self-
Defense”.
If the Fate is a relationship (like the above example
towards a fictional monk named “Crimson Fist”),
feel free to change the nature of the relationship or
emotion, but leave the target (the character to which
the Fate is directed) unchanged.
When you rewrite a Fate, you lower that Fate by one
rank down to a minimum of 2. You also lower your
Karma by the difference between the Fate ranks:
Rank Change Karma Reduction
2 —> stays 2 0 points
3 —> 2 10 points
4 —> 3 20 points
5 —> 4
40 points
Rewriting Fates is the other way to reduce Karma
and reduce your chances of exceeding the Karma
threshold to becoming an Asura.
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KARMA SYSTEM
WHAT DOES IT MEAN?
You will be adding Fates to round out your
character’s personality and creating new avenues to
receive Aiki chits. You will be raising Fate levels in
order to drop them later (through sublimation and
rewriting.). You sublimate Fates that no longer apply
to your character in order to lower your characters
Karma. You rewrite Fates to also lower your Karma,
as well as to express change in your character.
One way of looking at the No-Self phase is simply
a way to manage keeping your Karma below 108.
The system can be “gamed.: You can simply start
erasing and rewriting Fates on your character to
do nothing more than avoid becoming an Asura,
and story be damned. However, take a look at your
character after you make those changes. See what
the changes mean for your character. You will fi
nd that these changes will make sense for your
character, and youll start imagining reasons for why
it makes sense. No matter how you erase or rewrite
Fates, the changes will make sense in the end with a
little interpretation.
Game the system all you want. Youll realize quickly
that no matter how you manipulate the Fates
on your character just to manage your Karma—
without thinking about your character or the
story—a story will begin to emerge anyway.
TYPES OF FATES
There are several categories of Fates. You dont have
to actually write the category down when deciding
on a new Fate, but the categories will help you
quickly come up with an applicable Fate that works
well within the game.
Goal
A goal is one of the most common types of Fate,
next to Emotion. This is a goal that your character
has, a mission or task that they feel obliged to
complete. Once a goal is completed, this Fate can be
sublimated.Characters with their dreams or hopes
as goals can become very optimistic characters.
Characters who tell the others about their goals
through role-playing, or complain when they drift
further from their goals, will likely receive Aiki
chits.
Emotion
Emotion-based Fates are the easiest to create and
role-play, and they are perhaps the core Fates for
Tenra Bansho Zero. You choose a target of the Fate
(another PC or NPC in most cases), an emotion
towards that target, and role-play that out in scenes.
Th ese Fates can be rewritten during the No-Self
Phase to refl ect that the characters feelings towards
that person or object change over the course of the
game.
As the game progresses, a PC might start to develop
contradictory or inconsistent emotions towards
a single target at the same time: In those cases,
instead of rewriting one Fate over and over, take
a second Fate against that same target with that
second emotion, and play them both out over the
course of the game.
Emotions are powerful, and since people are
emotional animals, emotion-based Fates are easy to
create and act out.
Secret
This type of Fate means that the character has a
Secret. Of course, this secret is known to none of
the other characters. However, this Fate type can
represent a secret that is even hidden from yourself.
For example, some kugutsu do not even know that
they are kugutsu; others do not realize that their
friend is actually their long-lost sibling, and so on.
Any time you reveal the secret, or the events in the
scene play out so that your secret is at the center of
them, you will likely receive an Aiki chit.
If you reveal—intentionally or unintentionally—
your secret to everyone, it can probably can no
longer be considered a secret: Target it for
sublimation in the next intermission.
Love
Love is an emotion, of course, but it is much
stronger than the “Emotion” Fate type conveys.
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KARMA SYSTEM
In one famous real example (from a Tenra Bansho
replay”, a presentation of an actual session of the
game in screenplay format), a samurai character
fights against a deadly opponent in the final boss
battle. The session was long, the player was lucky
with Fate rolls and role-played well, and had
amassed a huge pool of Kiai. The player looked at his
formidable opponent, then down at his pool of Kiai
points, then his Karma total. He “did the math”.
Then he attacked the enemy twice (he had to attack
twice, to fi rst break the enemy’s Dead box, then
to finish him off ), with two powerful attacks, rolling
30 bonus dice for one, 20 bonus dice for the other,
raising his melee weapons skill level, and buying
extra successes. In the end, he ended up having a
spent Kiai and Karma total of 168.
Since that was the last scene of the game, the last
intermission and epilogue began. With 168 Karma,
the player had a plan, based on the calculations he
did earlier: He sublimated all of his Fates ranked
at 4 and 3, four Fates in total. The only ones he
had left were ones Fates ranked at 2 dots. Th is
immediately lowered his Karma to 108 exactly: His
character was safe, and did not become an Asura.
Then the GM asked him, “Well, you just burned
through all of your Fates. What does that mean?”
The player thought about it for a second, then
determined that his character was struck hard by
his enemy in the battle, and almost died. When
he eventually came to a few weeks later, he had
amnesia. He couldn’t remember who he was or what
he was trying to do. In the end, the story followed
the player’s actions: Even though he was “gaming the
system” in order to be as effective as possible without
becoming an Asura/NPC, the player inadvertently
created a great story twist for his character.
In fact, a follow-up game was played, where the
still-amnesiac samurai PC was in the employ of an
onmyoji sorceress as a bodyguard. The sorceress was
evil, and the other PCs were attempting to stop her
while at the same time trying to protect the samurai,
and to help him recover his past. At the same time,
the samurai player chose the Fate “Background: Lost
Memories” in order to connect that condition to his
character.
In the end, making decisions in the game based on
reasons of rules efficiency or effectiveness can cause
real interesting twists in the stories and characters, or
even create new stories out of nothing.
Falling in love with someone, and then having your
character act on that emotion throughout the game,
will defi ne your character and possibly result in
Aiki chits for role-playing.
Perhaps you are in a loving relationship, or maybe
you love someone but have not confessed your
feelings to them yet. If your love is forgotten, or you
break up with that person, or your love becomes
unrequited, then it is likely that you can sublimate
this Fate in the next intermission… or will you?
An unrequited or unfulfilled love cannot be erased
so easily. Perhaps it would be more interesting or
dramatic to keep that love-based Fate going for a
while longer, until you can finally let it go.
Enemy
This person must be broken or destroyed. This is
a person, group or organization that you cannot
forgive or forget, and you will not stop until they
have fallen at your hand. This is a very easy Fate to
role-play, and it’s also a very easy Fate to sublimate:
When you finally reach your goal of defeating that
enemy, the Fate can be erased. Perhaps over the
course of a scenario you can learn to let those
feelings go, or come to a new understanding of the
person who you thought of as “the enemy”.
Enemy-type Fates work great as Destinies. If the
GM hands out an enemy Destiny, odds are theres
no question of “But what should my character do? ”
It’s a pretty simple goal: Defeat that enemy!
Misfortune
Something happened in your past (either long ago,
or even something that happens in the course of the
game) that defines you. If your actions reflect the
fact that you were affected by that misfortune, you
are likely to get Aiki chits. If you forget this
misfortune, overcome it, come to terms with it, or
forgive yourself for the misfortune, you can target
this Fate for sublimation.
Taboo
There is something that you absolutely must not
do. Every time you act upon that taboo, you will
likely receive an Aiki chit, whether you follow the
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KARMA SYSTEM
restrictions of that taboo or cast it down. Taboos
make for very powerful and dramatic Fates.
Just because this action is a taboo does not mean
that you can never do it. In fact, in most cases, it’s
just a matter of time until you do, or that you come
to a new understanding of your taboo. In those
cases, target this Fate for rewriting or sublimation in
the next intermission.
Background
Background Fates are rare, since most character
backgrounds worth role-playing will fall into the
categories of Emotion, Goal, Misfortune, etc.
However, there are a few characters with “set
backgrounds”, like the kongohki, where their Fate is
tied to their very being (In the case of the kongohki,
they have one Fate called “Sealed Memories”, which
represents the memories of their earlier human life,
suppressed by the meikyo soul mirror they inhabit).
While most other backgrounds will fall into other
Fate categories, if you can think of something about
your characters past that affects them, that can be
role-played out in front of the other players and will
emerge in the scenario, then consider Fate with a
type of “Background.
Other
You can make up any kind of Fate of your devising.
However, it’s a good idea to stick to the basic types
above. Over time, you won’t even need to write the
type” of archetype you have, youll naturally create
a Fate that falls into one of the basic categories
above.
Fates and Appeal
The Fates you choose for your character are your
own. You can aim to choose Fates for your character
that will appeal to the other players, interesting
ones that will likely get a rise out of the others (and
award you Aiki chits in the process). However, dont
aim to solely appeal to the others in ways that will
change your character in ways you dont want to
pursue.
FATE PATTERNS
After playing the game a number of times, you
will start to notice that Fates fall into a number of
patterns. Knowing these patterns may help you pick
Fates to better serve your player goals.
Closed Fates
Backgrounds, Taboos and Misfortunes usually
fall into the pattern of a “Closed Fate”. These
kinds of Fates are great for setting your character’s
background and past, making them believable.
However, they’re not as easy to bring clearly across
through role-play, and they’re very hard to rewrite.
Usually, players have to sublimate them in order to
gain Karma from them.
Open Fates
Open Fates are easy to create and role-play. These
represent relationships with the other characters,
as well as emotions towards other characters and
organizations. They are easy to create and use in
play. They are also easy to change and rewrite
during the No-Self phase. However, they are harder
to sublimate. Once you have a relationship with
someone, it may be harder to justify completely
severing your Fate with them unless they die, leave
or otherwise stop being a part of the characters
life. They are great for character background and
rewrites, but harder to gain Karma from than
scratch-off Fates.
Scratch-off Fates
Enemy Fates, as well as Fates that represent specific
attainable goals, fall into this pattern. Once the goal
is attained or the enemy defeated, you scratch them
offyour sheet. These Fates are easy to sublimate,
and result in a great one-time drop in Karma.
Scratch-off Fates will help keep your character
from becoming an Asura, as long as their goals
get fulfilled, or they find a good enough reason to
abandon them.
Dead Fates
The pattern to watch out for is “Dead Fates”. These
are Fates where the target simply wont appear in
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KARMA SYSTEM
the game. For example: “Loyalty to My Family” in a
session where your character’s family will not appear
in any form; “Love of my Sister” in a game where
your sister wont appear because your character is
thousands of miles from home. These “Dead Fates
might make your character seem more interesting
and give them more of a human feel, but they wont
contribute to the game.
It will be very hard to get Aiki chits from these dead
Fates. Since the target does not appear in the game,
these Fates cannot be easily rewritten or sublimated.
They sit there on the character sheet, unused. They
wont help your character out, and they wont keep
the character from becoming an Asura.
As a GM, if you see a player taking a dead Fate,
or if one of the Fates from their chosen archetypes
or character sheet is a dead Fate, talk them out of
it. Let them just make that element a part of their
personality, just not codifi ed and written on their
sheet as a true Fate. Ensuring that players avoid
dead Fates will help the player in the long run as
their Karma starts to build up. Some of the Fates
that appear on the sample characters might be dead
Fates. If the sample character comes with a pre-
written Fate that is not likely to come up in play,
or you have a better idea for a Fate, go ahead and
change it.
KARMA AND MEIKYO
When a character is interfaced with a meikyo soul
mirror, like in the case of an armour rider or Shinto
puppeteer, the Kiai and Karma rules work slightly
differently. The PC has a total Karma, and the
meikyo also has its own Karma pool. Unlike the
normal rules for spent Kiai, which becomes Karma
later during the intermission, Kiai used when
interfaced immediatelybecomes Karma added to the
meikyo’s Karma pool.
Kiai spent by the PC when not interfaced is added
to the PC ’s spent Kiai pool, which will later become
Karma during the intermission as normal. In the
case of kongohki, their very existence is tied to
the meikyo soul mirror. Kongohki have a single
Karma pool just like every other character, and
Karma works exactly the same for kongohki as it
does for all other character types.
MEIKYO BONUS
Karma weighs on the soul, and it has a strong effect
on meikyo. Any machine powered by meikyo will
receive a bonus to its physical properties when it
gains Karma. The more Karma a soul mirror has,
the stronger the interfaced Body, Agility and Senses
attributes become. This effect is called the Meikyo
Bonus:
Meikyo Karma Bonus
0-20 +0
21-40 +1
41-60 +2
61-80 +3
81-100 +4
101-108 +5
109+ +6
Applying the Meikyo Bonus
The Meikyo Bonus applies to all die rolls. An
armour or kongohki with a Karma total of 70
would add three dice to every physical die roll
made.
However, note that the attributes dont actually
increase. Even though there is a bonus generated
from Karma which adds dice to physical attribute
rolls, the Wound Gauge and Vitality Point pool
dont increase: They will stay the same.
Your meikyo bonus can increase over the course
of a single roll. For example: An armour rider is
interfaced with a yoroi armour and the meikyos
Karma is 60. Th e meikyo bonus is currently +2.
The pilot spends three Kiai to gain three bonus die
on a combat roll. This raises the meikyo bonus from
+2 to +3. However, for that roll the meikyo bonus
stays at +2. From the next roll onwards, the rider
will be able to roll three dice for future rolls.
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KARMA SYSTEM
MEIKYO AND ASURA
When a human interfaces with a meikyo mirror
(in the common case of an armour rider), the total
Karma of both rider and meikyo cannot exceed 108.
If a rider tries to interface with a meikyo, and the
total Karma at that moment of Interface is over
108, the meikyo will reject the rider. She will never
be able to interface with that meikyo ever again.
If the user is interfaced with a meikyo, and while
interfaced, the total Karma of both rider and
meikyo/armour rises to exceed 108, the soul of the
armour rider becomes trapped within the meikyo.
Th e meikyo user will forever be tied to that
meikyo, and effectively dies. Th e meikyo user (and
her armour) immediately becomes both an Asura,
and an NPC. This is an exception to the rules
regarding normal characters: Non-interfaced
characters have until the next intermission to
lower their Karma below 108 before they turn
into an Asura. Interfaced users like armour riders
and puppeteers whose combined character and
meikyo Karma goes above 108 will become Asura
immediately.
Remember that kongohki, whose souls are already
bound to a meikyo, work as normal human
characters. Their Karma is not divided between
rider” and “meikyo, and their Karma can
exceed 108. All is well if the player can reduce
the kongohkis Karma below 108 in the next
intermission.
REDUCING MEIKYO KARMA
Karma amassed by meikyo soul mirrors needs
careful attention. As mentioned above, having too
much total Karma when interfacing with a meikyo
results in the interface failing and the meikyo
rejecting the user. Gaining too much Karma while
interfaced means that the user can become trapped
inside the meikyo forever, their armour going on
a rampage or running away, while their bodies
inside waste away and die. However, there are two
methods for reducing the Karma held by meikyo
soul mirrors:
Calling upon a Buddhist monk, or taking the
meikyo’s Karma into oneself.
Meikyo Cleansing
Some Buddhist monks are capable of performing a
limited amount of ritualized magic. One of these
rituals is called “Meikyo Cleansing”: Through chant
and prayer, they can cause the Karma amassed by
the mirror to dissipate. Please see the Buddhist
Magic rules for more details on the Meikyo
Cleansing power. If this spell is performed on a
kongohki, or an Asura armour rider whose soul is
permanently trapped within a meikyo, the meikyos
Karma can be reduced to 0. If that happens, the
soul is set free and passes on safely to the afterlife.
Perhaps it will eventually reincarnate one day.
Meikyo and Fates
The main way for a rider or meikyo user to reduce
the Karma held in a meikyo mirror is to accept it
into their own spirit. During an intermission, the
rider can cause the meikyos Karma to transfer into
her own by raising her own Fate levels. This is done
during the Raising Fate Levels step of the “No-Self
Phase”. When Fates rise from one level to the next
higher level, the rider can choose whether or not to
reduce the meikyos Karma at that time, taking on
that Karma herself.
If a Fate rises from 2 to 3 dots, the meikyo user
can choose to accept 10 points of Karma from the
meikyo. If a Fate rises from 3 to 4 dots, the user
can choose to take in 20 points of Karma from the
meikyo. If a Fate rises from 4 to 5 dots, the user can
choose to burden herself with 40 points of Karma
from the meikyo. The meikyos Karma cost can
lower with each raise of a Fate’s level, and that
amount is added to the meikyo user or armour rider.
The rider can then sublimate or change her Fates to
reduce her Karma as normal.
KIMENKYO
The kimen-style technology that has been
propagated by the Northern Court of the
Priesthood does not accumulate Karma. This
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KARMA SYSTEM
means that kimen armour riders can interface
with kimenkyo mechanical mirrors without fear of
being trapped inside. Kimen technology is weaker
and thus does not gain the meikyo bonus of pure
meikyo-style technology. However, a kimen armour
rider can exceed 108 Karma while interfaced
without fear of becoming an Asura, as long as that
Karma is reduced during the next intermission.
Kimen Kongohki
Kongohki created with kimen technology are simply
not as powerful as their soul mirror-based kongohki
counterparts. They do not receive a meikyo bonus.
However, they still their Overdrive ability. That still
makes them formidable opponents and terrors on
the battlefield.
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 flow of the
game. Together, the drama develops through play.
Fates are the players’ influence over what happens
to their character and the story. Destinies are the
GM’s “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 finish, 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.
62
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)
3) Take an Action
— Attack action
— Special ability
— Samurai form
— Start up a yoroi armour
— Fate roll
— Cheer
4) Half-action
— A quick activity, either before or after the
Action
THE ROUND ENDS
Interaction Phase
— An upkeep phase between rounds where
some record-keeping is done
Next Round Begins.
DECLARING ACTIONS
When a round starts, it is assumed that the
character will take normal actions like moving,
attacking, or using special abilities and the like. If
you want to Rest, Wait, or declare a Moment of
Truth, you have to say so now before you take any
further action.
Rest
If you declare that you are resting, your character
pauses to collect her breath, to get her bearings and
to rest (as much as possible on the battlefield). The
character gains back one point of Vitality. You may
not move or take any actions, though you may
defend yourself if attacked (and initiate counter-
attacks).
Wait
If you declare a Wait action, your character will skip
her turn, and instead act later than she would have
acted. You can later declareat any time later that
round—that you want to take an action. If many
players declare that they are waiting, and then all of
them decide that they want to go at the exact same
time, then those characters who waited will act in
their turn order.
Movement
If a player decides to move their character to a new
location, she does so now. She can move up to her
Agility score times 10 in meters per round, if you
are keeping careful track of distance in a battlefi
eld. In most cases, battles in Tenra Bansho Zero are
skirmishes between small groups of characters.
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BASIC COMBAT
In these situations, if the field of battle is not very
large (the inside of a tea house or store room, a forest
path a few meters wide, etc), simply move to a new
location, or describe moving closer to or further
from an opponent.
ACTIONS
Actions are the core of the combat round. It is
where the actual fighting occurs. Every round,
you may perform only one action. These actions
(sometimes they are called “combat action, “full
action, or “major action” to distinguish them from
half-actions) are the important or common actions
like attacking, using special equipment, powers, etc.
They are a separate concept from half-actions. In a
tie for time between a full action and a half-action,
the full action happens first, the half-action second.
Attack Action
An attack is the most basic action to take in a
round. Using Unarmed Combat, Melee Weapons
or Marksman skills, the attacker selects a defender
and makes a die roll to try to hit the defender. See
the Attacking and Damage section below for more
details on resolving attacks.
Optional Rule: MOMENT OF TRUTH
Once per session, one single character can use
a Moment of Truth to spend a large amount
of Kiai at one critical moment. The Type Zero
rules section has a more detailed description
of what this does. When this special action is
declared, all action stops. No one else can take
an action, and no one can interrupt nor jump
in with an action until the Moment of Truth
is resolved.
When the Moment of Truth is declared, note
that the player’s Kiai pool is at risk. They
should try to use as much Kiai power as
possible, because at the end of the round all of
that characters unspent or unused Kiai points
disappear.
CONCEPT: THE LENGTH OF A
COMBAT ROUND
While, conceptually, a combat round usually
involves a few quick sword strikes and lasts a
couple seconds, the offi cial default length
for a combat round is one minute, unless the
GM declares otherwise. This gives the players
enough time to formulate actions without
worrying about if the action they want to take
is an Action or a Half-action. As mentioned
above, though, the concept of time is elusive
in a combat round, and everyone deciding
that each round is only a few seconds long (10,
20) by default might add a bit of cinematic
action to the game.
The GM might decide that a close-quarters
combat between one player and three
assassins might have rounds which last ten
seconds each. The GM might decide that a
full-scale battle between two warring
factions on a bloody battlefield might be one
minute or more per round.
In the end, there are tactical choices in the
combat of Tenra Bansho Zero, but time really
isnt all that important in most games. The
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
other players are in another location trying to
do something tricky at the same time.
In either case, round length is a matter of
action and cinematic flavor: Distinctions for
Actions and Half-Actions wont change if a
round is ten seconds or ten minutes (A ten
minute mass battle round length wont give
the character 4 actions and 60 half-actions,
for example, even though that would be more
realistic) When all else fails, though, the
official default length for a combat round is
one minute.
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BASIC COMBAT
that character somehow. It doesnt have to be a
nice Fate (it could be things like “Hatred, “Must
kill ”, etc), but some sort of Fate specifically towards
that target character must exist on the giving
character’s sheet. The cheering character should
roleplay out how she is cheering on the other
character (a pep talk, screaming out enthusiastic
commands, etc). The cheering character can then
give the target character a number of Aiki chits
from her own pool to the target, up to her own
Empathy attribute score.
If the giving character does not have Aiki chits but
has Kiai points, those can be traded in for Aiki chits
and given as well: Every one Aiki chit costs the giver
three Kiai points to convert. Be careful, though; the
giver must erase those Kiai points, and mark each
one spent as Karma. Carefully record the Karma
gained by spending Kiai in this manner.
Defensive Actions
A note on defending: It does not cost an action
to defend, so you do not ever have to declare a
defensive action. Using Evasion, Unarmed Combat
or Melee Weapons against an incoming attack can
happen at any time and as many times per round
as needed. However, you can only roll a defense
once against an incoming attack. For example,
you cant fail at using Melee Weapons to parry an
incoming sword strike, then say that youre going to
try to defend against that same attack again using
Evasion. Only one defense per incoming attack roll,
but you can defend any number of attacks aimed at
you that round.
That holds true for ideas like a single attack of one
thousand incoming arrows. It’s absolutely better for
the GM to treat that as “one 1000-arrow attack
or”5 200-arrow attacks” instead of rolling to evade
each of the 1000 individual arrows.
Some special abilities from Buddhist monks,
onmyoji and ayakashi (like the “Possession” ability)
require a Willpower roll to resist. Th is resistance
roll is treated as a defensive action; the target does
not have to spend an action trying to defend
against mental or spiritual attacks.
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 andtemporary
skill bonuses. See the Karma section for
details on how Aiki chits, Kiai points and
Karma works.
Special Ability
Onmyojutsu, Samurai Transformation, The
Butterfly Dream, Wormcharm, Resonance,
Buddhist Magic, Ninjutsu, Arts of War, Shinto
Magic and Ayakashi abilities all usually require a
full action to perform.
Fate Roll
In combat, it is possible to make a Fate Roll,
using an applicable Fate to the situation at hand.
Sometimes the highest Fate score can be used for
this roll. At other times a lower, more applicable
Fate will have to be used instead (at the GM’s
discretion). That player should describe how the
situation affects their character’s Fate. This is
usually done if Kiai points are needed in a hurry,
or the character wants to take an action to spend on
some melodrama. See the Zero Rules and Karma
sections of the rules to learn more about Fate Rolls.
Cheer On
Most player characters will be working together
towards a common goal, and many will take
emotional Fates with each other. By taking an
action to perform a Cheer On roll, one character
can give Aiki chits directly to another character.
The cheering character must have a Fate aimed at
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BASIC COMBAT
EXAMPLES OF TYPICAL HALF-
ACTIONS
• Readying a weapon
• Moving 10 meters or less
• Yelling a sentence or two
• Give a shiki spirit a command
• Call a Moment of Truth
• An exciting athletic stunt
• Anything that takes about 5 seconds or less
• A half-action can not cause damage to
an enemy
Half-Actions
When a character acts, she can perform one
action and one half-action. A half-action can be
performed either before or after their major action,
whichever the character wishes. A half-action allows
the character to take small, quick, simple actions.
Things like dropping an item, switching weapons,
yelling something, or moving a little can be
performed during the half-action phase. Also, if the
player calls a Moment of Truth, this is considered a
half-action. The GM will have final say if a lengthy
action can be performed as a half-action, or if it
will require a full action to perform. A good rule
of thumb for the GM is that if it takes about five
seconds or less, it is a half-action. No attacks or
other damaging actions can be performed during a
half-action. Also, remember that in a tie for speed,
full actions occur before half-actions.
INTERACTION PHASE
The interaction phase is the name of the period
which occurs between the end of one round and
the beginning of the next. It’s a period of quick
bookkeeping, status checks, and preparation for the
next round. Think of a potentially infinite number
of potential combat rounds: Interaction phases are
the “glue” which holds the combat rounds together.
If your character is wounded, the interaction phase
is the time where you mark down loss of Vitality
due to wounds or where your character might pass
out or die.
Here are some other things which occur during the
interaction phase:
• Environmental or special damage: Fire, acid,
poison, loss of Vitality points due to the Critical
Wound track being marked
• Passing out or dying because of wounds
• Shiki spirit appearing after a summoning, or
disappearing when dispelled
• Regaining Vitality or Wounds from shiki, annelids
or innate ayakashi abilities
Finally, the GM has the ability to declare an
Intermission if she wants. This might be used to
break up a long combat scene, or to take a much-
needed break. However, be careful: Calling for an
Intermission in the middle of a combat scene could
break the tension and mood if done poorly or too
often. We dont recommend doing it often, but it’s
there as a possibility if it is needed.
ATTACKING AND
DAMAGE
Fighting with fists, swords and magic is a big part
of the combat system. In this section we’ll discuss
how to make attacks, take defensive actions, make
counterattacks, and deal damage. In the section
below, the person making attacks will be called the
attacker, and the target of the attack will be called
the target or defender.
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BASIC COMBAT
Hitting a Target
When an attacker makes an attack against a
defender in melee or unarmed combat, both sides
roll an attack against each other at the same time!
Th e attacker and the defender roll their respective
combat skills (in close combat this is usually Body:
Unarmed Combat, or Agility: Melee Weapons)
and count the number of successes. The person with
the most successes wins: It doesnt matter if they
were the attacker or the defender, the person with
the most successes is the one that hit, and caused
damage to, their opponent.
Unarmed Combat can be used to defend or
counterattack against Melee Weapon attacks with
no penalty: Most martial artists train themselves to
fight against armed opponents.
In a case where the attacker is using her Senses:
Marksman skill against a defender (using Unarmed
Combat, Melee Weapons or Evasion), roll and count
successes. If the attacker wins, damage is dealt
to the defender. If the defender wins, no damage
is returned to the attacker: The arrow, knife or
shuriken was deflected or caught, not fired back
against the attacker. The bullet bounced off the
blade or the samurai used her training to narrowly
take cover; she cannot fire the bullets back at the
attacker.
Remember that fire attacks, attacks which use
spiritual or magical force, explosive attacks like
mortar and bombs, and other incorporeal attacks
can only be defended against using the Evasion
skill.
If both sides roll the same number of successes and
get a tie, then neither side succeeds. In a normal
non-combat opposed roll, you would normally
freeze time, ignore the tie and roll the dice again
until one side simply ends up with more successes.
However, in combat, that attack simply does not
succeed and is not re-rolled. In a swordfight, one
can envision this easily: Swords clash, sparks fly,
both fighters pushing at each other to give, but
neither side can make a strike this time. That’s the
kind of thing that happens when neither side has
the advantage.
Counterattack
When the defender gets more successes when
defending against an attacker, the result is called
a Counterattack. If more than one attacker
attacks a defender, the defender has a chance of
counterattacking each attacker.
If Attacker’s Successes > Defender’s Successes
The attacker wins, and scores a hit
If Attacker’s Successes = Defender’s Successes
This is a Tie
If Attacker’s Successes < Defender’s Successes
The defender wins, and scores a counterattack.
As mentioned above, if the attacker is using the
Marksman skill, or the defender is defending
against any attack by using the Evasion skill, then
no Counterattack can occur. If the defender wins,
the attacker simply does not take a hit:
If Attacker’s Successes > Defender’s Successes
The attacker wins and scores a hit.
If Attacker’s Successes = or < Defender’s Successes
The attacker fails and misses.
Even though a counterattack does damage to the
attacker, a defending player may choose to simply
not do damage back to the attacker, and take mercy
on them. In this situation, the defender is not
injured and the attacker takes no damage from the
counterattack.
Taking Damage
Damage is easy to determine in Tenra Bansho.
However, deciding what to do then with the
damage once you take it is hard at first, and takes a
little bit of practice to get used to.
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BASIC COMBAT
The damage received is equal to the difference
between the winner’s successes and the loser’s
successes. After that, the damage modifier of the
weapon used by the winner is added to that total.
This means that the more you succeed on an attack
or counterattack roll, the more damage you will do
to the opponent. The amount of success usually
adds more to damage than the damage rating of
the weapon used; a skilled fi ghter could kill with a
sword, a stick or a teacup.
Once the amount of damage is determined, the
target of the damage decides how to distribute those
damage points. Damage can be distributed in one
of two ways: on Vitality or on Wound boxes. The
target can spread the damage across these two areas
in any way she wishes.
For example, if your character receives ten points of
damage from an attack (For example, an attacker
wins by 7 successes and is using a +3 damage
katana), here are some examples of how you can
decide to distribute damage:
• Reduce Vitality by 10 and dont fi ll in any
Wound boxes
• Fill in 10 Wound boxes and dont reduce Vitality.
• Reduce Vitality by 4 points and fill in sixWound
boxes
• Fill in two Wound boxes and reduce Vitality by 8
Damage Points Taken = The difference between the
numbers of successes rolled between attacker and
defender, plus the damage rating of the weapon.
COMBAT EXAMPLE
SEKISHU, YOU JUST DON’T KNOW WHEN
TO QUIT, DO YOU?”
Autumn Rain, a fire blazing in her eyes, points at
the man in ninja garb before her.
The man called Sekishu, his face covered below his
cold, narrowing eyes, doesn’t answer back.
Instead, his hand slides to the hilt of the sword strapped
to his back, inching it out of its scabbard.
That was the last time either would exchange words.
Autumn Rain, wielding a ninja sword (damage
rating: +3) makes an attack against Sekishu. She
uses Agility (8) and Melee Weapons (Advanced, Skill
3) to attack. She rolls 8 dice for her 8 Agility and
tries to roll a 3 or under to match or stay below her
Melee Weapons Skill of 3. Upon rolling the dice, they
come up with a 1, 1, 1, 2, 3, 3, 4, and 6. Only the
4 and the 6 are above her Melee Weapons Skill of 3,
so everything else counts as a success, for a total of six
successes.
Sekishu is also wielding a ninja sword and uses
it to defend. He rolls his Agility (9) and Melee
Weapons (Advanced, Skill 3). Because he has 9
Agility, he rolls 9 dice instead of Autumn Rains 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,
4, 4, 5, and 6. Th is gives him four successes. This
means that Autumn Rain’s attack succeeds.
The difference between Autumn Rains successes (6)
and Sekishus successes (4) is 2. That is the base damage
that Sekishu receives. Autumn Rain’s ninja sword
deals three damage, which raises the damage total to
5. There are no additional damage types done (magic,
electricity, poison, etc), so the total damage to Sekishu
remains at 5.
If Sekishu happened to get seven successes there instead
of four, he would have beaten Autumn Rain. The
margin of success, or difference between their numbers
of successes, would have been 1. His ninja sword’s
damage rating of 3 would have been added to that, so
Autumn Rain would have received 4 total damage.
Next, Sekishu will have to decide how to divide up
those 5 points of damage received between his Vitality
and Wound boxes.
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MAKING MULTIPLE ATTACKS IN THE
SAME ROUND
Every good samurai or chambara movie has
that scene: The lone hero faces off against 3-8
or more foes who end up encircling the hero.
The classic Zatoichimovies and TV franchise
were full of these great scenes. The hero
draws, the enemies advance to attack, and in
a few seconds they all go down in a flurry of
steel. Or the hero makes a few quick strikes
in the air, the enemies pause for a second,
surprised, then cry out as they all fall at once
like cut bamboo.
Looking at the rules as-is, though, with one
attack per round, this seems impossible, right?
Wrong. There are two basic ways to go about
performing one-on-many combat feats:
The not-so-smart way: You can spend Kiai
points to gain additional actions. Therefore,
on your turn you can spend four more Kiai
points and make four more attacks in that
round.
The awesome way: Simply take your
character and put them in harms way. Find
a group of enemies and plant yourself right
in front of them, or maneuver around so
that they encircle you. When every one of
those enemies attacks you, you are actually
attacking them back with a counterattack. 6
enemies surrounding and attacking you means
that you get to make 7 attacks that round:
Your normal attack, plus the 6 potential
counterattacks disguised as “defensive rolls.
Be careful, though. This is a great way
to mow down weaker enemies, but being
surrounded by strong enemies will make this a
real dangerous challenge.
EVERY DEFENSE IS A COUNTERATTACK!
Well, almost every defense anyway. For those of you
familiar with other role-playing games, many set
up a chain where an attacker rolls to attack and the
defender rolls to defend. Then, the defender later
becomes the attacker, and rolls an attack against
their opponent, who rolls to defend.
In Tenra Bansho Zero, these rolls (for melee and
unarmed attacks) are collapsed into a single roll:
Both the attacker and the defender “attack, and the
winner does damage to the loser. If the defender
wins, she effectively parried the attack and came
back with her own counterattack. Be careful of this,
as a weak character stabbing or punching a strong
enemy is effectively an invitation to get smacked
down hard by the stronger enemy’s counterattack!
However, characters using Evasion instead of a
weapon skill to defend and characters using their
weapon skills to defend against ranged attacks
(deflecting arrows, grabbing knives mid-flight,
and protecting vitals from bullets) do not make a
counterattack.
INJURY AND VITALITY
Each character has a maximum Vitality score.
When they take damage, the Vitality score lowers.
Over time, the Vitality score returns to a full state.
Once a character has received damage, its up to the
player of that character (or the GM, if the character
is an NPC) to decide how to split up or spread
out the damage. As mentioned, she can choose to
take all the points of damage received and use it to
reduce Vitality by that amount. All of it could be
taken in the form of filling in Wound boxes, a more
lasting kind of injury. Or more commonly, a portion
of the damage can be taken in the form of Vitality
damage, and the rest of the total taken in Wounds.
Vitality is a more fleeting area. It represents the
character’s ability to stay conscious. Points of
damage taken in Vitality represent superficial cuts,
bruises and stabs, flesh wounds, fatigue, weariness,
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BASIC COMBAT
loss of maneuverability, that kind of thing. When
Vitality goes to zero or less, the character is
effectively out of the fight. She lost. She goes down
for the count. The fight is over, and the opponent
won. This doesnt necessarily mean death, in fact
it rarely does: It usually means that the opponent
gets bragging rights over the victim or that the
antagonist can cross over the heros fallen body
to continue on to fulfill his goal now that the
opposition has fallen.
Every point of damage taken in Vitality 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 the fight
without dying. When the fight is over and the
opponent has moved on, the loser wearily regains
consciousness.
Vitality is short-term damage that quickly goes
away. Under normal circumstances, a character can
regain all of her Vitality back once the combat is
over and the scene ends. Otherwise, it heals at a rate
of about 1 point per minute in the game world (as
opposed to minutes in the real world) when not
fighting in combat.
A quick note: Soul acts very much like Vitality in
combat situations, but the recovery rate is one hour
per point of Soul. Taoist sorcerers who summon
too many powerful shikigami spirits in battle will
quickly find themselves face down in a ditch.
Optional Rule: If you are playing in a long term
battle, and the GM decides to allow unconscious
character to return to the fray (this should be
extremely rare or under unusual circumstances, like
a large war) every negative point of Vitality damage
received represents a combat round, or a minute
of game world time that that character remains
unconscious before rising up to 1 Vitality and
regaining consciousness.
Wounds and the Effects of Damage
Wounds, unlike Vitality, represent long-term
damage and a more serious level of injury. Wounds
are deep cuts, painful stabs, broken bones, torn
muscles, and other gritty physical wear-and-tear that
takes a while to recover from.
In the Character Creation chapter, we looked into
how to determine the character’s Vitality score and
Wound track. Most characters have several Light
Wound boxes, about half that number in Heavy
Wound boxes, a very few number of Critical Wound
boxes (usually 1-2), and one Dead box.
Heavy Wounds have interesting effects on a
character. When you take wounds from a category,
there are usually associated die effects. If you have
one wound in that category, you gain that effect.
You can also choose how to spread your Wound
Boxes around. If you take 3 points of damage, and
you decide to leave Vitality alone and take those
3 points as Wounds, then you could take 2 Light
Wounds and one Heavy, or 3 Light Wounds, or
perhaps 2 Critical Wounds and a Light Wound, or
any other combination. You dont have to fill in all
the Light Wound boxes before starting to fill in
Heavy Wounds, Critical Wounds or even the Dead
Box. You can fill them out in any order you desire!
It may take a little while to remember this in play,
as it seems counter-intuitive. But the player has
full control over which boxes in the Wounds area
of their sheet are checked off. Each damage that
becomes a Wound becomes a story element of that
battle, an element which the player gets to narrate!
Effects of Wounds
Light Wounds: Nothing
Heavy Wounds: +1 die to all die rolls
Critical Wounds: +2 dice to all die rolls, but every
Interaction Phase you lose 1 additional Vitality
point
Dead Box: +3 dice to all die rolls
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BASIC COMBAT
If you have wounds across more than one wound
category, you gain the effects of only the most
serious of the wounds.
So what does the above mean, then?
If you take 3 points in Light Wounds, nothing
happens. You have received a nasty wound which
will take a bit to heal.
If you take 3 points in Heavy Wounds, then you
get the “ benefi t” of the Heavy Wound category:
From that point on you get to add one extra die to
every single roll that your character makes: Combat,
Non-combat, everything. It doesnt matter if you
have one Heavy Wound box checked, or all of your
Heavy Wound boxes checked, you will only receive
one single extra die for having a one or more Heavy
Wounds.
If you take 1 point in Heavy Wounds, and 2 points
in Critical Wounds, then the Heavy Wound effect
(+1 die) is ignored and you focus only on the effect
of the more serious wound, the Critical Wound. In
this case, you get to roll 2 extra dice to every single
roll that your character makes. However, your
character will also take one point of Vitality damage
every round during the Interaction Phase between
combat rounds until you reach one point of Vitality:
When you reach one point of Vitality, the effects
of Vitality Drain stop.
A note on Critical Wounds: A critical wound will
not by itself cause your Vitality to drop to zero.
Once your Vitality is reduced to 1, it stays at 1.
However, you can always choose to take the extra
step to accept Vitality damage, push Vitality to
zero and drop out of the fi ght. When the fi ght is
over, your Vitality goes back to 1 and remains at
that level until you heal all of your Critical Wounds.
The Dead Box
The Dead Box is special. When the player checks
the Dead Box, it means the following:
• The player gets to roll those three bonus dice on
every roll from that point forward (regardless of
other boxes filled in).
• The player is signaling to the GM, “My character
is willing to die to win this fi ght, and I’m OK with
that”.
When a player received a number of damage points
and decides to take that damage as Wounds, she
must check one wound box for every point of
damage spread to wounds. However, with the Dead
Box, it can be checked to completely ignore the
effects of damage from one attack.
This means that if your character takes a hit
from a powerful foe which does 3 points of damage,
30 points of damage, or even 300 points of damage
(which wont ever happen, but it’s a good example),
the player can wave away all of that damage, and
not have to take any of it, by simply checking that
Dead Box. The Dead Box makes all the damage
go away, but in return the character is put in a
dangerous state.
Once the Dead Box is checked, the character is
at risk of dying. She will receive those three extra
bonus dice to use on any action. However, you must
keep track of your Vitality score. If your Vitality
goes down to zero while the Dead Box remains
checked, the character literally dies. Usually this
means that she goes down and is out of the fight,
and then afterward, when the fight is over, she
can say a few words to her companions or enemies
before passing on.
When the Dead Box is checked, as explained above,
all other wound effects and bonuses are ignored. Th
is means that if the player has a Critical Wound,
then the player stops losing Vitality points every
round if the Dead Box is checked.
The Dead Box is a useful tool in a dangerous fight,
however you will want to make sure that you have
enough Vitality points and enough open Wound
boxes left in order to soak any additional incoming
damage. Only activate the Dead Box if you’re okay
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BASIC COMBAT
with the possibility of your character permanently
dying.
Damage Example
Sekishu couldn’t hide his surprise at the swift strike he
received. Autumn Rain had improved her skill since
they last crossed swords, and now is much faster than
she once was.
“I see that you are indeed Oboro Enshu’s greatest work,
puppet. Prepare yourself, for I will make sure that we
put your hidden skills to the ultimate test.
With that, Sekishu chokes back the blood welling up in
his throat, and curls his lips in a perverse smile.
THE MORE WOUNDED YOU ARE, THE
MORE POWERFUL YOU BECOME
Yes, that’s the fundamental rule of combat in
Tenra Bansho Zero. Think of all the samurai
movies or anime youve seen, manga youve
read, and video games youve played. The
big enemy doesnt often go down in one hit:
Instead, they become fi ercer, stronger, more
reckless as they get hit, until they finally go
down like a ton of bricks. Sometimes, when
they appear to take that fatal hit (checking off
the Dead Box), they rise back up into the fight
with a different appearance, perhaps on fire or
surrounded by an energy halo, more powerful
than ever, screaming “This is my Final Form!”
The same thing happens in Pulp and other
Western cinema the heroic cop, superhero or
archeologist gets beaten up, only to have the
theme music play as they rise up and bring the
pain down on the enemy.
Tenra Bansho Zero combat emulates the
dramatic and cinematic ideals of combat
(in fact, a lot of these conventions are used
in Kabuki stage combat as well), and hand-
wavesthe reality of shock, trauma, blood loss
and other real combat factors.
Sekishu takes 5 points of damage. Before this attack,
he was uninjured. Since his Body attribute is 7, his
Vitality and Wound gauge looks like this:
Vitality: 14
Light Wounds: OOOOOOO
Heavy Wounds: OOOO
Critical Wounds: OO
Dead: O
After Autumn Rain’s attack, Sekishu’s character
decides to spread the 5 damage between both Vitality
and Wounds. Sekishu’s player thinks it would be more
dramatic to take a Heavy Wound. Not to mention he
will receive that bonus die to future attacks if he takes
any Heavy Wounds. He spreads the damage around
between 2 Vitality, 2 Light Wounds and 1 Heavy
Wound, and his gauges now look like this:
Vitality: 12
Light Wounds: XXOOOOO
Heavy Wounds: XOOO
Critical Wounds: OO
Dead: O
A bloody strike, but he can manage. Sekishu reaches
for that bonus die, as he now has a Heavy Wound. He
looks at his opponent’s moves to try to find an opening
for the next strike…
Wound Dice
One thing that may help your game is to use
special brightly-colored dice for keeping track of
wound damage. When a character takes wounds
and gains dice bonuses, that player will take those
1, 2, or 3 extra dice from those bright red (or other
color) special “Wound Dice” and keep those dice
in front of them to remind themselves to use them.
It is easy to forget about the extra dice when youre
new to playing or running the game, and having
a set different colored dice set aside for wounds
sometimes helps.
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Armour and Two Wound Tracks
Yoroi armour riders who pilot their armour in
combat have a few special rules to be aware of.
When piloting an armour, they will use two sets of
Vitality scores and two sets of Wound tracks.
When an armour rider takes damage, she can
spread the damage between the armour’s Vitality
WHEN DO PLAYER CHARACTERS
DIE?
In Tenra Bansho Zero, the player effectively
decides when the character dies. If the player
eggs on a series of brutal and insurmountable
fi ghts, she could simply choose to lose on
purpose, running out of Vitality and passing
out each time instead of dying. Of course,
this means that they’re taken out of the fight,
perhaps demoralized, rebuked, or even taken
captive. It also often means that the antagonist
or their enemy gets to advance their plot with
them out of the way, which will probably
soon begin to affect the things that the PC
cares for (Fates). Eventually, the PC will fi nd
themselves in a fi ght that they (or their player)
wants to win, nay needsto win. That’s when
they’ll start checking off the Dead Box to stay
in the game, at least long enough to see the
fight through.
When an NPC dies, they might have a few
last words or a small speech as they pass
on. Likewise, when a PC chooses to die, it’s
probably best to give that player some time
to say a few things before the character hits
that eternal slumber. To that end, while the
character might “die” in a battle, they arent
totally dead until the player says so. At that
point, the battle ends, and the scene hangs.
Time comes to a standstill, and in that
eternally lasting moment, the player has time
for her PC to act out a dramatic death or have
her character say a few last words before the
scene ends.
and wound tracks, as if the armour were a separate
character. When the armour reaches 0 Vitality, it
shuts down until combat is over. If the armour has
a checked Dead Box then drops to zero Vitality, it is
completely destroyed.
If both the pilot and the armour have taken
wounds, then only count the bonuses and penalties
of the checked box which grants the highest bonus.
For example, if the pilot herself has 1 Critical
Wound, and the armour has 2 Heavy Wounds, then
the armour rider gets the two bonus dice 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 her armour
takes damage. This is dangerous, but it can keep
an armour in a fight longer. When doing this, all
damage from that attack must be taken by the
character as Wounds (spread between the armour
and armour rider); if a rider chooses to take some
of the damage, that damage cannot be spread to
Vitality at all, whether to the characters Vitality
or the armour’s Vitality. It must all be taken as
Wounds.
One thing to note for armour rider characters: Like
kongohki, their armour is not a living thing. When
the armour takes a Dead Box, it means that the
armour is irrevocably damaged. One day it will
eventually crack and break down. While characters
can eventually heal their own Dead Box after
combat, a Dead Box on an armour or kongohki
cannot be recovered during a game session: They’re
stuck with it for the rest of the game!
If an armour breaks or powers down, the armour-
rider can still leave the armour (effectively ejecting
or crawling out of the armour). Th e rider can
then fl ee or even take up arms against the enemy
without the aid of the steel giant.
Finishing Blow
A character can finish off an enemy
by declaring a “Finishing Blow. If the
character is in range, and spends a major action on
a Finishing Blow to an enemy who has fallen (0
Vitality), that enemy is finished.
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OPTIONAL RULE: THE DEAD RISE
AGAIN
If the GM allows this special rule, then one
character per game session can be temporarily
brought back from the dead. If a character
has checked off their Dead Box and let their
Vitality fall to zero, they die (either right
there, or stay down until the end of the battle,
at which point they die). If it would seem
appropriate, one single character per session
can be temporarily brought back from the
dead.
Make a First Aid roll to help the fallen
character (one success is required). If that
roll succeeds, then the dead character returns
to the battle for a few minutes, perhaps
for a final strike, or to block a blow for a
companion. Their Vitality returns to 1. If the
character drops to zero Vitality again, they go
down for good and cannot be re-healed.
After the battle, if the “dead” character is
still standing, that character will fall again
permanently. Perhaps they have enough time
to say a final word or two before they are gone
forever.
The opposite is not entirely true, though: The PCs
cannot be finished offif they fall (unless they had
their Dead Box checked).
Think about the action movies or anime youve
seen: Why doesnt the villain simply fi nish off a
fallen enemy? Because its simply not interesting.
The PC has a place and a time where they are fated
to be finished off. Of course, the player may declare
that thisis the time and place by checking that Dead
Box. In that case, the GM should respect the
players wishes and fi nish them off if they lose all of
their Vitality and go down.
Until that time, though, the enemy will do things
that villains usually do: Walk away, not realizing
that the character still faintly clings to life. Or
realize that the PC is still alive, and simply gloat
while exiting the stage to push their evil agendas
further. Or the characters could be taken captive.
Or they could be publicly humiliated. Theres a lot
of options which the GM can employ, the default
being that the enemy simply walks off, presuming
the PC is dead:Oh, that’s all she had in her, eh?
Humph, good riddance, I’m off to the castle/tavern/
pleasure district.
HEALING DAMAGE IN COMBAT
There are essentially four ways to heal damage taken
during combat. The only thing to note is that, in
the middle of a combat scene, the Dead Box cannot
be healed; You have to wait until combat is over.
If you are still alive by then, the Dead Box can be
healed.
Every type wound has a number associated with
it for healing purposes. Here are the wounds, and
their associated rank:
Wounds and Ranks
Wound Rank
Light 1
Heavy 2
Critical 3
Dead Cannot heal in combat
These ranks are used in determining how easy it
is to heal a wound at that level. A warrior’s player,
familiar with how damage works, might be inclined
to make sure that they take a Heavy Wound right
offthe bat (to gain that bonus die advantage). But
looking at the chart above, in a critical situation
where they need healing to continue fighting,
Heavy Wounds are harder to heal than Light
Wounds. There is always a trade-off .
In combat, though, it is generally hard to heal
unless you have innate abilities that let you do
so. It’s much easier to heal after a battle scene, so
take care when racking up wounds in combat:
Sometimes it is better to take a fall in combat unless
the battle means a lot to you.
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First Aid
First Aid has two functions in combat scenes. If
another character has passed out by dropping to 0
or less Vitality points, you may try to stabilize them
and return them to the battle. Make a First Aid roll
against the number associated with the highest
wound taken (0, 1, 2 or 3). In a case where the hurt
character has not taken any wounds, at least one
success is required. If the healer succeeds in this roll,
then the wounded character returns to 1 Vitality (no
higher than 1, regardless of the number of successes
made). That character has been stablized.
The other function of First Aid in combat is to
heal characters who have taken a Critical Wound.
Critically wounded characters will naturally “bleed
out” a point of Vitality every round until they reach
1 Vitality if left unchecked. Making a successful
First Aid roll against the Critical Wound ’s rank of 3
(three successes or more needed on a First Aid roll)
stops the effect of the Vitality Drain.
Buddhist Magic
The Buddhist Magic spell Iyashi (Healing Prayer)
can take away wounds from hurt characters.
Essentially, the healer will spend five Soul, roll their
Empathy: Buddhist Magic, and count the successes.
Subtract the Wound rank of the highest Wound
the hurt character has, and the remainder of the
successes can be used to restore checked Wound
boxes on a one for one basis. On top of that, all
Vitality is restored to its maximum score.
This magic does not work in a combat scene on a
character with the Dead Box checked; The nature of
Healing Prayer cannot break the fi rm lines of fate
to which the Dead player has resigned themselves.
See the Buddhist Magic section for details on the
Iyashi spell.
Annelids and Wormcharm
Rejuvenation and Immortality worms assist
their character during the interaction phase. An
annelidist does not need to take an action to
use these worms to heal their own bodies, this
happens automatically during the interaction phase.
However, if they wish to use their Rejuvenation
Worms to heal another character (a common task
for annelidists), the annelidist must instead spend
a full action to heal them. See the Annelid List for
more information on the effects of these creatures.
Shiki or Ayakashi Regeneration Ability
Shikigami powers (including Shiki-given samurai
powers) and ayakashi Regeneration powers are
activated every Interaction phase in combat.
HEALING DAMAGE AFTER COMBAT
When a combat scene is over and the fallout of
battle has been tallied, other forms of healing
become available.
Vitality and Soul Replenishment
Damage that was taken to Vitality rejuvenates
quickly. One point of Vitality returns for every
minute that the character is not in battle until their
current Vitality matches their maximum Vitality.
This usually means that by the time the next scene
starts, the character is fully healed.
The exception is if the character has taken a
Critical Wound. In this case, the character will
need treatment soon, or they will pass out (losing
one Vitality per minute, down to a minimum of 1:
At one Vitality point, the effect of Vitality Drain
ends). If losing consciousness is inevitable, they can
be healed in a future scene (assuming the other
characters or an NPC drag that character
somewhere to be healed). If nothing else, the
character can wake up suddenly in the care of a
stranger with their Vitality replenished and no idea
of how they got there. If this makes sense for the
story, go with it.
Soul requires more time, replenishing at the rate
of one point per hour. This means that if the
next scene after combat happens right away, the
characters will only have time to replenish maybe
one point of Soul. If the next scene happens several
hours or a full day later, then it is likely that all
characters will have their Soul fully restored. If the
combat happens at the end of an Act, then at the
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BASIC COMBAT
beginning of the next Act (after the Intermission)
the character will be fully restored in Soul as well.
While Soul replenishes one point per hour of game
world time, a full day’s rest or relaxation (including
sleep) will completely rejuvenate Soul. It might be
interesting to act out a relaxation scene. This could
include time spent with friends at a tavern or hot-
springs resort, indulging in mindless fun, carousing,
gambling, calligraphy, painting and so on.
Recovering from Wounds
Wounds will heal much more easily once a battle
scene is over. Th e character can recuperate through
resting or medicine. If the character gets the aid
of a doctor, herbalist, acupuncturist or similar
caregiver, the healer can make a First Aid roll. She
must get a number of successes equal to or greater
than the rank of the highest wound level of the
hurt character (0, 1, 2 or 3). For every single success
greater than the highest wound rank, one wound
box can be removed from anywhere on the hurt
character’s Wound Track (wherever they wish
to have it removed from: Light, Heavy, Critical,
or even Dead). If there is no healer around, the
character can roll their own Senses: First Aid to try
to heal themselves.
Example: The hurt character has 5 Light Wounds and
1 Critical Wound. The target number to heal this
character is 3, the rank of the highest wound (Critical).
A healer rolls 5 successes on her Senses: First Aid roll,
so the healer succeeds. Th e hurt character may remove
two Wounds equal to the number of successes (5) minus
the highest wound rank (3). In this case the result is 2,
so the hurt character’s player can clear 2 wound boxes
from anywhere on her sheet. It might be a good idea for
the player to remove that 1 Critical Wound box and 1
Light Wound box.
This can be attempted one per day in the game
world, or once per act if more than one act occurs
on the same day.
If the First Aid roll fails, then the character’s
condition does not change, although this will not
cause it to get worse.
The Dead Box can be healed after combat using
this method. The Dead Boxs rank is equal to 1
(the same as a Light Wound). Its easy to heal from
a mortal physical or spiritual wound, but only after
the battle is over. The character will still most likely
be shaken by the experience. Consider later adding
a Fate (or changing an existing Fate) that somehow
deals with that battle.
Healing Formula Summary:
First Aid: Roll the dice and count successes.
Target difficulty number: the Rank of the highest
wound taken (1, 2, or 3 for Light, Heavy and
Critical, respectively, and 1 for Dead)
Success: The hurt character can clear a number
of wound boxes equal to the number of successes
rolled over the highest wound’s rank.
Failure: The hurt character’s status does not
change.
YOROI ARMOURS, KONGOHKI AND
HEALING
Yoroi armours and kongohki are creatures of magic
and steel, not fl esh and blood. They cannot be
healed with First Aid or Buddhist Magic. They
can only be healed by onmyoji who are skilled with
repairing these technological wonders. Roll the
healer’s (or mechanics) K nowledge: Onmyojutsu
against the rank of the highest wound taken. Every
additional success past the wounds rank equals the
number of wound boxes that the character can clear
from the sheet. In short, it works just like human
healing but with Onmyojutsu instead of First Aid.
One thing to note, however, is that a Dead Box
can never be healed in one game session. Once the
machine takes enough damage to be hurt in such
a way, its days are numbered. While other wounds
can be healed, the Dead Box will not go away for
the rest of that scenario. If, later, in a future game of
Tenra Bansho (not the same scenario, but a future
one with the same characters) the same kongohki or
armour returns, then it can return with a healed
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Dead Box: The armour or kongohki was completely
retrofitted, broken down and re-crafted by skilled
machinist-sorcerers or Priesthood agents.
There are a class of rare armours called “living
armours”, made of both steel and flesh. Living
armours are healed externally like other steel-
based armours. However, if the living armour is
implanted with Rejuvenation Worms, then follow
the annelidist rules for healing wounds. This
class of living armour can be healed by and heal
themselves with annelids.
SPECIAL COMBAT
RULES
The following is a list of special rules for combat.
Some of them are special maneuvers that any player
can use, while others are unique abilities only open
to characters that take a specific archetype or
ability.
AIUCHI ATTACK
Aiuchi means “simultaneous strike”. It is a
very dangerous maneuver, but in those rare
circumstances the incredible risk could be worth the
reward. The defender drops her guard and takes on
the full weight of an incoming attack, then counters
with a deadly and unblockable attack. Both
characters will roll for damage as if their opponent
had zero successes.
Only the defending character can declare an aiuchi,
and it must be declared before the dice are rolled.
Th e other character gets to make their attack first,
against a difficulty of zero. All successes, plus the
weapons damage, hit the aiuchi character.
If the aiuchi character is still standing and
conscious, then the aiuchi character can return the
attack: She rolls to attack, and the opposing player
will take an amount of damage equal to all of the
successes the aiuchi player rolled plus the weapon’s
damage rating.
This is a brutal maneuver and should be used
sparingly because of the damage it inflicts upon the
initiator.
While the aiuchi attack is a classic sword maneuver,
missile or flying weapons (shuriken, arrows, guns)
can be used to make aiuchi attacks as well.
SNEAK ATTACK
Characters who use their Stealth skill, or shikigami
or ayakashi with the Invisibility ability, have a
chance of making a devastating surprise attack. To
initiate a Sneak Attack, the attacker must be hidden,
disguised or invisible. In most cases the target will
make a Notice roll against the attacker’s Stealth
roll to see if they can spot the attacker or not. If
the attacker is not spotted (or is simply magically
invisible), they can make a sneak attack.
The attacker rolls to attack and the defender rolls
to defend as normal. If the defender wins, then
the target is safe and does not get attacked (or they
parried the attack at the last second). However, they
cannot make a counter-attack on a surprise attack.
If the attacker wins, then the attacker does damage
as if the defender had zero successes to defend. In
other words, the defender takes damage equal to
the total number of successes the attacker rolled,
plus the weapons damage. This can be a deadly
attack strategy for stealthy characters and gunlance-
wielding snipers.
Sneak Attack: Autumn Rain vs Ashigaru
Autumn Rain slows her breathing. Although she
was crafted as a kugutsu, a beautiful creature to stand
out in society, she is doing everything in her training
to remain hidden in the tall grass. Her target, the lone
ashigaru foot-soldier pursuing her, is rustling noisily
through the grass towards her. He runs past her, almost
stepping on her prone form. Autumn Rain sees his
exposed, unguarded robe covering his back. She leaps
out of the grassto make her strike!
Autumn Rain’s player made a successful Stealth roll
against the ashigaru’s Notice roll, so she is set up to
perform a Sneak Attack. Describing Autumn Rain as
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BASIC COMBAT
leaping out of the grass, knee forward, at the same time
brandishing her ninja sword, the player rolls Autumn
Rain’s Agility: Melee Weapons and gets 6 successes.
The ashigaru’s player (the GM) rolls his Agility: Melee
Weapons and gets only 2 successes. Not only does
Autumn Rain win, she won as if the ashigaru had zero
successes. With the 3 damage for the Ninja Sword, that
makes a total of 9 damage to the ashigaru.
The ashigaru falls silently backwards into the tall grass,
his face contorted into a ghastly mask of shock.
SAMURAI FORM
The warriors who have living shiki bound to their
flesh are called samurai. Samurai form is the name
of the state when the samurai activates the shiki
and changes physically: Muscles grow and enhance,
mass increases, chitin-like armor and spikes appear
on their bodies. It is a spectacle to behold.
This is the process to engage the samurai form:
1) To start the samurai form transformation, the
samurai must expend Soul. The exact amount
depends on the power level of the bound shiki spirit.
2) The samurai then immediately gains use of her
samurai abilities (attribute bonuses, special powers,
etc).
3) From that point on, the samurai form can be
sustained for a number of rounds equal to the
samurai ’s Spirit attribute score. Starting at the
beginning of the next round, start counting the
rounds samurai form is active during the interaction
phase.
4) A samurai has no limit (other than Soul reserves)
to the number of times a day the samurai can attain
samurai form.
During combat it takes one action for the
samurai transformation to be completed. The
metamorphosis occurs once that action is used, and
during that combat round all subsequent rolls that
round (like defending) use the modified samurai
levels.
Since the transformation requires one action, most
samurai will simply not make an attack action
until the next round. However, a samurai may still
attempt to attack that round by spending an extra
Kiai point to take a second action. In a pinch,
when faced with an incoming attack before the
samurai has transformed, a samurai can spend 2
Kiai as an “interrupt” action, spend 1 more Kiai
to take an action (3 total), and start the samurai
transformation in order to use the modified samurai
attribute levels to block the attack. See the Karma
section, Kiai abilities for more information about
interrupt actions.
Note that when the samurai form is activated,
from that instant onward the samurai can use the
enhanced ability scores for defense/counterattack
rolls. However, the process of transformation itself
is not instantaneous, and the samurai cannot
normally make an attack until the next round.
However, the samurais player can spend Kiai points
as mentioned above to take additional actions that
round, and then make attacks with those actions
using the adjusted samurai attributes, or enhanced
defense rolls by interrupting early in the round and
transforming then.
YOROI STARTUP
There is no roll required for a yoroi armour pilot to
start up an armour. However, it does require a full
action for the pilot to perform the initial startup.
Additional actions require further spending of Kiai.
SOULGEM WEAPONS
When an attacker scores a hit with a soulgem
weapon, they can then choose to increase the
damage by squeezing the soulgem weapons’ trigger.
The soulgem weapon can then fire any number of
soulgems the user wishes in that single attack up to
that weapons listed Rate of Fire.
For every soulgem the attacker expends, one point
of additional damage is done to the target as the
blade tears through its target like an electric knife
carves through a block of tofu.
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The attacker can declare the number of soulgems
she is using after the attack succeeds; she does not
have to declare the soulgem expenditure beforehand.
INTERFACE SKILL
When piloting a yoroi armour (either a hand-crafted
meikyo armour, or a mass-produced kimenkyo
armour), the pilot substitutes her Interface skill for
all general skill rolls. This includes melee attacks,
marksman attacks, evasion, notice and the like.
BUTTERFLY DREAM
Kugutsu have the ability to manipulate the physical
illusion which covers their body to create hypnotic
worlds of dream. It is a kind of “brain hacking” or
forced psychotherapy which can be performed on
any single character. Once per combat, a kugutsu
character can attempt to engage a Butterfly Dream
against any single opponent as a major action.
If a kugutsu successfully brings a target into
the Dream, she instantly knows all of the target
character’s motivations (If the target has any Fates,
reveal at least one, if not all of them). The kugutsu
has instantly gotten a sense of who that person is
and what their goals are.
From there, the kugutsu can pursue the target and
engage in illusory combat, try talking to the target
as kind of psychotherapy, or break it offand return
to combat.
KONGOHKI
Kongohki have the Overdrive ability, which
lets their fearsome steel bodies move and act at
incredible speeds for a short period of time. When
Overdrive is used before an action and the kongohki
makes a roll based on Body, Agility or Senses,
they can count the number of dice that came up
successes, roll that number of dice again, then add
those successes to the total.
Kongohki can activate this ability instantly before
they take an action. They can use Overdrive for
a number of times per game session equal to their
Spirit score plus their Body score. Each Overdrive
activation will boost one single action. Keep
track of how many times this ability is used in a
session. If the kongohki increases its Body or Spirit
attributes in the course of the session, they receive
additional Overdrive actions. Overdrive activation
is instantaneous and can be performed at any time
during the kongohkis turn.
For example: A kongohki goes into Overdrive, and
makes an Agility: Melee Weapons roll. The result of the
roll is 6 successes. The player can pick up 6 more dice
and roll those, adding them to the total. If the player
rolls 4 more successes, then the total is 10 successes for
that action.
RANGED WEAPONS
For ranged, flying or projectile weapons like bullets
(fired from soulgem or gunpowder weapons), kunai,
shuriken, or knives, there are various rules for their
use in combat.
1) They cannot be counter-attacked, only parried
with weapon skills or dodged with the Evasion skill.
2) Knives, arrows, shuriken and bullets can
be parried or dodged with the melee weapons,
unarmed combat or Evasion skill. Spiritual attacks,
flame, energy balls, explosions/mortars/missiles, and
lasers can only be dodged with the Evasion skill.
3) A character can make a number of different
attacks equal to the weapons Rate of Fire. However,
the attacker only rolls one time for multiple attacks.
4) There is a damage bonus for using a flying
weapon with a rate of fire to make multiple attacks
against the same defender.
See the chart for details.
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Attacks Against Multiple Targets with Ranged
Weapons
An attacker using ranged weapons can make attacks
against multiple targets as a single action as long as
these two conditions are met:
1) All of the targets are within range
2) Th e weapon used has a Rate of Fire equal to or
higher than the number of targets selected
The attacker makes one attack roll, and each
defender rolls to defend separately.
If the attacker fires or throws a weapon more than
once against the same target, then the attacker gets
a damage bonus. The damage bonus is equal to +1
for each shot spent against an opponent.
Multiple Attacks Against a Single Opponent with
Ranged Weapons
In the case where multiple shots are taken against
the same enemy, the character simply adds a higher
damage rating to the single defender if the attack
succeeds. This happens often, as ninja are classically
fond of throwing many shuriken or kunai at an
enemy at one time.
Every additional shot spent against a target grants a
damage bonus of +1, for a maximum damage bonus
of +2 per target.
Follow the chart for easy reference. If your character
uses weapons which require the Marksman skill, it
might be helpful to reference the numbers above.
DAMAGE BONUS FOR RANGED WEAPONS
Rate of Fire Sample Weapon Number of Targets Aimed At
1 Single Shot
2 Bow, Soulgem Rifle
3 Kunai, Knives, Repeater
4 Soulgem pistol
5 Shuriken, Heavy Repeater
6 Dreadnaught Repeater
1 2 3 4 5 6 7 8
0 - - - - - - -
+1 0 - - - - - -
+2 0 0 - - - - -
+2 +1 0 0 - - - -
+2 +1 0 0 0 - - -
+2 +2 +1 1 0 0 0 0
If it seems too complicated, the GM can declare
these rules optional and just use the default damage
ratings for ranged weapons.
Ranged Weapons: Autumn Rain and the Shuriken
Autumn Rain is crouched on the other end of the
Red River Bridge facing two ashigaru soldiers who
have their spears pointed at her. She opens her
hands, revealing four shuriken which she sends
speeding quickly towards their targets.
Shuriken have a maximum Rate of Fire of 5, but
Autumn Rain’s player doesnt want to waste them.
She can get the exact same damage bonus (+1)
throwing against two targets with 4
shuriken as she can with 5, so she uses the “Rate of
Fire: 4” column to determine the bonus. If she were
throwing all the shuriken against one target she
might use the maximum Rate of Fire of 5 shuriken
for a +2 damage bonus.
Autumn Rain’s player rolls 8 dice, and gets 5
successes. Not bad.
The GM rolls the ashigaru soldiers’ Evasion skills,
and gets a total of 1 success for one soldier and 2
successes for the second soldier.
The shuriken base damage is +1. The damage bonus
for using 4 shuriken against 2 opponents is +1 for
each opponent. Finally, the attack and defense roll
difference was 4 for one soldier and 3 of the other.
The total damage is 6 damage to one soldier, and 5
damage to the other soldier.
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OTHER DAMAGE
There are other types of damage besides weapons,
such as fire or falling from great heights. When
calculating other kinds of damage, use the following
formula:
Find the damage rating.
Resist the damage with the appropriate roll.
Every success rolled subtracts one from the
damage rating, down to a damage of 0.
Here are some examples of types of damage, their
rating, and what to use to resist.
Type Damage Resist With
Falling from a
cliff
height (in
meters)
Movement
Poison/Fire/
Acid/Cold
damage rating Willpower
Explosives damage rating Evasion
The damage rating is set for each of the damage
types either by the GM, or by the power it comes
from. For example, an ayakashi might have a poison
with a damage rating of 10, or a shiki might explode
with a damage rating of 15. If there is no set rating
for the damage, the GM will decide the damage
rating.
Things like poison, fi re, cold and acid will continue
to do damage every round during the interaction
phase. Poisons have a time rating, which is the
number of rounds the character is affected by it. ire,
Cold and Acid lasts until the character’s situation
changes (she puts herself out, she gets out of the acid
pit, or she takes shelter from the cold).
Continual damage can be resisted every time it is
dealt to the character.
Example: Autumn Rain and the Poison
Autumn Rain is hit with a poison needle fired by a
hidden assassin. After taking the slight damage from
the needle, the GM determines that the poison has a
damage rating of 5 and lasts for 5 rounds of continuing
damage.
Every interaction phase, Autumn Rain will make a
resistance roll using Spirit: Willpower against a target
number of 5 to try to reduce that damage. Failure
means that she will take damage that round. Autumn
Rain better find and finish off that assassin before she
gets hit with another needle.
Arts of War
Weapon masters and some trained warriors have
access to the abilities called the War Arts. There
are many styles to choose from, each style having
its own progression level of unique abilities, attacks
and maneuvers. See the Art of War section for more
details on these abilities.
The arts of war are a unique set of skills. Like the
Shinto abilities, the character’s skill level at an art
is simply just a marker which shows the characters
rank and knowledge of that art. The war art itself
is almost never rolled as if it were a skill. It simply
shows the player of that character what their
character’s level is in that particular style and which
abilities within that school that they have access
to. When using the war arts to perform a special
maneuver, the character will make attack rolls as
they normally do and not “Art of War” rolls. In
most cases, the weapon master uses their Melee
Weapons, Unarmed Combat or Marksman combat
rolls as normal.
A character can combine multiple techniques into a
single attack, defense or counter-attack, as long as all
of the techniques are from the same school. In some
rare cases, a character might be skilled in more than
one war art. In these cases, a weapon master can use
multiple techniques from one art in one attack, and
multiple techniques from a second art in a second
attack. However, you cannot mix techniques from
two different schools in a single attack or defense:
The arts require a distinct mindset, focus, and
movements which are impossible to stack at the
same time with a different art’s mindset.
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BASIC COMBAT
For example, a character who is supremely skilled
(5) in both Crescent Moon Blade Tactics and True
Illusion Style could use the True Illusion style’s
“Light and Shadow” technique in conjunction with
the True Illusion style’s “Three Year Kill” technique,
since both techniques come from the same school.
However, she could not use the True Illusion’s
“Light and Shadow” technique in conjunction with
the Crescent Moon Blade Tactics styles “Seal of the
Blade” maneuver in the same attack because they
come from different schools.
Strategy
A character with the Strategy skill can at any time
make a roll of Station: Strategy to build up an
advantage for their force. This can only be done
once per Act. This represents expert plan creation,
barking out orders clearly, setting up strategies to
win skirmishes and the like. The strategist should
describe, when awarding advantages to their allies,
how their actions or strategies led to this advantage.
All of the successes rolled in the Station: Strategy
roll become banked bonus dice. Later, at any time
during the Act, a strategist can award some or all
of these dice to their allies (usually for attack or
evasion rolls), or even use these dice themselves. For
every banked die spent, the character chosen by the
strategist can roll one extra bonus die. This can be
done as many times as the strategist wishes until
they run out of banked dice. Also, there is no limit
to the number of dice that can be given in this
manner: 1, 5, 10 or more for one roll is fine.
All dice that remain banked at the end of the Act
are immediately removed from play. The strategist
may attempt to roll for another advantage sometime
in the next Act.
In a future Tenra Bansho supplement, there will be
rules around using the Strategy skill to direct mass
combat battles and full-scale wars.
KIAI/AIKI TRICKS
There are a number of tricks that you can use in
combat by expending Kiai or Aiki chits. Here are
some of their combat uses. Please see the Karma
chapter for a more detailed explanation.
Attacks/Counterattacks
By spending Kiai, you can boost your Weapon or
Evasion skill up a rank or two (up to a maximum
rank of 4) for one roll, or add more dice to a combat
roll. If you dont succeed at the combat roll, you can
spend Kiai to gain some automatic successes. These
are some techniques commonly used in combat.
Protect/Take the Blow
Spending one Kiai point lets you take an attack that
was meant for another character (even if you are
out of range). You cannot counterattack when you
protect. See the Karma chapter for more nformation
on the Protect maneuver.
Additional Action
After your action, you can spend another Kiai point
to make an additional major action. If the next
character acts afterwards, and you want to make
an additional action before the end of the round
and your turn has passed, you will need to buy an
Interrupt to go before other characters.
Interrupt
You can take your action before your turn officially
comes, or after you have performed your major
action, by spending 2 Kiai points. You can take
additional interrupt actions by spending 2 Kiai for
the interrupt, and one more Kiai for the additional
action. Th is is a good way to assume samurai form
in a hurry before you would normally be allowed
to go in order to defend with the samurai attribute
bonuses.See the Karma section for more detailed
explanations of these Kiai-based actions.
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COMBAT BALANCE AND
NARR AT ION
As you read through the rules and begin to play,
youll soon learn that there’s really no major
detriment for taking Heavy Wounds or filling in
KIAI AND THE UNBEATABLE FOE
Most adventure scenarios will put the players
against strong enemies with high natural dice
pools and high levels of skill.
As youve seen in the rules, combat comes
down to a roll-off of dice between you and
the enemy. There are tricks you can use in
combat: things like filling in the Dead Box,
declaring aiuchi, making sneak-attacks, or
using Arts of War. But in general, many “end
game bosses” are too strong. You can roll dice
against them all day, but youll only win if
youre really, really lucky.
That’s the way it’s supposed to be! Strong
enemies simply cant be beat using normal
means. That’s where Kiai comes in. Kiai
lets players perform extreme feats of skill. A
character could easily raise their skill level one
or two levels with Kiai for a strike, then buy 5
or 20 extra dice to roll. Or break a tie against
a foe by using Kiai to buy one or more instant
successes. This is the only way players will
be able to defeat strong enemies or “boss
opponents.
You can gain Kiai from role-playing your
character well and entertaining the other
players. The more you get into character and
play out that character’s Fates, the more Aiki
chits you will receive from your friends. This
leads to having a pile of Kiai points to spend,
the very Kiai you need to do the tricks to take
down a powerful enemy. Yes, in the end, boss
enemies can only be defeated in Tenra Bansho
Zero by role-playing well.
that Dead Box (until the character passes out, that
is). It might seem strange to have a system where
hitting an enemy for a large amount of damage can
make that enemy stronger, giving them more dice to
fi ght back in exchange for taking some wounds.
The combat rules in Tenra Bansho do not
reflect reality. They instead aim to reflect the
fictionalized reality” of what youve come to see in
theatrical plays (or kabuki plays if youve had the
experience), manga, anime, video games and the
like.
The important thing in combat isnt how long
a character can go before dying, but 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 character doesnt die until the player checks that
Dead Box and signals that she’s okay with dying.
That means if the character falls off an orbital
platform, burns through the atmosphere, and falls
several kilometers to land in a rocky crater, if the
player doesnt want the character to die there, and
leaves that box unchecked, she doesnt die. It might
make for some strained narration to figure out how
they lived, but it just wasnt that characters time to
die.
When a character takes damage, its up to the
players and GM to decide what that damage means.
Here are some examples to get you started:
Vitality Damage: Tears in clothes, thin cut lines,
narrow misses, running out of breath. Th is is
the kind of wound or cut where, if you saw it in
a manga or comic, in a few panels the artists will
simply stop drawing it and move on.
Light Wound: Flesh wounds, some blood or
bruising.
Heavy Wound: A bone snaps, or blood doesnt
easily stop flowing.
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Critical Wound: Being hit hard somewhere painful
or dangerous.
Dead: Being run through.
Also, it might be good for the GM and players to
talk beforehand about the level of “splatter/gore
in the game. The default is a little blood, like a
cinematic movie or anime. Many players will be
squeamish with narrations of bloody rampages of
spilled organs and bloody decapitations. There’s no
need to gross out the players, try to keep the action
focus on the characters, not on the trails of blood
spatter.
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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 flow 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 flow and finally clean-up after a session are
important to a successful and fun session.
In this chapter we’re going to explain these Zero
System rules in detail. While this section is going
to be very important for a GM, all players are
encouraged to read this section to see how to take
part in a successful game.
GAME PREPARATION
The game of Tenra Bansho Zero, from the
beginning to end of a single story, usually happens
in the space of one single multi-hour session. To
begin a session, you need the following things:
• A place to play
• Free time
• Friends
Those three basic things are all that is
essentially needed to play the game.
Concept: The Session
While many RPGs are structured so that the story
runs on and on over the space of many sessions,
Tenra Bansho was meant to be a fast role-playing
game. The entire game, from character generation,
to adventure, to conclusion, usually happens in the
space of one session. A Tenra Bansho “campaign
happens from start to finish in one session lasting a
few hours, usually 5-6.
This can easily be done if you plan to meet and play
with your friends on a single weekend day. In Japan,
people meet with friends far more on the weekends
than on weekdays. However, in the West, we often
make plans to meet with friends on weeknights as
well as on weekends.
Therefore, while the intent behind the design of
Tenra Bansho Zero was for all the players to meet
on one day of the weekend and together share an
epic story over the course of 5-6 hours, many of us
in the West are more fl exible with our time. You
could break this up over say two or three
weeknights of 3-4 hours each (meeting with your
friends two or three Tuesdays in a row, for example).
As long as you are able to keep the momentum
going, you can probably break those 5-6 hours up
over two or more sessions. Just dont put too much
time in between sessions, as players will quickly
forget what happened in previous sessions.
A Place to Play the Game
Tenra is what is called a tabletop role-playing game.
You can try playing online with friends over the
internet, but the game was really meant to be played
face to face with friends in a single room.
All you really need is a table and enough seats for
four to six people to sit comfortably around it. In
Japan, youd want to use at least a “six tatami-mat
room, but since most of us dont live in Japan, the
basic play area in someones home will be the dining
table or living room coffee table. The shape of the
table doesnt matter, nor whether you sit in chairs
or on the floor around a coffee table, as long as
everyone is comfortable.
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WHAT IS THE ZERO SYSTEM?
You will want to pick a relatively quiet place, or at
least a place where you can raise your voices without
disturbing others. A coffee shop or library might
seem like a good place to play, but when something
cool happens in a game, the players tend to get
noisy. Wherever you play, make sure its a spot
where a little noise isnt going to disturb people
around you.
Free Time
Tenra Bansho Zero can usually be played in one
single four to six hour session. This assumes that
there are 3-5 players (including the Game Master).
Th is is easy to organize on a weekend, but if you
wish to play on a weekday, you might find it best to
NIFTY CULTURE POINT
In Japan, houses are often small and private
spaces, so gamers often want to play in more
public places when they meet up to play
role-playing or other games. Friends meet
up to hang out far more often somewhere in
town than at someones house. In Japan, there
are community centers where you can grab
some table space for a few hundred yen (a few
dollars) a day, or cafes where spaces can be
borrowed or rented.
The quintessential Japanese role-playing
experience, though, is to play RPGs in a
Karaoke club. Karaoke clubs are relatively
inexpensive, where each room is spacious and
almost soundproof from other rooms. Instead
of singing songs, though, gamers will bust out
their role-playing books, order some drinks
and snacks from the Karaoke club menu, and
play for hours. Luckily, in the West we dont
have to go to such great lengths to find a play
space. We dont have as many reservations
against hosting events in our houses, so most
role-playing happens at someone’s house or
apartment. Coffee houses or even local game
stores are also available when the players want
to meet in a public area.
divide the game into two or more 3-hour sessions.
You will also want to keep in mind that it usually
takes about 20-30 minutes for everyone to get into
the game after showing up, as well as another 20-30
minutes after the last scene of the session happens to
do after-game discussion with your friends.
Time to play can be adjusted if the GM organizes
the event over email: Over email the GM can
describe the game she has in mind, and together
with the players work out roughly what kind of
story and what kind of characters they wish to
make. You can save an hour or so by doing this kind
of preparation in advance before the session begins.
This also assumes that you will have friendly
chatter, but will be pretty focused on the game
and the story you are telling while youre playing
the game. If you find yourselves taking longer
intermissions to chit-chat, that will add an hour or
two to the game time.
With a Game Master and four players, you might
find that four hours is a little too tight, and that
five or six hours makes for a more natural, fun story
without cutting out too many interesting parts. In
fact, many kabuki plays, like long-scale western
theatrical productions (Shakespeare), last six or more
hours when you include intermissions. This kind
of session is best held over a Saturday or Sunday
afternoon. However, if you play on the weekdays
you might have to split the session up into two
or more 3-4 hour sessions.
You probably dont want to be spending any more
than seven or eight total hours on one game of
Tenra. More than six hours in one play session can
be really tiring, especially if everyone is really role-
playing and acting aggressively. The players will
probably want to wrap up the story in six hours or
less, so that they can plan other events for the
weekend.
In four to six hours a story will be told. The game
will start and come to a close. The ending will be
dramatic, especially as the characters deal with their
Fates. But at the end of that session, the story is
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WHAT IS THE ZERO SYSTEM?
over, and it is time to move on. Your next game of
Tenra might focus on an entirely different situation,
with all-new characters. Or, you may bring some
or all of the characters back together again to tell a
new story with them. However, each session, from
beginning to end, is a complete story. Unlike
some other games, the same story with the same
characters does not get dragged out for days, weeks,
or even years.
Friends
You can play a game of Tenra Bansho Zero with
one Game Master (GM) and two or more players.
The best stories tend to come out in games where
there is one GM and 3-4 players. It’s very likely
that games with 6 or more players will not take
off: You have to spend an incredible amount more
time on the story to include all of the characters,
and that estimate of “4-6 hours” of play will start
to expand exponentially and look more like “10-12
hours” in order to include all of the characters in
a meaningful way. The game looks more like an
Epic than a Story. Normally, that wouldnt be a
problem, but in an RPG like Tenra that means that
a character will be onstage for a while, and after that
there may be a long downtime before they can take
the stage again. This will increase the play time, and
may be boring for players who are fired up and want
to act out the role of their character but have to wait
longer for scenes focused on them.
There are other options with larger groups, though.
If you have six friends who want to play, you could
run a game for three of them one day, and the other
three at another time. Or, if your players are up for
the challenge, you could run a game with 6 players
but only 4 player-characters (PCs): The other 2
players will assist the GM in playing the roles of
the other characters (NPCs, both minor and major
NPCs) that the PCs interact with.
Finally, it’s important to note that everyone is
responsible for making the game a success. The
GM is the one who plans the session, sets the story
spinning, and plays the role of many of the NPCs
that appear in the game. The players are there to be
entertained, and to entertain each other:
They should be willing to act out their roles and
have a hand in helping shape the story. If all of the
players show up to be entertained as if they were
passively watching television, lack enthusiasm, or
dont help entertain the other players and GM,
then the game will flop. It will fail as if it were a
theatrical play where the actors are not interested in
performing that day. Bring your Game Face to the
table.
The Game Scenario
When the game comes together, at least the GM has
to have an idea of what they want to have happen.
Th e GM usually writes down a “scenario, or story
outline, of the events which will happen in the
game, the characters that will appear, and perhaps
the stats of major villains and other major NPCs.
Some GMs, especially beginning GMs, want to
script out many events in a way where they expect to
have the players move their characters in a line from
Act to Act, Scene to Scene, following the GM’s
carefully-made story. Other GMs come up with just
a basic concept of what they want to have happen,
maybe writing a single line or two for their entire
scenario, and ad-lib or improvise everything from
the beginning of the game to the end.
Probably the best way to prepare (until you get used
to the game and how your friends play the game) is
to be in the middle of those two extremes, perhaps
writing down some ideas for the characters Zero
Acts, some NPC names and roles, plan out a few
encounters (and jot down some villain stats), and
in the end have a general idea of how they imagine
the fl ow of the game to take place from act to act,
scene to scene. That way, if the players take the
horns and steer the game in exciting and interesting
ways, the GM can ditch his notes and make up
new ones on the fly (which is very hard if the GM
structures the scenario too much). At the same
time, they have already prepared some interesting
NPCs (including their names, personalities and cool
character lines) and solid events ready to fire off at
any time.
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WHAT IS THE ZERO SYSTEM?
ITEMS USED IN THE GAME
While the basics of the game require simply a place,
players and time, in truth some other supplies are
also required to play the game. For example, it’s
hard to write up characters if nobody brings any
writing utensils. Here are the items required to play
the game, as well as who is responsible for bringing
them.
Writing Materials (Everyone)
In the game, the players write up their characters,
keep track of Wounds and Health, and erase old
Fates while writing in new Fates. To that end, all
players will need pencils and erasers. It’s probably a
good idea to have some spare pieces of paper laying
around so that the players can take notes (writing
down the names of major NPCs or place names so
they dont forget, for example). The Game Master
will also probably want some paper or a notebook
to write down things as his scenario plans change.
The GM may have to make up new characters,
places, events or update villain stats on the fly.
Dice (Everyone)
When deciding if a character succeeds at a task or
not, that characters player rolls normal six-sided
dice to determine success or failure. A six-sided die
is sometimes called a “d6” for short.
Each player should bring about 10 dice with them
to the game session. If one of the players or the GM
forgets their dice, you can pool the dice together
and use them as needed. In this case, 20-30 dice per
group is a good number. You can bring more if you
want, especially if you tend to play more powerful
characters. Regular old dice can be bought in
almost any pharmacy or grocery store. You can buy
pretty sets of dice online or at your local gaming
store, or dig them out of popular board games.
Rulebook (Everyone, or At Least One)
You need at least one copy of the rules to play the
game. However, it’s always a good idea for the GM
and players to have their own copies of the rules so
that any player can reference the rules at any point
without having to take it from someone else.
Having only one copy of the rules during character
generation make it take longer for the game to
start, since each player will need to jot down their
character stats from the pre-made characters or flip
through the Archetypes section to make character
choices. At least two or more is recommended.
Aiki Chits (GM)
The GM should bring something to use as Aiki
Chits, or else have another player bring some. You
can use anything as Aiki chits, like coins, colored
glass beads, or strips of paper. Poker chips, especially
colorful clay 11.5g or 14g chips (or even the cheap
plastic poker chips you can buy anywhere) make
excellent Aiki chits (you can call them “Aiki coins”
in play). You will want to bring either a lot of
chips in one color (100), or else smaller amounts
in two colors: one coin representing 1 Aiki coin,
another color representing 5 or 10 Aiki coins. Clay
poker chips are very inexpensive these days, can be
purchased at almost any thrift store, and can be
used for other games as well.
Edible tokens like chocolates or cookies are
generally not good for Aiki chits. It’s very
hard to resist the temptation to consume all
of your delicious power.
The GM and players may also wish to have a plastic
cup available to dump a lot of Aiki chits or coins
into. This will be the pool that the GM or players
use to give to the other players, as opposed to the
Aiki coins they have received (which they can place
on their character sheet or in front of them).
Character Sheets (GM)
The GM should have enough copies of the
character sheet or other reference sheets (like the
Emotion Matrix) ready for the players. Th ey can be
photocopied from this book, or downloaded online
and printed out from the official English Tenra
Bansho Zero website (www.tenra-rpg.com). Bring
enough sheets for all the players in case they forget.
If there is a cost associated with printing or copying
the sheets, all of the players should help pitch in
evenly to mitigate that cost.
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WHAT IS THE ZERO SYSTEM?
CONCEPT: GAME PREPARATION
“The Zero System. You might be wondering
why such specifi c “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 they’re
supposed to play out. Normally, this is fine,
but if they’re unspoken, it’s 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 otherwise missed.
Snacks and Drinks (The Players)
The players should all bring maybe a drink or
a snack or two, especially if you are playing at
someone’s house. Bring something that the other
players will enjoy as well. You might want to
avoid snacks that have too many empty calories or
stufflike really greasy potato chips which can stain
books and sheets. Be sure to clean up the play area
when you are done with the game.
The GM should feel free to reward any players who
bring quintissential Japanese snacks like Pocky
or Ramune to a Tenra game session. Particularly
Mens Pocky”.
GAME DAY PREPARATION
Usually the person who owns a copy of the game,
or else the Game Master, is the person who will
contact their friends and make arrangements to
play a game of Tenra Bansho Zero. Luckily, due
to technologies like email and text messaging,
planning for a game session is extremely
uncomplicated in this day and age. Just contact
some friends, set a tentative date, place and time,
and get confirmations as to who can come and who
can’t.
Everyone should try to be on time. You can plan
for everyone to come a little early (or set the meetup
to happen at 11:00AM but plan on the game
beginning promptly at 11:30) so that everyone can
catch up and make small talk. However, please
try to be on time: If you’re late to the game, it will
mean less time for everyone to have fun.
If someone gets sick or has to cancel, please let
everyone else know as soon as possible so that other
arrangements can be made. In some cases, one
missing player means that the other players can still
meet and complete a Tenra Bansho story. However,
folks can always choose to reschedule to another
weekend or weekday. Just dont leave everyone
waiting for you to show up if you arent going to be
there.
THE ACTUAL GAME SESSION
Tenra Bansho is normally played out in its entirety
in one session (or sometimes split over 2-3 shorter
sessions). This includes the three high-level stages of
the game: Setting the Stage, the Production, and the
Curtain Call.
The rest of this section is written with the GM
in mind, but everyone is encouraged to read this
section and understand how the flow of the game
works.
The Role of the Game Master
Every session of Tenra Bansho Zero has a Game
Master. The term might sound high and mighty,
but it’s a basic role. The GM is the one who scripts
out an adventure or scenario and is usually the one
who gets everyone together to play.
The GM is the person who creates the world. They
describe the scenery and setting. They provide
challenges to the characters. They make things
happen, and ask the players “What do you do?
then describes how the world reacts to whatever
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WHAT IS THE ZERO SYSTEM?
the PCs do. The GM also acts as the referee for
the rules parts of the game. The GM also takes on
the roles of many of the background non-player
characters (NPCs).
This seems like the GM is responsible for a lot of
things. Th at’s because she is, but it’s a very fun
and interesting role to take on. We suggest that all
players give a shot at being the GM at some time.
Some role-playing groups have one person who
regularly assumes the role of the GM. Shake it up
by calling for the other players to run the game
next time. The game only lasts one session, so
there’s no harm in giving it a shot!
Here is a summary of the GM’s responsibilities:
1) Starting the Session
2) Storytelling
3) Rules Judgments
4) Role-Playing
5) Combat Scene Handling
6) Drawing the Session to a Close
Starting the Session
Once everyone is together and ready to play, the
GM is the one who calls a start to the session.
The GM could simply say, “OK everyone, let’s
get started!” Or, if the GM is feeling a little more
poetic, we suggest that the GM call a start to the
session with the following set phrase:
“Toki Wa Sengoku: It is an age of warring
countries. The world is stained by hundreds of years
of continuous war, with no end to the in sight. This
is but one tale of the land of Tenra…
From that point, move on to the first act, called the
Zero Act, and begin the first character’s scene.
Storytelling
The GM is responsible for the pacing and flow of
the session. They react to the actions of the players,
adjusting and creating the story as the players
perform their roles.
The GM should take what she knows from atching
movies, anime, and TV dramas to help maintain
tension, to create good scenes, and to keep the plot
moving like a roller-coaster ride. Setting scenes,
closing scenes, skipping over boring scenes and
extending interesting scenes are all techniques
which the GM can employ. The goal here is to
create events that will keep the players engaged,
that will present dramatic moments or challenges
for their characters, and to react to the events and
ctions proposed by the characters.
However, one huge place where Tenra Bansho and
other RPGs differ from scripted plays, movies and
anime, is the way the story is made: In anime,
theatrical plays and movies, the story is already
predetermined from beginning to end. The players
read their parts, and act out their roles in an
entertaining fashion, but they have no control over
how the story develops or ends. Instead, the writer
is the person who controls where the characters go,
what they do and what happens next.
In Tenra Bansho, the GM only has about half or
less of the story “written” (usually just the “setup
portions, and a few notes for what will likely happen
later). The GM might have ideas for events that
may take place, and may guess at how the players
might react, but the story is not written in stone. Th
e players are the ones who define the story and for
most of the game the GM must simply react to the
players, putting forth challenges, monitoring scenes
and pacing, until it is time to draw the story to
a conclusion.
The most important thing to remember about
creating the story is this cardinal rule: “Make sure
the players are having fun.” It is important for the
GM to engage the players and make their characters
shine. The GM should not be writing a story from
beginning to end, forcing the players to dance
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WHAT IS THE ZERO SYSTEM?
through it without being able to change events or
what happens, much like puppets on a string. If
the players have no input into what happens over
the course of a session, and the GM controls every
aspect of the game (perhaps by creating powerful
NPC characters who tell the PCs what to do, save
them in combat or challenges, etc), then there’s
really no reason for the players to be there.
Rules Judgements
Another important role of the GM is to make fair
rules judgments. When rolling to succeed at tasks,
the GM is the one who has the final say on which
attributes and skills are appropriate. At times where
it looks like the character could use either of two
attributes or skills, let them use the higher ranked
one. Make sure the players are having fun, as
always, but make sure that the rules apply fairly in
all situations.
It’s also up to the GM as to when to ignore or
hange the rules. For example, if a character’s Zero
Act nvolves a fight which they are destined to lose
(like when role-playing out the last fight before a
downtrodden warrior destined to become a kijin
or samurai), then theres no reason to engage in
lengthy combat rolls. Simply declare that the player
will lose, but describe the fight dramatically with
the player. Other times, the PCs might be following
clues in some sort of investigation (the whereabouts
of the assassin, the location of the kidnapped
princess, etc).
At times when it’s simply uninteresting or silly to
make the players fail (especially if the game cannot
proceed unless the player succeeds), then simply
have them succeed. Ignoring, bending or breaking
the rules with a mind towards the story is left up to
the discretion of the GM. The GM can always talk
with or seek the advice from the players if she cant
decide how to judge a rule.
Finally, when the GM makes a judgment based
on the rules, treat it like a referee call at a sports
game; the GM’s authority on the matter of rules
interpretations and the like is final. You can talk to
the GM about a decision, but dont derail the
game by arguing rules semantics. Also, like a
referee call, if later on in the game a player or the
GM realizes that they were forgetting a rule, or
did something wrong, then that correction stands
from that point on. Don’t go back and “rewrite” or
replay” what happened earlier in the game because
an incorrect rules call was made; what’s done is
done, just be mindful of the correct rules going
forward.
Role-playing
The GM will also play the roles of many major
NPCs or inconsequential NPCs. The GM is a
player himself, but instead of one character he plays
the roles of several characters. The GM should
create motives and possibly even “NPC Fates” for
major NPCs, and remember them when playing
that characters role. All of the characters that
appear in the game, except for the player characters,
are offi cially owned by the GM, but the GM
should encourage players who do not have their PC
in a particular scene to pick up the role of a new or
established NPC. Remember to tell the player all
the applicable motives and Fates. It’s a great way for
them to have something to do, it’s a fast free Aiki
chit for bringing them into the scene, and it gives
them more opportunities to entertain the other
players (and, incidentally, potentially be awarded
more Aiki chits)
Combat
In almost every game of Tenra Bansho there is
combat. In the grand tradition of most dramatic
period dramas, theatrical plays and the like, most
sessions do have at least one or two combat scenes.
It is the GM’s responsibility to make combat fast-
paced and thrilling. There are a few components
of making combat scenes exciting which the GM
is responsible for. These components are also
applicable to elements outside of combat as well:
1) Teaching the Rules
The GM will need to explain the combat rules
the first few times battle scenes occur. Things like
counterattacks”, “ damage calculation” and “sneak
attacks” take a few tries to learn. Make sure to fill
the players in as you go along, and explain combat
actions as they happen.
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WHAT IS THE ZERO SYSTEM?
2) Checking the Power Levels of PCs
Player characters in Tenra Bansho are special. They
are almost superheroes. Make sure to treat them as
characters that can change the destinies of entire
nations and give them appropriate challenges and
battles. Before going into battle make sure you
know the characters’ skill and attribute levels in
general, or you may overpower or underpower the
enemies by accident.
3) Making the Enemies Intriguing and Powerful
Pick enemies that will push the buttons of the
characters. Connect them to a PC’s back-story
and give the player characters reasons to want to
defeat these enemies. Also, make sure to give them
appropriately high skills and attributes, so that some
teamwork or Kiai spending is required to defeat the
boss enemies”.
THE GM MAKES A MISTAKE
A group of friends are playing Tenra Bansho
for the fi rst time. They get to right near the
end of the scenario, the Last Act. Suddenly,
one of the players realizes that they had been
doing combat incorrectly this whole time.
GM: Uh oh. I just realized that in our
previous two combats, we’ve been forgetting
to add the weapons damage to our attacks.
We have just been using the difference
between the winner and the loser as damage.
Player: Oh man! That means that I would
have finished off the renegade shikigami in
two hits instead of three. Before my third hit,
the shikigami hit me for 12 damage points
which I took mostly as Wounds. If we knew
that rule, I wouldn’t have taken that damage.
GM: Sorry, yeah that was my bad for
forgetting that. We wont reverse that
damage you took, but we know the right way
to do things going forward. I’ll make sure to
keep an eye on that next time.
4) Turning up the Heat
Dont linger on battles against waves of countless
“zako” enemies (weak enemies to be mowed down,
also known in RPGs as “mooks”) unless youre
demonstrating the combat rules. Make the fights
climactic and meaningful against enemies that
matter to the PCs. Make sure not to stop role-
playing or saying cool lines once the swords come
out. If the characters are rolling over an important
enemy who you accidentally didnt make powerful
enough, adjust their abilities on the fly to
compensate, but be careful not to go overboard in
the other direction. Put effort into describing the
combat scenes, using scenery as detail. Turn up
the heat, and bring the players to the edges of their
seats.
Calling the Session to a Close
The GM’s last responsibility is to call the session to
a close. When the story is over, and the players fi
nish the last act, perform one last intermission, and
possibly discuss possible epilogues, the GM should
call the session to a close: “That brings us to the
close of this session. After that, the players can all
discuss the game, what they thought was cool or
interesting, and perhaps start planning for a future
session.
If it looks like youre running out of time and the
last act has not started yet, end the game a few
minutes early at the next intermission. Th is will
give the GM some time to plan out the events of
the next session, and maybe discuss things that may
happen in the second half of the story.
SETTING THE STAGE: GAME
PREPARATION
Setting the Stage, the period before the actual game
play occurs, happens in four sections.
First, the GM must decide on a situation or
problem. Before the GM can start planning out the
adventure, the GM needs to have an idea of what
the adventure is going to be about, where it is going
to take place, and what it is going to involve. See the
scenario creation section of this chapter for more
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WHAT IS THE ZERO SYSTEM?
details on this step.
Next is scenario creation. Once the GM comes up
with an idea of a situation, it’s time to start writing
down notes to start to develop it into a scenario. Th
ese two steps are usually performed before the day
the game happens.
After that comes character creation. This is where
characters will be made to go through the scenario
and play out that situation. Major background
NPCs may also be created at this time if they
werent created by the GM in advance when
planning the scenario.
Finally, the preparation for the actual game session
has to be done. You have to find a place to play and
make sure the players are ready to play.
Talk About the Scenario
The GM should describe the scenario in general
detail to the players, so they have an idea of what to
expect. This will help them come up with character
concepts compatible with the GM’s scenario idea.
Here are some examples:
• “In this scenario, youre going to be exploring the
ocean ruins of the old capital city of Jinrai. There’s
going to be a lot of action in the ocean and in port
towns. Any character concept is fine. Just make sure
that if you choose an armour or kongohki that its
capable of going underwater.
• “In this scenario there’s going to be a war between
two provinces, and you want to make sure your
side wins. Buddhist monks might not fit into this
scenario well. Also, at least one of the players should
be a samurai, as that’s going to be important later.
• “The scenario will take place entirely within
the capital city, so make sure your characters are
comfortable in a city environment. Most of them
will have lived in the city most or all of their lives.
• “This scenario is all about a fallen ninja clan
trying to raise itself up and take revenge on the
people that tried to wipe it out. You should all be
ninja, shinobi, or other characters that regularly
interact with shinobi. In fact, everyone should take
at least one of the ninja-themed archetypes.
• This scenario is set on a far away continent
outside of the reach of the Priesthood. Imagine The
Road Warrior, but with katana and kimen-armour
motorcycles. It’s mostly a desert wasteland of scarce
resources. Theres going to be a tribe of oni which
will be important to the scenario, so at least one
or more of the characters should be an oni or
sympathetic to the oni people.
Talk About the Scenario
For new players, it’s important for the GM to give
a little background of the world of Tenra, and the
particular corner of the setting where the game
scenario will be set. Dont go into too much detail
about the setting before the game starts, or players
will be overwhelmed. Just give enough relevant
information to help the players understand what the
world is like. Make sure they understand that the
world is essentially feudal era Japan with 1600s-era
buildings of wood, peasants gathering rice, etc, but
with high-technology magical weapons (the default
world is not fi lled with futuristic skyscrapers, metal
buildings and the like). Letting the players flip
through the colorful introductory section of the
book should give them enough background to jump
into a game. There is also a summary of the world
of Tenra in the appendix which the players could
read to understand the basics of the setting.
If the setting of your scenario is different than the
standard Tenra setting, or there are unique features
of the world which will be relevant to the game
(deep magical forests, under the ocean, on a far
away hidden continent, in space on the Bridge of
Heaven, on top of a mythical mountain, etc), make
sure to describe that to the players as well.
Player Knowledge
A player may ask, “Does my character know that
heartgems are the actual living heart of oni people?”
Well, that’s entirely up to the player. Its totally
fine for the characters to know things that normal
people in the world may not. What they do with
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WHAT IS THE ZERO SYSTEM?
that information is the interesting thing. If it turns
out to be more interesting for the player to pretend
that their character doesnt know something about
the world that the player knows, then that’s fi ne
too. Just don’t let it hamstring or derail the game,
and everything will be fine.
Sometimes a GM will need to have the characters
know something about the world in order for
the game to progress: Th e role of the Demon
Mask Faction, how a soul mirror works, etc.
Keep explanations brief and to the point. There’s
no use explaining the intricacies of the struggle
between the Northern and Southern Courts of the
Priesthood if they arent going to appear anywhere
in the game. However, if a first-time player chooses
an armour-rider, it would be good for the GM to
explain the basics of armour, meikyo soul mirrors,
and the fact that most pilots are children.
Finally, let the players take responsibility for fi lling
out the world as well. Nothing about the setting
is set in stone, although the GM usually has final
approval just to make sure that things don’t get too
out of hand. If one of the characters has a question
about the way the world works, then as long as it
doesnt contradict the setting material in the book
or in the scenario in a way that would cause a huge
disruption, it might be good from time to time to
let the players invent the specifics of the setting,
especially as it relates to their character. If a player
asks, “How many other samurai are in this city?”,
the GM could let the player of the samurai character
decide that.
CHARACTER CREATION
The next step is for the players to make characters
together. For players who have never played Tenra
Bansho Zero before, the best thing to do is to
choose one of the sample characters listed in the
back of the book. There are dozens of pre-made
and ready-to-play characters there that need only
a player-supplied personality to be brought to
life. Sample characters are even recommended for
experienced Tenra players as well, if you want to
jump straight into playing the game.
Sometimes the GM will prepare characters for
the scenario, or simply choose a few of the sample
characters that fit the best within the scenario, and
ask the players to use those. The players can also
work together to choose character types that will
work well with each other.
Character creation f rom scratch by assembling
archetypes and crafting weapons can be a fun
activity for experienced players. In those situations,
the GM should give a few guidelines for the kinds
of characters that work best within the scenario,
and leave the rest to the players to come up with
together. The GM may recommend or require
certain archetypes to be taken for the scenario to
run smoothly.
One Character Type, Many Characters
The classic role-playing game standard of character
creation is to make characters of various different
roles or classes, and have them work together in
a scenario. This is often the case of many Tenra
scenarios as well. For example,a cyberized Buddhist
monk, a samurai, a shinobi kugutsu and a
Priesthood armour-rider could join together and
fi ght an evil overlord. However, having most or
all characters come from the same background (all
armour-riders, all shinobi, three onmyoji and one
samurai, etc) can make for very tight, interesting
scenarios as well.
Three players can choose to take the same sample
character, with the exact same abilities, and each
play the character in a completely different way.
For example, the GM decides to make a scenario
about onmyoji demon-hunters who have to clean a
haunted city. He requests that three of the players
use the onmyoji sample character and one of the
players use the Buddhist priest sample character.
The players decide amongst themselves who chooses
which, and this is what they come up with:
Player As onmyoji is a cloistered young adult, gifted
with power and not a lot of experience, who is
confused by the world around him.
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Player Bs onmyoji is a world-weary female in her
mid-20s, lusty but strong of heart. She is quick to
anger, and seems to have friends and enemies in the
shadows everywhere.
Player C’s onmyoji is an elder sorcerer. He is more
interested in calligraphy and poetry these days than
the principles of magic. But he holds the others
of his order as if they were younger siblings to be
looked after and educated.
All of the above have the exact same attributes and
the exact same skills, but through role-playing they
can become quite different and exciting characters.
Pre-made characters
If the player has a copy of the Tenra Bansho
rulebook, then he could simply make a character
at home and bring it to the game session. Th is is
a possibility which saves some time, however the
character will be made “in a vacuum, without the
direct input of the GM or the other players. This
can be avoided by discussing the characters or
scenario by email before the day of the game session.
The important thing to be careful about when
allowing pre-made characters are the character’s
Fates. These will dictate the character’s starting
goals. The GM should make sure that they can
actually happen or be used within the confi nes of
the scenario, and that they are not too unique or
specific: This could result in a character that wont
be able to interact well with the scenario, the story,
or the other characters.
It might be worthwhile for the player creating a
remade character to write potential Fates on the
character sheet in pencil, and to not assign them
ranks yet. For example, a character made up of 5
archetypes could have 5 potential starting Fates.
When the players sit down to play and the GM
approves the character and describes the scenario,
the player can then choose the two starting Fates
from the potential Fates and rank them.
Approving the Characters
The GM has final approval of the characters. The
GM should look over each character and decide if
it will work for that session or not, and if not, make
suggestions for ways that the character would better
fit with the scenario or the other characters.
In general, most characters will be fine. However,
there are two patterns that can emerge when
selecting characters (particularly pre-made
characters) that players and GMs should be aware
of.
Characters Which Don’t Fit Within the Scenario
A skilled GM will take the input from the players,
look at the characters, and adjust the scenario to
make those characters stand out. Other very skilled
GMs will simply have the barest of game notes for
the scenario, and create the scenario on the fly based
on the characters and how they interact with each
other. However, most of the time a GM will prepare
at least an outline of a scenario, and have certain
ideas about where it takes place, the people involved,
and so on. If a character has Fates which put them
too far outside of that scenario, they won’t be able to
do much, or wont really care about what happens.
For example, a player may create an oni character,
with Fates that focus on oni-centric ideals. However,
the GM’s scenario really doesnt focus on the oni at
all. Perhaps a few minor details could be changed
(an oni NPC introduced here or there), but even so
the game will not be oni-centric. The GM should
simply say, “Well, there really arent going to be too
many oni in this scenario.” The GM may still allow
the player to make an oni character, but request
that the player changes the Fates to ones that will
work better with the scenario or the other players.
Otherwise, those oni-centric Fates will be wasted;
the GM wont have opportunities to bring those
issues up in the game, so the player wont have solid
opportunities to role-play them.
If you leave these characters unchanged,
the scenario could fall apart. A character
has no tie into the story, has no motivation
to interact with it, and the player has no
opportunity to role-play those Fates.
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Characters Whose Fates Focus Too Much On
Themselves
As soon as the game begins, the players should be
creating new Fates for themselves and the other
players that describe the relationships between their
characters, so there’s no need to be worried too
much about self-centered characters at the start.
However, it’s important to note that Tenra Bansho
Zero is a game where the stories focus on all of the
characters, not just one. If a player chooses Fates
that focus only on their own Destiny or future, and
dont tie themselves to other characters or NPCs,
then that could result in a character that is separated
from the other characters. Those characters tend
to wander off, to explore, to find their own story.
Meanwhile, the other players and GM are left
with a constant struggle to keep the story moving
forward because they are all on the same page,
interacting with NPCs and each other, while the
lone PC is off on their own, ignoring the story and
the other characters.
This is usually remedied by the players being aware
of this kind of potential hazard. At the intermission
at the end of the Zero Act, the players should
quickly create Fates that involve the other PCs or
major story NPCs in order to keep themselves tied
to the story.
Creating NPCS
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 fly, but starting GMs can make some competent
NPC enemies by simply taking one of the sample
characters and adding +3 to all of the attributes, and
+1 level to some of their skills. Th ere are tricks in
the Scenario chapter of this book which may help
fine-tune NPCs for a scenario as well.
SITTING AT THE TABLE
In the West, we dont have small Japanese-style
kotatsu tables to sit around. Youll want to make
sure that everyone can hear everyone else. If you
have a rectangular table, rather than having the
GM sit at the end of the table, it’s probably better
for the GM to sit at the middle of the table in order
to clearly hear and see all of the players. The actual
order of seating of the players around the GM is
not important. You are free to give the comfortable
chair to the person who brings the best snacks to
share with the group.
Clever GMs can make good use of how the players
sit around the table. There are also sorts of “hidden
techniques” that you may discover through play. For
example, you may encourage strong inter-character
Fates or Destinies to the characters of players who
are sitting next to each other. In fact, the GM might
encourage a seating order where the GM encourages
people with stronger inter-character Fates/Destinies
or relationships (good or bad) to sit next to each
other. The kind of subtle behaviors that occur
through the use of organized seating can really fuel
the drama of a game session!
The Session Log Sheet
If you wish to use the Session Log Sheet, either
make a copy of the one found at the back of the
book, or print one of the copies that are online on
the Tenra Bansho Zero website. This sheet is used
for tracking the general flow of the session. The
GM will hand it to a player for record-keeping (if
you are using the optional Scene Judge rules for
handing out Aiki chits, the scene judge will hold on
to this sheet). Write in the character names, player
names, and all of the characters’ starting Fates.
Throughout the game, as the Fates and Destinies
of the characters change, the player with the log
sheet will update the Session Log Sheet with that
information.The Session Log Sheet is used not only
for tracking Fates, but for also reminding the other
players about the Fates that your character has. That
way they can bring those Fates up through role-play
or take note when you role-play a focus on one of
your own Fates.
Players can use notecards instead of the session
log sheet to copy down their fates, then place that
notecard in the center of the table when their
character is in that scene.
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WHAT IS THE ZERO SYSTEM?
CHARACTER INTRODUCTIONS
Starting from the GM and going clockwise,
the players will all give a brief character self-
introduction “in-character” (as if they themselves
were that character, talking about themselves). At
that time, they’ll describe their characters in brief
detail: Name, sex, age, a few small details about
what they look like and what sort of role/job they
do. This should be less than a minute or so per
character. Remember, the players will be role-
playing the description of their characters as if they
were the characters themselves: “My name is X. I’m
a young samurai of some renown…” and so forth.
FIRST FATE ROLL
Before the first scene begins, have all the players
make their first Fate roll. This is a good opportunity
for GMs to teach the players how dice rolls function
in the game. Have them roll their Empathy ability
in dice against their highest-ranked Fate (which will
have a rating of Advanced/3), and all successes will
form their first small pool of Kiai points which can
be used in the Zero Act. Mark down the starting
Kiai on the character sheet. All characters will start
with at least three Kiai points.
ADDITIONAL FATES
Each character starts out with two Fates, usually
determined by their archetypes. However, the
player can remove one of these Fates and replace it
with a Fate of their choosing, as long as it ties them
directly to one of the other characters at the table.
The GM may also request that the characters start
the game with a third Fate before play begins, one
that specifically describes their relationship with one
of the other characters. One suggestion is to have
every player write in a Fate which describes their
feelings towards the character owned by the player
sitting to their immediate left. That way, all the
characters are tied together and no one is left out. If
the GM does not request this third Fate, then the
players should be ready to create an additional Fate
with one of the other characters at the table when
the first intermission comes.
The GM will also soon assign each character a
Destiny in the Zero Act.
CHOOSING FATES
Most characters will start the game in Act One
with four Fates: Two will be already written on the
character sheet (or picked from the archetypes when
creating a character from scratch), a Destiny (which
is a kind of Fate) will be given to the character by
the GM either before the game starts or at some
point during the Zero Act, and likely one optional
relationship-based Fate connected to one of the
other player characters created in the intermission
after the Zero Act. More Fates are gained during
later intermission phases of the game.
The Emotion Matrix
The Emotion Matrix is a great way to determine
new character Fates. There is more detail about the
use and purpose of the matrix later in the Emotion
Matrix rules section, but it is simply a chart that
can be used for determining what your character
initially thinks about another character when they
first meet. It can be used before the Zero Act to
prime all the player characters’ relationships with
each other, or it can be used in the game when one
PC interacts with another PC for the fi rst time. It is
also used on major NPCs.
For the character’s first relationship-based Fate, the
player can simply write the result of the Emotion
Matrix as a Fate, or perhaps reword it to be a little
more fitting. An Emotion Matrix result of “Blood
Relative” could result in Fates like “Emotion: I
love X as a brother” or “Goal: Protect my brother
X at all costs. Additional Fates (for example,
Fates purchased during the intermission phase by
spending Aiki chits) can be created in this way as
well.
One suggestion is to write down the results of all
your Emotion Matrix rolls somewhere on your
character sheet, perhaps in the Notes section, or in
the margins. Later, once you decide to take a Fate
towards that character, you can use those notes to
help guide your decision.
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Not all rolls on the Emotion Matrix will turn into
Fates, not even with all the other PCs! You can still
care about other characters without writing it up
as a Fate. Just because your character has a strong
initial reaction about another character, it doesnt
mean that this reaction is required to lead to a Fate.
Creating Fates from Scratch
Another way for a player to create new Fates for
their own or other characters is to utilize what just
happened in the game. Sometimes in play, a player
will find a new direction, goal or purpose for their
character, or perhaps meet new characters and create
new relationships. The player can then create new
Fates that fit well within the shared story.
Remember to pick Fates which keep you engaged in
the story and engaged with the other characters. If
your character becomes too unbalanced with Fates
based on personal goals that dont require the aid of
the other characters, then your reasons for working
together could fall apart. Sometimes this creates
interesting character drama between your character
and the others. However, a lot of the time it simply
means that the GM and the other characters are
engaging in an interesting drama, while you are
offin your own little world doing not much at all.
Split off too far from the goals of the scenario and
the relationships with the other characters, and it
will be hard to rejoin the game.
Picking Easy-to-Use Fates
Some players like the challenge of role-playing
the character’s subtle or difficult Fates. However,
all characters should have at least a few easy-to-
use Fates. The most simple and easy to use Fate
is a favorable Emotion Fate taken against another
players character: “Emotion: Camaraderie with X”,
“Emotion: Childhood friend of X”, etc. These are
easy to role-play and make use of in a game. Even
if a character has complex motivations, they should
have some easy-to-understand characteristics and
emotions in the form of easy-to-use Fates. When
you want to create a new Fate, but are unsure of
what to take, go with creating a favorable emotional
Fate towards one of the other PCs.
STAGE PLAY: THE PRODUCTION
Game setup is complete. Now it’s time to actually
play the game. The stage is set, and it is time to raise
the curtain. We will take on the roles of various
characters, and through them tell a fantastic story
set in the land of Tenra.
In this section we will describe the system of Acts,
Scenes and intermissions which make up the game.
First, let’s look at these elements in brief, before
exploring them in detail.
Act
The Act represents a period of time within the
game, just like the acts of a stage play. The act
takes place over a period of time set by the GM. In
the acts, the players will role-play their characters
actions. They will talk, fight, get into conflicts, and
go on various adventures. The GM should clearly
separate the action in one act from another, and
label them “Act One”, “Act Two” and so on. Th
ey can be separated from each other by time (each
act representing a day, a week or a month), or by
theme (one act could be held entirely within one
city, another act could focus on the action within a
castle, etc.). In one session of Tenra Bansho Zero,
expect to play through 3-4 acts.
In Tenra Bansho Zero, there is also a special
starting act called the Zero Act. This is the first
act of the game, which introduces each character
(one quick scene per character) and establishes the
character’s role in and connection to the scenario.
This is the act where the players receive character
Destinies from the GM. The Zero Act is incredibly
important, and as such it has a chapter devoted to
the organization and play of Zero Act scenes.
Scene
An act is divided into smaller chunks called Scenes.
Or one could say that a string of scenes makes up
one act. Think of them as scenes in a play, movie or
anime: The characters are set, the location and time
are set, and in each scene we see the characters take
action. When the characters change location, time
passes, or the GM introduces action that happens in
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a different place or between different characters, the
scene will change.
Each scene usually lasts just a few minutes of real
time, and most involve drama or role-play between
some of the characters in the game.
Intermission
The space between one act and another act is
called an intermission. Th s is a brief period of rest
where the players see how their characters change
over time. Kiai is spent, Karma is recorded, Fates
increase and change, and characters grow and
develop during the intermission phases. While
intermissions generally happen only in the space
between acts, the GM can introduce an intermission
in between scenes of an act as well, especially if one
act has a large number of scenes. In general, one
intermission should occur every hour or so, and
should be a brief break that lasts about 10 minutes.
In general, most people have an attention span of
about one hour. Intermissions serve to help people
relax and keep the game focused. Make good use of
intermissions to keep the players recharged and the
game lively.
Now let’s look at these three elements in greater
detail.
ACTS
The GM decides when the next act begins. Each
act is made up of a string of scenes. Normally, play
progresses in the following manner:
1: Start of an act
2: Begin a scene
3: Decide which players are in the scene
4: Optional: Choose a scene judge
5: Role-play through a scene
6: End the scene
7: Return to 2 for the next scene, or proceed to 8 if
the act is at an end.
8: The act ends
9: Intermission
10: The next act begins
Theres really nothing special to starting an act.
Th e GM simply announces that the first (second,
third, last, etc) act is beginning, and immediately
transitions into creating the first scene.
There is no set number of scenes in an act. Some
acts may have just a few (2-4), other acts may
have several (5 or more). It all depends on what is
happening in that act. The GM will usually have
a general idea of the number of scenes in an act,
but the GM is free to create new scenes as the plot
develops or changes.
The GM will decide when to end the act. In many
scenarios, each act will have a goal of some kind
which the players attempt to achieve. When that
string of scenes and that goal is complete, it is time
to end one act and move to the intermission phase.
In general, an act should last about one hour of
real time. If it goes on too long, it would probably
be best to break it up with intermissions. Usually
4-5 scenes will play out in an hour, if the players
are concentrating. If you plan to have more than 6
scenes in one act, consider interjecting intermissions
in order to keep the players refreshed.
When the act ends, the next intermission begins.
After the last act, the GM should provide an
epilogue to summarize what happens to the
characters after the scenario ends.
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woman, notices you and gestures for you to come
speak with her. Autumn Rain, well have you be
the scene player and take the lead here.
GM: “You’re all in a tavern. It’s night, and the
place is noisy due to the nearby mine workers
spending their salaries for good food, drink and
conversation. Let’s have Genta the Claw and
Spring Refl ection discuss their plans for the next
season. Jason, since youre not in this scene, I’d
like you to play the role of the barkeep. Also,
Elizabeth, youre going to be a townie who
doesnt like strangers, and will try to pick a fi
ght with Genta.
GM: “Dusk falls in the Floating Palace. A while
back, Empress Genshi Daigo invited Spring Refl
ection to discuss what should be done about the
recent assassination attempt from the Southern
Court, so let’s do that scene. I’ll be the Empress.
Jason, you ll be her over-protective advisor. The
Empress speaks…
GM: “This Act is drawing to a close. Any of
you want to have one last scene before moving
on to the intermission? If so, let me know in
brief what you want to do or who you want to
interact with, and well make that scene happen
now. Anyone? Alright Jennifer, you want a scene
with Autumn Rain and Spring Reflection at
an outdoor hot springs at night, discussing the
previous battle? Sounds good, let’s do it!”
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
a strict fashion as in Tenra Bansho Zero. It
might take a little bit of time to get used to
this structure. In most games there is a natural
tendency to create all of the scenes so that all
of the characters appear and interact at the
same time. This is great at times, but creating
a lot of focused scenes where only two PCs are
involved allows the players more opportunity
for in-character role-playing.
The default method in Tenra Bansho Zero
is to have scenes with only some of the
characters in them, usually two or three.
There can be one PC in a scene (maybe bring
a few other players come into the scene to
take on the role of NPCs), and of course you
can have scenes with all the players in them.
However, remember that when opening a
scene as a GM, you need to pick the PCs,
location and time. Make sure you go through
that exercise each time you open a scene to
limit the number of players within the scene.
Youll see that relationships between characters
are formed quickly and change
drastically when the GM sets the scenes for a
limited number of PCs. In general, if a GM
realizes that the last few scenes have involved
all of the PCs, it would be good to force a
scene between just two of the characters, even
if it lasts for just a minute or two. Make up an
excuse for those characters to be away from
the others, and see what direction the players
take their characters.
Examples:
GM: “In this next scene, we see the outside of the
mountain temple at dawn. Some students are
practicing meditations in the courtyard. Autumn
Rain is here, as well as Genta the Claw. The
master of the temple, an elderly, kind-looking
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SCENES
The scenes are where all of the real action of Tenra
Bansho occurs. It is where the players role-play
the actions of their characters. Think of scenes in
terms of stage plays or movies: A point of time, at
one place, where a few of the characters do things.
When that scene comes to a close, the action moves
on to the next scene. When planning out a scenario,
the GM should record the scenes by number: “Scene
One”, “Scene Two”, and so on.
Picking Characters to Appear in a Scene
While some scenes will feature all of the characters
together, many of the scenes should feature just a
few of them, perhaps two. The scene will focus on
those characters. When their scene ends, it will be
the other characters’ turns. It’s important to give
everyone a chance to role-play their characters, so
keep careful track of who appears in which scenes.
The GM might have ideas for scenes written down
(“OK, next we’re outside the castle, and the samurai
is talking to the NPC princess. Go!”), or she might
decide the next scene based on game factors, like
making sure that a character who did not appear
in the last scene appears in the next scene. Another
common practice is to have a scene that features a
character whose player has the fewest Aiki chits,
giving them more chances to role-play. There are a
lot of factors to weigh when picking the characters
for the new scene.
The GM might call for an open scene, allowing
any player who wishes to appear be allowed in.
Or she might declare a set scene where only 1-2
characters are allowed (usually for purposes of focus
or advancing the plot). In scenes where the GM
wishes to have other NPCs present, she may request
volunteers from the other players whose characters
are not participating in those scenes to take on
those roles. This is a great opportunity for players to
step up and take the role of interesting background
characters, as well as be rewarded with Aiki chits for
doing so.
Acting Players and Scene Players
Everyone sitting around the table is a player,
although we commonly make a distinction between
the players and the GM. The players that are
currently in the scene, taking on the role of their
own player characters, are called “acting players.
If the GM is focusing on the story, plot or drama of
one single PC for that scene (a few acting players,
but one of them with clearly a major role in the
scene) than that acting player is sometimes referred
to as the “scene player”. They’re the “star” of that
scene. The rules dont change for that PC, but the
GM will give their character’s story more of a focus
on that scene.
Introducing the Scene
The GM will introduce the location and the time
of the scene, as well as a brief rundown of the
situation, to give the players an idea of what is going
on. This is the place where you might also introduce
some NPCs to the scene. The GM determines
which players will be the acting players for that
scene. The GM may also decide which of the acting
players is the scene player, the player whose PC will
be the focus of that scene.
Choose a Scene Judge
If you are playing the game with the 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.
ACTION!
The action begins. The acting players role-play
their characters’ actions and words, and the scene
progresses from there.
While there are many kinds of scenes that can
possibly happen in a game of Tenra Bansho, most
scenes that the GM starts will follow one of these
two basic patterns: scenes where the characters have
to take action to overcome some kind of event or
challenge, and scene where the characters meet with
or talk to an NPC, and react to the information
gained from the NPC. While these are effectively
both called “scenes”, the kinds of things that would
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happen in each of these scenes, or the kinds of role-
playing that will happen, are quite different.
Event Scenes
In event scenes, the GM takes the initiative to set up
in advance some kind of challenge for one or more
of the PCs to overcome. The longhouse catches fire.
The merchant leaps at you with a fierce expression,
katana drawn. The Bright Lotus monk is singing a
song that is clearly insulting your regent. The path
to the town is blocked by three members of the
ninja clan who have been hunting you, and they
look ready for action. The person in the gambling
house sitting across from you looks very much like
the kugutsu you were paid to find.
The players must act. In these situations, if the
players dont start describing their actions right
away, the GM should ask, “OK, what do you do?”
There is usually a lead-up to the event of the scene,
but the scene usually focuses on whatever even the
GM planned (or came up with on the fly). When
that event is overcome, the scene will usually wrap
up and end.
Reaction Scenes
Reaction scenes are where a GM presents an open
choice to the players. This often takes place in a
scene with another NPC. The NPC will present
new information to the characters, and the players
decide how their characters react. The lord tells
the PCs to find a priceless kugutsu, but leave it up
to the characters as to how they go about finding
her. The monk tells the characters that a monk in
another temple is performing evil acts, and leaves
the means and methods of punishment up to the
character.
Depending on those reactions, the game may
proceed down a different path than expected. It’s
also expected that the GM is open to any choice the
player comes up with as well, and wont simply force
the player to choose one single option anyway.
Reaction scenes can be excellent ways to show off
the personalities of the characters when they make
their choices. However, sometimes a player will have
a hard time choosing what they want their character
to do. In those situations the GM could give them a
prod towards action by giving them a binary choice:
Something like, “If you want to do X, you might
want to do this. If you would rather do Y, you
might want to say that.
For example, the characters fight their way through
an evil merchant’s fortress, and beat him into
submission. The GM sets up a reaction scene where
the merchant pleads for the characters to let him
go, perhaps even pleading that he will change his
wicked ways. “The decision is totally up to you,
the GM says, “You can do whatever you want at
this point.” If the players seem to stall, or arent
sure what they should do next, the GM can offer
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 he might be capable of changing his ways
if you let him go, and you want to look the other
way if he promises to behave, that’s fi ne too.” The
important thing to remember for the GM is not to
make any “correct answers. If the GM sets up a
truly open reaction scene, she should be prepared for
the players to make unexpected decisions. If it
makes sense within the story, make sure not to
instinctively say “no” simply because the GM didnt
make any plans for that contingency.
In the above scene, we can see that the GM has
presented a situation for the players to engage in.
The GM here (unlike normal scenes) didn’t set who
would appear in the scene, simply leaving it open for
now. As the players step forward and describe their
characters actions, they are taking part in the scene
without specifi cally being called on to participate
in the scene. The GM should set up situations to
pull in the players and the players should try hard
to jump in and start doing things in-character.
The more dangerous the scene seems, the faster the
players will tend to jump in and start acting.
A GM should also open up the framing of the scene
from time to time, and turn it over to the players. If
the next scene is not set in stone, the GM might ask
the players if anyone has an idea for a situation
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in the next scene. If a players suggestion sounds
exciting, then go with it. If the player’s suggestion
sounds out-of-place with the scenario or strange,
either offer a compromise or simply say no and
move along to a new scene.
Entering a Scene
A GM lays down a scene and declares the
participating characters in the scene, or simply
leaves it open for any player to join. If a character
is not explicitly in a scene, they can still join. The
player can spend a point of Kiai to allow their
character to enter the scene.
SETTING UP A SCENE
GM: New scene. Nightfall washes over the path
like a thick blanket. The moon, as bright as it
has been in weeks, illuminates the forest path
in front of you. The forest night is as quiet as
death, and not even the forest insects dare make
a sound, for fear of attracting the attention of
the eerie silence.
This is where the characters find themselves.
Let’s see them enter the scene.
Player A: So I don’t see anyone else nearby?
GM: It doesnt appear that there are others
here. And yet, the thick, cloying smell of blood
hits your nostrils. It feels like the air itself in
this forest wishes to do evil upon you. It doesnt
feel like youre being watched… it feels like
something is marking you for death.
Player B: Ugh, I’ve got a bad feeling about this.
I yell out quickly, then listen for movement
or try to sense any attackers. Kind of like
echolocation. Actually, I’m just trying to get any
danger to present itself now rather than later.
GM: OK. Use one of your combat abilities like
Unarmed Combat, Melee Weapons, Marksman
or Evasion, and roll using your Spirit
attribute…
Spending a Kiai point is a good way to force your
character into a scene where they might normally
not be there. Your character happened to be nearby,
or happened to overhear the other characters
talking, that sort of thing. However, if having your
character enter the scene later was something that
works for the GM, he may waive the 1 point Kiai
fee and allow your character to enter at no cost.
Calling a PC or Player into a Scene
Sometimes a GM wants to suddenly bring another
player character into the scene after that scene has
already begun. By giving that character’s player one
Aiki chit, he can have that player jump into that
scene. When the GM does this, that player does not
spend a Kiai point to enter the scene, because they
were pulled in by the GM.
Calling a player into a scene does not always mean
having them bring in their character. For example,
sometimes the GM will want the players (whose
characters are currently not in the scene) to take on
the roles of important background NPCs. The GM
can offer an Aiki chit to the player if they come
into the scene and play the role of an NPC during
another character’s scene.
The player can resist if they really dont want to be
in that scene, in which case they do not receive the
Aiki chit.
This example scene just sort of began from nothing.
Th ere were no set players or characters, just the
GM beginning a scene through role-playing, and
offering an Aiki chit to a player to join. If the GM
doesnt care who is in the scene, she might simply
hold up an Aiki chit, encouraging any player to
jump into character into the scene (and thus receive
the chit).
One thing to note is to not start offscenes this way
too often. Sometimes they provide an explosive rush
of cool role-playing. Doing it too often, though, and
rewarding players who join into “player-less” scenes
all the time, could encourage the players not to step
forward when the GM is creating the scene, creating
a situation where the players will only step forward
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when they will be rewarded with an Aiki chit. Keep
that in mind, and strike a balance between crafted
scenes with set players, and open scenes with
rewards for player who jump in.
Leaving a Scene
A player can leave a scene with the GM’s permission
any time they wish, in any way they want to.
When NPCs Leave a Scene
NPCs are for the most part totally controlled by
the GM, so they will leave the scene when the GM
says so (even if another player is temporarily taking
on the role of that NPC for a scene). Sometimes the
GM will have a combat scene where they wish to
have a major NPC run away before they are killed
(as they plan to have them face the player characters
again, perhaps as a “final boss” for the scenario);
this kind of thing happens in plays and movies all
the time.In a combat situation, a player can spend
two Kiai to make an “interruption action” (see the
Karma rules for details), perhaps to jump at the
NPC and defeat them before they can run away. In
that kind of situation, where the GM has definite
THE GM PULLS IN ANOTHER PLAYER
It’s best to bring in players using at least a little
acting or role-play. Here’s an example:
GM (Role-playing a Regent): “Anyone? I say,
is anyone here?”
GM: …is what the regent says as he calls to you
from his chamber.
(the GM passes an Aiki chit to a player, gives
that player a knowing nod indicating that she’s
putting that player on the spot to take action)
Player: “My lord, I am here!” I say, presenting
myself before him.
GM: “Oh!” says the regent, gladly surprised at
your sudden entrance
plans for that NPC in a future scene, simply tell the
player that the NPC runs away before they could
react, and the player does not lose the Kiai spent.
Just let the players know that the NPC will get
away this time but will return later, and the players
should be okay with that.
Ending the Scene
The GM can call for the scene to end at any time.
From that point, the GM can either introduce
the next scene or call for an intermission phase if
appropriate.The GM should call an end to the scene
after one of the following conditions:
• The time changes
The scene was played out, and the next events will
naturally occur at a different time.
• The location changes
The characters end their interactions in one place,
and the action moves to another place. “Meanwhile,
back at the castle” is an appropriate way to end
one scene and begin another.
• The scene is played out
When the players have nothing more to say or do,
or nothing further to react to, it is time to close the
scene.
In order to move the story along, it is important to
make sure that play doesnt linger on unimportant
things. If the players are in the middle of an exciting
role-play moment, then the GM should let that
conversation or role-play conclude and then end
the scene there. If the scene goes on too long, or
the GM doesnt cut the scene when the action
winds down, it will take longer to get to the more
interesting scenes of the game.
As a GM, you will soon spot times when the players
will come to a gradual standstill, unsure of what
steps their characters should take next. That’s when
you should cut the scene so that it doesnt linger,
and then jump forward a bit to the next scene,
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perhaps a few minutes or hours in the future, in a
different place.
It’s important for the GM to keep the action moving
forward. But the GM will also have to balance this
with not pushing too hard or too fast. If the GM
keeps cutting forward any time theres no “Extreme
Action, that may lead to scenes that feel disjointed,
with no opportunities for the players to role-play the
nuances and subtleties of their characters. The GM
should try to find that balance.
• Combat ends
If the scene featured a combat, the scene will usually
end right after combat concludes. In the next scene,
we will see all of the characters at their full Vitality
points again.
Intermissions
Intermission phases are just as the name implies:
they are a period of rest between acts. While the
GM may want to break up an exceptionally long act
with an intermission, the GM should always put an
intermission phase between two acts, even if the acts
run quickly.
The intermission is a period where the players
think about the changes that their characters
went through in the previous act, and prepare
their characters for challenges in the next act. It
only needs to last for a few minutes. It is also an
opportunity for the players to go to the bathroom or
eat a snack.
The GM is the one who calls for the intermission.
The GM decides when the intermission begins, and
when it ends.
INTERMISSION EVENTS
The following are the things that happen
during each intermission.
Preview of the Next Act
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” segments which we see at
the end of an episode of an anime or TV drama.
Some previews will be very matter-of-fact (“You
will go to the castle and stand off against the evil
Regent’s army”). Some previews will be more poetic.
Some GMs will have a few pre-written sentences to
use as their preview, while other GMs may wing it
as events in the story change the events of the next
act.
The preview is important, as the players will
use it as a jumping-offpoint to think about their
characters and what they wish to accomplish in the
next act. This will lead to some players increasing
the abilities or skills of their characters, or more
often, changing or increasing appropriate Fates that
they think will be addressed in the next act. The
GM shouldnt give everything away, but like a good
anime or drama preview, she should describe in
vague details a few possible key events that are likely
to occur.
The preview should also have a certain amount
of impact. “Three years have passed since the last
act…” How’s that for the beginning of a dramatic
preview? While most scenarios will feature events
that happen in roughly the same time period and
location, having huge changes in time or location
will certainly create a memorable tale. Make sure
that if you go that route that the changes make
sense to the players. They could step on a boat at
the end of one act and start the next act in a foreign
land several months later. How this is handled is
up to the GM. And the GM, as always, is expected
to balance “impact” with “utter craziness” when it
comes to previews and following acts.
Increase Karma
All of the Kiai spent in the previous act becomes
Karma at this time. Record the new Karma total
on the character sheet. Unspent Kiai remains in the
Kiai pool, which can be used later.
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ACTS AND INTERMISSIONS
As explained before, the intermission offers a
period of rest for the players. As the span of
concentration for humans is about one hour,
breaking up the game into roughly hour-long
acts and inserting intermissions will let the
players recover and refocus on the game.
However, think of the events of a game of
Tenra Bansho Zero as a story. A story has
chapters: That’s what the acts are. Each
chapter contains multiple scenes where the
action and drama occurs. Chapters exist in
a book to prevent the reader from feeling
the need to power from one end of a novel
to the other. They offer periods of rest and
reflection, so that the reader can think about
the events that just occurred. The same thing
happens in many stage plays and kabuki
theater as well. Breaking up the story cleanly
with acts and intermissions will push the
story forward and keep it focused.
The GM can insert intermissions wherever
they are needed, but the GM is encouraged
not to use intermissions too often (more than
once an hour, for example). The players play
their characters through the acts, and the
intermission is where we see the characters
change; creating too many intermissions
and not long enough acts means that the
characters do fewer things in play, and thus
hardly change at all during the intermission.
A POETIC PREVIEW
(GM reads the following intermission she
prepared the day before, which consists of
seemingly random lines of dialogue and poetic
descriptions using diff erent intonations) (in a
soft voice) ”My father… the Regent doesnt care
whether I live or die!
(in a calm narrator’s voice) The great gears of
Fate slowly grind forward, crushing everything
that gets between them.
Four assemble in the mountain village of
Haruyama. The shadow that forms behind
them, at a glance, looks like the outline of a
serpent.
Blades will cross at the mountain pass. War
seems imminent.
(in a rough, noble voice) “Th ose who wont
stand with us against the tide, they will be
crushed underneath it.
(back to the narrator voice) An attack at the
mountain threatens to unravel everything. Not
even the great kami know who will emerge
victorious.
Tenra Bansho Zero, Act Three: Renka and the
Assassins
A STRAIGHT FORWARD PREVIEW
GM: Okay guys, the next Act… Let’s see…
Were going to start off in that Haruyama town
where we ended the last Act. We’re going to
spend most of the Act in this town. There is
going to be some investigation, well see what
happens to Renka the kugutsu, and finally the
boss fight against the samurai warlord Garoku.
Get ready for Act Three, “Renka and the
Assassins.
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If the character wishes to replenish their pool of
soulgems, it is done at this time. New mechanica,
annelids, and new skills can also be taken, or old
skills increased at this time. Anything that requires
the expense of Kiai to attain is taken here, and
the Kiai spent immediately becomes Karma. The
character cannot gain new skills or equipment that
require more Kiai than the character has in stock:
Sometimes a player must wait for the next act,
and accumulate more Kiai, in order to gain more
powerful equipment and skills.
The Anatman/ “Doctrine of No-Self” Phase
“The Doctrine of No-Self ” is a Buddhist doctrine
that says “All things are impermanent and change
from moment to moment, never staying the same.
This phase is probably the most important in the
intermission for the characters; it is where the
characters’ Fates change.
The players will have an opportunity to create
new Fates, to raise up the rank of existing Fates, to
sublimate or erase Fates, and to rewrite Fates. Please
see the Karma rules for a breakdown of how this
process works.
One important thing to note is that at the end of
this phase, if a character has more than 108 Karma
points, then he immediately becomes an Asura
(demon or “lost soul”) and is removed from play.
This No-Self phase is where the player attempts to
lower Karma to prevent that from happening.
Make Fate Rolls and Gain Kiai
This is where the players exchange all of their
accumulated Aiki chits for Fate rolls. For each
Fate roll in the intermission, the player takes their
character’s Empathy attribute score in dice, and rolls
against their highest-ranked Fate. One Fate roll is
made for each Aiki chit owned: If the player has
twelve Aiki chits, then she makes twelve Fate rolls,
building up a nice pile of Kiai to use later. Each
success grants a Kiai point which can be added
under the Kiai point total. Role-playing well in the
previous act will give a player more Kiai points to
spend in the next act.
GM and Players Discuss the Game
The GM and players should discuss in brief what
just happened in the last act. If a player has certain
ideas that he thinks might be cool for his character,
he can tell the GM here and discuss the possibilities
of making that happen in the story. If the players
have suggestions for the GM, or the GM has
suggestions for the players, those would be discussed
here as well. In general, this is where the GM and
players talk about what they think of the scenario so
far, and what they are imagining will happen in the
next act.
Take a Break
Take a breather. Clear your mind, grab a snack
or drink, stand up and stretch your legs, hit the
bathroom. Check those phone messages, talk with
your friends about some cool anime or movie youve
seen recently, and let offsome steam. A ten minute
break should bring all the players back on track and
keep them focused through the next act.
THE GAME PLAYS OUT
The group goes through acts, scenes, more scenes,
intermissions, and so on. The game moves in that
fashion until the scenario draws to a close. We’ll
take a look next at what happens towards the end of
the game.
Curtain Call and Epilogue
After everyone has enjoyed their tale in a game of
Tenra Bansho Zero, it’s time to bring the session to
a close. Here’s what happens after the last act has
concluded.
Scene Judge Bonus
If you are playing with the optional scene judge
rules, check the Session Log Sheet to see how many
times each player has been a scene judge. Each
player is awarded with a number of bonus Aiki
chits equal to the number of times they acted as a
scene judge. If one of the players declared a Moment
of Truth, they do not receive this bonus (see the
Moment of Truth rules for an explanation).
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WHAT IS THE ZERO SYSTEM?
The Final Intermission
It’s probably better to call it an Epilogue, as the
game has reached its conclusion. However, one final
intermission phase begins when the last act ends.
We will see how the characters have changed in
the last act, as well as see if any have become lost as
Asura.
Improving Your Character
If the character has enough Kiai points, the player
can spend them to increase the level of attributes
and skills or gain new skills. Remember that this
spent Kiai will immediately become Karma. You
can spend Kiai and bring your character to a total
higher than 108. However, make sure that by
changing and sublimating your Fates during the
No-Self Phase you can lower your Karma back
down again. See the Karma section for the details
on changing Fates.
Players do not need to improve their character if
they dont want to. It’s common for a player to play
a new character in a new adventure rather than
playing a previous character again: That characters
story is done. If a player wishes to play this character
again later, though, now is a good opportunity to
improve that character’s attributes and skills if they
want to.
Sublimate Destinies and Make Final Adjustments
After the character spends Kiai improving their
characters, the last “Doctrine of No-Self ” phase
begins. The players should sublimate (erase) their
Destiny if it has been achieved. As per normal
Fate rules (see the Karma rules chapter for details),
this will lower the character’s Karma. The players
probably wont need to create new Fates or raise the
level of existing Fates, but they are welcome to do
so if they really want to. It might be a good way to
show how their character will live out the rest of
their life after the session is concluded.
If the character has more than 108 Karma at the
end of the last No-Self phase, their character is
lost forever. Th at character becomes an Asura, or
simply dies. See the Karma rules for more details on
Asura.
Epilogue
The GM should spend the last few moments
talking about the results of the characters’ actions
and discuss in brief what happens to the characters
after the 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. Th is 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 refl ect 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-
style taverns (izakaya) outside of Japan, but a family
restaurant, fast-food joint or other place to eat and
talk would work fine.
The after-game discussion is an important part of
the game, so dont forget to do it. There are many
players who consider the after-play discussion of
the game events an integral part of the game, so if
possible schedule some time for this discussion.
That concludes the play of a session of Tenra
Bansho Zero. Hopefully, everyone has had fun, and
is interested in playing again.
108
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 first 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 PC’s 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
first 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 effort 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.
Let’s take a look at each in detail:
THE ZERO ACT
The very first act in the game is a special act called
the Zero Act. It sets the mood, image and feel for
the rest of the game, and it is where the characters
are given their Destinies. If the Zero Act goes well,
it is very likely that the rest of the game will proceed
smoothly as well. For this reason, the first act is a
very important set of scenes.
SCENES IN THE ZERO ACT
Scenes in the Zero Act are created and happen
very similar to other scenes in the game. Th e only
difference is that usually each scene will focus on
only one single player character.
The Zero Act is essentially a way to introduce the
player characters which will appear throughout
the rest of the adventure, as well as give them an
opportunity for their players to get used to role-
playing their actions and personalities. What
happens in the Zero Act comes down to equal parts
of character introduction, scenario introduction and
player warm-up. The scenes of this first act push
these goals.
Which Characters Take Part in the Scene
It doesnt matter which PCs are introduced in their
own scenes first. The GM might choose to start by
giving a character a particular Destiny which best
demonstrates the point of the game. Or the GM
might have an idea for a scene with a lot of impact
for a particular character, and decide to start out
with that scene first. Go with whatever method
works best. If the GM isnt sure, she should begin
with the player on her left. Or perhaps begin with
the player who is the most veteran role-player, or the
most veteran Tenra player.
Making an Entrance in the Zero Act
Unlike the other scenes in other acts, the Zero
Act scenes focus on each character, each scene
highlighting and introducing one character. For the
sake of the story, the GM might have two player
characters in one scene (one with a minor role in
109
ZERO ACT AND THE EMOTION MATRIX
another characters focused scene). More commonly,
the GM will have the character interact with other
NPCs (the PC’s lord, friends, family, peers, etc),
whose roles can be given to the players not in that
scene. In any case, unlike other scenes, the players
cannot spend Kiai points to appear in a scene: The
GM is the sole person who determines who appears
in a Zero Act scene.
Aiki Chits and the First Scene Judge
If you are playing with the optional scene judge
rules, then the scene judge will be the person sitting
to the right of the player whose character is the
focus of the scene. Explain the role of the scene
judge to that player. After that, the next scene judge
will become the player whose scene just ended.
If you are playing by the normal audience rules,
this is where the GM describes the importance of
handing out Aiki chits to the players, as well as
fi nding the balance between giving too few and
giving too many. Each of the players should pick up
and ready a few Aiki chits to give to the scene
player.
What Happens in a Zero Scene?
The GM will hand the Destinies to the characters,
one Destiny per character per scene.
The scene should introduce the major NPCs of the
scenario to the characters. These NPCs will affect
the outcome of the story. If there is a noble lord who
gives a PC a secret mission, it should happen in the
first act. If there is an evil general who is planning
to destroy the nation, one of the PCs should meet
him in this first act. If there is a good opportunity
or story reason for the PCs to meet, this will happen
in the first act as well.
This is where all the major Emotion Matrix rolls
happen. Th ere should absolutely be at least one
matrix roll per character per scene, either against a
major background NPC or against one of the other
player characters. This places the players character
in the events which will unfold through the rest of
the game. The character will encounter one of the
other major characters in the story (NPC or PC), in
an almost fated encounter. The GM then hands the
player their Destiny.
Combat in the Zero Act
Combat can slow down or derail the scene in a Zero
Act, so its best not to have combat at all. If having
a scene with fighting in it is important to the story,
simply narrate the victory (or, more commonly, the
defeat) of the PC and move on with the story.
If you want to quickly demonstrate how combat
works, or all the players are experienced players of
Tenra Bansho, then the GM could set up a single-
roll Sneak Attack, or perhaps roll through one
round (at most) of combat. More often than not,
though, it will be better to simply talk through what
happens in the combat instead of rolling, let the
GM make any final decisions, and introduce real
combat sometime in Acts One or Two.
Making Emotion Matrix Rolls
At least one Emotion Matrix roll is made per scene
of the Zero Act. Just like regular Emotion Matrix
rolls, the player has the opportunity to spend Kiai to
change the result (using any Kiai gained with that
single Fate Roll made during game set-up), and the
GM and other players have the ability to infl uence
the player with Aiki chits. You should talk through
this process, to make sure that you either go with an
emotion that will favor the events of the scenario:
favorable results for major “good” NPCs,
unfavorable results for major “bad” NPCs and so
forth.
Dont forget that it might make for a great tale to
have an unfavorable reaction towards a “good ”
NPC or PC, and a favorable reaction towards an
evil” NPC. Just talk it out when the Emotion
Matrix roll is made and decided. If a player
chooses an unfavorable reaction towards another
PC and from that point on never tries to role-play
a reconciliation, that will be problematic for the
scenario and the other players. This often leads
to one single player taking their character off in
another direction, creating a “tale for myself ”
instead of working with the other players. Talk
about it as a group so that the player understands
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ZERO ACT AND THE EMOTION MATRIX
that they should aim to overcome that initial
unfavorable reaction, and quickly.
Passing Out the Destinies
In most cases, the GM will pass a Destiny to the
player, either writing it in advance on paper and
physically passing it to the player, or simply telling
the player to write the Destiny on their character
sheet at the end of that characters scene. However,
if an opportunity presents itself in the middle of
the scene, the GM should be free to hand out the
Destiny in the middle of the scene as appropriate.
Also, dont change the pre-crafted Destinies due
to events in the Zero Act scenes. For example, a
GM sets up a scene where a PC samurai will meet
a princess. If they interact favorably (driven by the
Emotion Matrix roll) the GM could hand out the
Destiny “Goal: Protect the Princess: 2” to the
player as they are talking to each other in character.
However, if they do not interact favorably (the
player chooses an unfavorable reaction to the
NPC) the GM should simply pass the Destiny
to the character at the end of the scene anyway.
The character might not be getting along with the
princess now, but it is his Destiny to protect her;
over time, this will hopefully drive the samurais
player to change how he feels towards the princess
in the game. This makes for a great story.
Ending the Scene
The GM calls for the end of the scene, and hands
out a Destiny to the character spotlighted in
that scene (if he hasnt given the player a Destiny
already).
Ending the Zero Act
When all of the characters have one introductory
scene, it’s time to call the Zero Act closed and move
on to the first intermission.
THE ZERO ACT INTERMISSION
The first intermission phase in the game, the Zero
Act intermission, is very similar to most regular
intermissions. There are some slight differences to
how the Zero Act intermission works from
PLAYING IN THE PAST
An interesting technique that is often used in
the Zero Act is to show what happened to the
character in the past. It could be a few weeks
or even several years, but an event in the past
should be a pivotal point in the life of that
character, involve another PC or major NPC,
and show us what drives that character.
A common example is for the excellent “Loss
of your Most Important Thing” Fate which
comes with the archetype “Hard Luck. This
could be an object (a sword, an heirloom) or
more commonly it is a person. The first scene
could show how the character had that thing:
An idyllic lifestyle living with this person, a
covetous samurai who demonstrates his most
prized sword, a king ruling over his kingdom.
The scene could also show us how that thing
was lost, which will absolutely shed some light
upon that character’s motivation. Bandits
attack and kidnap or slay a loved one, a lord
demands the samurai give him an heirloom
katana, a king is exiled or forced from his
kingdom.
Other times, we see what made that character
who they are now, in much the same way
as a flashback scene in a superhero movie
or comic: the fight lost to a major NPC,
which convinces an otherwise common
warrior to become a gem-studded samurai;
the conditions which cause the annelidist
to implant his most dangerous bug inside
of his head to serve under an NPC lord, the
grueling training of a lunatic kugutsu-maker
which leads to the kugutsu running away
from her home and soon meeting another PC.
Playing a pivotal character scene from the
past is an excellent way to start the story in
the present, but make sure that each scene
includes a major NPC or PC who will appear
later in the game, and at least one Emotion
Matrix roll.
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ZERO ACT AND THE EMOTION MATRIX
other intermissions. Review the rules for
intermissions, then take note of the following
examples and exceptions for this first intermission.
The Preview
The first preview is very important, more so than
any other preview in the game. It’s the prologue.
In console video game terms, this is the “opening
movie” where we get a picture of the world and the
opening credits roll. Something explosive should be
happening, driving up the players’ interest or
involvement in what is about to come in Act One
and the rest of the game.
Doctrine of No-Self Phase
Use this first intermission to create new Fates or
raise the level of existing Fates (or the Destiny). At
this point, if there is any player that has not created
at least one Fate in relation to another character
(especially another PC), have them do so now. If the
GM determines that the game will basically start
with all of the characters knowing each other, the
players could make their inter-character Emotion
Matrix rolls at this time and create a Fate or two
based on the results.
The intricacies of how Fates work can be confusing
to new players. So simply tell the players to raise
most or all of their Fates up 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 characters Karma
level (see Karma Rules for more details), because at
this point even if a character raises all of their Fates
by one level or dot, they will still not come close
to that limit: Theres no need to bother calculating
it until the next intermission. Make sure that all
players raise at least one single Fate or Destiny up by
one level.
You will not sublimate or change Fates in the first
intermission; your Karma will not be reduced at this
time.
Fate Rolls and Kiai
Aiki chits can carry over from one act to the next.
However, it’s important to have the players spend all
of their current Aiki chits on Fate rolls and convert
them into Kiai. Explain that unless they do this,
their character wont have the power to accomplish
the kinds of wondrous feats that you can do by
using Kiai. Kiai is power, so try to accumulate as
much as possible, even if you dont end up using it.
Game Discussion
This is a great opportunity to answer the player
questions about the rules or the game in general, or
discuss some things that happened in the Zero Act.
Dont dally too long on game discussion, though.
The point is to play the game, not to talk about
playing the game.
Take a Break
At this point, everyone should be ready to move
on to Act One. Feel free to skip the first break and
move right into the next act. However, if youve
spent 40 or more minutes in the Zero Act, maybe a
5 to 10 minute break first would be best to get
people ready for action.
DESTINIES
The GM will later assign the characters a special
kind of Fate called a “Destiny”, either before play
begins or in the first act.
Destinies are Fates that deal directly with the
scenario, and are usually the
character’s goal for that scenario. Another way of
describing Destinies are “Scenario Fates” which
the GM specially creates for the characters, as
opposed to all the other Fates, which players create
themselves. The GM will usually hand the Destiny
out at some point during the Zero Act, but he might
also hand it out before the game begins.
The Destiny is something that must happen in the
session. It is usually a goal or mission that is directly
tied to the scenario that the GM created. It could
also be a strong motivation with no goal, as long as
the character has plenty of opportunity to express
11 2
ZERO ACT AND THE EMOTION MATRIX
that motivation. You could think of a Destiny as
a personal victory condition for that character for
the game. Work towards it or fulfi ll it, and your
character will usually be considered to have a “good
ending”.
The Destiny will always involve the scenario in
some way. If the GM plans on having a super-
powerful samurai NPC named Blazing Sky in
the game, then he might create a Destiny called
“Emotion: Loyalty to Blazing Sky” in a game where
Blazing Sky gives the PC orders, or “Mission: Find
Blazing Sky” in a game where the object is to find
out what happened to this legendary figure. Of
course, if Blazing Sky is an antagonist from the start
of the scenario, a Destiny like “Mission: Destroy
Blazing Sky” might be expected. The GM would
give this Destiny to the character whose story is
closely related to Blazing Sky, possibly a samurai
character.
THE PURPOSE OF DESTINIES
Destiny is a rule which creates the story-based
motivation for player characters. As human
beings, we strive for meaning in our
actions. In much the same way, we want our
characters to have a purpose to passionately
work towards. A purpose makes the
character’s actions make sense.
Destinies are a call to action. If a player is
struggling to fi nd a way to role-play his
character, the Destiny provides a simple,
clean outlet. An inexperienced role-player,
or a veteran role-player who gets temporarily
overwhelmed, can rely on Destinies to drive
their character through the scenario. If all else
fails, focusing on the Destiny will help the
game go smoothly. For that reason, Destinies
focused on scenario goals or Destinies that
focus on a major NPC in the scenario often
work best.
GETTING INTO CHARACTER
The Emotion Matrix is an important part
of the game. It is basically a syringe which
injects drama into the game right from
the get-go. It tells the players what their
characters feel towards other characters upon
their first meeting. As such, it requires a bit of
explanation to really understand its function,
especially since most tabletop RPGs do not
have these kinds of rules.
It can take a while to “get into character”,
and decide as a player how your character
feels about the other characters. The Emotion
Matrix helps get right down to business.
It basically is a way of setting how your
character feels about another character at first
sight. Using the results as cues, even without
the game master forcing a story along, the
players can create drama simply by interacting
with each other in scenes. In the end, Tenra
Bansho is a character drama game, with the
trappings of katana, ninjas and badass mecha.
The important thing to remember about the
Emotion Matrix is that these emotions are
simply a “flash of emotion” or first impression
in their character’s eyes. It is the first thing
that their character thought when she first
met (or started in a scene with) another PC or
major NPC. It is not a straightjacket forcing
them to adhere to a relationship for the course
of a game.
Some people might be uncomfortable with
the idea that they dont have full control
over how their character feels. In this case,
it’s important to remember that this is just
that first “jolt” of emotion that a character
experienced. If they’re not feeling it, the player
can simply change their attitude towards the
other quickly, brushing off that first emotion
as a fluke (“It looks like I misjudged her. I felt
a killing intent from her when tour eyes met,
but she must have mistook me for someone
else. I wonder who”). However, it
can be fun to roll with that emotion for a
while, to see how it plays out over the course
of the game.
11 3
ZERO ACT AND THE EMOTION MATRIX
Each character will have a unique Destiny
throughout the scenario. Here are some examples:
• Mission: Protect the princess
• Emotion: Loyalty to the Ten Thousand Knives
Clan
• Mission: Defeat General Fujiwara
• Emotion: Hatred of Kogarashi the Axe
• Mission: Help Master Gen attain freedom
• Mission: Save the city of Suns Edge
• 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.
Raising Destinies
Destinies, like Fates, can be raised during
intermissions. The player raises Destinies exactly
like Fates. They should not be erased or sublimated.
With the GM’s permission, the player can rewrite
a Destiny as the game progresses if there is a good
reason to. For example, a character learns that
Blazing Sky is the enemy working behind the
scenes. The player gets permission during the next
intermission to change the character’s Fate from
“Emotion: Loyalty to Blazing Sky” to “Emotion:
Hatred of Blazing Sky” or “Mission: Confront
Blazing Sky”.
Destiny Techniques
In a game where there are new players and
experienced players, a good GM technique is to have
the Destiny of the new player’s character support
one of the veteran players. It could be tied to one
of the other characters at the table, in a supportive
way: “Protect Character X”, “Loyalty to Character
X’s Clan”, and so on. Or it could be a very similar
goal to the more experienced player’s character,
giving the two characters good reason to travel and
work together, and perhaps become strong allies and
companions.
THE EMOTION MATRIX
The Emotion Matrix determines how a players
character feels about other charactersboth major
NPCs and other player characters—when they
first meet.Whenever a player character fi rst meets
another player character, an Emotion Matrix roll
is usually made. Whenever a player character fi rst
meets an important NPC within the scenario, an
Emotion Matrix roll is also made. The GM calls for
the Emotion Matrix, and the players roll. Th e GM
will roll for the NPCs. The Emotion Matrix tells
the players what their character feels towards that
other person the first time they meet.
Players should only be making Emotion Matrix rolls
at maximum once per scene. Eventually, by the first
or second act, there will be no new important NPCs
encountered: Most of these Emotion Matrix rolls
occur during the first quarter or third of the game.
The player rolls “D66” (two dice, one representing
tens” and the other “ones”) then checks the result
against the Emotion Matrix chart in the back of the
book. This determines the starting point for their
character’s feelings towards the NPC or other PC.
From there, adjustments can be made. If a player
is not satisfied with the result, they can spend Kiai
points to shift up, down, left or right one space on
the matrix. Every Kiai point spent allows one shift
on the matrix to a new result of the players choice.
For example, spending three points of Kiai will
allow a player to move the result up two boxes,
then left one box to their desired result. Mark Kiai
used in this way as spent Kiai, because it will later
become Karma.
The GM also has the ability to make adjustments to
the players roll. The GM can offer the player Aiki
chits to move to a different place on the matrix.
Perhaps the GM wishes for the player to choose
a more challenging result for their character, or
perhaps the GM wishes the player to choose one of
the favorable results for their character that works
better for the GM’s concept for the scenario. The
GM can suggest a new result for the character,
11 4
ZERO ACT AND THE EMOTION MATRIX
and offer that player a number of Aiki chits equal
to the distance in spaces from the original result to
the GM’s desired result. If the new result is down
one box and to the left one box of where the player
rolled on the matrix, the GM can “ bribe” the player
with two Aiki chits to take that new result. Th e
other players may get involved and offer their own
Aiki chits (not Kiai) to move along the matrix as
well. If the player accepts the GM’s or other players
suggestions, she receives those Aiki chits
immediately.
There is a bit of interplay that can happen between
the player and GM when it comes to the Emotion
Matrix. A GM might come out and offer two Aiki
chits immediately if the player makes a particular
choice. Or a player might spend a Kiai point or
two to shift around on the matrix. Sometimes, the
player will shift to a new position, and the
GM will offer 1-2 Aiki chits if the player shifts
from the new position to yet another position. And
then from there, from a position far away from
the starting point, the player could spend more
Kiai to shift further. While this interplay can be
fun, try to keep it simple; try to aim at something
close to the initial Emotion Matrix result, rather
than wandering all over the matrix on every single
Emotion Matrix roll.
In the end, the player has the final say in which
result they want for their character. If they would
EMOTION MATRIX
1 2 3 4 5 6
11
Unsettled
Mind
Aquiaintance Desire Pursuer Nostalgia Annihilation
22
Loyalty They Hate You Like Your Child Dark Dreams Admiration Hmmm...
33
Hatred I Am Salvation A Warning! Deep
Impression
Rival Companionship
44
Purity/
Innocence
Killing Intent Love at First
Sight
Fear Like a
Brother/
Sister
Unstable
Emotions
55
Soulmate Master Shock Goodwill Chains of
Fate
Strange Interest
66
Deja Vu
Chaos
Worthy Rival Thirst for
Your Blood
Blood
Relative
A Dark Flame
rather spend Kiai to pick a matrix result which they
prefer and ignore the GM’s Aiki chit offer, that is fi
ne. The GM shouldnt force the player to take a
result that they are not interested in role-playing.
Once the player decides on a result, they begin
treating the other NPC (or PC) in a manner in
which the Emotion Matrix describes. Quickly, or
over time, the reaction can change, but the result of
the Emotion Matrix dictates their character’s first
initial impression of other major characters in the
game.
d66
When rolling on the Emotion Matrix, you should
pick two dice of different colors. Announce which
color (usually the darker) will represent the “tens
place”, and which color die (usually the lighter) will
represent the “ones place”. Roll both at once and
look up the results.
Scene Judge and Audience
If you are playing with the optional scene judge
rules, a scene judge can also offer Aiki chits from his
pool of three chits to encourage the player to move
along the Emotion Matrix. If you are using the basic
audience rules, the other players at the table can
encourage the player making the Emotion Matrix
roll by offering their own Aiki chits.
11 5
ZERO ACT AND THE EMOTION MATRIX
THE EMOTION MATRIX IS NOT A
STRAIGHTJACKET
For experienced players of other role-playing
games, the concept of Tenra Bansho Zeros
Emotion Matrix is very unusual. “But
I control what my character thinks and
feels!” is a common reaction. However, just
remember that the Emotion Matrix simply
dictates that “initial spark” that happens
when two major characters meet. It does
not mean that for the rest of the game the
character will not be able to change their
relationship with the other character. In fact,
many times the nature of the relationship
(especially between PCs) changes quickly. Do
not think that Emotion Matrix results are
permanent. They change all the time.
Many character relationships in popular
media begin with mistrust or unease, but
soon (potentially through undergoing
trials together) lead to friendship and
camaraderie. This is the spark that the
Emotion Matrix provides.
Emotion Matrix Roll Timing
Sometimes it is important to establish how the
PC feels about a major NPC as they are about to
interact in a scene. In those situations, the player
should roll as soon as they meet the NPC in-scene.
However, this might disrupt the flow of the game.
If the GM wishes, he may simply tell the player at
the beginning of the scene that they will soon meet
a major NPC (“You are about to meet your domains
Regent.”) and make the player roll on the Emotion
Matrix before the scene begins, so that when the
meeting occurs they can role-play the scene without
the interruption of the dice. Other times, it might
make sense to role-play the scene first, and then roll
the dice when the scene ends (as long as the NPC
will appear in the game again) to determine how the
player character really feels about the NPC they just
met, and how they will approach the NPC the next
time they meet.
As noted earlier, not every NPC requires an
Emotion Matrix roll. Most of the time, the first few
scenes of the Zero Act and maybe the fi rst act will
have Emotion Matrix rolls between the PCs and
maybe one to three NPCs, after which they tend to
stablize unless a major NPC is introduced later in
the game.
Also, making too many Emotion Matrix rolls in
scenes can really disrupt the flow of the game. If
there is one new major NPC introduced to several
PCs at once, consider only make Emotion Matrix
rolls for one or two of the PCs only (perhaps the
PCs who would naturally have a stronger story tie to
that character).
The Emotional Matrix and NPCs
When meeting major NPCs for the first time in
the game (nobles, mentors, family members and the
like), it is a good idea to have the player roll against
the NPC on the Emotion Matrix. This gives some
inspiration for the relationship between those two
characters. It also offers an opportunity to be steered
by the GM into an interesting relationship with that
major character, allowing the players to build up
a few extra Aiki chits.
Only the very few major NPCs—the ones which
the scenario focuses on—should be rolled against
in this manner. You shouldnt roll on the Emotion
Matrix for “bit part” merchants, courtesans and
the like. Many times a character wont make an
Emotion Matrix roll against an NPC at all during a
scenario. Other times, in scenarios where there is a
lot of room for social interaction with major NPCs,
a character might roll against one or two NPCs over
the course of a scenario.
The Emotion Matrix and PCs
Emotion matrix rolls amongst PCs are far more
common. This creates a lot of inter-character drama
that develops and changes over the course of the
story.
A popular option in Tenra Bansho games is to
have the players all make their Emotion Matrix
rolls against each other after the Zero Act, in the
11 6
ZERO ACT AND THE EMOTION MATRIX
EMOTION ROLL MATRIX VS NPC
GM: Before you stands a young vassal warrior.
He looks at you with anger-filled eyes as he
unloosens his katana. His words are cold. “I’ve
fi nally found you. I’ve waited so very long for
this moment.
Player: Uh, who is this guy?
GM: Well, roll on the matrix and let’s find out.
Player: OK. The red die will be the tens, the
white will be the ones. 20 and 5, so 25 total.
GM: “Admiration?” Well, that might work if
you knew what drove his conviction. Let me
see… How about I give you two Aiki chits to
move up one and over one to “Pursuer?
Player: Pursuer? That’s pretty straightforward.
OK, that works for me, I couldn’t think of
anything there I wanted more (takes the two
chits). “So, you’re the one who’s been following
me through town. Well, we’re here in this
abandoned section of town, just as you wanted.
What do you want from me, then?
Player 2: Oh, that was pretty good. I give him
one Aiki chit.
GM: The youth lifts his sword over his head.
“Kudoh Gensai, I hereby claim my revenge for
what you did to my father. Die!
Player: (looks to the GM) Um, that’s not me?
GM: Yep, sure isn’t.
Player: “Hold your steel, boy. You have me
confused with someone else…
GM: “Excuses won’t save you now, demon
samurai!” he screams. Fight time!
Player: Oooooh. I’ll make sure to just beat
him into unconsciousness and settle this
misunderstanding over drinks afterwards
intermission before the first act begins. This is great
for games where the characters are assumed to have
known each other directly or have heard of each
other before the game begins. If characters are
actually meeting for the first time in the fi rst act
(or in the Zero Act, an uncommon but possible
occurance between a pair of characters), feel free to
roll then instead.
This method helps both get past the initial Emotion
Matrix rolls quickly to jump into the game, as well
as provides an opportunity for the players to write
new Fates regarding their relationships with the
other PCs before the first act begins.
In a game with 2-3 players and one GM, it is best
to have each character roll against every other
character. In games with 4 or more players, it
might be better to move the game along quickly
by suggesting that the players pick just one other
character to roll against. When two players are
rolling against each other, they should talk it
through so that they both get complementary or
interesting results.
Another easy solution is to have each character roll
against the characters sitting directly to their left
and right. Or perhaps the GM can assign pairs or
sets of people to roll against: In a scenario, a GM
might be planning for three PCs to be traveling
companions, and one PC to be an outsider who
joins them at the beginning of the scenario. In that
case, the GM might have the three PCs in the group
roll against each other on the Emotion Matrix, and
then everyone roll against the outsider (and vice
versa) when they fi rst meet. There are a lot of ways
to use the Emotion Matrix in a game, depending on
the scenario. Feel free to experiment!
When another player is rolling against your own
character, you can spend your own Aiki coins to
change their results with their permission, just as
they can spend Kiai to change their own results. If
two other players are rolling against each other’s
characters and you are not involved, you can still
offer your own Aiki chits and make suggestions to
the players involved.
11 7
ZERO ACT AND THE EMOTION MATRIX
EMOTION MATRIX ROLL VS NPC 2
GM: Suddenly your attention is drawn back
towards the town’s main path. A young girl
wearing the robes of a miko shrine maiden is
running towards you. “Help me, please help!”
Player: I look at her. Do I sense a trap?
GM: Go ahead and roll on the Emotion
Matrix.
Player: OK. The red die is the tens place. 40
and 3, so 43.
GM: “Love at fi rst sight”. Well, that works for
me.
Player: Hmmm. Interesting! … Hmmm.
Actually, I think that my character wouldnt
be one to fall in love so easily. How about I
spend one Kiai to shift up one space to “33:
A Warning!”. All I see is a loyal dog of that
bastard Priesthood running towards me, so I’m
on the edge for an attack of some kind.
GM: Hmmm. That’s probably not going to
work too well here, because shes being attacked
by something worse than some Priesthood spy.
Do you think a favorable matrix result would
work? I’ll give you three Aiki chits to move
down two and over one from that result for a
result of “54: Goodwill?
Player: I’d rather stick with my choice of
A Warning, since my character hates the
Priesthood. I’ll still come to her aid, because
I do help people in need, but I’m not gonna
trust her.
GM: OK, that works for me. Just don’t stab
her or anything. And be prepared for your
relationship to change with her later.
Player: OK! (spends one Kiai)
Emotion Matrix and Fates
The Emotion Matrix is a great way to determine
new character Fates. The matrix is simply a chart
that can be used for determining what your
character initially thinks about another character
when they first meet. It can be used before the first
act begins to prime all the player characters’
relationships with each other, or it can be used in
the game when one PC interacts with another PC
for the first time.
For the character’s first relationship-based Fate, the
player can simply write the result of the Emotion
Matrix as a Fate, or perhaps reword it to be a little
more fi tting. An Emotion Matrix result of “Blood
Relative” could result in Fates like “Emotion: I
love X as if he were my brother” or “Goal: Protect
my brother X at all costs”. Additional Fates (for
example, Fates purchased during the intermission
phase by spending Aiki chits) can be created in this
way as well.
One suggestion is to write down the results of all
your Emotion Matrix rolls somewhere on your
character sheet, perhaps in the notes section of the
sheet, or in the margins. Later, once you decide to
take a Fate towards that character, you can use those
notes to help guide your decision. Remember, not
every Emotion Matrix roll has to result in a new
Fate: Many do not.
The Emotion Matrix and the Power of the Dice
Why use the Emotion Matrix at all? It would seem
easier to just let the players choose an emotion they
prefer for their characters from the matrix rather
than rolling.
While that is true, the Emotion Matrix injects a
spark of chaos that can charge a game, or take the
players in new unexpected directions. This small
spark of chaos is a key feature of this game!
Rolling on the chart opens up new possibilities for
thinking about your character, even more so than
simply picking from the chart (as youd be choosing
something that you would expect for your character,
something “normal ”). Being able to choose “love
11 8
ZERO ACT AND THE EMOTION MATRIX
EMOTION MATRIX ROLL BETWEEN
PCS
Player 1: So this is the first meeting between
my samurai and your armour-rider.
Player 2: Go ahead and roll first.
PL 1: This blue die is the tens place. 60 and 4,
so 64: “Th irst for Your Blood”… is this armour
rider out to get killed, perhaps?
PL 2: No killing, I promise! How about I spend
one of my own Kiai to move you over to 65:
“Blood Relative? Heck I’ll even call you “big
brother!
PL 1: How about you don’t call me “big
brother, and I spend one more of my own Kiai
to move over to 66: “Dark Flame”?
PL 2: Hmmm, looks like you want to start us
off as enemies one way or another. Sure, I’ll go
with that. Initial mistrust can lead to awesome
relationships.
at first sight” from the Emotion Matrix is a very
different experience from landing on the “love at
first sight” space based on a roll of the dice. When
you roll the dice and hit that first square, it provokes
a reaction in the player. “This is what the chart
says. Does this work for my character?” The player’s
mind will naturally try to make it work, to make
that result fit. This is the kind of spark which can
ignite a very interesting role-playing experience.
Or perhaps the player rolls the idea around in her
head for a few seconds: “Hmmmm, any way I look
at it, I simply cant see that kind of relationship, she
says, and proceeds to spend Kiai to move to another
nearby space on the Emotion Matrix. That’s okay.
The goal of the chart isnt to force you to role-play
a random emotion. The goal of the chart is to put a
spark in the player’s mind generated from the chaos
of a roll of the dice. Whether the player sticks with
that option or chooses another (or is bribed by the
GM to choose another space), the players mind has
already begun exploring that possibility. Even if the
player chooses another result for their character, that
player has thought about their character in a new
way.
The Emotion Matrix can result in forcing emotions
that are impossible for the players to ignore, which
will in turn drive their role-playing. Th is will lead
to more Aiki chit rewards, but more importantly
it ultimately leads to a more interesting story. As
players, we are all well aware that the heroic players
will very likely overcome the evil lord by the end
of the scenario: But what’s really interesting is
what happens on the way to that destination. The
Emotion Matrix sets the characters in motion on
an emotional collision course. Used well, it can
help run an interesting and fun character-focused
scenario.
THE MOMENT OF TRUTH
There are a few times in one’s life where the next
few moments, the next choice, is the dividing line
between life and death, or between achieving your
life’s goals and failing to attain anything. Th is
moment is an optional rule called the “Moment
of Truth” in the game. When a player calls for a
Moment of Truth, time comes to a standstill, the
player amasses as many resources as possible, and
their character takes one final action that will
determine their Fate forever.
Only one player can call for a Moment of Truth
(also known as “MoT”) in a single game. If the
other players agree, then it happens. The other
players role-play how their characters support the
MoT character, either by physically helping them,
or by offering encouragement or moral support.
The other players then hand their own Aiki chits,
as many as they want (or simply all of them) to the
player who declared a MoT. Only Aiki chits can be
given, not Kiai points.
119
ZERO ACT AND THE EMOTION MATRIX
If you are playing with the optional Scene judge
rules, then the MoT player is given an extra number
of Aiki chits equal to the number of scenes in which
they were a scene judge. If you are playing by the
normal Audience rules, the player receives no extra
Aiki chits.
Time stops. The player will take this large mass of
Aiki chits and make one final Fate roll and convert
all of the successes gained into a pool of usable Kiai
points. Action resumes, and the player spends this
pool of Kiai as they see fit. Once the scene ends
(usually the last scene, or one of the last scenes,
in the game), all of the remaining Kiai that the
character has will disappear. Take note of this rule
exception. Normally a character can carry their
unspent Kiai from one scene to the next, but if the
player declares a Moment of Truth, all unspent
Kiai that player has at the end of the scene simply
vanishes. The spent Kiai will eventually become
Karma. The unspent Kiai will vanish without
becoming Karma.
Roleplaying the Moment of Truth
The player is role-playing out a critical moment.
The player finishes talking and declares a Moment
of Truth. That player role-plays out the actions he
wishes to take, and the other players role-play their
characters in assisting him. The other players
give him their Aiki chits, and the roll is made.
Sometimes this default method can cause a long
pause in play because of all of the Fate rolls made
(sometimes up to 20 or more rolls are made to
generate the MoT Kiai pile), and role-playing
momentum is lost. Sometimes the GM will have to
have the players repeat the last few lines of role-play
in order to pick up where they left off.
Another option for the Moment of Truth is for the
player to declare the MoT at some point in the scene
before the majority of the role-playing occurs. The
player senses that this next conflict is going to be
the final one of the game, and the results could go
either way. The player could simply declare a
Moment of Truth before the role-playing in the
scene actually occurs. Aiki chits are given, a
number of Fate rolls are made, a stockpile of Kiai
is amassed… and then the player role-plays their
encounter with the major NPC or “last boss”. This
method ensures that there’s no break in action
between the role-playing, die-rolling, and results.
The GM should decide which is more appropriate.
Converting Kiai Back to Aiki Chits
By the end of the game, many players will have
some Aiki chits in their hands. However, most
of their power will have already been converted
to Kiai, which is sitting there unspent on their
character sheets. This method lets players convert
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 character’s 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 final 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.
It’s 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 opponent, but
in the process of spending all of that Kiai they will
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ZERO ACT AND THE EMOTION MATRIX
raise their Karma far beyond their limits. They will
win that battle against the major NPC enemy, but
in turn they will permanently lose their character as
it becomes an Asura. This is something to be careful
of when declaring a Moment of Truth.
121
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 there’s only a
few things needed to create a good “Tenra Bansho-
esque” adventure:
1) A problem
2) Dramatic situations
3) Fast pacing
Let’s 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: DESTINES
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 first 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 different way and try to
resolve it in their own way through various means.
It’s 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.
In the Zero Act, the GM gives the players their
Destinies. Each scene in the Zero Act focuses on
that player’s purpose in the adventure, and often
clearly shows off the problem or situation which
needs to be addressed. It also tells us a little about
what that character is like, who they are, how they
act, and what might be in store for them.
This is why the Zero Act is so important; it creates
the image of the game to come in the mind of each
player, and demonstrates each player characters
place within the game. If the GM does a good job
of crafting the scenes of the Zero Act, the players
will know what to do through the rest of the game.
CHOOSING THE DESTINIES
Destinies are the elements that set each character
into their role in the game. It’s a purpose or problem
that the player has to effectively role-play in order
to move the scenario forward. As mentioned above,
there is no one correct answer for each Destiny.
However, at first the Destiny should refl ect or hint
at an ideal goal to the situation (“Goal: Destroy the
Falling Leaves Clan”, “Hatred: Magobei the Snake”,
Goal: Come to terms with your new powers, etc).
Without that suggestion, it wont give the players a
good starting direction for role-playing. Over the
course of the game, the Destiny might change.
The goal will shift slightly or a lot; hatreds might
turn to friendships, and vice-versa. However, it is a
good idea to imagine the player characters as toys:
wind them up and point them in a direction. Over
the course of the game, as scenes are role-played, the
direction of each individual character may start to
change but they need some sort of direction at first
in order to get into the game as quickly as possible.
122
SCENARIO CREATION
Make the Destinies usable by the players. A good
Destiny will feature PCs or NPCs which appear
often in the game or a goal which will have
implications in many of the scenes. A bad Destiny
will feature NPCs that dont appear that often in
the game or goals which the PCs really cant do
anything about. Whatever is written on the Destiny
that the GM gives to the player, make sure it is
something that can come up in the adventure often.
Dont turn a Destiny into a straightjacket, though.
The Destiny should guide the player’s role-playing.
Like Fates, Destinies can change over the course of
the game. The Destiny shouldnt be something used
against the player or to force them to role-play
in one defined way from the start of the game to
the end. However, this isnt so much a concern in
writing the Destiny. Simply make sure that the
players understand that while they should step up to
address the situation the Destiny presents, it should
not be used to artifi cially force the player to make
role-playing decisions they dont like.
Let’s look at a sample Destiny: Say that there will
be an NPC princess who will journey with the
players for most of the adventure, and one of the
PCs will act like her knight or bodyguard. What
would be a good way to turn that relationship into
a starting Destiny? Th e GM wants to write the
Destiny up in a way so that it clear to the player
that the PC should want to protect the princess (in
the beginning of the game, at any rate). However,
something like “Romance: You are in love with
the princess” is probably a little weak. It will most
likely lock the player into one single kind of role-
play towards that character and make it very hard
to change the nature of the relationship between the
two. It also leaves no room for player interpretation;
it’s a straightjacket of role-play that the player cant
get out of.
Let’s make the situation more interesting. How
about if the princess reminds the PC of his or her
younger (or older) sister, a sister who died years
ago? A Destiny of “Misfortune: Loss of your sister”
would sound good at first. However, this too is a
little difficult. There’s nothing actually pointing
this at that princess character. It also means that the
player will have to role-play their PC in some kind
of relationship (once the emotional baggage is dealt
with) that will be a familial relationship; it would be
hard to turn this into a romance or a hatred. While
not as much of a straightjacket as the first example,
this Destiny represents a lot of excess stuff that has
nothing to do with the princess.
In this situation, something like “Emotion: Deep
feelings towards the princess” might work well. The
feelings are undefined, so they are left up to the
player to define where the feelings come from. This
gives the player a direction and the ability to openly
interpret what the emotions are and how they will
change over time. This is a good emotionally-ripe
Destiny. Of course, something simple like “Goal:
Protect the princess” or “Goal: Return the princess
to her kingdom” are also solid beginning Destinies
because they push the characters together and also
give the player leeway on how they will role-play
in relation to that character. However, you can
probably guess that “Feelings towards the princess”
will most likely lead to a game that focuses on the
emotions between those players rather than the
character’s simple mission.
Just one last thing to note when assigning Destinies
to players: You want to give Destinies which will
allow the players the chance to role-play their
characters in new ways. But make sure to get a
sense of what your players want. If you know from
experience that one of your players hates role-
playing romance, then give the Destinies (and roles)
with romantic possibilities to other players.
DESTINIES AND ARCHETYPES
Each sample character has some ready-made Fates.
All of the archetypes include one sample Fate as
well. Make sure you look over the characters before
assigning Destinies to the PCs. This will make
sure that you dont accidentally give a PC a Destiny
which totally conflicts with the Fates they already
have. For the samurai who wants to know “What
is true strength? ” (based on their pre-written Fate),
or a kongohki who has sealed memories (another
123
SCENARIO CREATION
archetype-determined Fate), a Destiny which
focuses on defeating the bad guy may be better than
one that focuses on emotional elements. However,
some players might be up for that additional
challenge!
RECOMMENDED ARCHETYPES AND
DESTINES
As a GM, you may want to make a list of
recommended archetypes for the game, then pair
the Destinies up with them. If you plan out a
scenario for two ninja characters, a samurai, and an
armour-rider (rather than having a free-for-all where
the players choose any character type they want),
it might be good to pair up each Destiny with an
archetype that is compatible. For example, if there is
an enemy to be defeated in a combat-heavy scenario,
it might make more sense to tie “Goal: Defeat
the Evil Overlord ” to an archetype that excels in
fighting like a samurai or armour-rider. This is just
a recommendation for getting things offthe ground
quickly: Ultimate authority in which PC gets which
Destiny is left to the GM.
BEING CAREFUL WITH SCENARIOS AND
DESTINIES
Most Tenra Bansho Zero stories have elements
of tragedy in them. While the endings may be
happy”, more often than not—just like the kabuki
theater they are based upon—the events or the
character backgrounds often have tragic elements
behind them.
While it is important to remember that, it’s also
important to remember that TBZ is a game, and
games are supposed to be fun. To that end, be very
careful of the comfort level of your players. Dont
force Destinies or plot lines upon them that are only
there to push their buttons or evoke bad feelings
in the players. Your role as a GM is to set up the
foundation of an interesting story and let the players
play it out. Your role is not to push them into an
uncomfortable place just to create something artsy.
If a player becomes uncomfortable or isnt happy
with one of the tragic elements (or even the
direction of the story), she should immediately feel
obliged to tell the GM right then and there. Th
at way, the GM can help “re-play” the scene, or
“do-over” the last few lines of dialogue in order to
lighten or change the tone.
Again, because the original authors of the game
say it as clear as the summer sky: Tenra Bansho is
a game, a form of entertainment between you and
your friends. It should never be used to hurt the
players of the game.
DRAMATIC SITUATIONS
Hopefully by now, you understand that setting up
Destinies is an important part of creating a scenario.
The Destiny is the direct link which ties the
character into the game during the Zero Act. When
used well, they’ll help kick-start the players into
role-playing and bring the characters alive.
Example
Let’s look at the Destiny mentioned above, “Emotion:
Deep feelings towards the princess”, and a quick Zero
Act introduction.
GM: It was a hot day then, long ago. That day,
your sisters last quick, oh-so-quick breath escaped
her lips in your arms. Th e same sister who followed
you everywhere you went: “Kennosuke! Brother
Kennosuke!” She would always be the fi rst to greet
you when you returned home: “Hey Kennosuke! Guess
what I did today! Guess!” That energetic spirit is
gone forever.(to the player of Kennosuke’s character)
“Kennosuke! Kennosuke, are you listening to me?”
The GM gives the player of Kennosuke a few seconds
to respond. If he responds at all, the GM gives him an
Aiki chit for quick-thinking and jumping in.
GM (continues): “Geez, why is your head always in
the clouds? Whenever I, Chisa, address you, you never
respond in kind,” Princess Chisa pouts, while honoring
you with polite speech.
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The GM gives another opportunity for the player to
jump in, perhaps rewarding him with an Aiki chit
for quick-thinking and role-play. By this time, the
player should be engaged. If the player is stymied or
doesnt seem to reply quickly, don’t stop and dont point
attention to it. Simply move along in the conversation.
Even if its one-sided at the beginning, give a few
pauses to let the player jump in. The player will jump
in soon enough.
GM: “Anyway, guess what I did today, brother
Kennosuke! Guess!”
At this point, it’s probably a good time to call for
an Emotion Matrix roll to see what Kennosuke
thinks about Princess Chisa. The GM in this case
should try to steer the results towards a favorable
relationship (offering Aiki chits as per the Emotion
Matrix rules, as needed), and steering away from
neutral or unfavorable/hateful relationships. The GM
then reveals that this is Princess Chisa, entrusted to
Kennosuke’s care as bodyguard, and since she was
young she’s thought of him as almost a real older
brother, even addressing him as “brother” in private.
GM: “I visited my father! He was inspecting the latest
yoroi armour our family received for service to the
regent. He said, ‘Chisa, it looks like the lines of battle
are shifting and war is upon us again.’ Can you believe
it? Now I’m of age to ride an armour myself, so I bet
he’s going to take me along on his next war campaign!
Isn’t that great? I bet I’ll even get to fight alongside
you! You better watch out. I just might overcome more
enemies than you!”
GM (continues): With that, Chisa holds her hand to
her mouth and smiles at you. For a brief moment,
it reminds you of someone’s smile, a smile from long
ago…
The GM hands Kennosuke’s player the Destiny,
“Emotion: Deep feelings towards the princess. The
scene wraps up quickly after that.While most Zero Act
scenes will have more back-and-forth dialogue with
the player and role-play, the above is basically an
abbreviated and boiled-down view into what a fast
Zero Act scene looks like. The GM had two things that
she wanted to make clear in this scene, and was able to
hit on both of them:
• That Princess Chisa looks or feels like your younger
(deceased) sister.
• That there is a war happening now.
The interesting point is that the GM was able to
convey both of these points clearly without actually
coming right out and directly saying either one.
CREATING A STRONG
SCENARIO
There are two elements to track when creating a
good scenario for Tenra Bansho Zero: Overall story
and character story.
Even if the players pick pre-generated characters and
do not create their characters from scratch, they’ll
quickly start to identify with them. They’ll think
about the Fates and the character issues that the PC
will have to face.
Before the game begins, youll create the overall
story (either completely, or in an simple outline
format) of the struggle that the PCs have to
overcome together.
The important thing is to tie these two together.
Having a strong , exciting background where
the PCs just drift through it like ghosts without
addressing or resolving their personal issues may
leave the players bored: They have an interesting
character in their hands, but they’re suppressing it
in order to jump through the hoops of the scenario.
Likewise, focusing totally on character issues at the
expense of coming up with an overall threat or story
to throw at the players will turn the game into a
slow-paced “soap opera” style game that lingers on
without resolving. Neither of these extreme outcome
is very interesting.
Make sure to balance both; keep the character issues
in mind as you run the game, and have concerns
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related to the PC Fates appear regularly. Don’t
simply treat the player characters as puppets used
to tell your pre-written story. That will bore the
players, as it will be transparent to them that their
actions and choices dont matter. Balancing both
the overall story and the characters’ stories is the
foundation of a strong Tenra Bansho Zero scenario.
USING TIME
To create an interesting TBZ scenario, the GM
should really use the elements of situation and time
in changing from one act to the next act.
For example, in a scenario that follows a war
between two domains, the character’s domain could
win a great battle against the enemy domain in
the first act, be completely destroyed in the second
act, and in the third act, the characters could join
forces with a neighboring domain to fight once
again against the enemy domain. Each act might be
separated by several months of time in the process.
This could create an exciting story with a real sense
of a large scale.
Another example might be to have two or more
years pass between the first and second acts, and
three years between the second and third acts.
Focusing on change of the situation (one minute
your country is victorious, the next you are running
for your lives as refugees) between acts will really
keep the story interesting. In the end, that’s all that
matters: Getting a positive reaction from the players,
and together telling an interesting drama or epic.
Climax and Finale
A climax is a dramatic end to each act, while a
finale is the final climax of the game.
Every act should end in a climax. This is usually
a fierce combat, but it could also be a powerful
dramatic moment as well (the PCs convincing a lord
to change his ways; a duel through combat, magic
or skill; grand social conflicts resolved through role-
play). It’s also a good idea to keep the finale of the
scenario within its own act. That way, the GM has
plenty of leeway to change the time and situation to
make it that much more dramatic. That pre-climax
act intermission is always welcome, too, in order
to ensure that the characters pool enough Kiai to
(hopefully) overcome any final challenge.
CHARACTER DEATH
Character death happens in TBZ, and it is entirely
up to the player to manage when their character
dies. If a character dies in the finale or a climax,
there is no problem at all; it should be easy for the
GM to keep that death dramatic and appropriate
for the game. However, if a character dies during
any other scene, that’s a problem. If a player starts
to check the Dead Box, or leaves it checked and
jumps into a potentially fatal challenge outside of a
climax or finale, it’s a good idea for the GM to just
straight-up warn that player, “We’re not currently
in a climax or finale, so you might want to wait on
that until the next climax.
Once a character dies, the next step is up to the
GM. If it’s the fi nale, there’s no problem at all,
since the story is at a close anyway. If it happens
during a climax (usually near the end of the game),
the GM can keep the player involved through the
rest of the game by:
• Making that player a permanent Scene Judge
(handing out Aiki chits to the other players)
• Handing that player a new character at the
beginning of the next act, a secondary character
who appeared earlier in the game.
• Having the player quickly create a new character
during the next Intermission, perhaps keeping
the same Destiny as the previous character, or a
variation of that Destiny.
• Handing the player the role of a villain, and
letting the player role-play the villain (as a character,
as well as controlling them in combat).
• Having the player play several major NPC roles for
the rest of the game, as a kind of “assistant GM.
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BENDING THE TENRA
SETTING
This book is filled with information on the world
of Tenra, from oni customs to onmyoji summoning
constraints. As you go through the book, you will
likely find some inspiration here and there, elements
that you will want to pull into your scenario. Go for
it.
In the process, you may have some ideas that
directly contradict the setting material. Samurai
that can give birth, zombies, onmyoji that can
summon spirits in areas with no residual Sha energy,
time travel, a warrior coming back to life because of
her intense hatred, and so on. Go ahead and bend or
break the setting to create your own Tenra setting.
Perhaps these “impossibilities” were that way
because no one ever succeeded. In your own game,
legends can be born from doing the impossible.
When bending or changing the setting, just make
sure to do it in subtle ways that the players can
accept. Dont feel constrained to never break any
setting rule”, and likewise dont break every rule
as the players wont know what is happening to the
Tenra setting they’re familiar with. Sprinkle some
impossibilities into your game from time to time to
keep things interesting.
CHOICES AND CONTRADICTIONS
A game isnt written in stone. As a GM, one thing
that you have to try to remember when planning or
running a scenario is that there should be no single
correct answers to any encounter in the game.
Say, for example, you introduce a princess to the
characters at some point. You can pretty reliably
assume that the players will try to help her, perhaps
by having her travel with them. However, the
players might move in another direction that you
dont expect (Not that they’re being jerks, but
just that, for the game and their characters, other
options seem more realistic). Maybe they decide
to help the princess by asking relatives to let her
stay with them incognito. Or maybe they’re all
mercenaries, so they give the princess a few gold
coins to help her out and continue onwards, not
realizing that she was an integral part of events to
unfold. As a GM, you will have to be prepared for
the players to go in unexpected directions.
Beyond that, you will actually want to try to set
up contradictory choices, complications for the
players to deal with, making sure that they know
there is no correct answer, and that the scenario will
continue along its own unique path no matter what
the players end up deciding to do.
These kinds of contradictory choices and dilemmas
really help make a scenario interesting, exciting,
and complicated, even without throwing in combats
and cyborg ninjas. Choices that pit emotion against
reason make for very Tenra-like games.
Say, for example, the PCs are fighting 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 fields outside
of the city will save the inhabitants of the city who
have not yet fled, but the PCs armies will be at
such a disadvantage that they may be annihilated,
and the PCs themselves will likely die. Steering the
enemy to come fight them in the city means that
the PCs will have the home advantage, and the
battle will be on a much more even ground, but
the city will likely be utterly destroyed, and
certainly any innocents left in the city will be cut
down in the battle as collateral damage.
Which option will the players decide? Neither
option is “correct.” The GM will need to be
prepared with the players choosing either option,
or come up with their own alternative. The GM
could paint a vivid picture of the possibly good and
undoubtedly bad effects of choosing one path or the
other. This may help the players choose the option
that is right for them, or it might stymie them
further as they try to choose between the lesser of
two evils.
A third option is for the players to do nothing, wait
it out, and leave it to fate. (Perhaps they cannot
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decide which is better.) That, too, is a valid option.
Let the next scenes play out from that point on, the
GM deciding what happens due to the players not
making a solid decision. In many cases, the outcome
will be worse, but the PCs may be able to engage
again if the situation changes.
Making the choice between two difficult options,
and then role-playing the characters living with the
results, is a strong element in Tenra Bansho Zero
scenarios. Try to include at least one or two good
hard choices in your game.
For Example:
Player: “The attacks, the spies, all of those
freakish monstrosities… This is it. This castle
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.
Another Player: Hah, excellent. Have an Aiki
chit (tosses the chit to the player)
GM: Okay, this brings this scene to a close. Next
scene, well start with you. You’ve infiltrated the
castle, and have reached the tatami-lined throne
room of the lord of the castle
Player: Woah, wait a minute there, I figured
that we could first maybe get some more details
about the castle before
GM: (ignoring) Above you, the lord of the castle
begins to speak…
You can see in this example that care is needed
when jumping ahead in time and focus using
scenes. Careful jumps can keep the game focused
on interesting scenes and great role-playing
moments. But jump too far or change the pace
too quickly, and the game will quickly become
disjointed, random, and start to fly apart.
SCENES
Tenra is a game of acts, each act containing a series
of events. Th ose events are played out in scenes.
Scenes tell us what sorts of actions the characters
will take, and what kinds of things will happen
in response to those actions. The GM’s job when
setting up and looking at scenes is to determine
what would make for a good following scene. It
takes some strategy and thought to keep the action
strong and exciting, advancing the game to the
interesting parts, without jumping too far ahead.
For example, the characters decide that they must
enter into enemy territory, sneak into the enemy
army camp and find information on their next
plans. In many games, the next scene would involve
the PCs discussing a strategy to infiltrate the enemy
camp, doing some investigation to determine the
best way to sneak in. A Tenra Bansho Zero-esque
scene would be simply bypassing all that and
starting with the players already in the middle of
sneaking through the enemy camp.
This is a great way to get right to the important
actions. Just make sure you consider well the best
next scene, and not jumping too far ahead of the
players’ expectations.
NPCS
Non player characters, or NPCs, are game elements
which exist to provide opposition or support to the
player characters, or role-play opportunities for the
player. Remember this when creating NPCs.
NPC ROLES
When you look into non-player characters that
appear in the game, there are very few overall roles
they play in the story. Most fall into one of four
categories: Sponsor, Innocent, Exposition and
Enemy.
Sponsor
These are powerful NPCs of rank, ability, or
meaning. They are the life of the game, the
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characters that the PCs are loyal to and serve
unquestioningly. They give orders to the PCs
(expressed as suggestions, requests, demands, or
even flat-out orders), and often help start off or
guide a scenario.
When creating a major sponsor-style NPC, be it a
noble lord or a sweet mother, its important to guide
the Emotion Matrix rolls with these NPCs towards
favorable results. Over time, the PC may become
disloyal or view a sponsor as an enemy, but if they
dont start offwith a favorable reaction (or at least a
reaction that would make the PC willing to follow
a request), then that will often mean that the game
cant start. Take care on Emotion Matrix rolls.
Innocent
These characters are the ones the PCs want to
protect. Be careful when choosing emotions from
the Emotion Matrix when it comes to Innocents.
Start off wrong, and it may be hard for the player
to care about or protect an NPC you brought in to
play an innocent role.
Exposition
These are the background characters who exist
to provide information to the PCs or simply add
flavor to the scenes. Most of the time they are
not important enough to the scenario to use the
Emotion Matrix with them. However, if you create
what you feel to be an important exposition-based
NPC important to the scenario, then feel free to use
the matrix more freely with these exposition-based
NPCs.
Enemy
These are the people who want to stop the PCs
from accomplishing their goals, through force or
subterfuge.
When bringing in major NPCs, try to think about
what motivates them. That will help you determine
what their next actions would be, how they speak,
and how they would react to player characters.
Dont forget to role-play them with passion,
adopting different types of speech or mannerisms
to really give the players a striking image of the
character.
NPC ACTIONS
When an NPC performs an unopposed action
which a PC would normally roll against a set diffi
culty, the GM can simply determine success or
failure based on the events in the scene. There is no
need for the GM to roll dice for simple NPC skill
and ability checks that are not against other player
characters. When one NPC takes an action upon
another NPC, the GM should also determine the
results without rolling dice. However, when other
PCs become involved and confl ict with the NPCs,
follow the rules normally. Make skill or ability rolls
as you would for a player character.
A GM can have NPCs suddenly enter or leave the
scene without spending Kiai points to do so, as they
dont follow the same rules for entering scenes as the
PCs. This does not count for enemy NPCs in boss
fights: The GM should not have the NPC suddenly
disappear or fly away unharmed in the middle of
the final combat of the session.
NPC STATS AND ABILITIES
When determining non-player character abilities,
skills and attributes (of ten referred to as “statting
out NPCs”, as you are assigning their statistics),
decide them freely. There is no need to create them
as if they were player characters, using archetypes,
assigning attributes from a set pool, and so on.
However, there are some guidelines for making
NPCs, either when crafting the scenario or on-the-
f ly.
Detailed NPCs
Detailed NPCs are the major non-player characters
you determine will play a major role in the game.
Certainly, boss-level enemies will be created
beforehand as detailed NPCs, but you might stat
out critical sponsor NPCs as well. There is certainly
no need to have every NPC encountered by the
players written up in such a detailed format.
• Decide Attributes and Rank. Write down
all seven attributes. Normal humans have
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an attribute range of 2-3. Exceptional people have
a range of 3-5. Heroes, paragons and others will
have higher attributes, including 10 or more. Major
enemies may have attributes ranked up to 20! Write
down the attributes and their rank.
• Decide Skills and Rank. Write down the skills the
NPC has, and a skill level you think is appropriate
for them: Unskilled/1, Skilled/2, Advanced/3,
Mastery/4, Special/5.
• Determine Special Abilities. Arts of War,
onmyojutsu shiki, oni powers, mechanica, etc.
Familiarize yourself with them, or copy down their
descriptions and mechanical effects in your scenario
notes.
• Choose equipment and weapons.
• Choose some Fates to use as character motivation
when role-playing them.
• Determine Vitality and Soul ratings normally.
• Detailed NPCs will not have wound gauges
(Light, Heavy, Critical). Instead, look at the NPC’s
Body stat, double that rating, and add that number
to the Vitality pool. This gives the NPC the
equivalent of wound boxes in power, but in a format
that doesnt need to be tracked as closely.
• Add a Dead box. Most detailed NPCs have the
Dead box, which works in the same way for NPCs
as it does for PCs (allowing them to eliminate all
damage from one incoming attack and roll three
extra dice for all further rolls). This ensures that, if
there is a fight, that the boss can stand up to more
than one single lucky (or powerful) blow.
Modifying Enemy NPCs
After you have the framework of the detailed NPC,
you will want to make some adjustments for major
NPC enemies and boss characters in order to have
battles happen smoothly, particularly boss battles
against powerful villains. Without taking other
factors into consideration, you may have villains
that are knocked over quickly without a sweat, or
accidentally so powerful that the players cannot
make a dent in them even when spending tons of
Kiai. It’s best to set the enemy’s abilities rather than
changing them on the fly, unless you totally
underestimated or overestimated their effectiveness.
Here are some guidelines for adjusting major enemy
NPCs, final bosses and the like:
• If the enemy is not a final boss, but is sort of a
mid-boss character, or strong henchman who is in
the fight with the final boss, consider simply using
one of the PC sample characters. Raise its primary
combat skill by one rank and most of the attribute
scores by 2-3 points. This creates a quite balanced
enemy to use against two or three PCs.
• If the boss battle pits all of the PCs against one
single NPC villain, then multiply the number of
player characters by 5 and add that number to the
villains Vitality pool.
• If the boss battle pits all of the PCs against
two NPC villains, multiply the number of player
characters by 2 and add that number to each
villains Vitality pool.
• If one of the player characters has an Art of War,
add 10 points to the villain’s Vitality pool.
• If there is a PC with healing abilities (like
Buddhist monks, annelidists or ayakashi), either add
a second Dead box to the NPC (This just grants a
second chance to “erase all damage”; it wont grant
them a doubled “+6” Dead Box bonus), or double
the NPCs original unmodified Vitality pool.
• Most NPCs will not have skill in Evasion, simply
relying on other skills to parry attacks. Only very
agile enemies like ninja and samurai will have
Evasion as a skill. It is best to keep their skill at a
ranking of 2 or 3 for these fearsome opponents (if
they have the skill at all), perhaps 4 for master ninja.
Never give an NPC an Evasion skill rating of 5.
• If one of the PCs has an attack which can only be
defended against using the Evasion skill and can not
parried with a weapon (annelidist electrical blasts,
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monk spirit attacks, shiki fire attacks, etc), make
sure the enemy has an Evasion skill of at least 2.
Otherwise, it will be a very short battle.
• The final bosss main combat skill should be as
high as the skill level of the PC most skilled at
combat (usually 4, on very rare occasions 5).
• The final bosss main attribute used in combat
should be higher than the highest modified physical
attribute between all of the PCs, usually by 3
or more points. If the samurai PC can achieve
an Agility rating of 12 when in samurai mode
compared to its normal value of 9), and this is
the highest physical attribute in the group, then
consider statting the final boss’s primary combat
attribute at 15.
• Be careful with NPC combat skills rated 5:
Most PCs will have to burn at least 9- 12 points
of Kiai each strike to even slightly damage NPCs
with a combat skill ranked at 5 if they have a large
attribute pool used in combat. If you absolutely
want to have a combat rating of 5, then you will
likely want to lower the NPCs attribute ratings a
few points for such a character, as almost all of their
dice will roll successes.
• Come to a balance between attribute level and
skill level as compared to the PCs. If the final boss
NPC has a skill ranking of 5 and a high combat
attribute as per the guidelines above, consider
lowering the combat attribute by a few points, or
raise the attribute a few points more but reduce the
combat skill down to 4.
Keep an eye on the player characters’ Kiai and Aiki
chit pool. If there are lots of unspent points and
chits, the above guidelines will likely work fi ne. If
for some reason the PCs have run low on Kiai and
have little left, going up against a final boss with
a combat skill of 4 or 5 and a high attribute pool
means that none of the players will be able to amass
the power to hit the enemy at all. Consider lowering
the boss’s combat attribute a few points if the player
characters’ total Kiai pool looks low.
You can try to telegraph the enemy’s power a
few scenes or acts in advance in order to help the
players make a choice between skipping character
improvement or saving up Kiai for the final battles.
You can also set goals throughout the scenario,
complications where if the PCs achieve various
difficult side-goals, the final boss becomes slightly
less powerful.
In the end, though, the goal is to create a detailed
enemy NPC who will provide a threat to the
characters in combat: A threat that is not so
unchallenging that the PCs will bowl it over in the
first round of combat, but not a threat that is so
powerful that there is no statistical way for the PCs
to ever win against it (except for every single
character sacrificing themsleves with the Aiuchi
technique), even when amassing Kiai and calling for
a Moment of Truth. It may take one or two sessions
to find that balance.
Simple NPCs
Simple NPCs will provide simple adversity for the
player characters. It is recommended that sponsor,
innocent, and information NPCs be made in this
fashion when you are making an NPC on the fly.
You won’t need to stat them out until a PC actually
tries to do something against them. Simple NPCs
only have attribute and skill levels, nothing else.
Instead of the normal seven attributes, simply use
three attributes: Physical (instead of Body, Agility
and Senses), Non-Physical (instead of Knowledge,
Spirit and Empathy), and Station. Normal humans
have an attribute range of 2-3. Exceptional people
have a range of 3-5. Heroes, paragons and others
will have higher attributes, including 10 or more.
Pick an attribute range for Physical, Non-physical
and Station attributes based on what you imagine
they would be: A legendary samurai in the service
of your lord might be 15-6-8 (Physical, Non-
physical, Station). A shrine maiden might be 3-7-9.
Feel free to boost the attribute a few points if you
want to give the PC a challenge, but make sure
that if the attribute is much higher than the PC’s
own attribute, that they get the sense that they are
outclassed.
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Next, only write down the skill which is being
contested with a PC. Base the skill level on the level
that you think the person might have, considering
that NPC’s background (Unskilled=1, Skilled=2,
Advanced Skill=3, Mastery=4). A shrine maiden
would have a Shinto rank of 2; a legendary warrior
would clearly have a 4 or possibly even a 5 in Melee
Weapons; a young ninja might have an Evasion skill
of 2.
If a simple NPC gets into a combat encounter with
a player character, you will likely want to quickly
take a minute to turn them into a detailed NPC.
You will definitely want to stat out major enemies
and antagonists as detailed NPCs rather than simple
ones. However, if a PC is determined to get in a
fight with a simple NPC, simply do the following:
• Double the Physical attribute: That is the number
of Vitality points the simple NPC has. Simple
NPCs do not have Light, Medium or Heavy Wound
Gauges.
• Equip the simple NPC with a weapon
• Take another look at the Physical attribute level
and make adjustments up or down.
“This samurai is a legend, so I would bet hes skilled
with an Art of War. Instead of picking out which Art
and tracking the Art’s special abilities, I’ll instead
bump up his Physical attribute by 4 points to reflect his
skill with combat.
Or “This shrine girl might be physically fit and have
good senses, but she’s not skilled with fighting. I’ll
lower her Physical attribute to 2 points.
• Add a Dead box. If you are statting out a mass
of individual small-beans enemy types as a small
combat challenge (“zako, in Japanese), you may
want to skip giving them a Dead box in order to
keep combat fast and exciting. If there are more
than 4 enemies on the battlefield, most of them
should not have a Dead box. Save the Dead box for
the major boss NPCs.
NPCS AND FATES
As a GM, you will likely want to assign Fates to
major NPCs, especially major NPCs who support
the PCs, and the main enemies (and certainly the
“ boss enemy” if there is one). You can put them at
whatever rank you see fit. NPC Fates are not rolled
and have no mechanical weight, but they provide
motivation to make their personalities and goals
more understandable and perhaps realistic.
ASURA
One final thing to consider when making Tenra
scenarios is the role of Asura in your game. Most
enemies will be villainous, evil, and corrupt;
however, they will still be human in body and
rotten soul. Few will be 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.
When PCs Become Asura
During an intermission, at the end of the No-Self
phase, if a PCs Karma score is still above 108,
that character becomes an Asura forever, an NPC
controlled by the GM.
By managing Fates and their Kiai/Karma balance
throughout the game, the player is never forced to
become an Asura. In fact, it’s better to say that the
only way for a PC to become an Asura is for the
player to make the conscious choice to become one.
It does not happen by accident.
Once a PC becomes an Asura, the GM and player
should discuss how and why it happens. At that
time (either in a special scene right there, or in a
scene to happen early in the next act), the GM will
set up an Asura scene for the player. The focus of
the scene will be the events or emotions that drive
the character to become an Asura. Role-play out the
mental transformation from a normal human into
an evil, twisted, and obsessed shell of a human. Th
is will be the last performance for that character
before it is turned over to the GM to play in further
scenes.
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Asura as Enemies
Asura can be introduced as extremely powerful foes.
They are enemies under the control of the GM who
can make use of Kiai in the same manner that PCs
can.Asura start out with three times their Spirit
score in Kiai, and cannot receive more. If you allow
a player to continue playing their character as an
Asura, then they will receive a number of Kiai equal
to the number of Aiki chits the player currently has,
times the Spirit attribute rating of the character.
THE CAMPAIGN GAME
A “campaign” in tabletop RPG-speak is a series
of adventures strung together one after another,
where the players use the same characters in each
adventure scenario until they die or move on
somehow. This is very much a standard way to play
most tabletop role-playing games. The PCs gain
experience and ability throughout their adventures,
and as the campaign of interlinking adventures
continues, the heroes complete larger and larger
goals.
Campaign play is not the default mode of play for
Tenra Bansho Zero. Normally, at the end of each
scenario, the game moves focus to another set of
characters, another location, and another story.
Sometimes, a few of the PCs from the previous
return to the next game, but usually not all of them
at once. While campaign play is not the default
mode of play for this game, by keeping a few things
in mind you can certainly enjoy TBZ as a campaign
game.
THE TENRA-STYLE LONG CAMPAIGN
One scenario of Tenra Bansho Zero, from
beginning to end, lasts about 4-8 hours of play.
Usually, this occurs over one single session of play,
but can stretch to 2-3 sessions depending on the
length of your game sessions. (Playing all day on a
weekend grants more time than a few hours on a
weekday evening, so adjustments have to be made
to accommodate session length). Within that period
of time, the characters come alive, their roles are
played out, and by the end of the session they have
usually changed in signifi cant ways. An entire
campaign arc” of drama, action, and change
emerges over the course of a single session of play.
This element of character change is important to
remember if you decide to run TBZ as a campaign
game. More than other tabletop RPGs, the
character you begin the session with is often quite
different than the one remaining at the end of the
scenario. If you keep this in mind, plus the fact that
character change is inevitable in the game, you can
play TBZ as a series of linked scenarios using the
same (or mostly the same) characters.
When it comes to campaign play, there are some
kinds of settings which are ripe for this kind of
linked-scenario game.
Senki-Mono: The War Chronicle
Some wars are so great that they leave scars that
echo in history. The war chronicle campaign
details the events of a war through the eyes of key
characters in a chosen kingdom. This campaign is
similar to the kinds of campaigns we see in
computer or console RPGs, or tactical/simulation
RPGs. They are the focus of tales like the Chinese
Romance of the Three Kingdomsor strategic
tales of the ambition of the Japanese warlord Oda
Nobunaga.
Other tales focus on the people driven to rebel
against unscrupulous rulers, or perhaps the leaders
of a kingdom who have to quash a chaotic rebellion.
Classic tales like Houshin Engi(Fengshen Yanyiin
Chinese) or the Nanso Satomi Hakkenden aka
The Tale of the Eight Dogsare virtue-filled tales
of families and companions on both sides of a
revolution within a great dynasty.
To make these kinds of stories into campaigns,
remember to make them big. And while the scope
of the war is huge, the PCs will most likely be
completing small but valuable goals in the corners,
rather than taking center stage in the front lines of
battles against armies of 10,000 warriors.
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This kind of campaign takes a bit of planning.
The GM has to plan the successive events of the
following scenarios, all the while taking into
consideration the changes that are happening in
the world around them and bringing those changes
into setting material into the next scenario: How
will taking over a soulgem mine, or defeating a
legendary enemy samurai, or taking a capital city
change the events in the scenarios ahead? It’s a
bit more work than a single session game, but the
campaign can become that much more exciting and
epic because of the effort put into it.
When planning out a war chronicle style of game,
you should determine how many sessions of play the
game will last. In other words, break up this large
campaign into a set of interconnected scenarios.
Setting the number of sessions or scenarios (4 is a
good round number for this kind of campaign.) is
a good idea, because it gives the players an idea of
the scope of the campaign and allows them to plan
ahead. It’s easier for them to make decisions like
when their characters die or if they become Asura
if they have an idea of the length of the overall
campaign.
Destinies in the War Chronicle
When planning Destinies for characters of a war
chronicle, it’s probably best to aim for Destinies
that the character can carry from one scenario
to the next, goal-based Destinies which are both
exaggerated and grandiose:
Goal: Create an ideal kingdom
Goal: Bring peace to the land
Renzoku-mono: Serialized Stories
Another style of campaign that works great is
where a group of character companions stick to
one location and perform “missions”, or where the
companions travel from place to place. The Japanese
classic TV series Mito Komon, as well as the more
popular (outside Japan) TV/movie series Zatoichi
are great examples of a traveling tale. The TV series
Baian the Assassinis a serialized story about an
assassin acupuncturist and his close friend as they
take up jobs in old Edo and smite evil; even though
they dont often leave Tokyo for travel, they find
trouble in all sorts of places with all sorts of new
people in their adventures and dustups within the
old capital.
In a serialized story, there’s no set number of
sessions. While there is usually a core stable of
player characters, some characters can change
from session to session. However, there is no solid
connection or progression of an overall plot like in
the war chronicle. Instead, the companions often do
the same kinds of missions or scenarios, just with
different NPCs and backgrounds.
This can be a strength, though. The serialized
campaign style is perfect for gaming clubs or social
gaming groups where you expect to have some
members not able to attend every session. Some of
the player characters will form a stable, and if the
player attends, their character can be in that session.
If someone cannot attend, there is no loss as their
character is simply not used for that scenario. And fi
nally, if a new member wants to join in for a session,
there’s no problem in introducing a new character to
the bunch.
Destinies in Serialized Stories
Destinies in traveling tales-style campaigns
(serialized stories where the same characters travel
from place to place) will be pretty much the same
as individual sessions of Tenra Bansho Zero:
Each scenario will have the same crew of player
characters, but will feature all new adventures,
NPCs, goals, and enemies.
SCENARIO ADVICE
Up until now, weve broken down the acts of
creating scenarios and campaigns for Tenra Bansho
Zero. In this last section of this chapter, we’re going
to look at some advice, mostly for the game master,
that may help you when running TBZ for your
first few sessions. Some of the advice may seem
contradictory, but everything is a little lesson you
can choose to use or ignore as you build your own
style of GMing. There is more GM-centric advice
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in the Advice section of this book, and some of the
important bits here are restated and emphasized.
You don’t have to use every piece of advice, but
some of it may make your games exciting and
memorable.
THE GREAT TENRA CONTRADICTION
As you are reading this book, youve probably
noticed the heavy influence of Zero Acts, scenes,
acts and intermissions in planning a scenario.
Creating a scenario for Tenra Bansho is an exercise
in contradiction. The game requires players to make
choices and steer the direction of the game, yet the
game needs to have at least that initial framework in
order for the GM to plan what happens next.
If you create a scenario from the Zero Act scenes
and carefully outline each scene in detail from
beginning to end, planning out the game rigidly,
then the players will be doing nothing more than
playing the role of puppets. You might as well tell
them their lines to say on top of that.
If you dont start with any preparation and let
the players run the game completely, you’ll have
a meandering mess with no punctuated breaks,
dramatic flow, or likely even a fulfilling ending.
Youll want to try to balance these two extremes
when you plan out your games. Creating ideas for
strong Zero Act scenes, then a light outline of what
you would imagine happening from there (as well as
a few NPCs with stats and some ideas for cool
things that you want to have happen), is probably
the best way to go. If you are new to creating
scenarios, then you might want to write your
scenario outline in more detail, but be willing and
ready to eject, dismiss, and throw away entire scenes
or sections from your plan if it doesnt fit with the
players’ choices.
Ad-Libbing
Once you get used to the feel of the game, you
can begin stepping away more and more from
pre-written scenario notes, and create the game
as it happens. After you get a feel for the balance
mentioned above in crafting a completely planned-
out scenario, then you can start to ad-lib your
scenarios with little preparation.
Ad-libbing is not simply “running a game without
preparing anything.” Instead, you come up with
some ideas, do a little preparation, and focus on
the situation at the table. You can try to determine
where the players will head next, and plan in your
head for the next reaction, event or scene. It is still
recommended that if you decide to ad-lib a scenario,
you should still design good Zero Act scenes and
plan the Destinies out in advance.
However, once you give the Destinies to the
players, you will see them try to reach those goals
themselves, driving the adventure forward without
you having to pull it along. The skill of the GM
can be seen in watching what the players do,
anticipating their next moves, coming up with
challenges and events to react to those moves, and
keeping this back-and-forth action continuing
smoothly and naturally throughout the session. It
will take some practice.
Dont Sweat the Scenario Details
Often, youll create a scenario and think of possible
ways for the players to progress through the story.
The players will surprise you. They always will.
Perhaps they want to make friends with the villain,
or go to the next (undefined town) to do something
you hadn’t planned for. You will almost always find
yourself changing the scenario as it happens. About
half the material you think of may go unused, while
another half of the scenario will be written on the
fly from creating new paths when reacting to the
players’ actions.
This quick thinking and reacting to the players
actions is part of the surprise and fun of being a
GM! Make sure that you dont force the characters
down the roads you paved in your story. You should
be worried if you have gotten to near the end of
the session and you have not changed any of your
session plans. Th is is usually (but not always) a sign
that you are likely forcing the players back on track
to walk through your prepared thought-out story,
rather than finding their own paths.
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Finally, don’t get upset or mad if the player
characters do something unexpected! It’s your
responsibility to react to the players and let them
create the adventure. It may take some practice, but
weaving a story as the players create events is part of
the challenge and excitement of being the GM.
Limiting Character Choice is Okay
It’s tempting to keep the game open as much as
possible, allowing the players to step in from the
beginning and make up characters from scratch.
Letting players make their own characters is fine,
but it can put some stress on the GM up front. If
there’s some time (as in, a few days or a week) in
between the time where the players make their
characters and the GM creates the scenario, then
allowing players to make their own characters is a
great way to get the GM’s brain thinking of a good
scenario for them.
However, if the GM has a scenario planned ahead
of time, it’s probably best to tighten the reins
on character creation by forcing the players to
create specifi c types of characters, if not outright
providing premade characters from the start. Some
of the more focused stories can come from the GM
planning out the scenario situation in advance,
and putting limits on player characters. “Okay, this
scenario calls for one ninja, a samurai, a kugutsu,
and either a kijin or kongohki, or “This is going to
be an oni-focused scenario, so at least three of you
need to have oni archetypes of some kind” are both
acceptable ways of setting up character creation.
One thing to keep in mind is that if you limit
character choices, that you should still allow the
players freedom in their actions. In other words, if
you insist that there is a samurai character, but the
samurais player is making decisions and playing in
ways that you didnt expect, then as the GM, you
should try to go with the flow. Dont try too hard
to force them into the decisions that you expected
them to make. Just something to be mindful of.
When in Doubt, Start with the Situation
Coming up with a scenario idea from scratch can be
hard work. Sometimes youll want to get feedback
from peers on the internet or use friends as a
sounding board for your ideas.
The best place to start is with some kind of
situation. From here, you can come up with the
details of the situation like NPCs, “sides” of the
confl ict, events which may occur, and things
like that. For example, a simple situation is “Our
domain is under attack.” That implies that there’s
at least two sides of this battle, “our domain” and
the other guys. It also implies some NPCs are
involved, like the lord of the domain, the enemy
lord or shogun, and a few allies and enemies. Throw
in some minor goals, and youre just about ready.
After the Situation, Throw In Some Memorable Scenes
While you’re probably not going to create the
scenario from the ground up and plan out every Act
and Scene in minute detail (which wouldnt allow
much wiggle room for the characters), it’s important
for the GM to at least plan out a few memorable
scenes that she wishes to see happen in the game.
For example:
• “Four samurai attack the players inside the multi-
tiered pagoda, and theres at least one swordfight on
the roof.
• “The enemy onmyoji summons a terrible
shikigami which immediately begins to rampage
through the town. Th e PCs have to choose
between stopping the shikigami and chasing down
the onmyoji, or coming up with a clever way to do
both
• “The oni chieftain gathers the PCs around a
campfire. While he talks in hushed tones about the
past, he shares a conversation through telepathy
with the other oni, telling them that the tribe is
going to revolt against the humans.
• “The ninja PC meets the enemy ninja boss in the
woods, where the boss reveals that he is the PC’s
brother.”
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• “A yari-wielding armour falls out of the sky and
lands in front of the PCs.
• “The prince of the domain invites the PCs for tea.
They have to try to get the information they need
from him all while being polite and formal.
• “There’s a battle over the hovering Priesthood
capital of Genshikyo, where the combatants are
riding on the backs of ferocious shikigami spirits.
Having little ideas like this planned out makes
them likely to happen and will certainly spice up
the game a little. If the scenario moves away from
your planned events in new directions, try to come
up with another cool scene to replace the one that
you planned out (or make it happen, but in another
location or in a slightly different way.)
Remember the Hard Choices
Like the above, when planning out memorable
scenes, remember to include a few hard choices as
well. Planning out the events surrounding the hard
choices in advance (You can always change the
details on the fly as the scenario changes through
the players’ actions.) will help you remember to
include those choices, even if you dont use them all.
• You can chase the nefarious ninja clan members
as they assault the castle, which may give the ninja
leaders a chance to escapeOr you can leave the
castle to its fate and instead go to the undefended
ninja clans village and attempt to kill the
unguarded leaders, effectively destroying the clan.
• This scoundrel has lied to you at least three times.
You can help free him from the corrupt local police
who have captured him for stealing and plan to
execute him (a punishment far more severe than the
crime warrants)Or you can leave him to his fate
and stay out of the way of the regent-backed police
force: After all, he did lie to you and steal from you
earlier.
• You can accept the prince’s offer of marriage and
risk your new status and honor when you try to
leave the fortress to help your friends (but at least
you will be able to requisition the equipment and
troops that your friends need to bring down the evil
wandering monk) - Or you can snub the prince to
continue journeying with your companions, but
you wont be able to ask for the resources that you
need to defeat the evil monk, meaning that it is very
likely some or all of you will die.
• You can bring the orphan with you, putting her at
risk to the assassins that want to kill you - Or you
can leave her in the ruins of her home with a little
money, hoping that she’ll be able to fend for herself
(but be free from potential harms way aimed at the
PCs).
Split the Player Characters Up
In many classic role-playing games, the characters
travel almost every where together. In Tenra Bansho
Zero, there’s a bit of emphasis on inter-character
drama and relationships: Th e PCs usually will have
character Fates pointed at each other. The best way
to push this hard is for the GM to make sure to
force a few scenes where there are only two player
characters (or one player character and a major
NPC) in the scene.
If the GM feels like the PCs havent done enough
inter-character talking, a great thing to do is to call
for a scene. Declare that only 2 (or 3) PCs are in it
to start, set the location and time, and give them
a brief rundown of what’s going on and what they
should do. Th is is great for characters who have
Fates with each other. Even though these scenes
wont last too long (usually a minute or two), they
are a great way to allow the players to develop their
characters a little more. It’s also a great opportunity
for the players to get some Aiki chits through role-
playing in character. Finally, it’s also a great way
to exercise the “Spend one Kiai point to enter the
scene” rule; eventually, youre going to have a scene
between two PCs, and a third player will want to
have their PC enter that scene to either take part in
the discussion, or else simply be present to listen to
what the other characters are discussing.
For example: Given the characters Princess Rin and
Kenzaburo the Edge (where one of these characters
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has a Fate with the other):
• “Okay, next scene. You guys were traveling to
the next town. In this scene, youve stopped at a
roadside tea house. Rin and Kenzaburo are drinking
tea and eating while the others are elsewhere.
• “Everyone is exploring the haunted town at night.
Let’s see… lets have Rin and Kenzaburo offby
themselves at the towns well. Rin, you just watched
Kenzaburo the Edge kill four presumably bad
people without remorse. Let’s see you tell him what
you thought of his actions. Go!”
• “Youre about to fight your brother, Rin; you know
hes behind all this and youre about to confront
him. As you try to get yourself calm and prepared
for this task, Kenzaburo finds you. He’s got a few
things to say before you go. What do you say,
Kenzaburo?”
Putting a question to one of the players, or giving
them a starting place to role-play, is a great way to
kick off these kinds of split-party scenes. It gets the
role-playing started, so that it doesnt stall as the
players hem and haw at something to talk about.
Look around the table: If you see players who have
managed to play through an act for a long time, but
dont have that many Aiki chits in front of them,
then it’s a good idea to get them into their own
scenes by themselves so that they have a chance to
share the spotlight in front of the others.
Let the Players Play the Roles of NPCs
The GM traditionally plays the roles of all the
non-player characters that come into the scenes.
However, not every player character will be in every
scene. This usually means that the players are sitting
out a scene or two (or acting as scene judges and
passing Aiki chits) while the other players role-play
with each other and the GM.
One thing the GM can do is turn over the control
of major or minor NPCs in the scene to players
whose characters are not in the scene. Be it a small
role like the master of an inn, a guardsman, a
performer, or a passing child; or even a large role
like the lord of the domain, an enemy samurai,
another PC’s lover or friend, or even the scenarios
main antagonist; giving these roles to the players
gives them an opportunity to play someone different
than their own character. It also adds a little
randomness or chaos to the game that would not
have been there if the GM took on all the NPC
roles. The GM can harness that chaos to advance
the story.
Minor roles are great to hand out to the players,
because the things they say and do will offer
background for the scene and give it more color.
Major roles are great to hand out for the reason
of the randomness/controlled chaos as described
above: Since the player doesnt know specifically
what the GM had in mind for that character, the
player might say something cool or different as an
NPC that sets offa spark in the GM’s imagination
or catches her off guard, leading to a new direction
for the scene, the character relationship, or even the
scenario. This happens quite a lot in actual play.
If the GM has something specific that she needs
to have an NPC say or do, she can of course step
in, momentarily take control of the NPC from the
player, do or say what is needed, and then either
keep the role for the rest of the scene or else turn the
role back over to the player character. Sometimes
the GM will want to have a particular NPC do or
say a very specific thing at a specific time (like offer
a clue, give valuable information, or say something
that will change their relationship to a PC). In
those cases, it’s totally fine for the GM to take back
control of the character and continue forward.
Remember to award an Aiki chit to players who
take on minor or major NPC roles for a scene. Even
though their own PC did not enter the scene, the
player did, and thus they should be given an Aiki
chit in accordance with the rules for being brought
into a scene, as well as further Aiki chits if they
entertain the other players as per the normal Aiki
rules usually associated to role-playing their own
character.
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Failure Shouldn’t Break the Game
There are many times in a game where a GM may
call for a Senses: Notice roll to spot a clue or a
Spirit: Persuasion roll to convince someone to do
something for you. One thing to be very aware of
is that you dont create a task where a PC’s failure
stops the game cold.
If there is a clue that needs to be found, simply have
the characters in the scene make a Senses: Notice
roll, and the PC with the most successes fi nds it.
If there is an NPC who needs to be convinced to
do a task essential to the scenario, simply have the
PC roll for it, where success or failure comes down
to “Does this NPC willingly help you, or does
he grudgingly help you then quickly alert your
enemies?”, and not “Does he help you or not?”
There are many ways for the GM to describe a task
that will keep the story moving even if the character
fails.
• You are in the hut of the Ashen Ninja. You need
three successes on a Senses: Notice roll to fi nd the
Ultimate Arts scroll (the object the PCs need to
continue the scenario) before the ninjas return. If
you fail, they’ll spot you and attack.
• The swordsmith crosses his arms and refuses to
bind your shiki prayer strip into the blade of his
masterwork sword (the object the PCs need to
continue the scenario). You need two successes on
a Spirit: Persuasion roll to convince him to do it.
Otherwise, he will refuse, and youll have to do a
hard task for him first.
• The regent is adamant in his position to continue
the war (the condition needed to end the scenario),
despite the fact that you dispatched the assassin who
was aiming for his life. Youll need to roll Station:
Art of Rule to convince him to negotiate peace and
call offthe war. It will be a contested roll against the
Regent, who has a Station of 15 and an Art of Rule
skill ranked at Master (4), so get ready to spend that
Kiai. If you succeed, he’ll realize the folly of the
war and immediately call for negotiations with his
enemy. If you fail, he’ll call for negotiations in an
attempt to personally assassinate the enemy regent
when they meet (presumably the PCs will be there
to try to stop him from doing so).
As a GM, your main task is to make sure the game
proceeds smoothly, and part of that is ensuring that
no single die roll can stop a game dead. The best
way around those situations is to, in the cases where
the PCs need to complete a task in order to
move the scenario forward, make success a given,
and simply change failure to include a future
complication for the PCs at some point.
Creative Task Rolls
Once youre familiar with the basic rules of Tenra
Bansho Zero (and maybe have played a scenario or
two), as a GM, you are free to play with the rules
- even bending them or inventing new rules - to
come up with unique tasks with creative success and
failure conditions.
• You are in the hut of the Ashen Ninja. Youre
looking for the Ultimate Arts scroll. Everyone in the
hut roll Senses: Notice. The one with the highest
score f inds the scroll. Anyone with two successes
is unaffected. If you have less than two successes,
you get hit with a trap for 5 damage, minus the
successes from your Senses: Notice roll.
• The swordsmith crosses his arms and refuses
to bind your shiki prayer strip to the blade of his
masterwork sword. You can certainly convince him
to do it, because it’s for the good of the domain
and all. Roll your Spirit: Persuasion or Station:
Persuasion against his Spirit: Willpower. Youre
trying to convince him to put all his effort into this
task. For every success you get over him, add +1 to
the damage of the sword (starting from 0) up to
a total of +6. If the blacksmith wins, he crafts the
sword anyway but without putting his heart into it,
and the shiki spirit curses the sword: Its damage will
be -2, meaning that you have to get at least three
successes over the enemy in combat rolls to do any
damage at all with it.
• The regent listens to your plea for peace with open
ears, especially since you dispatched the assassin
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who was aiming at his life. He’ll quickly arrange
a meeting with the opposing regent and negotiate
peace. Roll your Station: Art of Rule against his
to see how much pressure you can put upon him
to do so right away. If you succeed, hell meet the
neighboring regent without delay. If you fail, every
success the regent had above your total represents
1,000 soldiers and townspeople who died in the war
while the regent made the arrangements. Out of
those thousands of deaths, there will be some who
will have heard of what transpired today, and hold
you directly responsible for the loss of their loved
ones…
Be careful with these more advanced examples,
though. They actually dont relate to any rules in
the book. Even though they kind of make sense,
they’re the result of some improvisational GM
creativity. This is great, but it also means that the
rules in the book that the players are familiar with
dont apply as written. Make sure to state rules
changes clearly, indicating the results of success and
failure beforehand in those cases. See the “bending
rules” explanation below for more examples of
coming up with GM rulings on the fly.
In most cases, you dont need to creatively bend
the rules. Simply sticking to normal tasks (as per
the rules) will create scenarios that are exciting and
varied. These alternative GM-created tasks are best
suited to situations where one roll (with creative
success and failure results) would prevent a string
of linked “success/fail” skill tasks in a row which
might be otherwise boring.
Make Failure Exciting
The player characters are competent, heroic people
who are better than most common people at most
activities. However, failure happens, and when it
does, be prepared to describe the results.
An easy way to describe failure is with a “whiff ”.
• “He evaded, so your sword swing missed.
• “You cant convince the monk to let you into the
cloister.
• “You failed at healing the samurais wounds.
• “You tried to forge a security pass, but dont
succeed.
The above failures are all fine: Sometimes a failure
is just a failure. However, dont get stuck in the trap
of thinking that all failures represent some failing of
the character’s ability or skill. Through describing
the failure, you can create failure events that take
into consideration the character’s skill, but in the
end the task failed because of some event outside of
the character that the character cant control. For
example, to re-describe the above four failures in a
way that doesnt involve simple “whiffing”:
• “Your sword strikes true, impaling his throat on
its sharp tip… or wait? What is this? For any other
man, he’d be skewered at the end of your sword
as you just saw in your minds eye. But because of
his superior training, he threw himself backwards
out of harms way just as your blade pierced the air
where he stood just a moment ago.
• “You seem to get through to the monk, expressing
your urgency. He seems to hesitate for a moment,
and thats when the head abbot appears behind him
from the courtyard and clears his throat. Feeling the
abbot’s glare on the back of his neck, he slowly turns
back to you, a tear of sweat rolling down his cheek,
and firmly tells you that no one is allowed in the
cloister.
• “These wounds… that bizarre annelid has some
kind of rending mandible youve never seen before.
Youve never seen wounds like this, and your
traditional healing skills havent prepared you for
treating this kind of wound. You do what you can,
but you fear it’s not enough.
• “You successfully forged your pass the day before
and are now in line at the Gate of Lions, awaiting
inspection. As your hand moves over the folded
paper in your pocket, you happen to glance over
your shoulder at the family in front of you: Th eir
pass seems to have a different format than yours.
You glance back nonchalantly and happen to see the
pass of a merchant behind you, which confirmed
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SCENARIO CREATION
your nagging suspicion. Damn, they must have
recently changed the format for the security passes
in this district. If you walk to the gate holding this
forged piece of paper, youll be arrested for sure.
The characters still fail, but the failures can be
more interesting, lead to more detail, and allow
the characters to fail for reasons outside of their
character, rather than “their skill wasnt good
enough. Still, a “real failure/”whiff ” every now
and then can also keep the characters grounded in
reality: They dont have to be Awesome, All The
Time.
Let the Players Describe What Happens
Describing the events of success or failure when
the dice hit the table is great fun, and adds a lot of
flavor to the game. In many tabletop role-playing
games, the GM is encouraged to interpret the
results of the character’s successes and failures. It is
often exciting to instead let the players describe their
successes or failures from time to time, especially
during combat. The players have a good grasp of
their character, and what they would like to see
happen when they succeed or fail at a task.
So turn the description of the success or failure over
to the player:
• “You hit him with your sword. Tell me what
happens.
• “You succeed in your Station: Etiquette roll
against the princess. What do you say to her that
causes her to clamp up?”
• “He hits you with his sword for 12 damage.
Where does he hit you, and what do you do?”
• “You fail to see the ninjas lying in ambush for you
in the forest. This is something you normally would
have noticed, but not this time. Why were you
distracted?”
The last question to the player is, as an example,
a little more “out there” than the others. Still,
consider it the “advanced form” of letting players
describe their success or failure, even if it’s a little
esoteric.
Players Should Make Stuff Up on the Fly
Encourage your players to help bring the world to
life by adding little details to the world, usually
through their characters. Dont have them rely upon
you all the time to bring the setting details to life.
Remember, there is no single “World of Tenra; the
only Tenra that exists is the one that you and your
friends create together.
The GM will certainly have elements that will be
brought into the scenario to set the backdrop of the
game. However, the parts that dont relate directly
to the scenario should be introduced by the players.
Here’s an example of relying on the GM for
background information:
PLAYER: Princess Rin comes from a capital city
near the ocean. What’s the name of a capital city
near the ocean in this domain?
GM: Hmmm… How about “Ocean’s Hollow”?
PLAYER: Okay. Also, she has some kind of weapon.
In the culture of Tenra, is it okay for princesses to walk
around with daggers openly? Also, who would have
given her a dagger? Some kind of vassal lord?
GM: (thinking) Sure. In this domain, which is rather
infamous for its warlike tendencies, even princesses and
ladies carry weapons openly. If someone gave you a
dagger… Hmmm, let me look in the vassals section of
the rulebook for an appropriate type of person to have
given you that dagger
Here’s an example of the player taking
control of the setting:
PLAYER: Princess Rin comes from Sea Edge.
GM: Sea Edge?
PLAYER: Yeah. It’s a lesser capital city of the domain
which sits on the ocean. Its the launching station for
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SCENARIO CREATION
the ship fleets of the domain. Oh, and I figure that Rin
is the daughter of some vassal warlord who earned his
status through naval combat.
GM: Sounds fine (writes down a few notes). Whats the
father’s name?
PLAYER: …hmmm…
GM: Oh, thats okay, it’s not important now. Let me
know if you think of something later.
PLAYER: Also, Rin carries a wicked shortsword
around.
GM: What’s it look like?
PLAYER: It’s in a red lacquered sheath, and has gold
and ivory etchings on the handle. Its a prized weapon
that her father handed down to her, and was given to
her father by the shogun of the domain.
GM: Hmmm… The shogun? Thats pretty impressive.
Like, almost “too impressive”. Not sure if knowing the
shogun would really work here, that seems a little too
much…
PLAYER: Well, she doesnt know the shogun personally
or anything like that, she cant call on him for aid or
whatever. I was just thinking that maybe there might
be some high lords of the domain that recognize the
quality and origins of this ancestral gift. I figure its a
tool that shows off her high Station attribute.
GM: Oh, that totally works then.
The GM jots down some notes.
Both examples are excellent examples of using
setting in play, and creating it as the game
progresses. You dont have to turn over the reins to
the players to create all of the setting, but the GM
should not have to be the single player who controls
the setting: Th e players can and should step up and
be creative.
If the player takes this creative invention a little too
far and it starts to interfere with the scenario, the
GM should absolutely feel free to reel things back
in, ask for clarification, or suggest alternatives. In
most cases, though, such narration is just a way for
the player to add some cool descriptive spice to the
game. Sometimes, those descriptions can even help
the GM push the scenario forward or give her new
ideas for things to bring into the game.
Fishing for Ideas
“Fishing”, aka “Prompting , is the nickname for
a technique used by GMs that’s similar to what’s
called “reflection” in psychological circles. It refers
to the GM “fishing for ideas” from the players. It’s 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 can then incorporate into
the game. It’s excellent for less structured games,
but if a GM is running a very structured game,
she should be prepared, as it could change the
plot or events of the scenario around (usually only
temporarily, or to provide color, but sometimes
more.)
Basically, the technique is this: The GM sets up an
event, an item, a person, or a scene, and then tells
the player to finish describing it, usually using very
open-ended questions:
• “As you walk through the graveyard, you come
to a dead stop. The marker on this gravestone has
your full attention. Whose name is written on the
gravestone?
• “The swordmaster hands you his katana for
inspection. There’s something odd about this
katana, though. What do you find strange about
it?”
• “As you walk through the crowd, you come
upon an old monk playing the shamisen in
front of a small crowd of onlookers. But wait
there’s something familiar about this monk, or
that instrument, or the music that he’s playing.
Something that’s right on the tip of your tongue,
something that bothers you. What is it?”
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SCENARIO CREATION
• “You get to the inn before nightfall, and soak in
the hot springs around the back. You close your
eyes as you take in the sounds and smells of the
winter forest. As youre relaxing, you hear footsteps
approach the outdoor bath. You can tell who it is
without even having to open your eyes. Who is it?”
• “Before the lord leaves the room, he says
something under his breath that catches your
attention. What does he say?”
You should not overuse this technique: About once
per player per session should be more than enough,
and even then, it might be too much. While it can
inject some great creativity into a scenario and give
the GM material to work with to reincorporate into
the game, it puts a lot of stress on the players to
come up with something creative on the fly. If the
player is able to react and come back with a good
reply, they might even be given an Aiki chit. One
thing to be wary of: Fishing can derail the game
a little if the player comes back with a totally
unexpected or intriguing response. It can in
turn stymie the GM, who might have difficulty
reincorporating the players description and
continuing on with the scene properly. It can make
the scenario too chaotic, and overusing fishing as
a technique will make your scenario start looking
more like a series of psychological experiment
questions for the players than an adventure scenario.
Fishing is a great technique, but we recommend that
you start using it slowly and get used to it over time,
and dont over-use it.
Bending the Rules for the Sake of the Scenario
The setting of Tenra is huge, and there are no
limits to the potential things that can happen in
the game. If the GM understands the rules and
knows their purposes, then she should have no
problem changing them as needed to create exciting
scenarios.
For example:
• The GM crafts a shikigami that will serve as a
suitable “boss fight” for the player characters. An
evil onmyoji will summon it and it will attack the
PCs. However, when she does the math, she realizes
that the shiki is too powerful: It would cost too
much Soul to cast, and there’s no way that the
onmyoji would have the skill alone according to the
rules to summon this monstrous creature.
Solution: Do it anyway. Feel free to keep the players
in the dark as to the power level, or simply describe
the onmyoji as having “tapped into forbidden
power” or some other way that he was able to
summon such a creature.
• The GM creates a scenario where one of the goals
is to capture a special interface helm in order to
hijack a conscious enemy kongohki. There are no
rules as written which give miko agents, puppeteers
or armour riders the ability to use an interface helm
to hijack a conscious (that is, not just a shell) enemy
kongohki.
Solution: The GM creates the rules. She says
that this is a special interface helm, and tells the
players that when they wear it they can make a
Spirit: Interface roll against the kongohkis Spirit:
Willpower. Every success the player gets means a die
penalty to that enemy kongohki in combat.
• The GM writes down the stats for the game’s
single “final boss” ahead of time, a powerful
samurai. As the battle begins and the samurai takes
damage, the GM realizes suddenly that the final
boss samurai is in no way powerful enough to cause
much of a threat to the PCs, and will certainly die
in two rounds without 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 f rom underneath his
kimono.
While it’s totally acceptable to make changes to
the rules on the fly, make sure to be aware of
the consequences, especially when changing the
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SCENARIO CREATION
difficulties of enemies on the fly. If you are too
quick to lower an enemy’s skills or attributes if the
enemy looks too tough, then the players will never
gamble their Kiai points or put their characters at
risk for death. If you decide to raise an enemy’s skills
or attributes if an enemy looks too weak, then the
players might not have the Kiai or resources left to
put up any resistance whatsoever.
With the combat power of enemies and boss
characters, it’s always best to try to set the attributes
and skills ahead of time and stick with them. Youll
get used to how to balance an enemy after a scenario
or two. However, mistakes can happen, so as a GM,
you should feel free to make adjustments on the fly
using your common sense.
Get Out and Play
Hopefully youre ready at this point to give the game
a shot. Remember that theres no such thing as a
perfect session. Your GM skills, and the role-play
skills of your players, will develop in time through
practice. If you have a cold session that doesnt run
smoothly, try running again later. Over time, youll
become comfortable with playing the game.
So stop reading this book now, and start organizing
your first session!
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ARMOUR
Yoroi armours are the products of generations of
Priesthood-backed technological innovation. They
are the terrors of the battlefield, and even one is
enough to make an army of men flee. Meikyo
armours are carefully crafted works of art of high
quality, while kimen armours are mass-produced
of lesser quality. Subtle differences arise between
meikyo and kimenkyo versions, so take care to learn
those differences.
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-effect 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 armour’s 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
The only way to reduce a meikyos Karma without
Buddhist intervention is for the rider to accept the
meikyo’s Karma as her own, then try to reduce her
Karma by changing or erasing Fates if necessary. See
the Karma rules section for more details on how to
do this. There is also a Buddhist magic spell called
Mitama-Gaeshi which can be used to reduce the
Karma of a meikyo mirror. See the Buddhist Magic
rule section for details on this spell.
When determining the starting Karma for an
armour-rider, the split is simple. 10 points of that
total Karma belong to the rider herself, and all of
the rest belong to the armour’s meikyo.
KIMEN ARMOUR
Kimen armours are mass-produced, but they too
rely on onmyojutsu magic and high technology
to function just like their meikyo counterparts.
However, they operate on lesser kimen calculating
devices instead of meikyo soul mirrors.
This means that kimen armour and kimen
kongohki do not benefi t from the Karma bonus
that their meikyo counterparts receive. This fact
accounts for the high difference in quality and
operational functionality. Meikyo devices crafted by
the Shinto Priesthood are always superior because
their devices run on more natural, human urges that
reside in the human soul.
However, there is merit in not having a meikyo:
There is no accumulation of Karma in a kimenkyo;
all Karma gained while in a kimen armour goes to
the pilot. This means that the pilot will never be cut
off from the armour, and that the armour will never
trap the pilot inside.
Since there is no chance of rejection from the soul
mirror during Karma buildup, it is common to see
more teenagers and adults piloting kimen armours.
When their armour eventually rejects them due to
their maturity and worldliness, many children go on
to become kimen armour pilots.
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ARMOUR
ARMOUR AND KONGOHKI REPAIR
Yoroi armour repair happens in a way that is very
similar to how the skill first aid helps people recover
from wounds. However, instead of fi nding a medic
to roll Senses: First Aid on their body, the pilot
needs to find an onmyoji to perform a Knowledge:
Onmyojutsu roll to repair the wounds taken by the
armour.
ARMOUR-SPECIFIC RULES
Entering and Exiting Armour
A pilot must possess the Interface skill. The
combined Karma of the rider and the armour’s
meikyo mirror must be less than 108. If these
conditions are not met, then the armour’s meikyo
will not be accessible, even with an interface helm.
The pilot will be locked out, and the armour will
reject any further attempt for them to interface. It
takes a pilot one major action to enter or exit an
armour in combat. As per the rules of spending Kiai
in combat, an armour-rider can spend a point of
Kiai to perform more actions the same round they
enter an armour.
Outside of combat, an armour can be entered or
exited as they see fit. Most pilots will leave their
armour outside of a village or in a designated
stable when traveling in one of the great cities. The
armour is locked using a code or key held only by
the pilot. Only higher-ranked Priesthood agents
have the skill or ability to hijack a pilotless armour,
so armour pilots never worry about someone
stealing or messing with their ride.
Piloting Armour
When piloting armour, the armour’s stats for Body,
Agility and Senses are used. The pilot uses her
Interface skill for every single physical-based roll
while piloting the armour: Attacking, shooting,
spotting, climbing, evading, and so on. Remember
to add the meikyo bonus to all rolls in an armour.
If the pilot is skilled in an Art of War, they can use
their skills while piloting their armour. However,
since those arts are steeped in physical training,
they must use the appropriate skill (Melee Weapons,
Marksman, Unarmed Combat, etc) instead of
Interface when performing maneuvers with Art of
War. The meikyo bonus still applies while piloting
the armour.
If the combined Karma total of the pilot and
armour meikyo goes over 108 while piloting the
armour, the pilot’s soul becomes trapped inside the
meikyo and cannot wake up or escape, forever.
ARMOUR CREATION
RULES
These are the rules for creating new yoroi armours.
For beginning players, we highly recommend simply
using the armour loadout for the archetype you
choose. However, these rules will permit you to go
further, either customizing your choice or creating
one from scratch.
ATTRIBUTES FOR ARMOUR
All armour have the following three attributes,
which represent the physical frame of their bodies:
BODY: This represents the pure physical power and
stability of the frame. Just like human characters,
body also represents the Vitality and Wound levels
for an armour.
AGILITY: Agility represents the pure speed and refl
exes that the frame is capable of. In combat, a frame
can move 20 times its Agility score in meters every
round. Outside of combat, a frame can move up to
10 times its Agility score in kilometers each hour.
SENSES: Senses are a representation of the strength
of the sensors and sense-amplification equipment
that the frame contains. Armour can effectively see
up to a range of 100 times its Senses score in meters.
They also have an innate ability called Lifepulse,
which is a kind of sonar that detects all living things
human-sized and larger within its normal field of
vision. It quickly allows the unit to detect the
approximate size and number of people moving
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ARMOUR
nearby (including kugutsu and shikigami spirits).
The range of the Lifepulse is equal to a radius of
Senses times 10 meters.
Yoroi armours have no soul of their own, so they
only have the above three attributes. The armour
rider provides the rest of the non-physical attributes
(Spirit, Station etc) when they are connected.
CHOOSE A FRAME
The first step in the creation of an armour is
choosing a frame. There are four basic frame types
for armour. Each frame has a point total called an
attribute pool. This attribute pool is a pool of points
which you can later spread amongst the units three
physical attributes: Body, Agility and Senses. For
now, just write the pool point total down, because
choices made later on during the creation of the
armour can raise or lower this pool.
Every armour type has a required Station score to
equip or operate. During character creation, the
pilot must have the required Station. In a game
session, the pilot may come across equipment of a
higher Station level: that equipment may be used
for a limited time, but they will have to let the
equipment go unless they raise their Station to the
required level. Th is could represent anything from
the armour requiring a key given only to clan or
vassal members of a higher status, or the character’s
lord demanding (or simply taking) the armour in
order for it to be used by another child of a trusted
lord of sufficient Station.
Armour has two Station ratings: one for traditional
meikyo armours, and one for mass-produced
kimenkyo-based kimen armours. Meikyo armours
are rare gifts used only by trusted family lines.
Kimen armours, however, can be used by almost
anyone with enough military rank and expertise.
While the kimen armour does not grant a meikyo
bonus to die rolls, they dont require nearly the same
amount of Station to operate.
Armour
Attribute Pool: 16 points
Meikyo Station: 8
Kimen Station: 4
This is the basic armour type. This type is very
customizable.
Suit Armour
Attribute Pool: 12 points
Meikyo Station: 6
Kimen Station: 2
Long ago, experiments with a pilot-able kongohki
called “suit armour” produced limited results, so the
projects were scrapped.
However, once kimen technology began to produce
armours, experiments began again on a kind of
small highly-maneuverable armour. Unlike basic
armour where the pilot rests entirely in the chest
cavity of the armour, suit armour is little more than
a very responsive suit of metal armor worn by the
pilot.
Stronger nations have begun to requisition
large quantities of suit armours. Once a child is
permanently rejected from a meikyo armour, she
can be put on the battlefield again with limited
training thanks to the qualities of the kimen suit
armour.
The only limitation is that suit armours cannot
use normal armour weapons or equipment.
They can only be configured with kongohki or
humanoid weapons, equipment and mechanica.
See the kongohki creation rules for more details
on kongohki equipment (much of it is the same as
armour equipment, with some deviations).
Living Armour
Attribute Pool: 14 points
Meikyo Station: 7
Kimen Station: 3
Unlike other armours which are mostly made of
steel and scarlet, the living armour is made with
a significant quantity of living tissue, usually
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ARMOUR
harvested from animals. While this produces
armour that are easier to repair, the armour often
looks quite unsettling compared to its all-metal
counterparts.
Since the outer frame of these armours is mostly
flesh, annelids can be implanted and used in them.
Great Armour
Attribute Pool: 26 points
Meikyo Station: 13
Kimen Station: N/A
Great armours are legendary meikyo armours
crafted for the use of multiple riders. Th ere are few
on Tenra because of the amount of resources and
risk required to make them, but each colossus could
easily take on an army single-handedly.
Great armours require at least two meikyo soul
mirrors (and pilots). Some armours have both
meikyo and kimenkyo mirrors. Often, the meikyo
will control the armour’s movement, while the
kimenkyo control weapons. However, there are no
all-kimen great armours. The kimen technology
simply lacks the ability to link mirrors or control a
creature of such size.
A great armour can take a number of actions each
round equal to the number of pilots controlling it.
Each pilot gets a turn and uses her own skills when
making attacks or maneuvering. Karma gained
spent while piloting the armour goes directly to the
mirror of the pilot who spent it.
DECIDE APPEARANCE
The second step in creating an armour is choosing
its appearance. Their frames come in a variety
of shapes and forms, and things like the number
of arms, legs, or the shape of their head can be
customized. The attribute pool will be adjusted
depending on the configuration chosen.
After that, the number of arms and legs
will decide the number of equipment
slots that the yoroi starts with. Each piece
of specialized armour equipment has occupies a
number of slots.
The appearance tables and armour gear
appear later in this section.
CALCULATE STARTING KARMA
After crafting the armour and adding equipment,
that equipment must be paid for. Additional
weapons, meikyo mirrors and mechanica can be
purchased as well. All of these items have a cost
in Karma which must be paid during character
creation.
Each armour has one soul mirror (meikyo or
kimenkyo) and heart engine at no additional cost,
but more can be bought for at the prices listed
below.
ADDITIONAL EQUIPMENT COST
Equipment Karma Cost
Meikyo Mirror 25
Kimenkyo Mirror 10
Heart Engine 25
Armour equipment 5
Kongohki equipment 5
Mechanica 5*
Basic weapon 5
Unique armour weapon 10**
Customized weapon Varies
5 additional soulgems 1
Shikidan ammo 3
Annelids Normal cost x2
* Mechanica which require a combat scanner or
mechanica arm/leg cost 10 Karma
** Unique weapons cost 10 Karma, and the rider
must pay a 1 point attribute penalty. See the
Unique Weapons section of the Weapon List for
details.
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ARMOUR
What does my armour or
kongohki look like?
You can choose head and helmet type from
a quick list, but beyond that your armour or
kongohkis appearance is entirely up to you.
Each meikyo armour is crafted individually
by someone who is both an engineer and an
artist, so each one will look different. Size,
shape, style, color, affects, all those details are
up to you. Feel free to use pictures in the book
or other anime and manga as inspirations for
your design.
Kimen armours and kongohki tend to be
more blocky and steampunk-ish, but even
then there are no universal models. One
kingdom may rely on armours of a uniform
appearance. Another kingdom may have
several model types for different purposes.
Again, the appearance of their own particular
armour is up to the character.
Some things to get you started:
Color: A basic quality. What color is it? Is it
a uniform color (white) or a combination of
colors (white with red trim).
Size: Armours and kongohki tend to have
the same approximate height. However, some
might have longer legs, wider arms, smaller
torso and the like.
Shape and Style: One humanoid armour
may look like a thin, naked, metallic person
while another looks like a bulky hulk with
defensive plates of armor covering it. Some
will be sleek and fast like a runner, others will
be bulky and powerful like a rugby player.
This is a good place to define if the armour
or kongohki has any animal-like or inhuman
qualities to its shape or style.
Affects: The little touches: house mon
symbols,
cosmetic touches, additional equipment like
pouches or packs, banners or symbol marks.
Weapons: “Twin Blades” for one armour
may look like sword-like spikes which extend
from the forearm. For another, it may look
like a permanently extended chainsaw blade.
Another might have retractable tined blades
like a fork or trident, and yet another might
have a high-speed rotating drill assembly
permanently attached to the outside of its left
hand. Decide what your weapons look like,
and how they appear when they fire.
Annelids
Armours of the “living armour” type can have
annelids implanted within their living flesh. Please
see the Annelid section for the description and cost
of available annelids. A living armour pilot should
either have the wormcharm skill, or travel regularly
with someone who does.
Like all annelids, the worms implanted in living
armors require food to function. Annelids
implanted into these large living armours require
double the food that they normally do when
implanted in humans. For this reason, living armour
riders have to take great care. There are stories of
armour riders being digested in part or in full by
their armour when they could not find enough food
to sustain the annelids in its flesh.
Mechanica
Armour can have mechanica devices added to
their frames. In most cases, one equipment slot is
required for each additional mechanica added.
In cases where a mechanica combat scanner, arm or
leg is required, additional work is required to graft
the necessary interface to the native armour frame,
doubling the Karma cost of that equipment. For
example, a cyclone Gatling repeater mechanica
does not require a mechanica arm because it is an
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ARMOUR
arm replacement, so it can be equipped for 5 Karma
and a penalty of 2 attribute points. Ikari blossom
drills and vajra claws require a mechanica arm, so
each of those mechanica will cost 10 Karma.
In the above cases, the armour doesnt actually
receive a new mechanica limb, but rather simply the
ability to use limb-specific mechanica.
The attribute cost for mechanica can vary for
armours. Since suit armours are approximately the
same size as humans, mechanica which have an at
tribute penalty are calculated normally. However,
mechanica being installed in normal armour have
to be retooled and repurposed for the larger armour
frames, doubling the attribute penalties.
This attribute penalty does not come out of the
armour’s attribute pool, but from the riders attribute
pool. A GM may allow an alternative; multiply the
attribute penalty total by 10 and add that amount to
the character’s starting Karma.
Weapons
Suit-armours use normal-sized human weapons.
However, they can use customized or original
weapons as per the weapon creation rules in the
Weapon List.
Armour can use any weapon in the Weapon List
(usually large firearms). For heavy damage armour-
sized melee weapons, add +4 to the damage rating
of any listed melee weapon. However, the weapon
will still cost 5 Karma.
Custom weapons are often created for armour (for
higher ammo capacity, rate of fire, and so on). They
will cost 1 attribute point (for the rider, not the
armour), and at least 10 Karma. See the weapon
creation rules in the weapon list section for more
details on how to increase the damage, ammo
capacity and rate of fire for customized weapons.
Calculate Starting Karma
At this point, the armour is almost ready for play.
Calculate the Karma total and add to the pilot’s
Karma total. This number cannot exceed 108. If
it does, return to the creation process and adjust
equipment until the total cost is less than or equal
to 108.
Remember that in play, all meikyo-based frames
receive a die bonus to all rolls involving physical
attributes in accordance with the meikyo bonus
table.
FINISHING FRAME CREATION:
DISTRIBUTE ATTRIBUTE POOL
Once appearance and all additional equipment have
been decided, it is time to split up the attribute pool
across the three physical attributes: Body, Agility
and Senses. Each attribute must start with at least
three points in it. After appearance adjustments
have been added, attributes can be lower than
three. If an attribute drops to 0, the armour cannot
function.
Calculate Vitality and Wounds
Armour have a Vitality score and Wound tracks,
although Vitality is calculated slightly differently
than normal human characters. Vitality is equal
to two times the frame’s Body score. The Wound
track is calculated in exactly the same way as it is for
humans.
Armours have no Soul. Armour characters do not
adjust Vitality or the Health track as their meikyo
bonus increases.
ADDING ADDITIONAL EQUIPMENT IN-
GAME
Once the game has started, yoroi armour
equipment can be added or exchanged. If adding
new equipment, calculate the amount of Karma
required. The player must spend an amount of Kiai
equal to that amount to take the new part, after
which that Kiai becomes Karma.
If exchanging old equipment, calculate the
difference in equipment Karma costs. If the new
equipment costs additional Karma, then that
difference must be spent with Kiai.
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ARMOUR
Kimen armours can go through an entire frame
adjustment given the proper preparation and time;
mass-produced armour are able to interchange
their parts far more easily than their meikyo
counterparts, so they can change the number of
arms and legs during the Intermission phase if they
have access to a factory. Raise or lower attributes
for the new appearance as needed. If an attribute
drops to zero, the frame can no longer function.
These changes generally only happen during an
Intermission phase.
In the case of mechanica, new mechanica with an
attribute cost is purchased in the same way as kijin
in a game session; multiply the attribute cost by
10 and pay that cost in Kiai (which immediately
becomes Karma). Remember that mechanica added
to suit-armour doesnt cost any additional Karma,
but regular-sized armours cost double the normal
amount. Mechanica without a listed attribute cost
require 10 Kiai for implantation.
ARMOUR GEAR
Each piece of equipment comes in three different
sets: head, upper torso/arms, and lower torso/
legs. The number of slots available for equipment
depends on the number of slots available for the
head, torso and legs chosen. Next to each piece of
equipment in parentheses is listed the number of
open slots that equipment requires.
HEAD TYPE
There are two types of heads for these steel
creatures: a human-looking face or a skull. Neither
has a mechanical effect, but they are the two
standard types of head for humanoid-form armour.
Humanoid
The frame is built with a face that it unmistakably
human-like. It can be a scary visage or a peaceful
expression, or anything in between. This is the most
common head type for armour.
Skull
For a scarier effect on the battlefield, some armour
crafters have been experimenting with skull designs.
HELMET TYPE
Armour almost always come equipped with a
headdress or helmet of some kind, just like the
noble warriors of myth and legend. Neither type has
a mechanical/rules effect, they are simply the two
most common styles.
Kabuto
The kabuto is the classic samurai helmet worn
in battle: curved, usually featuring the clan or
domains crest prominently on it.
Plume Helmet
This helmet features a line of elaborate bird feathers
in spikes above the helmet which trail behind the
armour.
HEAD EQUIPMENT
All armour heads have two open equipment slots.
Th e following is a list of equipment native to yoroi
armour frames.
Battlefield Mastery (1)
This vision extends the range of sight to Senses
times 200 in meters. It also gives a graphical display
of visible allies, enemies, formations, and ratios of
success for various battle engagements. This grants a
bonus of +2 dice for all Strategy or Art of Rule rolls.
Dark Vision (1)
Night looks like day with this vision enhancement.
The user receives a bonus of +2 dice to all Senses
checks at night or in a dark environment.
Eyes of Distant Death (1)
This vision increases the steadiness of zoomed vision
while projecting a HUD and probability tables for
distance attacks. All ranged attacks based on the
Marksman ability are granted +2 dice.
Lifepulse Extend (1)
This increases the range of the Lifepulse ability to
Senses times 100 meters.
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ARMOUR
Motion Detector (1)
This is a limited-range passive detection unit which
tracks all movement within a 10 meter radius. It
makes the armour harder to target for sneak attacks
from behind, granting the pilot a bonus of 3 dice to
use against sneak attack maneuvers.
Sha Sensors (1)
This allows pilots with the Onmyojutsu skill to
see the very fabric of the gossamer-like Sha power
around it. Using this ability, the pilot makes a
Senses: Onmyojutsu roll against 1/10 of the creation
point cost of a target shiki. If successful, the user
can determine all of the shikis abilities and power
levels of those abilities.
Mechanica (1)
Mechanica based on the head region can be added
to the armour head. Each mechanica requires one
equipment slot.
UPPER TORSO AND ARMS
While most armours are built with a basic human
shape to facilitate the interface between pilot and
armour, some are built with more sets of arms for
various tasks.
No matter how many sets of arms an armour has,
they all have an upper torso. An upper torso has
4 equipment slots available and each pair of arms
grants 2 additional equipment slots.
UPPER TORSO AND ARM
ADJUSTMENTS
Arms Body Agility Senses Total
Equip.
Slots
2 +1 +1 0 6
4 -1
+2 -1 8
6 or
more
-2 +4 -3 4 + # of
arms
Back Personnel Transport (4)
This is a specialized personnel carrier for armour
use. It can carry up to six passengers, and it has
a special chamber for carrying a general or other
important battlefield leader. The personnel carrier
also comes with a great cannon, heavy repeater or
scatter gun at no additional Karma cost.
Brilliant Flower of Destruction (0)
This explosive device is installed in armour when
there are fears of the soul mirror or armour from
falling into enemy hands when the armour is
destroyed. The pilot can activate this device while
inside the armour or from a safe distance away.
A charge is rigged inside of the heart engine,
which gives additional energy to the bomb. The
armour erupts in a massive explosion, completely
obliterating the armour and soul mirror within
it. Every person within a 15 meter radius takes 30
points of explosive damage.
Heaven’s Fire (2)
These are special gunpowder rocket boosters which
allow the armour to leap up to 20 meters at once.
The boosters may be fired up to 3 times per scene.
If the unit is also equipped with thruster wings or
rotor blades, Heavens Fire may be used to double its
speed for a round instead.
Rotor Blades (2)
This is a detachable and extendable set of propellers
that allow limited flight. The armour can travel in
the air at a speed of Agility times 20 kilometers per
hour. In combat, the unit can travel Agility times
300 meters per round. The propeller blades allow
the armour to hover and stop in midair as well.
Storage Compartment (2)
This is a special armored compartment. It is a
hollowed compartment which can fit 4 cubic meters
of material. This can be only taken once.
Thruster Wing (2)
This set of turbines and wings allows the frame to
fly at high speeds. The armour can fly at a speed
of Agility times 30 kilometers per hour. In combat,
the unit can travel at a speed equal to the armour’s
Agility times 500 meters per round.
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ARMOUR
Mechanica (1)
Mechanica based on the arm and torso region can
be added to the armour body. Each mechanica
requires one equipment slot.
Arm and Upper Torso Weapons
There are specialized weapons for armour. See the
weapons section for details and equipment slot costs.
LOWER TORSO AND LEGS
Like arms, most armour are crafted with two legs
in order to ease the interface between human soul
and machine. However, more or fewer legs can be
equipped for various effects.
No Legs
Lower Torso: 2 Slots Legs: 0 Slots
This could represent a snake-body, or a chariot,
wheeled, or tank-style lower body. An armour
possessing no legs has a better grounded body, but it
is less maneuverable.
Two Legs
Lower Torso: 2 Slots Legs: 2 Slots
This is the most common armour style. Because
of its human shape, riders have the easiest time
adapting to this kind of armour.
Four Legs
Lower Torso: 4 Slots Legs: 4 Slots
While the top half of the body might look human,
the bottom half has four legs like a horse or other
quadruped. The movement speed of the armour is
doubled.
Six or More Legs
Lower Torso: 2 Slots Legs: # of Legs
This option allows 6-legged or 8-legged
armour, with an appearance of a centipede
or other insect. Each leg adds an additional
leg equipment slot. Riders fi nd it harder to
initially adapt to a multi-leg form, which
instills an initial penalty to Senses.
LOWER TORSO AND LEG
ADJUSTMENTS
Legs Body Agility Senses
0 +1 -1 0
2 +1 +1 +1
4 +2 +1 0
6+ +1 +2 -1
There is a limited amount of special equipment
for armour legs. Unlike the head and torso based
equipment, the leg-based special equipment
completely replaces the leg units and leaves no
free leg slots. They also do not cost any Karma:
The normal 5 Karma for additional equipment
is dropped, as they are complete replacements of
normal legs.
Gale Speed Rollers
These are extendable wheels that are attached to
the backs of the legs. The gale speed rollers triple
movement speeds on the ground when deployed
(deployment is instantaneous and requires no
actions in combat). They also grant Evasion skill
rolls 2 bonus dice. These may be equipped on only
the 2-legged and 4-legged units, and the rollers only
work on flat surfaces like fields, plains and roads.
Heaven Roller Legs
Instead of legs, the unit has huge wheels or treads
that roll over any surface. Movement is multiplied
by 4 and Evasion skill rolls get a +1 die bonus.
Heaven roller legs can be used with any number of
legs.
Hover Replacement
Usable only on units with 4 or more legs, this
replacement converts the legs into hover-jets. Th e
unit can travel over land or water. Movement speed
is doubled, and Evasion skill rolls are each granted 1
bonus die.
Legs of the Water Dragon
This modifi cation converts the legs into fins.
It allows the armour to swim underwater. This
conversion is usable on 0 and 2-leg models, and
grants 2 bonus dice to all physical action rolls made
underwater.
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ARMOUR
Personnel Transport
This leg modifi cation converts the armour into a
specialized personnel carrier with nearly unlimited
storage. It can carry up to ten passengers. Th e
personnel carrier also comes with one great cannon,
heavy repeater or scatter gun at no additional
Karma cost.
Mechanica (1)
Mechanica based on the lower torso and legs can be
added to the armour body. Each mechanica requires
one equipment slot.
Leg and Lower Torso Weapons
There are specialized weapons for armour. See the
weapons section for details and equipment slot costs.
ARMOUR DAMAGE
Type Damage
Unarmed armour +5
Rolling/Crushing* +Body Attribute
*Rolling/Crushing attacks are only for armour with
no legs. However, their unarmed attack damage is
set at +4.
Unarmed attacks are made with the Body: Interface
or Body: Unarmed Combat skill.Armed attacks
are made with a melee weapon and the Agility:
Interface or Agility: Melee Weapons skill.
Most armour specialty weapons already have a +4
damage adjustment added to them, including all the
weapons listed in the armour rider templates and
armour weapon list. When in doubt, if an armour
wields an “armour-sized” weapon, take the normal
damage for a human-sized weapon and add +4.
Armour Creation Example
Yoko is an armour rider and miko shrine-girl for the
Shinto Priesthood. Coming from a long and established
family line, she has been chosen to pilot one of the yoroi
armours given to her lord.
Before the game begins, Nathan, Yoko’s player, decides
to craft a new armour rather than using the one that
comes with the Armour Rider template.
Nathan decides to create a meikyo suit-armour, which
grants 12 points to the attribute pool. He decides that
he wants to make a relatively humanoid-looking suit
armour based on a design he saw recently in a cool
anime. He chooses a frame which has two arms and
two legs. Th is will grant a bonus of +2 to Body, +2 to
Agility and +1 to Senses.
Nathan then chooses a humanoid face and a kabuto
helmet, but declares that Yoko’s hair flows freely out of
the back of the armours kabuto helmet.
The armour has two head slots. Nathan likes the idea
of that bonus to projectile weapons, so he chooses Eyes
of Distant Death. Dark Vision sounds useful as well, so
those are added.
There are 6 open upper body/arm slots to work with.
The thought of leaping high sounds cool, so Nathan
adds Heaven’s Fire. There are 4 slots remaining, but
instead of taking another piece of equipment or more
rocket thrusters, he decides to stop here for now.
Next, Nathan decides to add Twin Blades to each of
the armour’s legs. Th is will not increase the number
of attacks, but it looks cool, and protects against the
possibility of one of the blades breaking or being
destroyed by a special attack. This fills the open leg
slots. On the lower torso, he decides to take a projectile
weapon. Looking over the general weapon list, he settles
on a standard human-sized soulgem rifle.
Next, Nathan adds up the total cost of this armour
to see how he stands. The first meikyo soul mirror
and heart engine which power the armour do not
cost anything. He has 6 pieces of equipment (Eyes
of Distant Death, Dark Vision, Heaven’s Fire, two
Twin Blades, and the soulgem rifl e), which comes
to a subtotal of 30 Karma. Nathan wants 25 extra
soulgems for the rifle, so that will cost an extra 5
Karma. The final Karma total is 35.
Finally, it’s time to spread the attribute pool around.
Suit armours get 12 points, and because of the human
frame there are an extra 5 points (+2 Body, +2 Agility,
+1 Senses) for a total of 17.
He decides that for this mecha concept, he wants an
armour that is light, fast, and very competent with
ranged weapons. He decides on a final spread of Body
4, Agility 7 and Senses 5. The armour’s meikyo starts
off with 35 Karma, and requires a station of 6 to pilot.
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ARMOUR
SAMPLE YOROI
ARMOURS
The following is a list of sample yoroi armours
with their Karma a lready calculated. Beginning
players should simply use the armour listed in their
archetype template, but the armour presented here
are a good starting point for creating your own
armour. Feel free to change the name as you see fit.
PROWLING LION
Shikiami
Ty pe: Armour
Frame: 2 Arms, 2 Legs
Head: Humanoid Kabuto
Required Station: 8
Karma Cost: 35
Attribute Penalty: 1
Attributes
Body: 7 Agility: 7
Senses: 7 Vitality: 14
WEAPON Dmg RoF Range Ammo
Yoroi
Gemblade
+9 6 12
Roaring
Dragon
Mortar
+9 4 1km 6
Explosive
Spiker
+7 (+9) 1 9
Equipment
Gale Speed Rollers, 50 Soulgems
Notes
This is a traditional armour type, made to look
vaguely human. It excels in close combat on the
battlefield. The Yoroi Gemblade is a customized
gemblade large katana, which costs 15 Karma total.
STEEL DEMON MK II
Tekki: Nikishi
Ty pe: Kimen Armour
Frame: 2 Arms, 2 Legs
Head: Humanoid Kabuto
Required Station: 5
Karma Cost: 20
Attribute Penalty: 0
Attributes
Body: 5 Agility: 8
Senses: 8 Vitality: 10
WEAPON Dmg RoF Range Ammo
Yoroi
Greatsword
+9
Heavy
Repeater
+3 5 50m 30
Great
Cannon
+10 1 120m 1
Equipment
Gale Speed Rollers, Eyes of Distant Death
Notes
A modern kimen-style armour, standardized and
deployed in many kingdoms under the influence
of the Northern Court of the Priesthood. Clunkier
than its meikyo counterparts, it still demands
attention on the battlefield. It does not gain a
Karma adjustment.
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ARMOUR
FLOWER OF THUNDER
Raika
Ty pe: Suit Armour
Frame: 2 Arms, 2 Legs
Head: Humanoid Kabuto
Required Station: 6
Karma Cost: 35
Attribute Penalty: 0
Attributes
Body: 4 Agility: 7
Senses: 6 Vitality: 8
WEAPON Dmg RoF Range Ammo
Soulgem
Rifle
+5 2 100m 8
Twi n Blades +2 2 4
Equipment
Dark Vision, Eyes of Distant Death, Heavens Fire,
25 Soulgems
Notes
A meikyo suit-armour crafted for reconnaissance
and light combat. It is a model especially adept
at ranged fire, and used in many of the southern
kingdoms.
WHITE RIVER
Hakuryu
Ty pe: Living Armour
Frame: 2 Arms, 2 Legs
Head: Humanoid
Required Station: 7
Karma Cost: 55
Attribute Penalty: 0
Attributes
Body: 7 (8) Agility: 7 (6)
Senses: 5 Vitality: 14
WEAPON Dmg RoF Range Ammo
White Heat
Palm
+4
+(x/2)
Yoroi
Shortsword
+6
Equipment
Dark Vision; Annelid: Rejuvenation Worms (2);
Annelid: Blood Hulker (1)
Notes
White River is a living armour from the domain
of Utsuro in the Iron Ridge. Because this living
armour moves much more quietly and is more
flexible than most armours, it is very useful for
night and close-range encounters. Unlike many
armours, it does not make an appearance on the
battlefield as a symbol of might and power. Instead
it is sent to work from the shadows.
156
ARMOUR
CRIMSON SPIDER
Benigumo
Ty pe: Armour
Frame: 4 Arms, Multiple Legs
Head: Beast-like
Required Station: 8
Karma Cost: 30
Attribute Penalty: 1
Attributes
Body: 4 Agility: 6
Senses: 8 Vitality: 8
WEAPON Dmg RoF Range Ammo
Armour
Piercing
Rifle
+11 1 400m 8
Heavy
Repeater
+3 5 50m 30
Double
Shikidan
Howler
Cannon
12 1 2km 2
Equipment
Hover Replacement, Eyes of Distant Death, 15
Soulgems
Notes
The kingdom of Ryuko is always engaged in battles
over the border with its neighbor Kikoku. Crimson
Spider is deployed in areas where there are trenches
that stop or stymie other armour and ground forces.
Its multiple legs simply walk over obstacles that
stop other units, making it a particularly effective
armour in these circumstances. Kikoku has no
armours of its own, so Crimson Spider can turn the
tide of battle when deployed.
Due to its effectiveness, Ryuko and other
neighboring lands are experimenting with kimen
armours of the same spider-like shape.
SKYFANG
Kuuga
Ty pe: Kimen Armour
Frame: 4 Arms, 2 Legs
Head: Humanoid, Double-
horned
Required Station: 5
Karma Cost: 35
Attribute Penalty: 1
Attributes
Body:
4
Agility: 6
Senses: 8 Vitality: 8
WEAPON Dmg RoF Range Ammo
Longspear +8
Long Cursed
Lancer
+9 1 400m 10
Heavy
Repeater
+3 5 50m 30
Equipment
Eyes of Distant Death, Heavens Fire, Lifepulse
Extend, Thruster Wing, 10 Soulgems
Notes
Skyfang is a flying armour, committed to
reconnaissance and aerial fi ghting over the skies
of Ouga in the Dragonscale Territories. Few
flying armours exist, so Skyfang is particularly
effective. Other fl ying armour like Skyfang are also
commonly called Godspears, and their sky battles
are terrible to behold.
They say that the first flying armour was developed
from the plans of a regent named Kodou Sunami.
The details are lost to history, but he assuredly
had support from the Shinto Priesthood in its
development and manufacture.
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ARMOUR
EARTH KING
Riku-Oh
Ty pe: Kimen Armour
Frame: 2 Arms, No Legs
Head: Humanoid, Single-
horned
Required Station: 4
Karma Cost: 10
Attribute Penalty: 0
Attributes
Body: 9 Agility: 4
Senses: 5 Vitality: 18
WEAPON Dmg RoF Range Ammo
Wheel Crush +9
Great
Cannon
+10 1 120m 1
Equipment
Heaven Roller Legs, Storage Compartment
Notes
Earth King is the most popular model of
kimen armour in the domain of Inao. They are
capable of a wide range of tactics when there are
several in a group, from combat maneuvers to
the transportation of necessities to outposts or
battlefields.
Because of their mobility and speed, they are very
useful for maintaining supply lines and supporting
other armour units, or bringing samurai, kijin or
kongohki quickly to deployment areas.
MOUNTAINSONG
Kasen
Ty pe: Kimen Armour
Frame: 4 Arms, No Legs
Head: Humanoid, plumed
helmet
Required Station: 2
Karma Cost: 30
Attribute Penalty: 2
Attributes
Body: 2 Agility: 7
Senses: 6 Vitality: 14
WEAPON Dmg RoF Range Ammo
Burning
Scourge
+5
(+10)*
5m
*+10 damage is due to the Combat Arm bonus
Equipment
Battlefi eld Mastery (1.2km), Sha Sensors, Combat
Arms (Otsu-Class), Kairen Fingers, Mechanica
Torso (Otsu Class)
Notes
A legendary Taoist sorcerer named Nasu Ittou
brought an intact yoroi armour from Ujima and
reverse-engineered it. From its design, he was able to
manufacture a line of kimen armour specializing in
supporting onmyoji summoner-riders. These models
can be seen in the southern and eastern continents
of Tenra.
Nasu Ittou is currently being pursued by the
Southern Court for his actions, and because he still
possesses the meikyo mirror from the armour he
captured.
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ARMOUR
ARMOUR WEAPONS
Armour can use additional weapons from the
general Weapon List section of the rules. The
weapons in this chart are available only for armour.
Each weapon costs 5 additional Karma.
UNARMED AND MELEE WEAPON NOTES
Explosive Spiker
This fires a spear-like projectile with incredible
force, extending from the arm or leg during strikes
or kicks for devastating damage. It contains a
number of gunpowder charges; the damage in
parentheses indicates the adjusted damage when
one of the gunpowder charges is expended. Th e
explosive spiker is used with the Unarmed Combat
skill.
Twin Blades
Single blades which extend from the frame’s
forearm. They can be used with Unarmed Combat
or Melee Combat skills. They are called “twin
because both sides of the blade are sharpened.
Vajra Claws
Ultra-sharp steel claws that are attached to (or
spring from) the fingertips. 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 effective
than the armour version.
Weapon
Name
Location Slots Damage Rate of
Fire
Range Ammo
Explosive
Spiker
Arm/Leg 1 +7(9) 1 9
Twin Blades Arm/Leg 1 +6 3 9
Varja Claws Arm 0 +5 2 4
Varja Claws Leg 0 +6 2 4
White Heat
Palm
Arm 0 +4 + (x/2)
White Heat Leg Leg 0 +5 + (x/2)
Cursed Lancer UT/LT/Leg 1 +7 1 400m 6
Repeating
Cursed Lancer
UT/LT 1 +6 10 150m 30
Peerless Cursed
Lancer
UT/LT 2 +8 12 250 20
Fury of the
Kami
UT 3 +15 1 4km 6
Roaring
Dragon Mortar
UT/LT/Leg 1 +9 4 1km 6
Shikidan
Howler Cannon
UT/LT/Leg 1 12 1 2km 1
Twin Shikidan
Cannon
UT/LT 2 12 1 2km 2
Raiden Mortar UT/Leg 1 +10 1 4km 1
Location: UT = Upper Torso; LT = Lower Torso
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ARMOUR
RANGED WEAPON NOTES
Cursed Lancer
This is a massive rifle or cannon which fires
soulgem-propelled large steel bullets at an incredible
speed.
Repeating Cursed Lancer
This cannon has multiple barrels capable of a greater
rate of fire, but at a shorter range.
Peerless Cursed Lancer
The latest in soulgem mass-driver technology, this
fires bullets at even higher speeds than previously
attained, resulting in more damage and a longer
range.
Fury of the Kami
The Fury of the Kami is a massive cannon,
indisputably the most powerful armour-carried
weapon available. It unleashes pure hell on any
single target on the battlefield when fired. It has an
extremely long range, but requires quite a bit of time
to reload.
Roaring Dragon Mortar
This is a high velocity mortar which fires a soulgem-
steel crafted shell, exploding on impact. Everyone
within 4 meters of the impact is affected, although
they have an opportunity to evade the attack.
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 fires
expensive shikidan shells. Each shell contains a shiki
spirit which guides the projectile to its target. The
shiki spirit yells out an unnerving scream as it sends
the payload to its intended target.
Raiden Mortar
This is a long range, high-power version of the
Shikidan Howler Cannon. It is a high-prep single-
shot weapon, and its shells explode in a fireball
when they hit their targets. Everyone within a 5
meter radius (4 meter for the kongohki model) must
make an Evasion roll or take damage. It can only be
used once per scene.
OTHER WEAPONS
See the Weapon List for more weapon possibilities
for armour and kongohki. For armour, simply add
+4 damage to the rating of any listed weapon and
leave all other stats as-is for a simple armour weapon
costing 5 Karma. Armour weapons can be
customized as per the customization rules in the
Weapons List.
SUIT ARMOUR NOTE
Suit armours are roughly human-sized, so they can
only choose kongohki weapons and equipment.
They cant use normal armour weapons. Th ey also
do not get the +4 damage bonus to other weapons
that the other armour types receive.
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RULES
In the world of Tenra, magic is synonymous
with summoning. Taoist sorcerers called onmyoji
dont fly or throw bolts of fire at their enemies.
Instead, they summon creatures called “shiki ”
or “shikigami” to do these things for them. This
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 finally 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.
Even within the same practiced, measured
recorded laws of summoning shiki, the variance of
possible results is wide, and the exact same shiki is
almost never produced twice. Because of the wide
possibilities that abound when drawing upon sha to
summon shikigami, onmyoji commonly view
summoning as more of an art than a science.
Creation Points
The amount of creation points available to use
to summon a shiki depend on the onmyoji’s
Onmyojutsu skill and Knowledge attribute. These
creation points will determine the abilities and
powers of the shiki.
SHIKI CREATION POINT CHART
Shiki Level Creation Points
Skilled (2) Knowledge
Advanced (3) Knowledge x2
Master (4) Knowledge x3
Supreme (5) Knowledge x4
Shiki Creation Procedure
Shiki are created in the following manner:
1) Write out a summoning seal
2) Soul points are consumed
3) The prayer seal gathers sha energy
4) The shiki takes form
5) The shiki begins to act on its own
Drawing the Summoning Seal
The onmyoji writes the abilities and powers of
the shiki in what is known as a summoning seal
or summoning glyph. A summoning seal is a
written combination of pictures and words of the
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ONMYOJUTSU RULES
summoning language, used to craft and tune the
paper or object that it is written on. To the passerby,
it appears to be squiggles and ordered marks, but to
the onmyoji it will appear to be the quick blueprint
of a shikigami to be summoned. This summoning
seal doesnt always have to be written on a piece of
paper. Any place that is possible to write on can
have a prayer seal written on it, although it can
increase the difficulty of the summoning. In a
pinch, one can write on water, or even in the air.
More often than not, writing a summoning seal is
done on a strip of paper, often called a prayer strip,
using a brush and black ink. Writing a seal usually
requires a minute of time (or one full action when in
the middle of combat).
Prayer Strips
Prayer strips, also commonly known as “summoning
strips, or “shiki paper”, are specialized rectangular
strips of paper used for shiki summoning and
creating magical charms. The creation of these
strips, and the making of the paper itself, is done by
sorcerer apprentices. It is often the first job learned
by a young onmyoji apprentice in the path of study.
In the game, onmyoji characters can spend one
Kiai point to pick up 10 prayer strips during
intermissions.
Brush
For shiki-summoning seals, it doesnt matter if you
use the tip of your finger to write with. However,
as expected, most onmyoji have a fondness for a
fine brush. Lately, some onmyoji have been spotted
crafting shiki on kimenkyo and abacus. Old-style
onmoyji look upon this uncouth newer generation
with unreserved scorn and refer to them as “Shiki-
slingers”.
Ink
There are many ingredients to use for drawing shiki
summoning seals. The most commonly-used ones
are charcoal ink or pigmented water. In rare cases,
even blood is used, as some onmyoji maintain the
theory that sha tends to concentrate in blood.
Often, onmyoji choose an original kind, style or
color of ink that becomes their trademark, though
there are no rule-based effects for using different
liquids for drawing seals.
Soul Consumption
There is no die roll required to summon a shiki.
However, in the summoning process a certain
amount of the onmyoji ’s Soul points will be
consumed. The sorcerer first uses her will to awaken
the summoning seal. After that, the seal will
automatically begin to gather sha energy and form
into a shiki.
The amount of Soul consumed depends on the
complexity of the shiki seal. The more shiki creation
points used to create the shiki, the more Soul
is consumed to awaken it. The amount of Soul
consumed is equal to half the creation point cost of
the shiki, rounded up.
At this time, if the amount of Soul consumed
exceeds the sorcerers Soul reserves, taking it to
zero or less, the sorcerer passes out. The shiki will
still form, but it wont be able to take orders or
act. In most cases, it will simply wander away and
disappear. In the case of more dangerous shiki, it
may attack people around itself—including the
sorcerer—before disappearing.
In any case, it is at this point where Soul points
are consumed, and the Soul score of the onmyoji is
reduced by the appropriate amount.
The Seal Accumulates Sha Energy
The summoning seal, having consumed Soul from
the sorcerer, pulls the surrounding sha into itself
and starts to form the body of the shiki. A crackle
similar to electricity or distant thunder can be
heard, and the seal gives off a glow like electricity.
The time required then for the formation of the
shiki depends upon the amount of latent sha energy
in the area that the seal can draw upon. However,
for the purposes of the game rules, most shiki
require about one minute to form. In a combat
situation, the shiki forms in the interaction phase
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ONMYOJUTSU RULES
that takes place at the beginning of the combat
round. In normal cases, the sorcerer draws the
prayer seal in the fi rst round. At the beginning of
the second round the shiki takes form, and by the
action phase of that second round the shiki can
move, act and attack.
The Shiki Takes Form
Once the seal has enough sha, the shiki takes form
and awakens. Often, the shiki lets out a scream not
dissimilar to a scream of animal ’s birth cry. For this
proto-life creature, taking form is literally the birth
of the shiki.
The formation of the shiki looks like a ghostlike
substance which gradually and slowly takes form
and becomes more and more substantial.
As mentioned above, in a combat situation this
formation and awakening takes place at the
beginning of the round after the seal was drawn and
Soul spent.
The Shiki Begins to Act on Its Own
From this point, the shiki fully awakens, and begins
to act in accordance with the orders of the onmyoji.
The shiki acts on the intent and desires of its master.
A shiki does not accidentally or intentionally fi nd
loopholes in wording to twist a master’s commands
into something undesirable. A shiki will always do
as the summoner commands in accordance with her
desires and intentions to the best of its abilities.
BASIC SHIKIGAMI
ABILITIES
A shiki has a number of basic abilities. The abilities
will vary depending on the amount of points spend
in the shikis creation, the form that the onmyoji
chooses for it, and the powers that the onmyoji
grants it.
SHIKI ABILITY SCORES
The ability scores that the shiki starts out with and
the number it uses for its skills is decided based
on the total amount of points used to create the
shiki. The more points used to create the shiki, no
matter what its purpose or special abilities, the more
powerful the shiki will be.
The ability score number isused for all shiki actions
normally resolved using Body, Agility and Senses
attributes. However, a shiki cannot use Knowledge,
Spirit, Empathy or Station attributes or rolls.
As for skills, a shiki uses its set skill number as the
value for all basic skill rolls. A shiki cannot use
specialist skills (Forgery, Ninjutsu, and the like).
Finally, a shiki has no will or personality of its own;
attempts at communication, or mental or spiritual
attacks will not affect a shiki.
SHIKI ABILITY SCORE TABLE
Creation
Pts
Attr Skill Vit
1-6 1 1 1
7-12 2 1 2
13-18 3 2 3
19-24 4 2 4
25-30 5 3 5
31-36 6 3 6
37-42 7 4 7
For every 6 points spent above 42, add +1 to both
Attributes and Vitality
Shiki Lifespan
After a shiki is summoned, it can act for a number
of minutes (or rounds in combat) equal to its
summoner’s Spirit score. If the shiki is defeated in
combat, the appointed lifespan time has passed,
or the summoner tells it to, the shiki will either
disappear into nothingness or return to its seal to be
enveloped. In both cases, the shiki is gone from the
scene. If the shiki is in combat, it will disappear in
the rounds interaction phase.
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ONMYOJUTSU RULES
Physical Appearance
The form, shape, and other characteristics of the
shiki are entirely determined by the summoning
onmyoji. She determines what the shiki looks like,
and thats how it appears. However, no matter what
its appearance is, it will not gain extra abilities
or powerful attacks just because the summoner
described it as having them. An onmyoji can
describe her shiki as having great wings, but it
cannot fly unless the summoner specifically pays for
that ability.
Onmyoji who summon shiki with the shapechange
abilit y can change the appearance of the shikigami
again and again after it takes form.
A Shiki Always Obeys
A shikigami always obeys the commands of its
master. No matter what abilities or form the
shiki takes, it always retains the ability to hear
and understand the desires of the onmyoji that
summoned it. As stated earlier, it always acts on the
will and intent of the summoner, and never uses
creative interpretation or willful misinterpretation
when it comes to orders.
In combat, it costs no actions for the summoner
to give orders (even new orders) to shiki that have
the Sense Link ability. For other shiki without
Sense Link, it requires a half action (see the combat
section for more details on “half actions”) for the
summoner to issue an order to the shiki.
Destruction of the Shikigami
If the shiki is attacked and takes enough damage
to equal or exceed its Vitality score, then it does
not pass out: It is destroyed. Even if the prayer strip
or summoning seal still remains intact, it cannot
be reused, and the destroyed shiki does not return
unless it is summoned again.
SHIKIGAMI ABILITY CHARTS
There are two methods for creating a shiki:
random and crafted. Crafted shiki tend to have the
exact abilities that the onmyoji summoner wants
it to have. However there is less freedom in the
expenditure of points, and these shiki can be a little
weaker. Randomly created shiki tend to be more
powerful than crafted shiki, but if the summoner
wants a particular ability set in a shiki, it may be
harder to build.
For example: A summoner wants to create a shiki
whose only task is to carry the onmyoji and her
comrade to the top of a cliff face. It would be too much
of a gamble to try to create a random shiki hoping that
it gets infused with the one power the sorcerer needs.
However, in a fight against a powerful enemy, it
might be worth taking the gamble to create a shiki at
random to be able to get abilities more powerful than
its creation cost would normally allow.
Random Creation
The onmyoji must roll for the abilities of the shiki
on the shikigami ability chart in this chapter. Two
dice are rolled to determine the gained ability, then
one more die is rolled to determine the power of
that ability. Th is determines the ability, the power
level of the ability, and the shiki creation point cost
for that ability level. The shiki gets that ability and
the point cost must be paid.
In the random creation method, if at least one
creation point remains unspent, the summoner’s
player can roll on the chart again to get more
abilities. If there is one ability point left, and the
player rolls and gets an ability that normally costs 15
points, that ability can still be taken; it’s okay to go
over the mark once in the random creation method.
Eventually, though, the creation points will be
reduced to zero or less, and at that point no further
abilities can be purchased.
If the same ability is rolled twice, then the two
power levels are added to each other for a more
powerful ability.
Example: A player rolls and gets “combat ability” at a
power level of 2 and a cost of 6 creation points. Later,
“combat ability” is the result of another roll, this time
at level 4 at a cost of 12 creation points. The player
adds them together for a final “combat ability” of level
6, for a total of 18 creation points.
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ONMYOJUTSU RULES
Making Shikigami with Fewer Creation Points
An onmyoji can summon a shiki with a creation
point cost determined by the summoner’s
Knowledge attribute score and Onmyojutsu skill.
As mentioned above, during a random creation
summoning, more points can be spent on abilities if
the last Shiki Ability Chart roll goes over this point
cost. However, an onmyoji can also choose to create
a weaker shiki made with fewer creation points,
stopping the creation process any time she wants to.
During random creation, the chart must be rolled
on at least once. The onmyoji can choose to roll
again or stop anytime. Once the summoner decides
that the shiki is ready and wishes to summon it, the
fi nal point cost is calculated. This determines the
attribute, skill and Vitality scores of the shiki. It also
determines the final Soul point cost to summon the
shiki (half of the shiki creation points used, rounded
up).
Going Over the Shiki Point Cost
In the random creation method, there is that chance
that the final roll on the chart will exceed the point
cost that the summoner is usually limited to. This
is fine and represents the accidental summoning
of a shiki that was more powerful than intended.
At this point, though, the chart cannot be rolled
upon further, as the shiki creation points have been
exceeded. The shiki creation process ends and the
shiki will be summoned.
When the player over-allocates points in this way to
a shiki, there are two extra rules to consider:
• The final point cost of all the abilities bought
becomes the final shiki creation point total. This is
used to determine the shikis attribute score, skill
score and Vitality points.
• The Soul point cost is determined by the
summoner’s original intended creation point cost.
If the onmyoji did not specify how many points she
was intending to use, then her Soul score drops to 1.
EXAMPLE: An Onmyoji Summons a Shiki
A sorcerer has a Knowledge of 7 and an Onmyojutsu
skill of 4. According to the shiki creation point chart,
a summoner with an Onmyoujutsu skill of 4 has three
times her Knowledge score, so the character has 21
shiki creation points. Th e player rolls a few times on
the shiki ability table to create the shiki. Eventually,
the shiki has 19 points spent and 2 points left. Th e
summoner makes one more roll and gets the crazy-
powerful Combat Ability at level 10, at a cost of 30
shiki creation points. The limit was supposed to be 21,
but this shiki was “overcharged” to 49 points because of
luck on the random creation.
For purposes of determining this shiki’s attribute scores,
skills and Vitality, the summoner uses the total shiki
point cost of 49 (which results in an attribute score of
9, skill score of 4, and Vitality score of 9). However,
to determine the shiki’s Soul cost for this one-time
summon, the original shiki point limit of 21 is used
instead. Halving this and rounding up, the caster gets
to summon this very powerful shiki - just once - for the
rather low Soul point cost of 11 Soul.
Crafting Shiki
The second method of creating a shiki is called
Crafting”. The onmyoji carefully decides which
abilities she wants the summoned shiki to have. Th
is is especially useful when using shiki like a “utility
belt” to accomplish specific tasks or help in specific
ways. The summoner chooses which abilities from
the Shiki Ability Chart she wants the shiki to have,
and from there decides the exact power level that
she wants the ability to be set at.
The only drawback in the crafting method is that
the shiki tends to be weaker than one summoned
using the random method. This is because a player
using the crafting method cannot over-allocate
shiki creation points. The shiki creation point total
determined by Knowledge and Onmyojutsu level
becomes a hard limit which cannot be crossed. You
can always use fewer points to craft a shiki than the
summoner’s shiki creation point total, but you
cannot use more.
More importantly, when totaling up the shikis
point cost, the shikis skill level is lowered one step
on the shiki Ability Score Table. In other words, if
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ONMYOJUTSU RULES
28 points are used to craft the shiki, this normally
means that all skills are ranked 3. However, moving
one step down brings the skill rating to 2. If 34
points are used to craft the shiki, this normally
means that all skills are ranked 3; and moving one
step down means the skill rating is still 3. See the
shiki Crafting vs Skill Level table for the appropriate
skill level when using the crafting method.
SHIKI CRAFTING AND SKILL LEVEL
Creation Points Skill Rating
1-6 1
7-12 1
13-18 1
19-24 2
25-30 2
31-36 3
37-42+ 3
Talisman Creation
A talisman refers to a shiki bound to an inanimate
object: Any user (not just an onmyoji) can use it to
summon and control the shiki bound within it.
To create a talisman, or a shiki to be bound into an
object or even a samurai, the shiki must have the
Possession ability. The best method for creating a
talisman is the shiki crafting method.
If you use the random method and happen to roll
and hit the Possession ability, it means that this
shiki may be bound into a talisman or samurai if
the summoner wishes to do so.
Runaway Shikigami
The first result of the Shiki Ability Chart used
during the random shiki creation method (if double
1s are rolled) is “Runaway”. If this result is rolled,
the shiki becomes frenzied and pulls itself from the
onmyojis control. At this point, the shiki almost
always turns on its master at the point where it takes
form. One of two things happens from that point:
If the shiki is a “Runaway” (if the player rolls double
1s on the shiki Ability Chart), then the shiki comes
to life, sustaining itself on area sha for sustenance.
A similar effect can also occur if the shiki is a
Chimera” (double 4s on the shiki Ability Chart). In
this case, the shiki comes out twisted, malformed,
full of pain and rage, and looking for something
to destroy. A chimera is a malformed half-creature
half-spirit that wanders the land in the shadow. For
the moment, it begins to act on its own as soon
as it is summoned. Many chimera run away to
terrorize faraway settlements, while others stalk their
summoners, waiting for an attempt to strike.
Since this shiki had the power to create itself and
pull itself from the sha without the summoners aid,
the summoner loses no Soul points when a runaway
shiki or chimera is created But the GM, not the
player, immediately takes control of this shiki.
Normally, the runaway shiki or chimera
immediately attacks the nearest living creatures.
Most commonly, this includes the onmyoji which
summoned it. Sometimes the runaway shiki or
chimera chooses another target. Shiki almost always
stay and fight, but in rare cases, a chimera will run
away. If the chimera runs away, it will usually return
again later to consume the flesh of the summoner
who brought it to life, wreak havoc in nearby
communities, or pursue strange or unknowable
goals until it crosses paths again with its summoner.
Sometimes it returns inexplicably far more powerful
than when it was summoned.
Once the player of the summoner gets a “Runaway
Shiki” or “Chimera” result, stop rolling: Th e shiki
is immediately and obviously out of the summoner’s
control and fully forms itself at that moment. No
further abilities are added to the chimera. If the
shiki has become a chimera, please look at the
ayakashi section for more details on their nature.
Use the attributes for that Chimera and add all of
the abilities which the summoner gave the shiki up
until the point it became a Chimera.
Runaways and Chimera
A Runaway shiki is a shiki spirit which the
summoner loses control over. The only abilities it
has are the ones that the summoner’s player rolled
for it before the 1-1 was rolled.
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ONMYOJUTSU RULES
A Chimera is a monstrous entity accidentally
summoned forth from the sha. It has all the abilities
of a standard Chimera in addition to the abilities
which the summoner’s player gave it before the
4-4 was rolled.
Chimera Statistics
BOD 6 AGI 8 SEN 7 KNO 4
SPI 5 EMP 2 STA 4
Vit: 10 Soul: 18
All non-Specialist abilities ranked at 3
Additional Ayakashi Abilities:
Regeneration: 5, Living Weapons: +6 Damage,
Flight: 10, Incorporeal
Note: When a Chimera is accidentally summoned,
it retains all the abilities and skills you rolled for the
shiki summoning as well as the ones above.
Fun Cultural Fact
Why does a roll of 4-4 mean the onmyoji loses
control of the shiki? Four, in Japanese is pronounced
shi. “Shi” is also the word for “death. Four is a
very, very unlucky number in Japanese culture.
THE SHIKI TAKES FORM
To bring a shikigami out of the ether into a physical
form and make it come alive, the Soul energy of the
summoner is consumed. The Soul cost of a shiki is
equal to one half of the shiki points used to create it,
rounded up.
The process of summoning a shiki, from the start of
writing out the prayer strip to the shiki being fully
formed, usually takes one full minute.
In a combat situation, it takes one full action in a
round to write out the shiki, and the shiki comes to
life at the beginning of the second round during the
interaction phase. In the second round ’s interaction
phase, the summoner can order the shiki to act
(“Fight my enemies!”), and the shiki will start acting
during that second rounds full action phase.
In the Case of Talismans
If the shikigami is tied to a talisman or other vessel
(like a samurai), the shikis pattern is already written
and defi ned. All that needs to be done is to use it
to bring it to life. It comes to life at the end of the
user’s full action phase at the end of the round.
The shiki cannot actually take actions or
counterattack in that fi rst round, but it can defend
itself . If the user is a samurai who is has begun
the process of samuraization, or summoning the
power of this shiki within it for combat prowess, the
samurai will get to defend that round by using the
higher defense bonus that the shiki grants her.
The advantages of using talismans or vessel-bound
shiki, aside from the fact that anyone (not just an
onmyoji) is able to use them, is the defense ability it
can use on the first round and the fact that the shiki
may act normally in the second round.
SHIKI-SLINGING
When bringing shiki to life the summoner can work
as fast as they can, but they will always require time
to harness the surrounding sha energy and bind it to
the prayer strip or summoning seal. The amount of
time required to draw upon the sha is random, but
most summoners can pull together sha within about
a minute under pressure.
As written in the rules above, it usually requires
a full round to summon a shiki under normal
circumstances. However, a full round can be a very
long time in a desperate situation.
The summoner can reduce the amount of time
required to summon a shiki through a process
called “Shiki-slinging”, also called “Spell slinging”
or “quick-draw”. By drawing faster and furiously
on the surrounding sha, and saying incantations as
fast as their mouth can sound out the words, they
can cut the time required to summon a shiki. When
shiki-slinging, the summoner finds the shiki point
cost of the shiki they wish to summon and divides
that point cost by 5 (rounding up). That number
becomes the shiki-slinger’s difficulty. The slinger
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ONMYOJUTSU RULES
has to make a roll of Agility and Onmyojutsu to
successfully summon the shiki.
If the summoner’s roll succeeds, the shiki is quickly
formed. The shikis summoner can command it
in the first round to take action, and the shiki will
take that action at the end of the first round after
all other participants have acted. A summoner can
use shiki-slinging to summon multiple shikigami
at the same time. For multiple shiki, the total point
costs of all the shiki are combined, and they are
summoned in order from the one with the lowest
ability scores to the highest ability scores.
The dangers of shiki-slinging are found when
the summoner fails the Agility: Summoning
roll. It means that somewhere in the process, the
summoner made a mistake: A brush stroke was left
out, a word mumbled, the prayer strip or writing
surface was disturbed, or the sha energy surged in
too fast. Every failed summoning roll produces a
runaway shikigami. This runaway shiki will always
aim for the life of the caster, stopping at nothing to
kill or devour her.
In cases where multiple shiki are summoned at
once, count up the number of successes. If the
number of successes beats the weaker shiki ’s
difficulty, then those weaker shiki are summoned,
and only the ones whose diffi culties werent beaten
become runaways.
Since shiki-slinging requires the caster to write and
draw the shiki and magic sigils, this method cannot
be used by a samurai to speed up the samurai
transformation process.
EXAMPLE: The Terrible Mistake of Chihaya
Chihaya the onmyoji makes an attempt at quick-draw
summoning. The total shiki cost for the battle-heavy
shiki she wishes to summon is 17 and the Soul cost
is 9 points. Since the shiki point cost is 17, her shiki-
slinging diffi culty is 4.
Chihaya’s Onmyojutsu skill is 3, and her Agility is 5.
She rolls fi ve dice for her Agility, and they turn up 1,
3, 4, 4, and 5. Th e diffi culty was 4, but her total
number of successes is 2 (only the 1 and the 3 were
equal to or under her summoning skill of 3). She fails.
“The shiki births into existence in front of Chihaya.
It lets out a blood-curdling cry, and turns towards its
summoner.
Type of
Summoning
Round
1
Action
End of
Round
1
Round
2
Action
End of
Round
2
NORMAL Summon
Shiki
Forms
Shiki
Acts
TALISMAN
Shiki
Forms
Shiki
Acts
SHIKI-
SLINGING
Shiki
Forms
Shiki
Acts
Shiki
Acts
SENSE SHARING
All of the things that the shikigami senses can be
shared with its summoner. That is because the
summoner has the ability to create a connection
between herself and her summoned shiki. When the
shiki is summoned, the onmyoji decides whether or
not to forge this connection to the shiki.
This connection is called “Shared Sense” (or “Sense
Sharing”/”Sense Bonding”). With shared senses,
there is no distance limit between the summoner
and her shiki. Nothing can “ jam” or interfere with
this connection. The shikis’ sense-link cannot be
tapped into” or intercepted by a third party or
another onmyoji summoner. A shiki with bonded
senses makes for an excellent reconnaissance
creature or even a spy if the shiki is humanoid.
There is a drawback to shared senses: The
summoner feels pain when the shiki is injured. As
a result, when the shiki is killed or destroyed, the
summoner will take damage as well. When a sense-
bonded shiki is destroyed, the amount of damage a
summoner takes is equal to half the amount of Soul
that was spent to summon the shiki, rounded up.
It’s up to the onmyoji whether or not to allow sense-
sharing with summoned shiki. There are benefits
and drawbacks to each choice. However, once the
shiki is summoned, you cant change your mind.
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Spending Kiai through Shiki
An onmyoji who summons shiki with shared senses
can spend spend their own Kiai through their
summoned shiki. She can add bonus dice to shiki
rolls, raise shiki skill levels temporarily, etc for the
shikis actions. The only thing that the onmyoji
cannot do is use Kiai to permanently raise or level
up the shikis attributes or skill levels.
CRAFTING TALISMANS
When a shiki spirit is summoned and bound to an
inanimate object, that object is called a talisman (or
jufu). Usually the object will be in the form of an
amulet or charm. This is also the principle behind
how samurai are created; a shiki is bound to the
inanimate soulgems and frame, which happen to
exist within a living human.
Since talisman-based shiki do not require time to
have their sigils written on them, and since they can
be summoned again and again, the creation and use
of talismans is becoming quite popular in certain
circles.
There are a few rules that apply to shiki that are
to be used for talismans. They must have the
Possession ability in order to bind (possess) an
object. Only one shiki can be stored in each object.
THE CREATION OF SAMURAI
The samurai are those people who have surrendered
their physical bodies to become a vessel for binding
a shiki spirit. The shiki possesses their body and at
the command of the user, it erupts into action. The
possessed samurai is like the rider of a wild bull; the
shiki obeys the samurais will and acts exactly as the
samurai wishes, but the relationship always teeters at
the brink of the limits of control.
The process begins with the samuraization surgery.
This is where the warrior trades a large amount of
money (and some would say their souls) in return
for the surgery 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.
At the time of surgery, the samurai has an onmyoji
summon and bind a shiki into their body. The
onmyoji summons a shiki normally as per the
summoning rules. The only difference is that
the shiki possession ability is required in order to
bind the shiki to the samurai (at least one point
of possession). Since the samurais body is a single
container, only one single shiki spirit can ever be
bound to it.
Skill, Attribute and Vitality ratings for the shiki
(based on creation point total) do not apply to shiki
once implanted into a samurai. They no longer have
meaning.
Samurai power and attribute increases are based
upon the special shiki abilities like Combat Ability
and Regeneration.
The Price of a Samurai
The power gained by a samurai is enormous, but the
consequences of such a transformation are weighty
as well.
The first is that the samurai is no longer regarded
as human. In the world of Tenra, the only proof of
humanity is the ability to bear children. After the
surgery is complete, they lose that ability. There
is not one recorded instance of a samurai, male or
female, siring or bearing a child. Their vessel is no
longer human, but at the same time, it is not exactly
a shiki either. Adopting the power of a samurai
means removing yourself from the human race.
The second consequence sits with the onmyoji who
performs the surgery. A huge amount of money is
paid for well-documented yet extremely dangerous
and experimental surgery. In the process of that
surgery, there are few onmyoji who bind the shiki
to the samurai in exactly the manner the samurai
wishes. The onmyoji often creates a secret backdoor
command to control the shiki when they implant it
in the samurai. Sometimes this is for self-defense, as
there are cautionary tales of onmyoji killed by their
samurai creations once the surgery was completed
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ONMYOJUTSU RULES
and paid for. At other times, the onmyoji has more
sinister goals in mind when creating these secret
keywords.
Controlling the Samurai
Samurai are living shiki spirits which are activated
mentally by the will of the samurai they inhabit.
However, onmyoji also often create a secret keyword
to activate or deactivate a samurai, known only
between the onmyoji and samurai. If this keyword
is known by another, they could use it to activate,
deactivate, or perhaps even control the samurai.
Onmyoji use these keywords so that they are not
attacked by their own creations. Samurai can
also use these keywords to activate or deactivate
their shiki if they feel they are losing control of
their bodies. Some samurai simply request that no
keywords are created, as they loathe the possibility
of another person being able to control them
However, whether the onmyoji actually omits a
keyword—or creates one anyway and simply doesnt
tell the samurai—is up to the individual summoner.
Samuraization Surgery
A character can choose to take on the samuraization
surgery in the game. The GM’s approval is
required, as this could affect the story significantly.
Samuraization surgery, including recovery time,
requires three months to half a year to complete. For
that reason, the surgery will probably be taken on
during an intermission, where such a length of time
can pass freely (if the story permits it).
To undergo the surgery, the potential samurai must
find an onmyoji capable and willing to perform
the surgery. She must bring the onmyoji the
soulgems that will eventually be implanted in her
body. She must also bring a mountain of money
(or sponsorship from a lord); expect to pay 4-5
ryo (gold) for each shiki creation point used. The
onmyoji then summons a shiki with the abilities
the samurai requests and binds it to the soulgems in
the hosts body. The onmyoji can choose any shiki
ability she wishes, but the shiki must have at least
one point of Possession ability in order to bind itself
to the samurais body.
When a samurai undertakes the surgery her Karma
increases dramatically. When the Soul cost for the
shikis activation is determined (one half of the
shiki creation points, rounded up, as normal for
shiki summoning), multiply that Soul cost by 4
to determine the total Karma cost for having that
shiki bound to the samurais body. Most samurai
will want to implant more soulgems into their
body in order to lower the Soul cost to activate the
shiki. Every five soulgems implanted into the body
reduces the summoning cost by 1 Soul point, but it
raises Karma by five points. See the samurai rules
for more details on soul and Karma cost for samurai
shiki.
To get the most out of samuraization surgery, it
would probably be best for the samurai to have a
lot of high-ranked Fates ready to be sublimated or
burned away (see the Karma rules for more details).
That way, Karma can be lowered significantly to
counteract the incoming large Karma gain from
the samuraization surgery. If a character spends too
much Karma during the intermission without a way
to reduce it, theres a chance that she will become a
lost soul, an Asura. Alternatively, she may simply die
on the operating table.
REUSING A TALISMAN
When a shiki spirit is summoned from a talisman,
it operates for a set amount of time then returns
to its container. This is also the case if the shiki is
killed”: It dissipates, returning to the talisman that
contained it. However, there are a few conditions
which will destroy a talisman shiki permanently,
making it impossible for the shiki to return to its
talisman:
• The shiki has the Explode ability and uses it.
• The shiki has the Transmutation ability and uses
it.
• The shiki has the Shiki Destroyer ability and uses
it.
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Using Multiple Talismans
As long as a user has the requisite amount of Soul
points to expend upon each summoning, any
number of shiki can be summoned and controlled.
In a combat situation, each summoning requires
a full action, usually meaning that only one shiki
can be summoned via a talisman each round. Lastly
(though rarely a concern, given the high amount
of Soul cost per summoning), if the shiki have the
Shared Senses ability, only a number of shiki equal
to or less than the summoner’s Knowledge attribute
score can be summoned and controlled at one time.
Using Soulgems
Summoning shiki from talismans places a burden
on the summoner: They have to expend Soul in
order to bring them forth. Binding soulgems to the
talisman (or the body of the samurai) helps reduce
that burden to a manageable amount.
Every five soulgems embedded in a talisman reduces
the Soul cost for the summoning by one point.
Using soulgems in this manner can bring a casting
cost down to a minimum of 1 Soul.
The soulgems glow with a red light when Soul is
consumed, and the shiki comes forth from there.
In the case of samurai, soulgems are bound to their
bodies before the shiki is summoned and bound to
them. While this reduces the amount of Soul points
required to activate the shiki, it increases the overall
Karma cost. The Karma gained during this surgery
is quite high. First, the samurai gains Karma equal
to 4 times the shikis base Soul activation cost. On
top of that, every five soulgems implanted (to reduce
the overall base Soul activation cost) require an
additional 5 points of Karma. This is also the case
for normal shiki talismans.
It should be noted that the notion of simply “adding
more soulgems to a samurai” is perhaps said too
lightly: Since the samuraization surgery must be
done without anesthetic, the pain required to
implant each and every soulgem is immense and
possibly unbearable. This unimaginable pain is
why the failure rate of the surgery is so high, with
fatalities even amongst the strongest of patients.
Starting the Game with a Talisman
Any character with the Onmyojutsu skill can either
choose a shiki bound to a talisman before the start
of a game, or simply purchase one later in the game
during an intermission. For every shiki talisman
chosen, add 10 Karma to the character’s starting
Karma total. If a shiki is found, earned or received
in-game, there is no additional Karma cost.
PERMANENT
SUMMONING
Sha is the power that brings the shiki out of
nothingness and gives it form. It is the energy which
keeps it alive and moving. When sha no longer is
available to the shiki, it destabilizes and disappears.
This condition is a fundamental hurdle in the
summoning of shiki spirits. Onmyoji sorcerers can
expend greater amounts of Soul in order to bind the
sha energy and keep the shiki manifested for longer
periods of time, but in the end it will run out of
sustaining energy and dissipate.
However, with the use of a heartgem (also known
as a heart engine), a summoned shiki is given an
unending supply of sha energy to feed from. It takes
permanent form, and will not disappear unless it is
destroyed. The heartgem is also the source of the
great amounts of energy constantly consumed by
the yoroi armours and kongohki.
When a heartgem is used to bring a shiki into
being, the Soul energy of the summoner is still
expended to manipulate the sha required to give
the shiki form. However, the shiki is then bound
to the heartgem, which continues to fuel the shiki
indefinitely. For this reason, shiki spirits that are
given permanent form must have the Possession
ability. Finally, talisman-based shiki cannot be given
permanent form, as they are already physically and
spiritually bound to their talisman.
THE SIDE EFFECTS OF PERMANENCE
Creating a permanent shiki isnt as carefree a process
as simply binding it to a heartgem. There are some
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very special and even dangerous considerations to
remember.
First, the shiki cannot be unsummoned like a
normal shiki. Normally, an onmyoji can dismiss a
shiki once it has performed its task (before it runs
out of sha). However, a heartgem-bound shiki will
not disappear. The only way to permanently get rid
of it is to kill the shiki.
Second, there is a huge risk of a shiki rampaging.
Since heartgems are the actual hearts of the oni
people, sometimes a fragment of their soul remains
attached to the heartgem. When such a heartgem is
used in a binding, the onmyoji unwittingly provides
this soul (usually an Asura) with a new body to
inhabit.
In rules terms, when binding a shiki permanently
to a heartgem, roll D66: On a roll of doubles (11,
22, 33, 44, 55 or 66), the result will be the same
as if an 11 was rolled on the shiki power chart; the
shiki immediately becomes a rampaging spirit and
viciously attacks any living creature in the area
beginning with the summoner.
If this occurs, there is a chance that the shiki
can still be controlled. Whenever he decides it is
appropriate, the GM may allow a chance for the
onmyoji to recapture the rampaging spirit. A Spirit:
Willpower roll is made, and the diffi culty number
(the number of successes required) is the shikis
attribute value plus three.
If the roll succeeds, the onmyoji captures the will of
the shiki, and the shiki operates as usual from that
point on. However, at times of particularly high
stress or violence, the shiki (at the GM’s discretion)
may become aware again and resist the onmyoji.
Another battle of wills is required to maintain
control over the shiki. This should not happen any
more than once per session, if at all.
MAKING USE OF A
KIMENKYO
The lesser, mass-produced form of a meikyo soul
mirror, the kimenkyo, has found recent use in
some circles of onmyoji. Coupling a kimenkyo
mechanical mirror with an abacus, shiki patterns
and properties can be calculated and stored within
the databanks of the kimenkyo mirror. Making use
of a kimenkyo allows a skilled summoner to conjure
shiki in a new way, one where they can control
which abilities a shiki is given when formed.
However, the kimenkyo summoning method is
a hybrid of both the benefits and drawbacks of a
random shiki summoning and a shiki crafting.
A summoner can choose which abilities the shiki
has. Unfortunately, she cannot choose the power
level of the ability. Instead, the player must roll a
1d6 on the shiki Ability table to determine both
the rank of the ability and the amount of creation
points required for that ability. If she is unsatisfied
with the result, she can try rolling again for the
ability level, adding its value (and creation point
cost) to the first value rolled. Unlike the crafting
method, there is no reduction of the shikis skill
for using the kimenkyo when summoning: Th e
normal shiki ability table (and skill rating) is used
when determining attribute and skill ratings.
The player cannot go over their creation point limit
as is possible in normal summoning. If the creation
point limit is hit, simply stop there: The last ability
added (the one which broke the creation point limit)
is ignored and removed from the summoned shiki.
Finally, the Possession ability cannot be chosen
when using a kimenkyo. The shiki born from the
computations of a kimenkyo, for unknown reasons,
always lack the ability to bind to other objects and
creatures. Therefore, a kimenkyo cannot be used
to craft shiki for use in samuraization surgery or be
bound to talismans.
Kimenkyo come with unusual limitations, but
they allow summoners familiar with the ways of
kimenkyo technology to fine-tune the shiki they
summon. Certainly elder onmyoji turn up their
noses to the use of this newfangled technology to
practice this centuries-old art, but some newer
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onmyoji are keen on using new technologies and
new ways of thinking with this very traditional
practice.
USING A MEIKYO
There are so very few onmyoji who use meikyo soul
mirrors for summoning that it is almost not worth
mentioning. However, some gifted onmyoji who
directly serve the Shinto Priesthood are presented
with soul mirrors which they can employ in the
use of their onmyojutsu. Using a meikyo mirror
and interface helm allows the summoner far more
control over the experience of shiki-summoning. It
is like the difference between programming a script
with a keyboard versus creating a virtual computer
landscape using only your mind.
When using a meikyo soul mirror, an onmyoji
can summon shiki in exactly the same way as with
a kimenkyo mechanical mirror. However, when
calculating the maximum points allowed for shiki
creation based on Knowledge and the Onmyojutsu
skill, the onmyoji can add the meikyo mirrors
Karma adjustment bonus to her Knowledge score
when calculating available shiki creation points.
Multiple Summoners
Although it is a rare occurrence, onmyoji are known
to work together on large projects like building
yoroi armours and kongohki. When onmyoji work
together, use the normal rules for summoning
shiki or creating samurai. For the creation point
total, simply pool all of the summoners’ creation
points together. However, the actua l activation and
command (or ownership) of the shiki will always
reside with one single person.
SHIKI ABILITY LIST
The following is the list of the basic abilities which
shiki can have. After the name of each ability is the
ability’s cost in creation points (CP”) per level of
ability.
Additional Damage
2 CP per level
Every level of the Additional Damage ability grants
a +1 bonus to the shiki ’s damage for melee attacks.
This ability also sets the base damage for the
Ranged Attack ability if the shiki has that ability.
For shiki implanted into samurai, every level of
Additional Damage gives the samurai +1 damage
to all melee weapons and thrown weapons while in
samurai form.
If a shiki with the Additional Damage ability
is bound to a talisman weapon, the Additional
Damage ability becomes the new base damage
for that weapon; you replace the original damage
rating, you do not add them together.
Note: The base damage for attacks by shiki which
do not have this ability is +1 (claws, bite, etc).
Combat Ability
3 CP per level
Combat Ability allows the summoner to boost
the Attribute Rating of the shiki and make it
more powerful. Every additional point in Combat
Ability taken adds an additional point to the shikis
Attribute Rating (which is originally determined by
the number of CP used to create the shiki). Vitality
also increases one point for every point of Combat
Ability taken.
In the case of shiki used in samurai, every level
of Combat Ability increases the samurais Body,
Agility and Senses score by one point each while in
samurai mode; a Combat Ability at level 4 would
grant +4 to Body, Agility and Senses. However, do
not adjust Vitality or Wounds; these do not change,
even though the Body score increases.
Explode
1 CP per level
With this ability, the shiki itself explodes violently.
The shiki dies, and everything around it takes
damage.
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The damage of this attack is equal to the level of
the Explode ability. The range is equal to a radius of
[power level ÷ 2] meters. This ability is not usually
crafted into samurai. At least, not of the samurais
own volition…
Flight
1 CP per level
This ability allows the shiki to fly. A shiki can fly at
a base speed equal to its level of Flight x 200 meters
per minute. A shiki can carry an amount of weight
equal to 10 times its level of fl ight in kilograms
before slowing down. A shiki does not add its own
weight, but in the case of a samurai, the samurais
normal body weight counts towards that total.
Please see the additional chart for restrictions on the
Flight ability.
FLIGHT ABILITY CHART
Weight Speed (per minute)
FL x 10kg FL x 200m
FL x 20kg FL x 100m
FL x 30kg FL x 50m
More weight: cannot fly, can only slow-fall
FL = Flight Ability Level
Gaseous Form
3 CP
The shiki has the ability to turn into a gaseous form
(vapor, ether, mist, ectoplasm, or other gaseous
substance). In this state, it may be seen but it cannot
be attacked. Likewise, it cannot attack others while
in this state. In a gaseous state the shiki can pass
through cracks in buildings. When it reforms, it
requires enough empty room for its full body to
reform; it cannot reform in small spaces or inside
another living thing.
Shiki with the Gaseous Form ability cannot
dissipate or reform parts of its body, but rather the
whole body at once. Because of its ties to its host,
shiki for samurai creation cannot take this ability.
Phantasm
3 CP per level
This ability only works when there is a Sense Link
between the onmyoji and the shiki. The shiki must
also have the Possession ability of at least one rank.
Phantasm allows the shiki to target a humanoid
and force them to see an illusion. The illusion is
controlled by the onmyoji, and allows the onmyoji
to manipulate all of the target’s five senses. The
illusion can be used to do simple things like make
the onmyoji “disappear” to the target, or take on the
appearance of a friend or companion. It can also be
used to subject the target to horrible hallucinations;
while no injury can be done to the target, the
onmyoji can cause them to feel some pain, nausea
and the like.
While the shiki must have the requisite Possession
ability to gain the Phantasm ability, the shiki does
not actually have to possess the target as per the
Possession rules.
To see through the illusion, the target must make
a Spirit:Willpower roll. The target needs a number
of successes equal to or greater than the level of
the shikis Phantasm ability. While the target will
almost always roll Spirit:Willpower to see through
the illusion, the GM may decide that, depending
on the type of illusion, another attribute may
be suitable for the Willpower roll (like Station,
Knowledge, or Body).
Poison
3 CP per level
This ability allows the shiki to create an amount
of special poison within itself which affects any
creature that it hits in combat.
The strength of the poison is equal to the level of
the poison ability. The poison lasts for as long as the
shiki is active or alive. When the shiki is killed or
unsummoned, the poison dissipates.
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During every interaction phase in combat, the
damaged character makes a Spirit: Willpower check.
The difficulty rating is equal to the level of the
poison.
Every success the character gets reduces the damage
of the poison damage taken that round by one
point.See the combat rules for more information on
poison.
Possession
3 CP per level
This ability allows shiki to bind themselves to
objects and living things.
With a greater level of the Possession ability, the
shiki can take control of the object it binds. If
bound to a person (or other living creature), the
shiki can take control of the person as if the shiki
was wearing that persons skin. The target 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
is expelled from his body. If the target fails, then the
shiki moves them as if it was one with the person’s
body. This lasts until the shiki puts the target in
danger (allowing for another attempt to resist),
or until the shiki dissipates or willingly leaves the
target.
Shiki that are used to create samurai must have at
least one point in this ability in order to be bound
to the samurais body. Shiki that are permanently
bound to heartgems require this ability as well.
A shiki can only possess a single object at a given
time, and one object can only be possessed by one
shiki at a time.
For this reason, samurai cannot be possessed by
other shiki, and the shiki bound to a samurai
cannot possess other objects or people. Likewise,
shiki that are bound to talismans or heartgems
(permanent shiki) cannot later bind to other objects.
A shiki with the Possession ability cannot actually
possess those shiki bound to objects and people,
but they can still affect them in a way. A shiki
with Possession can interfere with bound shiki by
reducing their abilities in the following way, called
“draining”:
• The attacking shiki with the Possession ability
touches a defending shiki (or samurai). Sometimes
this means making a successful attack against the
defender in combat (but no actual damage is dealt).
• The attacking shiki forces the defender to make
a Willpower roll with a target number equal to the
level of the attacker’s Possession ability. For talisman
or heartgem-bound shiki, the defending shiki makes
an Attribute Rank/Skill Rank roll to defend.
• If the defender fails, the defending shikis abilities
are all reduced by a number equal to the level of the
Possesion ability of the attacking shiki.
• If the defending shikis abilities reach 0, then they
can no longer be used or they simply do not work
correctly (attacks always miss, etc). This situation
lasts until one of the two shikigami dissipates. If
the attacker dissipates or is killed first, then the
defending shikis abilities immediately return to
normal.
• This “drain effect” lasts even if the shiki does
other things like attack other characters. However,
it cannot attempt to drain or possess a second
character without letting go of the first.
• In the case of a samurai, the samurai use their
own Spirit:Willpower to defend against Possession.
In cases where the samurais shiki has been drained
and all shiki abilities have been reduced to 0, the
samurai can still try to regain control in future
rounds by taking an action to attempt another
Spirit: Willpower roll against the Possession score of
the attacking shikigami.
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Prolonging Summoning
3 CP per level
Normal shiki stay active for a period equal to the
onmyojis Spirit attribute in minutes (or combat
rounds) before they lose physical substance and
dissipate. With the Prolong Summoning ability,
the shiki will remain active for a number of
minutes (or combat rounds) equal to the onmyojis
Spirit attribute multiplied by [the level of Prolong
Summoning +1].
Example: An onmyoji with a Spirit of 5 summons
a shiki with the Prolong Summoning ability at level 3.
Th is shiki will remain alive and active for 20 minutes
(5*[3+1]).
Ranged Attack
2 CP per level
The Ranged Attack ability requires the Additional
Damage ability to be useful.Shiki with the Ranged
Attack ability have some sort of long-range attack
that they can launch at enemies: Fire, psychic
energy, light beams, needles, demonic howl, etc. It
can make attacks using its general Attribute Rating,
using Skill Rating (as a character would use the
Marksman skill) for the skill of the attack.
The range and rate of fire for this ability are as
follows:
RANGED ATTACK ABILITY CHART
Level Range Rate of Fire
1 5m 1
2 10m 1
3 10m 2
4 15m 2
5 15m 3
For every level above 5, the range increases by 5m
on even numbers and Rate of Fire increases on
odd numbers
The damage for attacks made with Ranged Attack
is set by the level of the Additional Damage ablity.
The level of Additional Damage taken becomes the
base damage for the Ranged Attack ability.
Regeneration
3 CP per level
This ability allows the shiki to heal one point of
Vitality per level of Regeneration every minute. In
combat, this healing happens at the beginning of
every combat round during the interaction phase.
When a shiki with this ability is bound to a
samurai, the samurai gains the Regeneration ability
when in samurai form.
Sense Link
no cost
When a shiki is summoned, the onmyoji summoner
decides whether or not a Sense Link is created
between the summoner and the shiki. If it is not
created, then a shiki will move of its own volition
under the summoner’s order, obeying all commands
as normal.
If a Sense Link is created, the summoner can
actually see, hear and feel exactly as the shiki does.
A summoner can only have a number of sense-
linked shiki under her control up to or equal to
her Knowledge attribute score at the same time.
Also, if the shiki is destroyed (killed, not simply
unsummoned), the onmyoji takes damage equal to
half of the Soul cost to summon the shiki, rounded
up. This damage can be spread amongst Vitality
and Wounds like any other kind of damage.
Shapechange
5 CP
This ability also requires the shiki ability Sense
Link.
This ability allows an onmyoji to change the
appearance of the shiki into any physical form
desired, as long as the new form is of roughly equal
size as the shikis original form. The form must
be based on something that the onmyoji has seen
before. This transformation requires one minute to
complete.
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ONMYOJUTSU RULES
The shiki can be made to look like a specific person,
but it will not be able to speak.
Shiki Destroyer
5 CP per level
This is the ability to unmake and destroy other
shikigami. When this shiki comes into contact
with another shiki (touch, bite, etc), make a combat
roll. The targeted shiki rolls as if making an attack,
using its general Attribute Rating number with a
skill number equal to the higher of the shikis Skill
Rating or Combat Ability. It must get a number
of successes equal to or greater than the Shiki
Destroyer level of the attacking shiki. If the target
succeeds, there is no effect. If the target fails, it
is permanently destroyed. Even permanent shik
i are destroyed, their heartgem consumed by the
attacking shiki.
When shiki with the Shiki Destroyer ability
successfully destroys a shiki, it dies as well. Shiki
bound to a talisman which use or are successfully
hit with this ability are destroyed and do not return
to the talisman.
Shiki for use in samurai cannot take this ability.
Samurai-bound shiki “destroyed” in this manner
are not permanently destroyed: Since they are
coupled to the samurais flesh and will, they are
pulled back into the samurais body before they are
annihilated. The samurai will have to spend the
full Soul cost and an action to perform the samurai
transformation again.
Soulfind
1 CP per level
With this ability, a shiki can detect all lifeforms
around it. It can detect living creatures like humans,
oni, ayakashi and other shiki that are rabbit-sized
or larger within a 10 meter radius per level of the
ability taken. Th is ability will not detect creatures
with nonexistent or weak souls like kongohki and
yoroi armours. However, if an armour contains a
pilot, it will be able to detect the living pilot inside
the armour.
Transmutation
6 CP per level
When a shiki is summoned with this ability, the
summoner chooses and sets a physical substance
(water, trees, rock, etc). When the shiki eventually
activates this ability, it transforms itself and every
nonliving thing within a number of cubic meters
equal to its power level into that substance. The
shiki effectively dies during the transformation.
Shiki imbued with the Transmutation ability for
water or stone can be very useful in a battle or siege
situations, as well as for construction projects.
If this shiki is bound to a talisman, the shiki
will not return to the talisman once it activates
Transmutation. This ability cannot be taken by
shiki that are implanted into samurai.
As much as some onmyoji have tried to research the
ability to do so, the Transmutation ability cannot
turn objects into precious metals like gold, silver,
soulgems and scarlet steel. It also cannot transform
objects into living things beyond simple plants and
trees.
SHIKI LIST
An onmyoji can summon or craft just about any
kind of shiki they desire. The following is a quick
list of ready-to-go shiki for ease of reference. A
character with the Onmyojutsu skill can begin the
game with one or more of these shiki bound to
a talisman object of their choice. For every shiki
talisman the character owns, they gain 10 Karma.
SUMMONING SHIKIGAMI
The following shiki are prepared for on-the-fly
summoning (a Agility: Onmyojustu roll is still
required when shiki-slinging). Their appearance
and style is decided by the onmyoji. Make sure the
onmyoji has a high enough Onmyojutsu skill and
Knowledge attribute score to summon the shiki: It
must be higher than the creation point cost for the
shiki.
177
ONMYOJUTSU RULES
COMBAT SHIKI: RANGED
Creation Points: 22
Soul Cost: 11
Ranged Attack: 3 (10m, RoF 2)
Combat Ability: 3
Additional Damage: +3
Flight: 1
Attribute Rating: 7
Skill Rating: 2
Vitality: 7
Sense Link: No
COMBAT SHIKI: MELEE
Creation Points: 21
Soul Cost: 11
Combat Ability: 5
Additional Damage: +3
Attribute Rating: 9
Skill Rating: 2
Vitality: 9
Sense Link: Yes
COMBAT SHIKI: WEAK
Creation Points: 14
Soul Cost: 7
Combat Ability: 2
Additional Damage: +2
Poison: 1
Attribute Rating: 5
Skill Rating: 1
Vitality: 5
Sense Link: Yes
FARSIGHT SHIKI
Creation Points: 12
Soul Cost: 6
Flight: 7 (1400m/minute)
Soulfind: 2 (30m radius)
Prolong Summoning: 1 (Kno x2 minutes)
Attribute Rating: 2
Skill Rating: 1
Vitality: 2
Sense Link: Yes
STRATEGY SHIKI
Creation Points: 19
Soul Cost: 10
Transmutation: 3 (3m3 of material)
Flight: 1 (200m/minute)
Attribute Rating: 4
Skill Rating: 2
Vitality: 4
Sense Link: No
INFILTRATOR SHIKI
Creation Points: 23
Soul Cost: 12
Poison: 3
Prolong Summoning: 3 (Spirit x 4 min)
Shapechange: Yes
Attribute Rating: 4
Skill Rating: 2
Vitality: 4
Sense Link: Yes
178
ONMYOJUTSU RULES
NIGHTMARE SHIKI
Creation Points: 27
Soul Cost: 14
Flight: 1 (200m/minute)
Gaseous Form: Yes
Phantasm: 6
Possession: 1
Prolong Summoning: 1 (Kno x 2 minutes)
Attribute Rating: 5
Skill Rating: 2
Vitality: 5
Sense Link: Yes
TALISMAN SHIKIGAMI
The following shiki are prepared for binding into
objects as talismans. They all have the Possession
ability required to do so. They can also be
summoned and controlled normally if an onmyoji
wishes. As with the summoning shiki above, the
onmyoji decides the appearance and style of the
shiki.
COMBAT SHIKI
Creation Points: 19
Soul Cost: 10
Combat Ability: 2
Additional Damage: +5
Possession: 1
Attribute Rating: 6
Skill Rating: 2
Vitality: 6
Sense Link: Yes
BOMBER SHIKI
Creation Points: 8
Soul Cost: 4
Explode: 5 (3m radius, 5 dmg)
Possession: 1
Attribute Rating: 2
Skill Rating: 1
Vitality: 4
Sense Link: No
KAMIKAZE SHIKI
Creation Points: 20
Soul Cost: 10
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: 5
Skill Rating: 2
Vitality: 4
Base Damage: +1
Sense Link: Yes
ASSASSIN SHIKI
Creation Points: 27
Soul Cost: 14
Flight: 1 (200m/minute)
Gaseous Form: Yes
Phantasm: 6
Possession: 1
Prolong Summoning: 1 (Kno x 2 minutes)
Attribute Rating: 5
Skill Rating: 2
Vitality: 5
Sense Link: Yes
179
ONMYOJUTSU RULES
RECONNAISANCE SHIKI
Creation Points: 16
Soul Cost: 8
Flight: 1 (200m/minute)
Gaseous Form: Yes
Soulfind: 6 (60m radius)
Possession: 1
Prolong Summoning: 1 (Spirit x 2 minutes)
Attribute Rating: 3
Skill Rating: 2
Vitality: 3
Sense Link: Yes
ESPIONAGE SHIKI
Creation Points: 17
Soul Cost: 9
Possession: 1
Shapechange: Yes
Prolong Summoning: 3 (Spirit x 4 minutes)
Attribute Rating: 3
Skill Rating: 1
Vitality: 3
Sense Link: Yes
SAMURAI/SHIKI-KILLER SHIKI
Creation Points: 20
Soul Cost: 10
Shiki Destroyer 3
Flight: 2 (400m/minute)
Possession: 1
Attribute Rating: 4
Skill Rating: 2
Vitality: 4
Sense Link: Yes
SHIKI WEAPON
Creation Points: 20
Soul Cost: 10
Additional Damage: +6
Shapechange: Yes
Possession: 1
Attribute Rating: 4
Skill Rating: 2
Vitality: 4
Sense Link: Yes
Weapon Damage: Yes
Notes: When this shiki is activated, it remains
inside of its talisman weapon (usually a sword).
While it is active, it grants a +6 damage rating to
those who use it in battle. On top of that, the
sword itself will make one attack each round using
its own attribute/skill ratings.
180
ONMYOJUTSU RULES
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
181
ONMYOJUTSU RULES
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 effect.
• 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.
182
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 different 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 find 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 a trade-off: Adding
more soulgems means that the body will accumulate
Karma. Add too many soulgems, and the Karma
cost for the surgery will become too much for the
samurai to bear. Most samurai will have 10 to 20
soulgems implanted: That tends to strike a good
balance between Karma cost now, and Soul cost
later.
The number of points used to build the possessor-
shiki and the amount of gems imbedded in one’s
body determines how much Soul is consumed when
the samurai character activates his power.
Soul Points Consumed During Transformation =
(Shiki build points ÷ 2, rounded up) - (The number
of imbedded gems in increments of 5 /5)
Of course, there is also a Karma cost associated
with becoming a samurai. This cost is four times
the number of Soul consumed during samurai
transformation (as calculated above), plus the
number of soulgems implanted in the samurais
body. Remember to recalculate the amount of
Karma needed on the samurai archetype if you
choose to create a new shiki for your samurai
character.
Additional Karma Cost = (samurai activation cost
in Soul x 4) + Number of implanted gems.
SHIKI ENHANCEMENT
Shiki cannot be “enhanced” over time like
characters can. You cannot spend Kiai to raise levels
of shiki abilities. Instead, to improve a samurai shiki
in play, a character will have to have a large pool of
Kiai and a lot of time. The samurais existing shiki
will be removed and destroyed, and a new shiki
(with the new ability scores that the player desires)
will be summoned and implanted into the samurai,
forcing the samurai to go through another round of
excruciatingly painful and long samurai surgery. In
most cases this is a foolhardy task; in other cases,
it is an action which smells of attaining personal
excellence, or else reeks of desperation.
To pay for the shiki implantation, the samurais
player must spend Kiai equal to the Karma cost of
the implantation during an intermission phase. This
spent Kiai immediately becomes Karma. The player
can then manipulate his character’s Fates in order to
lower his total Karma to a more manageable level.
SAMURAI LOADOUTS
The various samurai templates in the book already
come equipped with samurai-shiki. Here are a few
sample samurai loadouts for use in the creation of
samurai characters. You can swap out the archetype
loadout for one of the loadouts below with the GM’s
permission, or you can attempt to craft your own
samurai shiki as per the onmyojutsu rules.
183
SAMURAI ABILITY
Blue Hawk ’s Samurai Surgery
Blue Hawk is a warrior with enough money and
soulgems to purchase the samurai surgery. He
works with a trusted onmyoji, whom he gives the
specifi cations of the shiki he wishes implanted.
Th e onmyoji summons this shiki.
It turns out that the shiki is quite powerful. The
onmyoji uses 24 shiki creation points to craft the
samurai’s shiki. Blue Hawk is prepared to take
on this powerful shiki, and has 10 points worth
of soulgems implanted in his body. Th e samurai
surgery takes days, but Blue Hawk emerges,
miraculously alive and even in good spirits.
The amount of soul that Blue Hawk will have
to spend every time he transforms is 10: 24 shiki
creation points divided by two is 12; 10 gems
implanted divided by 5 is 2. 12 minus 2 equals
10.
The cost for Blue Hawk to undergo this surgery
is 50: 4 times the Soul cost of 10 equals 40, plus
10 soulgems equals a total of 50 Karma.
The Number of Soulgems is an
Abstract Idea
The equations above say things like “number
of soulgems”, usually calculating them in
numbers divisible by 5 (10, 15, 20, etc).
This doesnt mean that a samurai with “10
soulgems” actually has only 10 soulgems
implanted in his body (2 in his legs, 4 in his
torso, 2 in his arms, etc). No, his body will
actually have dozens, or hundreds, of small
soulgems implanted all over his body,
many of them visible through the skin. This
number simply indicates the idea of how
many soulgems a samurai character has
implanted.
A samurai with “5 soulgems” might have
barely noticeable tattoos, and perhaps the
gleam of a soulgem at the base of his neck. A
samurai with “30 soulgems” would probably
have an obscene number of large soulgems
bulging from underneath his kimono in all
places, with even perhaps a few fist-sized
soulgems clearly visible on his skin. People
will tend to be more afraid of the more visibly
altered samurai.
You can tailor the Soul cost of the samurai loadout
of your choice to get the most out of your pool
of Soul points: Every 5 soulgems added to the
samurai increases Karma by 5, but lowers soul Soul
consumption during activation by 1 point. Every
5 soulgems removed from the loadout decreases
Karma by 5, but increases Soul consumption for
the samurai activation by 1 point. For beginning
players, we suggest just sticking to the samurai
abilities attached to the chosen samurai archetype,
or at most simply replacing that loadout in full with
one of the ones here.
STANDARD SAMURAI
Karma Cost: 35
Soulgems
Implanted:
15
Soul Cost: 5
Combat Ability: 3 (Add to Body, Agility, and
Senses when in Samurai mode)
Regeneration: 1 (Regain 1 point of Vitality
each interaction phase when in
samurai mode)
Soulfind: 1 (Sense all life within 10m)
Possession: 1 (Required for Samurai shiki)
Samurai mode lasts for a number of rounds equal
to Spirit.
This template cost 16 shiki creation points.
Theoriginal Soul cost was 8, and Karma cost was 32.
By adding 15 soulgems, the Soul cost drops to 5, the
Karma cost before factoring in soulgems is 20, for a
total of 35 including soulgems.
184
SAMURAI ABILITY
ENHANCED SAMURAI
Karma Cost: 50
Soulgems
Implanted:
10
Soul Cost: 10
Combat Ability: 5 (Add to Body, Agility, and
Senses when in Samurai mode)
Regeneration: (Regain 2 point of Vitality
each interaction phase when in
samurai mode)
Possession: 1 (Required for Samurai shiki)
Samurai mode lasts for a number of rounds equal
to Spirit.
This template cost 24 shiki creation points.
Theoriginal Soul cost was 12, and Karma was 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.
NIMBLE DESTROYER
Karma Cost: 60
Soulgems
Implanted:
20
Soul Cost: 10
Additional
Damage:
5 (Add 5 to the damage of all
melee, unarmed and hand-
based marksman attacks)
Combat Ability: 3 (Add to Body, Agility, and
Senses when in Samurai mode)
Regeneration: 2 (Regain 2 point of Vitality
each interaction phase when in
samurai mode)
Possession: 1 (Required for Samurai shiki)
Samurai mode lasts for a number of rounds equal
to Spirit.
This template cost 28 shiki creation points.
Theoriginal Soul cost was 14, and Karma was 56. By
adding 20 soulgems, the cost drops to 10, the Karma
cost before factoring in soulgems is 40, fora total of 60
including soulgems.
WINGS OF CHITIN
Karma Cost: 43
Soulgems
Implanted:
15
Soul Cost: 7
Combat Ability: 3 (Add to Body, Agility, and
Senses when in Samurai mode)
Flight: 5 (can fly up to 100m/
minute when not carrying any
additional weight)
Regeneration: 1 (Regain 1 point of Vitality
each interaction phase when in
samurai mode)
Possession: 1 (Required for Samurai shiki)
Samurai mode lasts for a number of rounds equal
to Spirit.
This template cost 20 shiki creation points.
Theoriginal Soul cost was 10, and the Karma cost was
40. By adding 15 soulgems, the cost drops to 7, Th is is
added to the Karma cost before factoring in soulgems
(28), for a total of 43 including soulgems.
185
BUDDHIST MAGIC
Not all believers of Buddhism in Tenra practice
hat 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 specific beliefs.
All of the powers consume Soul in their use. More
powerful effects 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
Effect: 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 difference between the monks successes
and the highest wound score is zero or greater, the
Healing Prayer will fully restore the Vitality of the
target.
Healing Prayer is effective on any living creature
regardless of race (oni, ayakashi and even kugutsu
can be healed), but it is not effective on yoroi
armours or kongohki.
It also does not work on any creature that
has the Dead Box fi lled in on their wound
track; the fate of such people has already
been written, and the monk cannot inter-fere until
their Dead Box is healed by other
means (like First Aid or after-battle rest).
WOUND PENALTIES
Wound Penalty
Light 1
Heavy 2
Critical 3
Dead
Example: Covered Palm heals Crimson Wind
Crimson Wind is battling a determined foe, guarding
the female monk Covered Palm and the others in his
group from harm. Crimson Wind has only 2 Vitality
left and has taken 3 Light Wounds, 2 Heavy Wounds
and 1 Critical Wound. Covered Palm closes her eyes,
and gestures to Crimson Wind while reciting a sutra.
She rolls Empathy: Buddhist Magic and gets a total
of…
• …1 success. With one or two successes, the spell
effectively fails since Crimson Winds highest ranked
wound, a Critical Wound, requires 3 or more successes
to heal.
• …3 successes. Th is is the same score as Crimson
Wind’s highest ranked wound. Unfortunately, that
is not enough to actually heal any of his wounds.
However, Crimson Wind’s Vitality is completely
healed, keeping him in the battle for a little while
longer.
• …6 successes. Th is is three higher than Crimson
Wind’s highest ranked wound. This means that
Crimson Wind’s Vitality is fully healed, and he can
also remove any three wounds from any track that he
wishes. He decides to heal the Critical Wound, one
Heavy Wound and one Light Wound. He could have
healed both Heavy Wounds, but he wants to keep the
+1 dice bonus it grants… at least until the end of this
combat.
186
BUDDHIST MAGIC
Spirit Burst
Kidan
Effect: Build up spiritual energy in your hands, then
release it as an attack
Soul Cost: Depends on rank of Buddhist Magic
By concentrating ki energies through her center,
then channeling it out through the body in an
explosive burst in the shape of a ball (usually
through the palm or fist), the monk can make a
ranged attack on an enemy.
The Spirit Burst attack is made with a Senses:
Buddhist Magic roll. Since this attack is
insubstantial, the defender cannot parry this attack
with a weapon. Only Evasion can be used to defend
against a Spirit Burst attack.
For range, rate of fire and damage of the attack,
please consult the chart below. Replace “X” with the
Spirit attribute score of the monk using Spirit Burst.
SPIRIT BURST ATTACK CHART
Rank Dmg RoF Range Soul
Skilled (2) X / 4 1 Xm 1
Advanced
(3)
X / 2 X / 2 5+Xm 3
Master (4) X X 10+Xm 5
Supreme
(5)
X * 2 X * 2 15+X m 7
(all fractions rounded up)
A monk can use any level of Spirit Burst equal to or
below his rank in Buddhist Magic.
Spirit Burst can be fi red a number of times equal
to the Rate of Fire during a combat action, but each
additional attack made costs that attacks full Soul
cost. For every additional attack made in this way,
add +1 damage to all spirit burst attacks made that
round.
Soulgem Creation
Oujuu Sakusei
Effect: Create soulgems
Soul Cost: None (requires a 3-hour ceremony)
When scarlet steel is mined, it can be turned into
a spiritual energy storage element called a soulgem
only through the Buddhist soulgem creation
ceremony. It takes about 3 hours of both chanting
and silent prayer to create a single usable soulgem
bead. Time and diligence (in addition to the
rounded scarlet steel pieces) are the only things
needed for the ceremony, and the strength of the
monks Buddhist Magic skill does not help in
reducing that time.
Summon Spirit
Tama-Gaeshi
Effect: Summon the soul of the deceased back to
this world
Soul Cost: Equal to the target’s Spirit attribute score
This special chant brings the soul of the recently
deceased into the presence of the monk, where it
can be questioned or talked to. The difficulty of the
Spirit: Buddhist Magic roll is the Spirit attribute
score of the target that they had when they were last
alive.
On normal human souls, this spell only works if the
person has been dead for less than 50 days. After
that, the soul is unreachable, presumably having
been reincarnated (what actually happens is a matter
of great debate amongst various Buddhist sects).
However, if the soul is that of an Asura, or lost soul,
it remains attached to the physical world and can be
summoned at any time.
The attitude and information gathered from the
spirit depends upon the number of successes that
the monk gets from the Spirit: Buddhist Magic roll.
187
BUDDHIST MAGIC
SUMMON SPIRIT EFFECTS
Successes Attitude Effect
0 or Less Enraged Must attempt a
subdue spell to
calm the spirit
1 Combative May attack
depending on
who the spirit
is: the spirit is
restless
2 Uncooperative Spirit only says
one or two
sentences
3 Cooperative Spirit will
engage
in a brief
conversation
4 Friendly Spirit will
engage in
pleasant, casual
conversation
Subdue Spirit
Shaku-Buku
Effect: Help or force a troubled or lost spirit from
this plane into the Afterlife
Soul Cost: None
Subdue Spirit, also known as Spiritual Combat, is a
method available only to practitioners of Buddhist
Magic. Through the use of this magic they can
fight spirits, wearing down their resolve and forcing
them into the Afterlife.
A monk who can wield magic can see supernatural
creatures like ghosts and spirits without any effort.
When they are encountered, it is naturally a monks
duty to mourn and pray for them, helping send
their souls to the Afterlife. While most souls can be
sent with no effort, there are some souls who have
completely lost track of who and what they were,
and prowl the 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 reason for remaining, these
drifting souls seek to return to the earth, to have a
body of flesh again.
Some of these souls are the spirits of people
summoned through the Summoned Spirit ceremony
which became enraged. Regardless, these lingering
souls have to be beaten down and dragged into the
Afterlife for the good of both the living and the
dead. The Subdue Spirit ceremony works almost
exactly like normal physical combat. The monk
uses Body: Buddhist Magic to attack the spirit. The
spirit fights back with Spirit: Willpower (or Spirit:
Buddhist Magic if the soul was a monk). Just like in
combat, each Subdue Spirit attack takes an Action
and results in a Counterattack. Unlike normal
combat, damage taken from spiritual combat does
not go to Wounds: it is spread between Vitality and
Soul instead. The side which took damage chooses
how to spread the damage out. Soul for the spirit is
calculated normally, and Vitality for a spirit is based
on the Body attribute score it had when it was alive.
If the monk wins, the soul is sent to the Afterlife,
where it will be at peace. If the monk loses (either
Soul or Vitality reaches 0) then the monk loses
consciousness, and the spirit possesses the monks
body. The GM should take control of the monk
character for some time.
When the monk regains consciousness, she can
attempt to engage in spiritual combat again to
attempt to subdue the spirit that controls his body.
However, since now the monk has no physical body
to control (as he was pushed out of his own body),
both the monk and the tormented soul engage in a
Subdue Spirit battle with Spirit: Willpower or Spirit:
Buddhist Magic. If the Monk loses, he can try to
regain his form with another spiritual combat in
the next scene. If the monks friends happen to take
notice, they might realize that there’s something
wrong with the monk, and enlist the aid of other
monks to help.
Finally, Subdue Spirit does not work on living souls;
it only affects the dead.
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BUDDHIST MAGIC
Meikyo Seal
Tama-Fuuji
Effect: Seal a summoned soul inside a meikyo soul
mirror
Soul Cost: The target’s Spirit attribute score
The Spirit Seal ceremony is regarded by many
monks a blasphemy, as it ties souls to the physical
world instead of trying to help them move on.
Ironically, though, only Buddhist monks have the
ability to bind souls to meikyo soul mirrors in order
to create kongohki.
After a soul is summoned through the Summon
Spirit ceremony, the monk can attempt to bind the
soul to a prepared meikyo. The monk makes an
opposed roll of Empathy: Buddhist Magic versus
the target souls Spirit: Willpower.
If the roll succeeds, the soul ’s memories are
suppressed and effectively wiped clean. The soul
s personality and emotions are subdued. All of
the souls Fates are erased, and Karma is lowered
accordingly. After that, the soul is affixed with a
new Fate, “Sealed Memories, at a ranking of 4.
If the Meikyo Seal spell fails, the spirit becomes
enraged and attacks the monk. A Subdue Spirit
spell must be cast to force the soul into the Afterlife
permanently.
Meikyo Cleansing
Mitama-Gaeshi
Effect: Reduces meikyo Karma, sends meikyo-
bound souls to the Afterlife
Soul Cost: Depends on the monk
The Meikyo Cleansing spell allows the monk to
reduce the Karma lingering on meikyo soul mirrors.
This is not instantaneous; it takes time and Soul to
continue the prayer.
Every 10 minutes, 10 points of Karma can be
removed from the meikyo of an armour or other
unused meikyo. If the target is a kongohki or has
a Spirit attribute score, then every 10 minutes the
kongohkis Spirit attribute, in Karma, is removed
from the meikyo.
For every 10 minutes of chanting, the monk needs
to spend 1 point of Soul. Kongohki or other bound
souls can resist the cleansing chant. The monk
makes an opposed roll of Empathy: Buddhist Magic
against the kongohkis Spirit: Willpower. If the
monk wins, every additional success reduces the “10
minutes” for 10 points of Karma reduction down
by one minute per success. If the bound soul wins,
every additional success raises the “10 minutes” for
10 points of Karma reduction up one minute per
success.
In the case of yoroi armours, Meikyo Cleansing is
one way to reduce the built-up Karma collecting on
the meikyo soul mirror. In the case of kongohki,
this works as well but with an added effect: If
Karma is lowered to zero points with the Meikyo
Cleansing spell, the kongohkis soul is freed and
sent to the Afterlife.
In the case of kimenkyo mechanica mirrors, kimen
armours do not retain Karma so the spell would
not work. However, kimen kongohki can have their
Karma reduced or souls sent to the Afterlife through
the Meikyo Cleansing spell.
Example: Shining Mountain prays for the soul of a
receptive kongohki with 100 Karma. The kongohki’s
Spirit score is 6. When Shining Mountain begins
chanting, she can remove 6 Karma from the kongohki
for every 10 minutes of chanting. She wants to lower
the kongohki’s Karma by 42 points (she picks 42
because its a multiple of 6, the kongohki’s Spirit score).
This will take 70 minutes total, and cost the monk 7
Soul points.
Example: If the kongohki in the above example resists
(for example, an Asura kongohki with 120 Karma,
chained to a stone wall), Shining Mountain makes
an Empathy: Buddhist Magic roll vs the kongohki’s
Spirit: Willpower in an attempt to remove all of the
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BUDDHIST MAGIC
kongohki’s Karma, as the Asura won’t stop raging until
it is set free. That means it will take 20 Soul points,
and 200 minutes, to perform the chant. Shining
Mountain wins, so she is able to continue to reduce
the kongohki’s Karma. She wins by 4 successes, which
means she can reduce the chanting by 40 minutes and
4 Soul points, down to a total of 16 Soul and 160
minutes. Hopefully the monk’s friends will be able to
keep this Asura restrained for that long.
Exorcism
Akuryou-Taisan
Effect: Dispels a possessing ayakashi or spirit
Soul Cost: Depends on the ayakashi, shiki or
samurai
This spell is used against ayakashi or shiki who have
taken control of a human using their Possession
ability. It attempts to free the human from the spirit,
forcing it away from its host.
The monk begins a chant towards a possessed
person or samurai. There is no roll involved; the
possessor simply compares its Spirit attribute score
(the Spirit of the shiki, ayakashi or samurai) with its
Possession skill (in dots: 2, 3, 4 or 5). The higher of
these two numbers is the total number of minutes,
or rounds, that the monk must chant sutras in order
to complete the Exorcism spell.
At the beginning of every round, the monk must
spend 3 points of Soul to continue the chant. Once
the number of rounds chanting equals the higher of
the target’s Spirit or Possession, the shiki or ayakashi
is forcibly pulled out of its host. The shiki or
ayakashi vanish right after the Exorcism is complete.
In the case of samurai or other talisman shiki, the
shiki is dismissed and returns to its container; the
samurais power is immediately deactivated.
If the target runs away, there is no need to keep up
the chant. Exorcism does not actually damage the
spirit or ayakashi.However, in the case of samurai, if
the monk continues the Exorcism chant even after
the shiki has been cast back into the soulgems on
the samurais body, the samurai cannot reactivate
the samurai shiki again until the monk is silenced.
Binding Prayer of Acala
Fudou Bakujuu
Effect: Binds an opponent in place
Soul Cost: The opponent’s Spirit attribute score
By repeating the Mantra of the Immovable Wisdom
King Acala (“Nohmaku Sanmanda Bazaradan
Kanman: “Homage to the all-pervading Buddha-
nature”), the monk can keep an opponent held in
place.
The monk makes an opposed roll with her Spirit:
Buddhist Magic against the opponent’s Spirit:
Willpower. If the monk loses, nothing happens.
If the monk wins, the enemy finds himself unable to
take aggressive actions. In combat, this means that
he cannot move or take Actions or Half-Actions.
This effect lasts for a number of rounds equal to
the difference between the monk ’s and opponent’s
successes rolled.
The monk has to continue chanting for the effect to
last, effectively spending his full action each round
continuing the chant. However, he can spend Kiai
to take other actions while continuing the chant.
The opponent can still parry, evade incoming
attacks or make other related defensive moves. The
opponent may also spend Kiai to take Actions by
making Interrupt Actions.
108 FACTIONS OF THE
LORDS OF LIGHT
The phrase “108 Factions of the Lords of Light
is an expression which refers to the numerous
Buddhist martial sects devoted to the practice of
martial arts. Learned through their order, their
master and their peers, many Buddhist monks
of Tenra use their martial prowess for peace and
justice.
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BUDDHIST MAGIC
While the Ebon Mountain monks are the most
famous for their training in the martial arts, a monk
from any order can learn any of the martial arts
with skill and practice.
In terms of rules, they function exactly as other
War Arts. Please see the Art of War section for more
details on their use.
FIST OF ACALA THE IMMOVABLE LORD OF
LIGHT
Fudoh Myoh-oh Ken
Skill: Unarmed Combat
This martial art, known commonly as “Fist of
Acala, is known for its skillful counterattacks. It is
said that the founder of the Ebon Mountain order
received training in this martial art from Acala
himself while in ascetic practice in the mountains.
This art contains ultimate techniques that are
taught from a master to a single student.
Skilled Rank (Skill Level 2): FistofEarth
The monk can use his Spirit attribute instead of
Body when using Unarmed Combat to attack or
defend.
Unarmed Combat damage increases to +2.
Advanced Rank (Skill Level 3): TheUnmoving Fist
This allows for a split-second but extremely risky
counterattack, reading the enemy’s movements
before their attack lands. The side which ends up
losing the attack (the one with fewer successes) is
treated as if they had 0 successes for that attack.
Th is results in a devastating amount of damage
to the attacker (or defender, if his split-second
counterattack is not performed precisely). This
technique can only be used when the monk is being
attacked (as a defense), not when attacking.
Also, the damage for all of the monk ’s Unarmed
Combat attacks increases to +4.
Master Rank (Skill Level 4): FistoftheLord of Light
The monk can use The Unmoving Fist for attacks
as well as defense.
The damage for all of the monks Unarmed Combat
attacks increases to +10.
Supreme Rank (Skill Level 5): FistofAcala
For one round, a monk can take his Spirit attribute
score and add that many dice to any Body, Agility
or Senses roll made that round. This technique costs
a number of Soul equal to the Spirit attribute score
of the monk. The monk can spend less Soul if they
wish for a reduced effect.
THE HANDS OF MERCIFUL KANNON THE
THOUSAND-ARMED
Senju Kannon Ken
Skill: Unarmed Combat
This school of martial arts replaces the fist with
an open, cutting hand. Because of the flowing
movements of the monk, and the speed and ferocity
of the open-handed slicing attacks, it is said that
the practitioner appears to have a thousand arms in
battle.
Skilled Rank (Skill Level 2): PalmofWind
The monk can use his Empathy attribute instead
of Body when using Unarmed Combat to attack or
defend.
Unarmed Combat damage increases to +2.
Advanced Rank (Skill Level 3): Thousand Hands
This technique is a devastating feint used in
combat to distract an enemy and open them to
greater amounts of damage. It can only be used
when the monk is attacking, not defending. If the
practitioner’s attack succeeds, then the difference
between the attacker and defender’s successes
is multiplied by 2, after which other weapon or
martial arts damage is applied normally.
Also, the damage for all of the monk ’s Unarmed
Combat attacks increases to +4.
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BUDDHIST MAGIC
Master Rank (Skill Level 4): PalmofKannon
The monk can use Thousand Hands for defense as
well as attacks. The damage for all of the monks
Unarmed Combat attacks increases to +10.
Supreme Rank (Skill Level 5): Thousand Unsettled
Hands of War
For one round, a monk can take his Empathy
attribute score and add that many dice to any
Body, Agility or Senses roll made that round. This
technique costs a number of Soul equal to the
Empathy attribute score of the monk. The monk
can spend less Soul if they wish for a reduced
effect.
CELESTIAL FORM KUNG FU
Seishaku Kei-i Ken
Skill: Unarmed Combat
It is said that this martial art formed from
observances made from the illuminated stars
of the night sky. This martial art is made up of
seven styles, of which each practitioner masters
before continuing to the next level. It is said that
the movements of the styles of this art reflect the
movement 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): TheNorthStar
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): TheFeral Wolf
First, the practitioner must have engaged the North
Star ability in this combat scene. After that, an
additional action is required to prepare The Feral
Wolf, but afterwards all actions with Unarmed
Combat do +6 damage for the rest of combat.
Master Rank (Skill Level 4): TheHeavenly Gate
This art is only available in combat once the
practitioner has engaged the Feral Wolf in the same
combat scene. An additional action is required to
prepare The Heavenly Gate, but afterwards all
actions with Unarmed Combat do +15 damage for
the rest of combat.
Supreme Rank (Skill Level 5): TheBroken Army
This ultimate art is only available in combat once
the practitioner has engaged The Heavenly Gate
in this combat scene. An additional full action
is required to prepare The Broken Army, but
afterwards all actions with Unarmed Combat do
+40 damage for the rest of the combat.
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KIJIN AND
MECHANICA
RULES
KIJIN
TRANSFORMATION
Kijin Transformation refers the process of surgically
grafting mechanica on to one’s 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 reation
is refl ected in a penalty to the character’s 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 GM’s permission. You must obtain the
GM’s 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
first 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.
If the GM feels that kijin conversion is implausible
for the current circumstances (e.g., the PCs are
on an isolated island where there is no one who
can do the necessary surgery), she may disallow
it. Situations like these where the players declare,
Actually, I was already a kijin,” or “My previously-
hidden mechanica have appeared” might work well
in a story but are left to the GM’s discretion.
Note: Certain Mechanica implants require a Heart
Engine for power. To use these, you must take
a machine torso (see below) with a heart engine
installed during character creation.
Mechanica weapons which use gunpowder or
soulgems are always considered to be fully loaded.
Unless otherwise noted, mechanica that list
ammunition” use soulgems for ammo.
MECHANICA
DESCRIPTIONS
Mechanica, also known as “Karakuri”— the old
Japanese term for clockwork machinery—were
originally used only for replacing the body parts
of fallen soldiers with machine parts. However,
recently they have been used by those with perfectly
healthy bodies who wish to transcend mere human
strength by replacing their flesh with superior
mechanical parts and weapons.
MECHANICA SENSORS
Replaced Part: Right eyeball or surrounding area
Attribute Penalty: See text below
This mechanica augments (or replaces) the kijins
eye, enhancing vision with a high precision visual
heads-up display known as a “Heavens Eye. Th
is gives the character a bonus to her Notice skill.
There are four types of mechanica sensors, each
varying in available mechanica slots and notice
bonuses. Various other functions can be added to
the mechanica sensors. These functions do not add
any additional attribute penalties (see below for
details).
The rotating visor eyes are different than the other
eye classes. It represents a visor, helmet or plate with
several types of eyes which rotate into use as needed.
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KIJIN AND MECHANICA RULES
Class Notice
Bonus
Attribute
Penalty
Available
Mechanica
Slots
Class Kou +8 3 3
Class Otsu +5 2 2
Class Hei +3 1 1
Rotating
Visor
+4 3 6
MECHANICA SENSOR SLOTS
The following additional functions can be installed
in the mechanica sensors. The maximum number
of functions is limited according to the type of
mechanica sensor (see above).
1. Darksight
You can see in darkness. Add 2 dice to all Sense
rolls while in darkness.
2. Eyes of Distant Death
Your senses are enhanced, allowing you to see
farther than naturally possible for humans. Add 2
dice to all Marksman rolls.
3. Sha Sensor
You can sense the strength of sha energies around
you. When you see a shiki (a summoned shiki or
samurai) you can determine what shiki abilities it
has, as well as the power level of those abilities by
making a successful Senses: Onmyojutsu roll. The
difficulty level for the roll is equal to 1/10th of the
shiki ’s total creation points, rounded up.
4. Flash Burst
You can emit a quick burst of light from your eyes.
Those who see the light are temporarily blinded.
This takes a half-action to use. Once you have
declared the use of flash burst, your next attack is
automatically considered a surprise attack. This
function consumes 4 Soul per use.
5. Protective Vision
You eyes are completely protected against blinding
light. You are immune to light attacks which affect
the eyes, including flash burst.
6. Soulfinder (Requires Heart Engine)
You can detect the presence of living creatures equal
to or greater than human size within a radius equal
to 10 x Senses in meters.
7. Eye-needles
Tiny needles (usually poisoned) can be projected
from your mechanica sensors. An attack with these
needles is always considered a surprise attack. Use
the Marksman skill when attacking.
Damage: +1
RoF: 1
Range: 3m
Ammo: 1
Poisoned Needles: Upon a successful attack, the
opponent must make a successful Willpower skill
check (difficulty level 2) or be paralyzed for 2
rounds. If the character has access to other poisons,
another poison can be substituted for the default
poison. Purchasing a poisoned needle costs 10
Kiai. Poisoned needles can be purchased during an
intermission.
8. Floating Eye
Your mechanica sensors can detach from its socket
and fl y around to observe distant objects and
events. This floating eye provides auditory and
visual information. When detached, it remains
connected to you by a thin metal wire with a
maximum range of 5 meters.
9. Enhanced Auditory
This function greatly amplifies the sound around
you, enabling you to hear sounds otherwise
impossible to pick up. You can apply your
Mechanica sensors Notice skill bonus to hearing as
well as sight.
10. Surround Vision
Your peripheral vision is extended, allowing you to
see 360 degrees around you for a maximum range
of 20 meters. Add 2 dice when defending against
surprise attacks.
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KIJIN AND MECHANICA RULES
OTHER HEAD-BASED MECHANICA
Lightning Bolt Eyes
Replaced Part: Both eyes or surrounding area
Attribute Penalty: 2 (Requires Heart Engine)
This mechanica converts Sha energy into electricity,
allowing you to project a bolt of powerful lightning
from your eyes. Because this is an incorporeal
energy attack, it may only be defended against by
use of the Evasion skill. Use the Marksman skill
when attacking.
Damage: +5
RoF: 1
Range: 100m
Ammo: Unlimited
Mechanica Kabuto
Replaced Part: Head
Attribute Penalty: 5 (Requires Heart Engine)
The character’s entire head is replaced with
mechanica with built-in sensors.
This mechanica can release waves of sha energy,
nullifying the effects of the darksight, farsight, Sha
sensor, and lifeforce sensors. Furthermore, detection
powers provided by shiki are useless in tracking
a user with a mechanica kabuto, all within a 100
meters radius.
Brain Enhancement
Replaced Part: Head (attachment)
Attribute Penalty: 2
This tiny mechanica is attached directly to the
brain. By releasing a special solution into the brain,
the user’s maximum Soul pool is permanently
increased by 15 points.
Interface Helm Implant
Replaced Part: Forehead
Attribute Penalty: 3
A yoroi interface helmet is implanted directly onto
your skull, connected directly to your brain. This
provides a +2 bonus on all Interface rolls when
connected to a Meikyo or Kimenkyo mirror.
Renju Voice
Replaced Part: Lower jaw
Attribute Penalty: 3
Two disks which can spin at a high velocity are
implanted onto the characters lower jaw. Two faces
of ancient Kamiyo script are imprinted on each disk.
The spinning disks strengthen Sha energy fi elds
around the character, improving her ability with
certain language-related magical skills. When they
spin they release a high-pitched wailing, ranging
from a shrill screech to a low cry.
Add 2 dice when making skill checks with
Onmyojutsu, Buddhist Magic, and Ninjutsu.
Supreme Nervous System
Replaced Part: Nervous System
Attribute Penalty: 2
Your entire nervous system has been laced by
thin fibers of scarlet steel, greatly enhancing the
character’s reflexes and reaction speed.
This provides you with a +5 bonus to initiative in
combat scenes.
MECHANICA ARMS
Replaced Part: One or both arms
Attribute Penalty: See text
The character’s arm or arms are replaced with
machine arms powered by yoroi drive shafts. Th
is provides you with a damage bonus to Unarmed
Combat, Melee Weapons, and Marksman (for
thrown weapons only) skills. There are three types
of Mechanica Arms, each varying in available
mechanica slots, attribute penalties, and damage
bonuses. Various other functions can be added to
the Mechanica Arms. These functions do not add
any additional attribute penalties (see below for
details).
195
KIJIN AND MECHANICA RULES
If both arms are replaced with Mechanica Arms,
treat each as a separate weapon. You do not add
damage together for both arms, even if you have the
same weapon function installed on each.
Class Notice
Bonus
Attribute
Penalty
Available
Mechanica
Slots
Class Kou +8 4 4
Class Otsu +5 2 2
Class Hei +3 1 1
COMBAT ARM MECHANICA SLOTS
The following additional functions can be installed
in Mechanica Arms. The maximum number
of functions is limited according to the type of
Mechanica Arms (see above).
1. Projectile Fist
Using the explosive power of gunpowder, your
metal fi st can be launched from your arm. Use the
Marksman skill instead of Unarmed Combat when
firing your fist. The fist is attached to your arm by
a 5-meter long metal cord. It returns back to your
arm automatically after an attack.
Damage: +4
RoF: 1
Range: 5m
Ammo: 1
2. Burning Scourge
A metal whip capable of generating intense heat,
can be released from your forearm. Use the Melee
Weapons skill when attacking. It takes a half-action
to release the scourge from your arm.
Damage: +5 Range: 5m
3. Explosive Spiker
A small spear, claw or blade is attached to the
underside of your forearm. Although not a true
ranged weapon, a small gunpowder explosion
thrusts the spear into your opponent upon impact.
Use the Unarmed Combat skill when attacking.
The bonus in the parentheses is for when
gunpowder is used.
Damage: +3 (+5)
RoF: 1
Ammo: 3
4. Vajra Claws
Five razor-sharp soulgem-powered claws extend
from your fingertips. They can be retracted into
your hand when not in use. Extending them takes
a half-action. Use the Unarmed Combat skill when
attacking.
Damage: +3
RoF: 3
Ammo: 6
5. Ikari Blossom Drill
A spear or drill attached to your forearm can spin
around, boring into your enemy upon impact. This
is powered by gunpowder and uses the Unarmed
Combat skill. The bonus in the parentheses is for
when gunpowder is used.
Damage: +2 (+4)
RoF: 1
Ammo: 6
6. White Heat Palm (Requires Heart Engine)
This horrible weapon, also known as the Incinerator
Palm, uses the characters own inner power to heat
this metal palm to a white-hot state, incinerating
her enemies upon impact. Use the Unarmed
Combat skill to attack. Using this function expends
one point of Soul for every bonus point of damage
you wish it to do. It takes a half-action (at which
time Soul is consumed) to gather enough power
before the attack action. After the attack action,
the incinerator palms damage returns to 0 again,
requiring an additional soul charge for further
damage bonuses.
Damage: Soul points expended
7. Five-barrel Gatling
Your f inger tips are actually gun-barrels powered
by gunpowder. Use the Marksman skill when
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KIJIN AND MECHANICA RULES
attacking. This costs 2 mechanica slots.
Damage: +3
RoF: 5
Range: 20m
Ammo: 30
8. Grudge Blade
A long retractable blade is installed in your forearm.
It takes a half-action to fully extend the blade. Use
the Melee Weapons skill when attacking.
Damage: +5
9. Omega Snake Blades
Sharp, long blades extend from your fingers and
wrists and spin around, creating a whirlwind of
blades that pierce and slice through the enemy.
They have a Rate of Fire as if they were a projectile
weapon (though the kijin uses the Unarmed
Combat skill to fight with them)
Damage: +4
RoF: 4
10. Extra Arm Slot
You take a -2 penalty to your combat arm damage
bonus but gain an extra slot for mechanica. This
does not expend a slot in itself.
11. Arm Storage Compartment
You have a small storage compartment in your arm,
in which food or a small weapon can be stored.
12. Steel War Fan
A round fan or shield-like object extends from your
arm. When defending using the Unarmed Combat
skill you can add an amount of dice equal to your
combat arm damage bonus. However, you cannot
make a counter attack when defending in this
manner; this mechanica is used only for defense.
13. Kairen Fingers
Your fingers are multi-jointed, allowing you to
perform the intricate hand movements required in
casting magical spells and summonings with far less
effort. Add +3 to all Onmyojutsu, Buddhist Magic,
and Ninjutsu skill rolls. The fingers are delicate,
however, and will be temporarily disabled if the
character uses Unarmed Combat with that hand to
make an attack. They can be used again after the
next intermission.
14. Shoulder Spikes
Long sharp horns protrude from your upper arms
or shoulders. Use the Unarmed Combat skill when
attacking.
Damage: +8
15. Lizard Bomb Arm
Just like a lizard can detach its tail in danger, you
can detach one of your Mechanica Arms. This arm
is loaded with gunpowder and an explosive device.
Once dropped or thrown (then activated), it does 20
points of damage to all within a 10-meter radius.
16. Extendable Arm
The joints of your Combat Arm are extendable,
allowing you to make melee and unarmed attacks
up to 5 meters away with them. This has no effect
on ranged attacks.
OTHER ARM MECHANICA
Demonic Lightning Cannon
Replaced Part: One full arm
Attribute Penalty: 2
This weapon replaces the hand and forearm. It
gathers and transforms Sha energy into electricity,
sending a powerful bolt of lightning from the barrel.
Only the Evade skill can be used when defending
against this attack.
Damage: +8
RoF:1
Range: 300m
Ammo: Unlimited
Cyclone Gatling Repeater
Replaced Part: One full arm
Attribute Penalty: 2
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KIJIN AND MECHANICA RULES
Your entire arm is replaced with a large cylindrical
gunpowder Gatling gun. The guns barrel spins
around, releasing a barrage of ammunition at its
targets and obliterating the enemy. This uses the
Marksman skill.
Damage: +2
RoF :10
Range: 20m
Ammo: 150
Kaminari Fist Thunderburst
Replaced Part: One arm (forearm and fist)
Attribute Penalty: 3
Required Station: 5
This consists of a powerful metal fist with a
specialized heart engine embedded within. If the
heart engine is activated, it sends out powerful
energy which significantly increases the strength of
an unarmed strike. However, using this attack also
damages the user. When this ability is used, the
Kaminari Fist is destroyed and the character takes 1
point of damage. The fi st can be repaired during an
intermission for another 30 points of Karma. This
damage must be distributed to Critical Wounds.
The fist normally does +5 damage, but it increases
to +20 when the heart engine is activated and the
fist destroyed.
Damage: +5 (+20)
Crab Claws
Replaced Part: One full arm
Attribute Penalty: 5 (Requires Heart Engine)
This weapon, replacing the character’s entire arm,
gets its name from its resemblance to a crab claw. In
addition to being used as a melee weapon it can also
create and explode an enormous ball of Sha energy.
This energy ball affects everything in its 100 meter-
wide blast radius (extending forward from the claw),
friend or foe. Because the energy takes time to
regenerate, this ability can used only once every Act.
Dmg RoF Range Ammo
Claw
(Melee)
+7 5 10
Sha Cannon
(Marksman)
+9 1 100m
blast
1
MECHANICA TORSO
Replaced Part: Torso
Attribute Penalty: See Text
Your entire torso, all the way down to your bones to
organs, are replaced with mechanica. This provides
you with a permanent bonus to your Vitality as
your flesh is replaced with cold steel armor plates.
Th ere are three types of mechanica torsos, each
varying in available mechanica slots and Vitality
bonuses. Various other functions can be added to
the mechanica torso. These functions (with the
exception of Heart Engine, Kimenkyo, and Howler
Cannon) do not add any additional attribute
penalties (see below for details).
Class Notice
Bonus
Attribute
Penalty
Available
Mechanica
Slots
Class Kou +20 4 4
Class Otsu +10 2 2
Class Hei +5 1 1
MACHINE TORSO MECHANICA SLOTS
The following additional functions can be installed
in the Machine Torso. The maximum amount is
limited according to the type of machine torso (see
above).
1. Heart Engine
Additional Attribute Penalty: 2
A Heart Engine is installed in your mechanical
body, providing a power source to a variety of
mechanica. This can only be installed at character
creation.
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KIJIN AND MECHANICA RULES
2. Kimenkyo
Additional Attribute Penalty: 2
With a kimenkyo mirror installed in your body to
help amplify and control fine motor movement, you
can use your Interface skill rank to perform any
general skill (but not other specialized skills). This
can only be installed at character creation.
3. Rib Cage Spider
When grappling an opponent, 8 spiny blades can
be extended from your chest, impaling your victim.
Use the Unarmed Combat skill when attacking.
Damage: +2
RoF: 6
Ammo: 6
4. Dragon Cannon
A lesser version of the immense yoroi armour
soulgem mortar is installed on the shoulder or chest.
Th is large weapon takes up 2 mechanica slots. Use
the Marksman skill when attacking.
Damage: +9
RoF: 1
Range: 1 km
Ammo: 6
5. Supreme Howler Mortar Cannon (Requires Heart
Engine)
Additional Attribute Penalty: 1
This is a long-range yoroi mortar which can be
installed on the shoulder or in the chest. Use the
Marksman skill when attacking. It does 12 points of
damage to anything in its blast radius Th is can be
reduced with an Evasion roll.
Damage: 12
RoF:1
Range: 2 km
Ammo: 1
The ammo is replenished every intermission.
6. Inner Eye (Requires Heart Engine)
This device allows you to manipulate the inner
energies of your Heart Engine. You can siphon your
Soul to refuel your Vitality score at a 1:1 ratio.
7. Torso Storage Compartment
You have a small storage compartment in your torso
in which food or a small weapon can be stored.
8. Extra Torso Slot
You take a -4 to your machine torso Vitality bonus
but gain an extra slot for mechanica. This does not
expend a slot in itself. Your Vitality bonus cannot be
reduced below zero.
9. Extra Arm Attachment
You can attach another arm to your torso. Add
attribute costs of the extra limbs as normal.
10. Reinforced Lungs
You can hold your breath and swim underwater for
a number of hours equal 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.
11. Flight Booster
Using a burst of power from a soulgem, you can fly
for 2 rounds. Th e maximum range in one round
equals your Agility attribute score x 40 meters.
12. Glorious Death Bomb
This is the kijin version of the kongohki/armour
abilit y “Brilliant Flower of Destruction. By
shattering your heart engine that powers your torso,
you release an explosive blast. Everything within a
15-meter radius takes 30 straight points of damage.
This also damages yourself, and your Dead Box is
checked when this is used.
13. Smoke Screen
A thick cloud of smoke can be released from your
torso. If used indoors, enough smoke is created to
fill an entire room. All within the room are unable
to see. If used outdoors, the cloud dissipates after
one round.
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KIJIN AND MECHANICA RULES
This function can only be used once per scene.
14. Flame Caster
A f lamethrower is installed within the chest. Use
the Marksman skill when attacking.
Damage: +10
RoF : 1
Range: 5 m
Ammo: 3
OTHER TORSO-BASED MECHANICA
Zero-type Reflective Armor
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 refl ective material will protect against all
energy attacks such as electricity or fire, and magical
energy attacks like Buddhist magic. All damage
taken from such attacks (after Evasion rolls are
made, as appropriate) is reduced by half.
Type 3 Chameleon Flesh Dragon Scale
Replaced Part: Skin
Attribute Penalty: 1 (Requires Heart Engine)
Your flesh is replaced with a hard metallic armor.
The character can use the energy from the heart
engine to activate the dragon scale’s camouflage
function. When activated, an aura of energy
surrounds the character, allowing her to blend in to
her surroundings.
Add 5 dice to all Stealth rolls.
MECHANICA LEGS
Replaced Part: Both Legs
Attribute Penalty: See Text
Your legs are replaced with steel mechanica legs.
The superior muscle control and strength provide
you with a die bonus to your Movement skill. There
are three types of mechanica, each varying in
available mechanica slots and Movement die
bonuses. Various other functions can be added to
the Mechanica Legs. These functions do not add
any additional attribute penalties (see below for
details).
Class Notice
Bonus
Attribute
Penalty
Available
Mechanica
Slots
Class Kou +8 4 4
Class Otsu +5 2 2
Class Hei +3 1 1
MECHANICA LEG MECHANICA SLOTS
The following additional functions can be installed
in mechanica legs. The maximum amount is limited
according to the type of legs (see above).
1. Roller Type
The bottoms of your metal feet are fitted with
wheels, allowing you to move at great speeds. You
can use them as a combat action to move up to your
Agility score x 40 meters for 1 round, and can add 2
dice to all Evasion skill checks.
2. Aquatic Fins
Your legs are fitted with retractable fins to aid
underwater movement. Add +2 dice to all physical
action rolls made underwater.
3. Booster Module
By releasing a small gunpowder explosion from your
feet or legs, you can fly (basically an extended jump)
for a limited period of time. Your maximum range
in one round equals your Agility attribute score x 40
meters, and up to 20 meters in height. This device
also adds 2 dice to Evasion skill checks, and can be
used as a weapon, like a gun. Use the Marksman
skill when making an attack. The bonus in the
parentheses is for when the gunpowder burst is
used.
Damage (kicking): +2 (+4)
RoF: 1
Ammo: 3
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KIJIN AND MECHANICA RULES
4. Leg Incinerators (Requires Heart Engine)
The leg version of the White Heat Palm. Using your
inner power you can heat your feet and legs to a
white-hot state, incinerating your enemies. Use the
Unarmed Combat skill to attack. Using this
function expends 1 Soul point, plus one more Soul
for every extra point of damage bonus you wish to
receive for your next attack. It takes a half-action
(at which time Soul is consumed) to gather enough
power before the attack action. After the attack is
complete, the damage bonus resets to zero, requiring
more Soul to be expended for further damage
bonuses.
Damage: Soul points expended.
5. Shock Absorbers
This mechanica was developed to lessen the damage
caused to kijin soldiers dropped down onto their
enemies from aerial yoroi troop carrier ships. Th ese
shock absorbers reduce all falling damage by half.
6. Leg Storage Compartment
You have a small storage compartment in one of
your legs in which food or a small weapon can be
stored.
7. Lizard Bomb Leg
Just like a lizard can detach its tail in danger, you
can detach one of your Mechanica Legs. The leg
is loaded with gunpowder and an explosive device,
and once dropped or thrown (then activated) it does
20 points of damage to all within a 10-meter radius.
8. Dragon Claws
Huge menacing claws are built into your feet. In
addition to being a weapon, it can also be used as an
aid in climbing, allowing you to stand upright on a
horizontal surface such as a wall. Use the Unarmed
Combat skill when attacking.
Damage: +5
9. Supreme Howler Mortar Cannon (Requires Heart
Engine)
Additional Attribute Penalty: 1
This immense long-range yoroi mortar is installed
on the bottom of the foot. Use the Marksman
skill when attacking. It does 12 points of damage
to anything in a 4-meter blast radius. This can be
reduced with an Evasion roll.
Damage: 12
RoF:1
Range: 2 km
Ammo: 1
The ammo can be replenished every intermission.
OTHER NOTABLE MECHANICA
“Explosive Corpse” Skull Bomb
Replaced Part: Installed within skull
Attribute Penalty: 3
Using the latest in advanced surgical techniques,
a hole is cut into the skull and a small gunpowder
bomb is installed. The bomb can be set to detonate
under certain predetermined conditions, as decided
by the Player or GM. Upon detonation, the
character’s Dead Box becomes checked. The player
can also choose to die instantly.
Weapon Interface
Replaced Part: Varies
Attribute Penalty: See Text
A mechanica weapon is connected directly to your
nervous system, allowing you to manipulate it as
easily as one of your own limbs. You must choose
one already-installed mechanica weapon when
Weapon Interface is installed. It provides you with
the following damage bonuses (depending on the
type) to the appropriate weapon.
Class Damage
Bonus
Attribute
Penalty
Class Kou +4 2
Class Otsu +2 1
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KIJIN AND MECHANICA RULES
Weapon Attachment
Replaced Part: Varies
Attribute Penalty: —
This mechanica allows for any weapon from the
Weapon List to be attached to a mechanica sensor,
mechanica torso or mechanica legs. The Karma cost
must be paid for that weapon, after which it can be
grafted on to the torso, visor or leg.
Twin Dragon Arms
Replaced Part: Both Full Arms
Attribute Penalty: -4
Requires Mechanica Torso
This is a combination of heavy repeating gunpowder
rifle and dragon blade, which both use an advanced
style mechanica configuration and are attached to
part of the character’s arms. This mechanica does
not fully replace both arms (you can still use other
mechanica arms, and these attachments do not
take up any arm mechanica slots), but the large
ammunition chamber for the dragon repeater takes
up one mechanica slot in your machine torso. The
dragon blades use gunpowder in much the same
way as soulgem blades do; they can expend up to 8
gunpowder rounds for up to +8 extra damage.
Weapon Dmg RoF Range Ammo
Dragon
Blade
+3 8 100
Dragon
Heavy
Repeater
+3 8 20m 80
Homeopathic Bullet Skin
Replaced Part: Skin
Attribute Penalty: See Text
All of your skin is replaced with a special material
imbedded with mechanica readers and gunpowder
chambers. When the character is hit by any kind of
weapon, the internal gunpowder chamber explodes
outwards, canceling the force and shock of the
incoming attack. However, some of the damage
from the counter-explosion will affect the user.
When this mechanica is activated, all points of
damage for a single attack, up to a certain amount
(depending on the skin) is completely nullified. In
return, all the Wounds of a certain level must be
filled in.
Example: A character with Class Otsu Homeopathic
Bullet Skin gets hit for 22 damage: The HBS allows
that incoming damage to be reduced to 2. However,
she must then fi ll in all of her Heavy Wound boxes as
the skin’s counter-explosion damages surrounding skin
and tissue.
This is a one-time-use mechanica: It can only be
repurchased with Karma during Intermissions.
Class Damage
Reduction
Wound
Level
Attribute
Penalty
Class Kou 30 Light 4
Class Otsu 20 Heavy 2
Class Hei 10 Critical 1
MECHANICA LOADOUTS
Picking a set of mechanica can be difficult for
players just starting to play the game. Here are a few
collections of mechanica loadouts to help get you
started quickly. Feel free to pick one or combine
a few loadouts to create your kijin or mechanica-
enhanced characters.
Young Soldier
Focus: Basic mechanica for combat
Class Hei Mechanica Arm, Vajra Claws
Attribute Cost: 1
Ghastly Veteran
Focus: Melee weapon mechanica
Class Otsu Mechanica Arm, Grudge Blade, Omega
Snake Blades, Class Otsu Weapon Interface
(Grudge Blade)
Attribute Cost: 3
Man-Gohki
Focus: Melee combat mastery
Class Hei Mechanica Sensors, Flash Burst, Class
Otsu Mechanica Arms, Vajra Claws, White Heat
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KIJIN AND MECHANICA RULES
Palm, Class Hei Mechanica Torso, Heart Engine,
Class Hei Mechanica Legs, Roller Type Feet, Class
Otsu Weapon Interface (Vajra Claws)
Attribute Cost: 8
Renegade Marksman
Focus: Light projectile attacks
Class Hei Mechanica Sensor, Eyes of Distant Death,
Weapon Attachment (Repeater)
Attribute Cost: 1
Karma Cost: 3
Crimson Targeter
Focus: Heavy ranged weapons
Class Otsu Mechanica Sensor, Darksight, Eyes
of Distant Death, Class Otsu Mechanica Arms,
Five-Barrel Gatling, Class Otsu Weapon Interface
(Gatling)
Attribute Cost: 5
Brutal Fist
Focus: Martial arts enhancement
Class Kou Mechanica Arms, Vajra Claws,
Extendable Arm, Steel War Fan, Burning Scourge
Attribute Cost: 4
Cloak of Misery
Focus:Infiltration and deception
Class Kou Mechanica Torso, Heart Engine, Flight
Booster, Smokescreen, Type 3 Chameleon Flesh,
Dragon Scales, Torso Storage Compartment
Attribute Cost: 6
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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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
differences arise between meikyo and kimenkyo
versions, so take care to learn those differences.
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: Th e 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 briefl y 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
KIMEN KONGOHKI
Kimen kongohki are mass-produced, but they too
rely on onmyojutsu magic and high technology
to function, just like their meikyo counterparts.
However, they operate on lesser kimen calculating
devices instead of meikyo soul-capturing devices.
This means that kimen kongohki do not benefit
from the Karma bonus that their meikyo
counterparts receive. This fact accounts for the high
difference in quality and operational functionality.
Meikyo devices crafted by the Shinto Priesthood
are always superior because their devices can more
naturally channel the urges that reside in the human
soul.
Kimen kongohki arent as powerful as their meikyo
counterparts, but they are easier to capture and
erase when they go renegade. They also start with
less Karma than their meikyo counterparts. They
still contain a lost soul, but it is bound to a mass-
produced mechanical mirror instead of a much rarer
soul mirror.
Of course, the kimen models are much easier to
come by than their fabulously expensive meikyo
counterparts. They can also use the Overdrive
ability, which makes them fearsome on the
battlefield.
KONGOHKI REPAIR
Kongohki repair happens in a way that is very
similar to how the skill first aid helps people recover
from wounds. However, instead of finding a medic
to roll Senses: First Aid on their body, the kongohki
needs to find an onmyoji to perform a Knowledge:
Onmyojutsu roll to repair the wounds taken.
KONGOHKI-SPECIFIC
RULES
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KONGOHKI
KONGOHKI OVERDRIVE
All kongohki have an ability called Overdrive.
Restraints are released and the kongohkis engine
speeds up, increasing the speed and strength by
incredible amounts. Over time, this ability takes a
toll on the kongohkis body, but it is this temporary
boost of blinding speed and force that turns the
machine from a peerless soldier into the most
terrifying force on the battlefield, a demonic killing
machine.
Overdrive can be activated in one game session
as many times as their Body plus Spirit attribute
scores, and each Overdrive attempt lasts for one
single action. If the kongohkis Body or Spirit score
rises over the course of a session (by spending 10
Kiai to raise the attribute), the kongohki will get
additional Overdrive attempts.
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. Th
e second round of successes is added to the total
of the first roll. However, dice that come up as
successes a second time are not rerolled.
The Overdrive can be engaged instantly, no action
is required.
Both meikyo and kimenkyo models can use the
Overdrive ability.
KONGOHKI MEMORIES
All kongohki are cursed. The soul contained deep
within that hard metal meikyo or kimenkyo soul
mirror used to belong to a person who died under
intense stress, pain, misery or anger. The soul was
an Asura, a lost soul, and could not move on
to the afterlife upon the death of their body.
Through certain rituals, the soul was tied back
into a soul mirror, its memories wiped clean,
given a rudimentary personality, and bound to an
indestructible steel frame.
To that end, all kongohki characters start the game
with one Fate (though more can soon be taken):
Suppressed Memories. Those memories were sealed
away, but like all seals, cracks can appear at times.
Every time the player of the kongohki receives a
number of Aiki chits greater than the kongohkis
Empathy attribute score, a fl ashback scene is
triggered. This is often a minor fl ash of insight, a
look through the eyes of the person they used to be,
a single buried memory. The GM decides what it is
that the kongohki sees.
Every time the player takes another Aiki chit after
that, another flashback is triggered.
The only way to stop this from happening is to
convert Aiki chits to Kiai points (see the Karma
rules for details), usually during an intermission
phase.
Eventually, the character can get rid of (sublimate)
this Fate, with the GM’s permission. What does this
mean? Perhaps the character recalls the memories of
his past and comes to terms with what happened.
Maybe the character is so horrifi ed by what he was
that he turns his back on his past, and leads a new
life. Or maybe the kongohki gained such a strong
new personality and new connections that he was
successful at erasing those old memories for good.
Kongohki who become Asura, reaching 109 or
more Karma, are overwhelmed by past memories
and emotion. In most cases they revert to the
personality of the person they were when they died;
hurt, confused, and knowing only rage, they destroy
every living thing near them.
KONGOHKI AND SPECIALIST SKILLS
Kongohki are robotic human beings, and by
combining various archetypes the player can grant
their kongohki various specialist skills. A kongohki
can use most specialist skills without a problem
(representing skills the person had before they
died and had their soul trapped in a mirror). Some
explanation is required for these three skills in
particular, though:
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KONGOHKI
Shinto: A kongohki with the Shinto skill rank is
obviously going to be connected to the Priesthood,
probably as an agent. Think of what purpose the
Priesthood has to employ such a kongohki. If the
player can come up with some interesting questions
or ideas as to why, then it should be fine to allow
her to play a kongohki with the Shinto skill and
rank.
Resonance: Inside each kongohki lies the beating
heart engine of an oni. Th erefore, Dii (the oni
powers based on the heart) can be used. Of course,
this means that the spirit that inhabits the meikyo
soul mirror which gives life to the kongohki
belonged to an oni. If that sounds interesting, then
let it happen. This will probably result in a tragic
character, though…
Interface: A kongohki is a whitewashed soul
trapped in a meikyo, a soul mirror. Therefore, it
is possible for a kongohki to have the Interface
skill and control other meikyo-based weapons or
communicate over the Reflection Network.
The soul of such a kongohki was obviously a yoroi
armour-rider or Shinto Priesthood agent of some
kind who died with a great amount of Karma, most
certainly having turned into an Asura.
It might be the case, however disturbing, that
the same mirror that the dead armour-riders soul
was trapped in as an Asura, was simply lifted,
whitewashed, and dumped into the body of a
kongohki for further service. If this sounds like an
interesting (albeit dark) story to engage in, then
having a kongohki with the Interface ability can be
allowed.
Please note that in all these cases, you should work
with the Game Master. The GM’s approval is
required for the above combinations, but more than
that a simple chat about the possible story ideas
might get the GM excited to present interesting
story elements in play. If you surprise your GM with
a crazy-combination character, it might be hard for
her to think clearly of entertaining ways to bring
those elements into the game unless you sit down to
talk about it in advance.
PUPPETEERS AND KONGOHKI SERVANTS
Shinto agents trained in the use of the interface
helm have the ability to control specialized
kimen kongohki servants from afar. Such agents
are referred to as Puppeteers. By putting on the
interface helm and connecting to their chosen
servant, or “pet”, they can control the body of
the kongohki as if they actually inhabited their
body. While the puppeteer possesses the kongohki
body, they go into a trance. They cannot move
their own bodies; they cannot take actions or even
defend themselves, so most puppeteers try to hide
themselves before they interface.
When creating a kongohki servant, follow
the normal kongohki creation rules for kimen
kongohki. Kongohki servants also follow the
standard rules for Overdrive. However, kongohki
servants are not affected by flashbacks or sealed
memories like player-character kongohki. The
Karma cost of the kongohki archetype they
choose from is doubled, then added to the starting
equipment cost of the player character. The PC
requires an additional 10 points of Karma for
equipment: The soul mirror and connection-less
interface helm cost 10 points together.
Since this cost is often high, most PCs will choose
to take an additional attribute penalty: every
additional attribute penalty taken (in effect lowering
the amount of attribute points the puppeteer can
allocate to their attribute scores during character
creation) reduces the Karma cost of owning a
kongohki servant by 10 points, down to a minimum
of 0.
Example: The default puppeteer archetype has an
equipment cost of 90, and it is built on the default
kimen kongohki archetype which has a Karma cost of
40: (40 x 2) + 10 = 90. The puppeteer template off
sets the high Karma cost by reducing the character’s
attributes by 5 points, lowering the Karma cost by 50
points down to 40.
Puppeteers can try to hijack both meikyo and
kimenkyo mirrors for a brief period of time, but
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KONGOHKI
they can only completely control kimen kongohki.
KONGOHKI CREATION RULES
These are the rules for creating new kongohki. For
beginning players, we highly recommend simply
using the kongohki loadout for the archetype you
choose.
However, these rules will permit you to go further,
either customizing your choice or creating one from
scratch.If you are familiar with the armour creation
rules, the rules for kongohki are nearly exactly the
same.
ATTRIBUTES FOR KONGOHKI
All kongohki have the following three attributes,
which represent the physical frame of their bodies:
BODY: This represents the pure physical power and
stability of the frame. Just like human characters,
body also represents the Vitality and Wound levels
for a kongohki.
AGILITY: Agility represents the pure speed and
refl exes that the frame is capable of. In combat,
a kongohki can move 20 times its Agility score in
meters every round. Outside of combat, a kongohki
can move up to 10 times its Agility score in
kilometers each hour.
SENSES: Senses are a representation of the strength
of the sensors and sense-amplifi cation equipment
that the frame contains. Kongohki can effectively
see up to a range of 100 times its Senses score in
meters. They also have an innate ability called
Lifepulse, which is a kind of sonar that detects all
warm living things human-sized and larger within
its normal field of vision. It quickly allows the unit
to detect the approximate size and number of people
moving nearby (including kugutsu and shikigami
spirits). The range of the Lifepulse is equal to a
radius of Senses times 10 meters.
Kongohki have a soul, albeit one shackled to a
mirror, so while they have the above three attributes,
they have the other attributes as well. However, for
the process of kongohki creation, we will put aside
attributes like Spirit and Empathy, and simply focus
on their frame and physical properties.
CHOOSE A FRAME
The first step in the creation of a kongohki is
choosing a frame. There are two basic frame types
for kongohki. Each frame has a point total called an
attribute pool. This attribute pool is a pool of points
which you can later spread amongst the units three
physical attributes: Body, Agility and Senses. For
now, just write the pool point total down, because
choices made later on during the creation of the
armour can raise or lower this pool.
Kongohki, like armour, are given an attribute pool.
However, there are no Station requirements for
being a kongohki (yet most kongohki have some
Station in order to carry weapons).
Since kongohki are characters, they have their initial
attribute totals reduced by the attribute pool. In
the case of normal kongohki (with a base attribute
pool of 18), this means that the character will only
have 22 points to spread amongst their other four
attributes. However, based on choices made during
kongohki creation, the kongohki can gain more
attribute points (by choosing 2 arms, 2 legs) or
lose attribute points (by equipping mechanica or
customized weapons like the ZAKT-8 sword).
Aside from the meikyo bonus, there is no functional
difference between normal and kimen kongohki.
They both start with the Overdrive ability.
Basic Kongohki
Attribute Pool: 18 points
This is the basic kongohki model, which comes in a
variety of shapes and sizes.
Heavy Assault Unit Kongohki
Attribute Pool: 23 points
The heavy assault units are kongohki which contain
multiple soul mirrors, each bound with their own
Asura soul. The benefit is their expertise and power.
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KONGOHKI
For each soul mirror contained in the kongohki,
they can take one action per round in combat. The
downside is that they tend to accumulate Karma
rather quickly and can be hard to stop once they
rampage.
A heavy assault unit can be made up of both meikyo
and kimenkyo soul mirrors, but there must be at
least one meikyo; there are no all-kimen heavy
assault units because the kimen technology will not
support it.
DECIDE APPEARANCE
The second step in creating a kongohki is choosing
its appearance. Their frames come in a variety
of shapes and forms, and things like the number
of arms, legs, or the shape of their head can be
customized. The attribute pool will be adjusted
depending on the configuration chosen.
After that, the number of arms and legs will decide
the number of equipment slots that the kongohki
starts with. Each piece of specialized kongohki
equipment occupies a number of slots.
The appearance tables and kongohki gear appear
later in this section.
CALCULATE STARTING KARMA
After crafting the kongohki and adding equipment,
that equipment must be paid for. Additional
weapons, meikyo mirrors and mechanica can be
purchased as well. All of these items have a cost
in Karma which must be paid during character
creation.
Each kongohki has one mirror (meikyo or
kimenkyo) and heart engine at no additional cost,
but more can be bought at the prices listed.
ADDITONAL EQUIPMENT COST
Equipment Cost (in Karma)
Meikyo Mirror 25
Kimenkyo Mirror 10
Heart Engine 25
Kongohki Equipment 5
Mechanica 5*
Basic Weapon 5
Customized Weapon varies
5 Additional Soulgems 1
Shikidan Ammo 3
* Mechanica which require a combat scanner or
mechanica arm/leg cost 10 karma.
Mechanica
Kongohki can have mechanica devices added to
their frames. In most cases, one equipment slot is
required for each additional mechanica added.
In cases where a mechanica combat scanner, arm
or leg is required, additional work is required to
graft the necessary interface to the native kongohki
frame, doubling the Karma cost of that equipment.
For example, a cyclone Gatling repeater mechanica
does not require a mechanica arm because it is an
arm replacement, so it can be equipped for 5 Karma
and a penalty of 2 attribute points. Ikari blossom
drills and vajra claws require a mechanica arm, so
each of those mechanica will cost 10 Karma.
In the above cases, the kongohki doesnt actually
receive a new mechanica limb, but rather simply the
ability to use limb-specific mechanica.
Since kongohki are approximately the same size as
humans, mechanica which have an attribute penalty
are calculated normally. A GM may allow an
alternative; multiply the attribute penalty total by 10
and add that amount to the character’s starting
Karma.
Weapons
Kongohki use normal-sized human weapons .
However, they can use customized or original
weapons as per the weapon creation rules in the
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KONGOHKI
Weapon List.
Calculate Starting Karma
At this point, the kongohki is almost ready for play.
Calculate the Karma total. This number cannot
exceed 108. If it does, return to the creation process
and adjust equipment until the total cost is less than
or equal to 108.
Remember that in play, all meikyo-based frames
receive a die bonus to all rolls involving physical
attributes in accordance with the meikyo bonus
table.
FINISHING FRAME CREATION:
DISTRIBUTE ATTRIBUTE POOL
Once appearance and all additional equipment have
been decided, it’s time to split up the attribute pool
across the three physical attributes: Body, Agility
and Senses. Each attribute must start with at least
three points in it. After appearance adjustments
have been added, attributes can be lower than three.
If an attribute drops to 0, the kongohki cannot
function.
Calculate Vitality and Wounds
Kongohki have a Vitality score and Wound tracks,
although Vitality is calculated slightly differently
than normal human characters. Vitality is equal to
two times 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. Kongohki characters do not
adjust Vitality or the Health track as their Karma
adjustment increases.
ADDING ADDITIONAL EQUIPMENT IN-
GAME
Once the game has started, kongohki equipment
can be added or exchanged. When adding new
equipment, calculate the amount of Karma
required. The player must spend an amount of Kiai
equal to that amount to take the new part, after
which that Kiai becomes Karma.
If exchanging old equipment, calculate the
difference in equipment Karma costs. If the new
equipment costs additional Karma, then that
difference must be spent with Kiai.
Kimen kongohki can go through an entire frame
adjustment given the proper preparation and time;
mass-produced armour and kongohki are able to
interchange their parts far more easily than their
meikyo counterparts, so they can change the
number of arms and legs during the Intermission
phase if they have access to a factory. Raise or lower
attributes for the new appearance as needed. If an
attribute drops to zero, the frame can no longer
function.
These changes generally only happen during an
Intermission phase.In the case of mechanica, new
mechanica with an attribute cost is purchased in the
same way as kijin in a game session; multiply the
attribute cost by 10 and pay that cost in Kiai (which
immediately becomes Karma). Mechanica without a
listed attribute cost require 10 Kiai for implantation.
KONGOHKI GEAR
Each piece of equipment comes in three different
sets: head, upper torso/arms, and lower torso/
legs. The number of slots available for equipment
depends on the number of slots available for the
head, torso and legs chosen. Next to each piece of
equipment in parentheses is listed the number of
open slots that equipment requires.
HEAD TYPE
There are two types of heads for these steel
creatures: a human-looking face or a skull.
Neither has a mechanical effect, but they are the
two standard types of head for humanoid-form
kongohki.
Humanoid
The frame is built with a face that it unmistakably
human-like. It can be a scary visage or a peaceful
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KONGOHKI
expression, or anything in between. This is the most
common head type for kongohki.
Skull
For a scarier effect on the battlefield, some armour
crafters have been experimenting with skull designs.
Beast
Non-humanoid shaped kongohki are rare, but when
they exist they are usually given a beast-like head
which matches their frame.
HEAD EQUIPMENT
All kongohki heads have two open equipment
slots. The following is a list of equipment native to
kongohki frames.
Battlefield Master (1)
This vision extends the range of sight to Senses
times 200 in meters. It also gives a graphical display
of visible allies, enemies, formations, and ratios of
success for various battle engagements. Th is grants
a bonus of 2 dice for all Strategy or Art of Rule
rolls.
Dark Vision (1)
Night looks like day with this vision enhancement.
The user receives a bonus of 2 dice to all Senses
checks at night or in a dark environment.
Eyes of Distant Death (1)
This vision increases the steadiness of zoomed vision
while projecting a HUD and probability tables for
distance attacks. All ranged attacks based on the
Marksman skill are granted +2 dice.
Lifepulse Extend (1)
This increases the range of the Lifepulse ability to
Senses times 100 meters.
Motion Detector (1)
This is a limited-range passive detection unit which
tracks all movement within a 10 meter radius. It
makes the kongohki harder to target for sneak
attacks from behind, granting the pilot a bonus of 3
dice to use against sneak attack maneuvers.
Sha Sensors (1)
This allows kongohki with the Onmyojutsu skill to
see the very fabric of the gossamer-like sha power
around it. Using this ability, the pilot or kongohki
makes a Senses: Onmyojutsu roll against 1/10 of the
creation point cost of a target shiki. If successful,
the user can determine all of the shikis abilities and
power levels of those abilities.
Mechanica (1)
Mechanica based on the head region can be added
to the kongohki head. Each mechanica requires one
equipment slot.
UPPER TORSO AND ARMS
Kongohki souls have an easier time integrating with
mechanical bodies with one set of arms, but for
function or aesthetic reasons some are given more.
No matter how many sets of arms a kongohki has,
they all have an upper torso. An upper torso has
4 equipment slots available and each pair of arms
grants 2 additional equipment slots.
UPPER TORSO AND ARM
ADJUSTMENTS
Arms Body Agility Senses Total
Equip.
Slots
2 +1 +1 0 6
4 -1 +2 -1 8
6 or
more
-2 +4 -3 4+
number
of arms
Brilliant Flower of Destruction (0)
This explosive device is installed in kongohki when
there are fears of the soul mirror or kongohki falling
into enemy hands when it is destroyed, or to give
the kongohki a suicide attack option. A charge
is rigged inside of the heart engine, which gives
additional energy to the bomb. The kongohki erupts
in a massive explosion, completely obliterating it and
the soul mirror within it. Every person within a 15
meter radius takes 30 points of explosive damage.
The kongohki is completely destroyed.
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KONGOHKI
Heaven’s Fire (2)
These are special gunpowder rocket boosters which
allow the kongohki to leap up to 20 meters at once.
The boosters may be fired up to 3 times per scene.
If the unit is also equipped with thruster wings or
rotor blades, Heavens Fire may be used to double its
speed for a round instead.
Rotor Blades (2)
This is a detachable and extendable set of propellers
that allow limited fl ight. The kongohki can travel
in the air at a speed of Agility times 20 kilometers
per hour. In combat, the unit can travel Agility
times 300 meters per round. The propeller blades
allow the kongohki to hover and stop in
midair as well.
Thruster Wings (2)
This set of turbines and wings allows the frame to
fly at high speeds. The kongohki can fly at a speed
of Agility times 30 kilometers per hour. In combat,
the unit can travel at a speed equal to the frame’s
Agility times 500 meters per round.
Mechanica (1)
Mechanica based on the arm and torso region can
be added to the kongohki body. Each mechanica
requires one equipment slot.
Arm and Upper Torso Weapons
There are specia lized weapons for kongohki. See
the weapons section for details and equipment slot
costs.
LOWER TORSO AND LEGS
Like arms, most kongohki are crafted with two
legs in order to ease the transition of the soul into a
metal frame. More or fewer legs can be equipped for
various eff ects.
No Legs
Lower Torso: 2 Slots, Legs: 0 Slots
This could represent a snake-body, or a chariot,
wheeled, or tank-style lower body. A kongohki
possessing no legs has a better grounded body, but
it is less maneuverable. This is extremely rare for
kongohki.
Two Legs
Lower Torso: 2 Slots, Legs: 2 Slots
This is the most common kongohki style. Kongohki
easily adapt to these frames.
Four Legs
Lower Torso: 4 Slots, Legs: 4 Slots
While the top half of the body might look human,
the bottom half has four legs like a horse or other
quadruped. The movement speed of the kongohki is
doubled.
Six or More Legs
Lower Torso: 2 Slots, Legs: Number of Legs
This option allows 6-legged or 8-legged kongohki
with an appearance of a centipede or other insect.
Each leg adds an additional leg equipment slot.
LOWER TORSO AND LEG
ADJUSTMENTS
Legs Body Agility Senses
0 +1 +1 0
2 +1 +1 +1
4 +2 +1 0
6+ +1 +2 -1
There is a limited amount of special equipment
for kongohki legs. Unlike the head and torso
based equipment, the leg-based special equipment
completely replaces the leg units and leaves no
free leg slots. They also do not cost any Karma:
The normal 5 Karma for additional equipment
is dropped, as they are complete replacements of
normal legs.
Gale Speed Rollers
These are extendable wheels that are attached to
the backs of the legs. The gale speed rollers triple
movement speeds on the ground when deployed
(deployment is instantaneous and requires no
2 11
KONGOHKI
actions in combat). They also grant Evasion skill
rolls 2 bonus dice. These may be equipped on only
the 2-legged and 4-legged units, and the rollers only
work on flat surfaces like fields, plains and roads.
Heaven Roller Legs
Instead of legs, the unit has huge wheels or treads
that roll over any surface. Movement is multiplied
by 4 and Evasion skill rolls get a +1 die bonus.
Heaven roller legs can be used with any number of
legs.
Hover Replacement
Usable only on units with 4 or more legs, this
replacement converts the legs into hover-jets. Th e
unit can travel over land or water. Movement speed
is doubled, and Evasion skill rolls are each granted 1
bonus die.
Legs of the Water Dragon
This modification converts the legs into fins. It
allows the kongohki to swim underwater. Th is
conversion is usable on 0 and 2-leg models, and
grants 2 bonus dice to all physical action rolls made
underwater.
Mechanica (1)
Mechanica based on the lower torso and legs can
be added to the kongohki body. Each mechanica
requires one equipment slot.
Leg and Lower Torso Weapons
There are specia lized weapons for kongohki. See
the weapons section for details and equipment slot
costs.
KONGOHKI DAMAGE
Type Subheader
Unarmed kongohki +1
Rolling/Crushing* +Body Attribute x2
* Rolling/Crushing attacks are only for kongohki
with no legs. Since they usually are not as large
as armour, their damage rating for rolling over
an enemy is reduced.
Unarmed attacks are made with the Body:
Unarmed Combat skill. Armed attacks are
made with a melee weapon and the Agility: Melee
Weapons skill.
Kongohki Creation Example
Oharu is an agent of the Shinto Priesthood. She is
what is known as a Puppeteer, a specialized meikyo-
user who controls armour and kongohki from afar.
Like most puppeteers, she has a “pet” kongohki which
she controls in battle, but which otherwise functions on
its own. Ami, Oharu’s player, decides to build a new
kongohki for her pet.
She starts out with a kongohki frame and picks
a normal kongohki. This grants 18 points to the
attribute pool. She decides she wants to make 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.
The kongohki has two head slots. However, Ami
decides to pick Dark Vision for the head slot, at a cost
of 5 Karma. Th ere are 6 open upper body/arm slots to
work with. She decides to take vajra claws on the arms
for an additional 5 Karma. She decides to leave the
kongohki’s legs alone as well. She is basically creating a
simple guardian type. She gives it a Heavy Repeater for
a weapon at an additional 5 Karma.
This part gets a little difficult for the puppeteer:
The puppeteer needs to pick up a kimen kongohki
archetype, and take on that amount of additional
Karma. Ami references the basic kimen kongohki
archetype from the book as-is, which has a default
Karma cost of 40, and an equipment cost (here, the
kongohki abilities, equipment and weapons) of 20.
Since she is using less equipment for this modifi ed
kongohki, the equipment cost is only 15, which lowers
that kongohki template’s Karma cost total from 40 to
35.
10 additional points have to be added to the
equipment total, which represents the combined cost
of the specialized puppeteer connection-less interface
helm and meikyo soul mirror. Multiplying the
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KONGOHKI
kongohki’s Karma cost of 35 by 2 and adding the 10
additional points, that makes 80 total points’s worth of
equipment.
The puppeteer then fi nally adds the cost of the
kongohki templates Karma cost and gear to her own
puppeteer template’s equipment cost (as the kongohki
is a piece of equipment). The cost is less, down from
90 points (the default equipment cost of the puppeteer
archetype) to 80 points of equipment cost. Th e
puppeteer archetype Karma cost is set at 50. Ami can
either lower the Karma cost of the puppeteer archetype
template from the default of 50 down to 40, or she can
lower the attribute cost from 5 points to 4. She decides
on the latter.
The final puppeteer archetype cost is 50 Karma and 4
Attribute points, the attribute points are taken from
the puppeteer herself. After adjusting the attribute pool,
the kimen kongohki has a final Body score of 8, an
Agility of 8 and a Senses of 7.
KONGOHKI WEAPONS
Kongohki can use additional weapons from
the general weapon list section of the rules.
The weapons in this chart are available only for
kongohki. Each weapon costs 5 additional Karma.
UNARMED AND MELEE WEAPON NOTES
Explosive Spiker: This fires a spear-like projectile
with incredible force, extending from the arm or
leg during strikes or kicks for devastating damage.
It contains a number of gunpowder charges; the
damage in parentheses indicates the adjusted
damage when one of the gunpowder charges is
expended. The explosive spiker is used with the
Unarmed Combat skill.
Twin Blades: Single blades which extend from
the frame’s forearm. They can be used 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 fingertips. 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 effective than the armour version.
RANGED WEAPON NOTES
Shikidan Howler Cannon: The Shikidan cannon
fires pinpoint-targeted guided shells with unerring
Weapon
Name
Location Slots Damage Rate of
Fire
Range Ammo
Explosive
Spiker
Arm/Leg 1 +3(5) 1 3
Twin Blades Arm/Leg 1 +2 2 4
Varja Claws Arm 0 +1 2 4
Varja Claws Leg 0 +2 2 4
White Heat
Palm
Arm 0 +X
White Heat Leg Leg 0 +1 +X
Shikidan
Howler Cannon
UT/LT/Leg 1 6 1 2km 1
Raiden Mortar UT/Leg 1 +7 1 4km 1
Location: UT = Upper Torso; LT = Lower Torso
213
KONGOHKI
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 fires expensive shikidan
shells. Each shell contains a shiki spirit which guides
the projectile to its target. The shiki spirit yells out
an unnerving scream as it sends the bullet to its
intended target.
Raiden Mortar: This is a long range, high-power
version of the Roaring Dragon Mortar for armour.
It takes a long time to prepare the weapon for
firing, and thus it can only be used once per scene.
Its shells explode in a fireball when they hit their
targets. Everyone within a 4 meter radius must
make an evasion roll or take damage.
OTHER WEAPONS
See the Weapon List for more weapon possibilities
for kongohki.
214
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 school’s techniques. As
the character’s 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 a line to her character
sheet, writes “Ninjutsu: True School of Shadow, and
gives it a rank of 2. She now has two Ninjutsu skills,
each skill representing the techniques that are available
to her from one particular school.
Each school has a number of techniques which are
aligned in a set unique to that particular style. Each
school also has a number of skills which are associated
with that school, known as paths.
USING THE NINJA ARTS
When using ninjutsu, spend the required amount
of Soul. Next, make a roll using Agility: Ninjutsu,
attempting to get equal to or more than the art’s
Difficulty rating. If you get an equal or higher
number of successes, then the art succeeds. If you
do not succeed, the Soul points are still expended,
but you can try again next round (or spend another
Kiai to try again immediately).
In most cases, the art will last for a number of
rounds equal to the ninjas Spirit.There are a number
of limitations to ninja techniques:
• Any art which you can cast on yourself, you
cannot cast it on yourself multiple times (in order
to gain extra effect or the like). Only one art with
lasting effects on yourself can be active at once. If a
new one is activated, it replaces the old one.
• Arts cannot be stopped or turned offuntil they
expire naturally.
• 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.
Extra Successes
In some cases, especially with the lesser arts, the
ninja practitioner will get far more successes than
was needed to use a particular ninja technique. In
this case, those extra successes over the Difficulty
cost of the technique can be “banked ” to be used as
bonus dice for actions related to that art.
For example:
• A ninja uses Possessed by the Inner Wolf and gets 5
extra successes. Th ose fi ve dice could be rolled in a
single future attack or split into 2 and 3 dice to defend
against two enemy attacks.
• A ninja using Exploding Th under Ball gets 5 extra
successes, and gives them to a samurai friend to use
on her next attack roll, happening the same round as
215
NINJUTSU RULES
the explosion. That friend attacks an enemy who was
significantly distracted by the fire, so he doesn’t notice
that the samurai has just stepped in behind him…
• A ninja using the Ninja Duplication Technique
creates 3 duplicates and gets 3 extra successes. The
duplicates surround an enemy to attack. The player
could give three dice to one of the duplicates to attack,
or perhaps to her rifleman friend who has been hiding
in the bushes in ambush, waiting for an opening such
as this to attack!
• If the technique happens instantly and does not last
(explosions, etc), then the bonus dice have to be used or
given that round. If they are given, then the recipient
must use them that round as well.
• If there is confusion about what is applicable, talk to
the GM about it.
Once the effect of the ninjutsu art has
expired, any of those banked bonus dice
will expire as well.
THE DARK ARTS
The dark arts are also known as the shinobi
Seals of Power, a kind of soulgem surgery which
implants soulgems inside the ninjas body. It is a
technique that was created to assist greater shinobi
in performing their ninjutsu abilities at a lesser Soul
cost. For every point of dark arts the shinobi has, it
costs one less Soul point to perform that ninjutsu.
However, the minimum Soul cost for any of the arts
will always be 1. One doesnt require the shinobi
dark arts surgery to perform ninjutsu. However,
it is far less Soul for shinobi to use those arts than
regular ninjas.
When a shinobi character is created, she can choose
the strength of her dark arts. Each point of dark
arts costs 5 Karma during the character creation
phase. This means that a dark arts strength of 2
costs 10 Karma and a rating of 5 costs 25 Karma.
The strength of the dark arts is equal to the number
of Soul points that are reduced when a ninjutsu
technique is used, down to a minimum of 1 Soul
per technique.
A single character cannot have both the shinobi
dark arts surgery and the samuraization surgery.
THE NINJA PATHS
Paths are a special kind of training provided by
ninjutsu. Each school of ninjutsu has two paths
which allow the user to use their Ninjutsu skill
rating instead of the listed skill.
Example: A ninja of the School of Dream is trained
from birth extensively in the arts of fi ghting (path of
darkness) and seduction (path of the kunoichi). Th
erefore, a ninja who has a rank 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.
The Paths and Their Related Skills
Path of the Flying Willow: Movement
Path of Broken Steel: Unarmed Combat
Path of the Split Arrow: Marksman
Path of Darkness: Melee Weapons
Path of Denial: Evasion
Path of the Transcriber: Forgery
Path of the Kunoichi: Pillow Arts
Path of the Cherry Blossom: Criminal Arts
Path of the Bird of Prey: Pursuit
Path of the Cunning Sparrow:
Stealth
Path of the Falling Leaf: Notice
Path of the Contemplated Death:
Willpower
SPECIAL PATHS
Path of Broken Earth
Each round, you can move at twice your speed.
Every fi rst attack upon a new enemy (who you have
not attacked before in this combat scene) grants
2 additional dice during that first attack. If you
encounter the same enemy again in a future combat
scene, you will get 2 additional dice for your first
attack against them in that combat.
216
NINJUTSU RULES
Path of the Smoke Bomb
You can equip smoke bombs. If you use a smoke
bomb, you can escape from any scene in a puff of
smoke.
NINJUTSU LIST
The following ninja arts are listed in the following
manner:
Ninjutsu NameJapanese Name
Equipment used, Soul cost, Difficulty to use (in
successes)
The partner technique to this one, if it has a partner.
Many powers have paired techniques, a “Lesser” and
“Greater” form.
The equipment refers to ninja equipment required
to perform that maneuver. In most cases the ninja
does not have to worry about equipment (unless
they purposefully discard it, have it forcibly
removed, or the player decides that she “ran out”).
However, even if lost, all ninja equipment is
replenished during every intermission phase.
Soul cost is mitigated by dark arts. Difficulty must
be met or exceeded using an Agility: Ninjutsu roll.
Unless stated otherwise, the effects will last for a
number of rounds equal to the ninjas Spirit.
Possessed by the Inner Wolf— Hyoukuno-Jutsu
Medicine, Soul 5, Difficulty 2
Lesser Art of Possessed by the Inner Demon
Using a pill which is a concoction of plant extracts,
rare dangerous herbs, and a few quick words of
magic, you create a special medicine that can grant
the user (usually the caster) a temporary boost of
2 dice to Body, Agility and Senses. This medicine
combination cannot be saved for later. It must be
used immediately.
Possessed by the Inner Demon— Hyouki-no-Jutsu
Medicine, Soul 8, Difficulty 3
Greater Art of Possessed by the Inner Wolf
A more vicious, dangerous form of its partner
medicine, it creates a highly addictive medicine
which can grant the user a temporary boost of 4
dice to Body, Agility and Senses.
Iron FistTekken-no-Jutsu
Ointment, Soul 4, Difficulty 1
Lesser Art of Wind of Menace
This technique involves applying a salve to one’s
arms, then quickly tracing glyphs down those arms.
This increases reflexes and strength in those limbs
by an incredible amount. This art grants a damage
bonus of +3 to damage on attacks using melee
weapons, unarmed combat, or ranged weapons
which rely on the user’s strength, such as shuriken
or bows.
Wind of MenaceIbuki-no-Jutsu
Ointment, Soul 6, Difficulty 3
Greater Art of Iron Fist
This technique is the same as Iron Fist, but it
provides a +5 damage modifier instead.
Ball of Th underRaihou-no-Jutsu
Medicine, Soul 3, Difficulty 1
Lesser Art of Exploding Thunder Ball
After pouring special herbs and powders into the
palm of ones hand, sealing it into a round shape,
and quickly putting a magical curse on it, this
object is thrown towards an enemy. It explodes in
a small fireball with a radius of 2 meters, causing
3 points of explosive damage to everyone in that
range. The effect quickly wears offin a flash, and
only highly flammable objects (such as oil) will
catch on fire. Explosive damage can be avoided with
Evasion.
Exploding Thunder BallBakuraihouno-Jutsu
Medicine, Soul 5, Difficulty 2
Greater Art of Ball of Thunder
This hellish explosion has a diameter of 4 meters
and causes 8 points of explosive damage. It also
shakes buildings and sets fire to everything.
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NINJUTSU RULES
Furthermore, everyone in the blast radius takes 3
points of ongoing fire damage. Explosive damage
can be avoided with Evasion. Fire damage can
be reduced with a successful Willpower roll.
The remaining damage carries over to the next
round, where it continues to do damage until the
Willpower roll equals to or exceeds the remaining
damage.
ShadowflightHiei-no-Jutsu
Cloak, Soul 5, Difficulty 2
Lesser Art of Blackhawk’s Shadow
This technique explains how some ninja clans are
able to pass messages from one messenger to another
so quickly. To use this technique, the ninja wraps
her cloak or coat around herself while reciting a
mantra, then explodes into motion. This art will
allow the ninja to fly, glide, or make a successive
series of jumps up to 84km/h. The ninja cannot
carry more than 10kg or the speed is reduced by
half. This technique lasts a number of rounds (or
minutes, if not in combat) up to the ninjas Spirit.
Blackhawk’s ShadowHiten-Tobikage-no-Jutsu
Cloak, Soul 10, Difficulty 4
Greater Art of Shadowflight
This art is the same as Shadowflight, but it allows
the ninja to travel at speeds up to 132km/h while
carrying an extra 40kg (or carry another human).
This effect lasts for a number of rounds (or minutes,
if not in combat) up to the ninjas Spirit times 3.
Shadow FormOngyou-no-Jutsu
Liquid medicine, Soul 5, Difficulty 2
Lesser Art of Four-fold Shadow Form
After drinking a special potion and reciting a secret
chant, the ninja carefully concentrates on the image
of another person. After this spell is enacted, the
ninjas face and body will take on that appearance.
This effect lasts for a number of rounds (or minutes,
outside of combat) equal to the ninjas Spirit.
Four-fold Shadow FormShii-Ongyou-no-Jutsu
Liquid Medicine, Soul 6, Difficulty 3
Greater Art of Shadow Form
This is the greater version of Shadow Form. It
lasts for an entire scene. This technique can be
maintained by making the Difficulty roll and
expending the Soul cost at the beginning of each
scene after the initial use.
Ninja Duplication Technique— Kawarimi-no-Jutsu
Paper Doll, Soul 2, Difficulty 1
Lesser version of Shadowless Replication Technique
The ninja performs a quick chant, throws the
paper doll to the ground, and draws a glyph in the
air with her “cutting fingers” (index and middle
together), reciting the kuji-kiri. There’s a small
sound as the paper forms into the very likeness of
the ninja caster. These duplicates look like and move
like the ninja, but they cannot speak.
Each duplicate has all attributes at a score of 1,
all skills at a rank of 1, 1 point of Vitality, and
no Wound track. If the duplicates are injured or
destroyed, they simply disappear (either completely,
or leaving the paper doll behind, depending on the
ninjas preference).
This technique lasts for a number of rounds equal
to the casters Spirit times 2 (or that number of
minutes outside of combat). The duplicates can only
have the form of the ninja in her current garb; rhey
cannot be made to look differently. Furthermore,
they do not share their senses with the ninja.
A ninja can use this ability to create more 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 example, a shinobi with a dark arts rating of 4
wanting to create 5 lesser duplicates would pay 6
Soul. Five lesser duplicates cost 10 Soul combined,
which is reduced by 4 (down to 6) due to the ninjas
dark arts rating. The ninja can create a number
of duplicates at the same time equal to her Senses
score. The summoning Difficulty does not increase.
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NINJUTSU RULES
A single duplicate is effective in distracting an
opponent outside of combat. Inside or outside of
combat, each duplicate created grants an extra
bonus die each round which the ninja can use in a
roll against an enemy, representing the confusion
that the duplicates can help sow. These round-
generated extra bonus dice cannot be “banked” for
future rounds, and must be spent in that round.
Shadowless Replication TechniqueMuei-Bunshin-
no-Jutsu
Paper Doll, Soul 7, Difficulty 3
Greater version of Ninja Duplication Technique
This technique is similar to the Ninja Duplication
Technique. However, each duplicate created
with the greater art has Body, Agility and Senses
attributes with a rating of 5, skills at a rating of 2,
and 5 points of Vitality each, but no wound track.
The duplicates have the skill rating of 2 in the skills
which the casting ninja has at 2 or higher. The
duplicates do not have, and cannot use, Knowledge,
Spirit, Empathy, or Station attributes.
These greater duplicates share a link with the
ninja: If the duplicate is destroyed, the ninja takes
4 points of damage. The duplicates can also share
their senses with their ninja caster, relaying sights
and sounds back to the ninjas senses. The ninja can
control them, giving them orders, having them carry
back items, etc. The ninja can also speak through
them remotely.
Just like the lesser version of this technique, the
ninja can create multiple duplicates, using the same
rules (each duplicate costing 7 Soul). Therefore,
a ninja with a dark arts rating of 4 who wants to
create 3 greater duplicates must spend 17 total Soul
points. The summoning Difficulty does not
increase.
The duplicates remain active for a number of rounds
equal to the ninjas Spirit times 2 (or that number of
minutes outside of combat). Th e ninja can create a
number of simultaneous duplicates up to her Senses
score.
CLASSIC NINJA DUPLICATION
TECHNIQUE TRICKS
A technique often used in ninja movies and
anime is that when someone strikes a ninja,
they think they hit the ninja, but in a puff of
smoke the ninja disappears, revealing that the
attacker simply hit a log with a cloak over it
and a paper doll nailed to it. The ninja leaps
out of the darkness behind the attacker to
strike
Theres many ways to recreate that technique
in the Tenra Bansho game system. The easiest
way is simply to describe it as the result of
an enemy’s attack roll where you (the ninja)
beat the attacker. Instead of describing it
as, “I block his blade and strike back!”, you
could say, “He fell for the oldest trick in the
ninja book. The cloak he strikes at falls to
the ground, and I slash at him from the trees
behind him”. That’s pretty simple.
Alternatively, a ninja could summon a single
duplicate at the beginning of a battle, and cast
the technique, but dont actually command it.
The ninja rolls her ninjutsu score and tries to
get a lot of extra successes, which she banks
for that combat. On her first attack, she
rolls all those extra dice to attack or counter-
attack, and if she succeeds she could narrate
the attack along the lines of the explanation
above.
If multiple duplicates are distracting an
enemy and the enemy is attempting to discern
which duplicate is the real ninja, they might
try to determine which ninjas are shiki, and
not real humans by rolling their Empathy:
Notice or Spirit: Notice vs the ninjas Agility:
Ninjutsu or Spirit: Ninjutsu (whichever is
higher). However, whether the real ninja is
spotted or not, if the enemy wants to discern
again, she will have to make another roll, as
most duplicates will be acting like the ninja:
Rolling, tumbling, leaping, and moving in
patterns to distract and confuse the enemy.
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NINJUTSU RULES
Aside from being more reliable than the lesser
duplicates, when used together in combat, each
summoned greater duplicate grants 2 dice to the
ninja caster each round, which the ninja can use to
her advantage any way she wishes. These extra dice
cannot be banked for later. They must be spent each
round.
Smoke and Mist—Enmu-no-Jutsu
Nothing, Soul 6, Difficulty 3
Lesser version of Phantom Mist Delusion
Using a chant and a few quick gestures, the
target is swept away in an illusory mist. The ninja
describes the nature of the illusion which assaults
the target’s senses. Every round that this mist is in
place, the target needs to make a Spirit: Willpower
roll vs a Diffi culty of 2 to break the effects of this
technique. It can be attempted every round. Th is
technique does not work on shikigami, activated
samurai or kugutsu. If the target is affected by the
art this round, they can only defend themselves
with the Evasion skill.
This art can be cast on multiple opponents at the
same time. Th e Diffi culty does not increase, but
you must add up the Soul cost times the number of
targets before subtracting your dark arts modifier.
A shinobi with a dark arts rating of 4 attempting to
cast this art on three targets at once must spend 14
Soul. The effects last for a number of rounds equal
to the ninja’s Spirit attribute.
If the ninja gained bonus successes when using
this art, she can trade in each success to raise the
Willpower rolls Difficulty by 1 for each die spent,
for one round. For example: A ninja who rolled
6 successes when using this art (and gaining 3
bankable bonus dice) could, instead of using them
to attack the enemy, instead spend them to raise
the Diffi culty of the Willpower roll to 4 (+2) for
one round, then 3 (+1) the next if the target is still
affected.
Phantom Mist Delusion— Genmu-Soushin-no-Jutsu
Nothing, Soul 9, Difficulty 3
Greater version of Smoke and Mist
This is the greater version of the above art. The
effects are much the same, but the target must make
a Spirit: Willpower roll against a base Diffi culty of
3 to act each round.
Shadow Stitch TechniqueKagenui-no-Jutsu
Kunai/Shuriken, Soul 6, Difficulty 3
Greater technique
The ninja whispers a quick curse over a shuriken
or kunai and throws it at an enemy’s shadow. If the
technique works, the blade sinks into the shadow
and the target finds herself unable to move freely.
She can still attack and defend, but cannot move
from her position. When the target attempts to act,
she must make a Spirit: Willpower check against
a Difficulty of 4 in order to free herself from the
effects of this art. If the target fails, she can make
another attempt the next round.
The ninja can use this technique more than once
to seal more people in place. Add the number of
targets together, multiply the Soul cost by that
amount, then lastly apply dark arts Soul reduction
ratings.
Similar to the Smoke and Mist technique, the ninja
can trade in bonus dice gained when the art was
triggered to temporarily raise the Diffi culty of the
Willpower roll.
Minds EyeShingan-no-Jutsu
Eyes of an animal, Soul 2, Difficulty 1
Lesser version of The Thousand Eyes
The ninja conducts a brief chant and swallows the
prepared eyeball of an animal (any kind) to unlock
her minds eye. This allows the ninja to sense all
life forms, human or otherwise, within a 10 meter
radius.
The Thousand EyesSenrigan-no-Jutsu
Eyes of an animal, Soul 4, Difficulty 2
Greater version of Mind’s Eye
This technique is the greater version of Minds Eye
and allows the ninja to detect all life within a 50
meter radius.
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NINJUTSU RULES
Venom EaterDokugo-no-Jutsu
Poisonous toad venom, Soul 6, Difficulty 3
Lesser version of Annelid Body
By consuming the poison of the great Japanese
common toad while reciting a ninja mantra, the
ninja can create a poison with a strength of 3
within her body. If she cuts herself and applies it
to a weapon before an attack or seduces someone
and kisses them, the poison takes effect. Also, if the
ninja happens to drink another poison while this
technique is active, the poison’s effect is reduced
by 3. See the poison rules in the combat section for
more details.
Annelid Body
Poisonous toad venom, Soul 9, Difficulty 4
Greater version of Venom Eater
This is the greater version of Venom Eater, but the
strength of the poison is 8, and the poison resistance
also becomes 8.
Steel-Cutting HairKamikirimaruno-Jutsu
Hair, Soul 6, Difficulty 4
Greater technique
By reciting a curse, the ninjas hair acts as if it were
a sharp blade, cutting anything it touches. Use
unarmed combat to attack with the Steel-Cutting
Hair. Its damage rating is equal to the ninjas Senses
minus 1.
NINPOU TECHNIQUES
Ninpou (Ultimate Ninja Arts) represent the ultimate
powers of the ninjutsu arts, the highest techniques
of a school of ninjutsu. They require a skill rank of
Supreme (5) to learn. Some techniques listed here
are not associated with any of the major schools of
ninjutsu. Rather, they are known techniques that
have emerged from smaller or hidden schools.
Ninpou: Explosion-in-HidingMijin-Gakure
Gunpowder, Soul 8, Difficulty 4
This technique allows the ninja to create a special
explosive trap as a defensive action. Th e ninja can
declare this ninpou when she is attacked. Regardless
of the attacker’s number of successes, if the ninja
successfully performs the technique (reaches 4
successes on a ninjutsu roll), this ninpou takes
effect.
With this technique, the ninja creates a single
duplicate of herself in much the same way as other
duplication/bunshin techniques. At the same time,
the ninja escapes from combat and hides nearby,
undetected. The duplicate takes the attack in
place of the ninja. However, when the duplicate is
destroyed, everything within an 8-meter radius of
the duplicate takes 16 points of explosive damage.
The ninja takes 8 explosive damage as well. This
damage can be reduced with successes gained from
evasion rolls. See the combat section for more details
on explosive damage.
The duplicate has 3 Vitality points, physical
attributes with a rating of 3, and all skills at a rating
of 2. Only one duplicate can be created per attack.
Ninpou: Insect in the GrassChuusou
Nothing, Soul 20, Difficulty 5
This clairvoyance technique allows the ninja to
move in a split-second to dodge all damage from
one single attack. This technique can be used after
damage has been rolled and calculated.
Ninpou: Flying Squirrel of DestructionMusasabi
Gunpowder, Soul 8, Difficulty 4
To use this technique, the ninja leaps several dozen
meters into the air and slams her body into the
target. The ninja performs an unarmed combat
attack against a target with a damage modifier of
+10. After the target is hit, an explosion occurs,
hitting everyone, friend or foe, in a 4 meter radius,
causing 8 points of explosion damage to everyone
(except the ninja) in that range.
Even if the target is missed by the aerial body-slam,
the explosion will still occur, affecting the target.
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NINJUTSU RULES
Because of the amount of gunpowder and physical
stress required to perform this art, it can only be
initiated once per session.
Ninpou: Rod of LightningJiraishin
A special metal helmet, Soul 8, Difficulty 5
Reciting an incantation, the ninja summons a
lightning strike centered on herself. This bolt of
lightning causes damage to everyone, friend or
foe, within a 6 meter radius of the ninja. The ninja
makes a single attack roll using Senses: Marksman.
The targets can only defend with Evasion. Th e
damage of this attack is +15. Since the ninja is
wearing a special magically-treated helmet, the ninja
is not affected by this attack. This bolt of lightning
can, in fact, strike indoors or underground, usually
blowing a hole in the ceiling while doing so.
This attack takes such coordination and preparation
that the ninja can only perform it once per session.
Ninpou: Heaven’s Dark DeathKokushiten
Candle, Soul 6, Difficulty 4
This ninpou allows a ninja to completely remove all
of the target’s senses, leaving them in total darkness.
The ninja makes use of a candle and some powder
while reciting a dark mantra. All attacks on that
target during the duration of this ninpou are treated
as sneak attacks. The ninja may affect a number of
targets with this ninpou equal to her Senses at no
additional cost. Every round, the targets affected
by this technique can roll their Spirit: Willpower
against a Difficulty number equal to the ninjas
Spirit to try to break through this dark curse.
Otherwise, the effect lasts as long as the ninjas
Spirit in rounds.
Ninpou: Crimson SpidersBenigumo
Hair, Soul 6, Difficulty 4
This ninpou allows the ninja to wrap a target in
webs filled with bloodsucking spiders. Every round,
the target affected by this technique can try to
escape the web by beating the ninja on a Spirit:
Willpower roll against a Difficulty target equal to
the ninjas Spirit. If the target fails, he can try again
at the beginning of the next round.
For the first round, and each round where the target
fails, the target loses 4 Vitality. The ninja gains
these 4 Vitality points, up to the ninja’s maximum.
Unless the victim breaks through the web, the web
lasts, like most ninja arts, for a number of rounds
equal to the ninjas Spirit. Most targets will not last
that long, though.
Ninpou: Toad of JiraiyaJiraiya
Frog, Soul 10, Difficulty 5
Jiraiya was the name of the lead character in an
old Kabuki play. He was a wandering sorcerer
who could summon and control frogs. Along with
Tsunade, who could control slugs, he battled the
evil Orochimaru, who had dominion over snakes.
This technique allows the ninja to summon and
control a gigantic frog. The frog has Body, Agility,
and Senses attributes of 15, and 30 points of
Vitality. It can use all basic skills at a rating of 5. Th
e frog has no Wound Boxes and cannot take actions
requiring the use of non-physical attributes like
Knowledge, Spirit, Empathy and Station.
Ninpou: VinefallIzuna-Otoshi
Nothing, Soul 7, Difficulty 5
The ninja grapples the target (no attack roll
required), and leaps up several dozen meters into the
air, carrying the target in tow. While in the air, the
ninja hurls the target into the ground at a breakneck
speed for massive damage. The ninja rolls unarmed
combat and adds 15 to the result for damage. The
target can resist this damage by rolling Agility:
Movement and subtracting successes from the fi nal
damage total.
This technique takes a huge toll on the ninja, so it
can only be performed once per session.
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NINJUTSU RULES
Ninpou: Rain of BloodChisame
Blood, Soul 12, Difficulty 6
The ninja slashes into her own body and showers
one target with her blood. This blood becomes a
deadly poison with a power of 8. This attack cannot
be defended against by normal means. In addition
to spending the required Soul, the ninja also takes
5 damage that must be spent on the wound track,
first as heavy wounds, then critical wounds if heavy
wounds are all filled. After critical wounds, the
damage can be spread to other wounds, then finally
Vitality. Alternatively, all wounds can be bypassed if
the ninja checks the Dead Box.
The rain of blood always hits its intended target;
there is no need to roll to attack. This ninpou can
only be performed once per session; there’s only so
much blood one can spray from one’s body.
Ninpou: Spider of Darkness— Yamigumo
Shadow, Soul 10, Difficulty 6
This ninpou causes a huge spiked tentacle to reach
out from the shadows and spear the ninjas target.
Th is is treated as a weapon with +20 damage and
a 20-meter range. Make the attack with Senses:
Ninjutsu. This attack counts as a sneak-attack.
This ninpou must be used once for each attack
made with it. Each time, the tentacle lashes out once
and disappears immediately back into the darkness.
Ninpou: Shattered IllusionHagen
Nothing, Soul 0, Difficulty 5
This is the ultimate ability to defend oneself from
enemy ninjutsu arts. A ninja uses this single-use
ninpou to counteract all ninjutsu abilities used
against her. She casts the Shattered Illusion ninpou
on her own body. If the ninja makes an Agility:
Ninjutsu or Spirit: Ninjutsu roll (whichever is
higher) against a Diffi culty of 5, the ninpou seals
against her body forever. The casting ninja loses her
ability to use ninjutsu techniques from that point
on. However, she will become completely protected
and invulnerable against all enemy ninjutsu
echniques forever. It is therefore a high trade-off to
learn and use this ultimate defense art, but for some
the benefit outweighs the terrible penalty.
CRAFTING NEW NINJUTSU ARTS AND
NINJA SCHOOLS
It’s a secret that ninja are little more than highly
focused onmyoji sorcerers with limited and directed
powers. Using their talents, shinobi can create new
powers in accordance with the onmyoji rules. You
can also attempt to create new powers or recreate
existing powers by hand using the existing ones as
a base, mapping them out and getting the GM’s
permission to take them.
When creating ninjutsu arts, you will usually create
one powerful art, called a “higher art”, and a version
of that art which costs less Soul and operates with a
reduced effect called a “lower art”. Most of the listed
ninjutsu powers are in pairs, with a higher and lower
version of the art. Arts that do not come in pairs are
considered a “higher art”. Finally, at the special skill
rank (skill rank of 5 in Ninjutsu), each ninjutsu style
grants a superior ability known as a Ninpou. These
arts could be called the “Final Art” of that style.
When creating a new ninja school, use the following
schema for determining which arts are chosen:
Skilled Rank
2 paths
1 lesser technique
Advanced Rank
2 lesser techniques
1 greater technique
Master Rank
1 lesser technique
2 greater techniques
Special Rank
1 ninpou art
You will see in the ninjutsu list that all powers
come in sets of 2. For one category of power (like
223
NINJUTSU RULES
School
Name
Japanese
School Name
Rank: Skilled
(2)
Rank:
Advanced (3)
Rank:
Mastery (4)
Rank:
Special (5)
School of Dream Oboro-Ryu Smoke and Mist Phantom Mist
Delusion
Ball of Thunder Ninpou: Rain of
Blood
Path of Darkness Iron Fist Possessed by the
Inner Demon
Path of the
Kunoichi
Venom Eater Annelid Body
School of Shadow Kage-Ryu Shadowflight Blackhawks
Shadow
Minds Eye Ninpou: Heaven’s
Dark Earth
Path of the Flying
Wilow
Smoke and Mist Possessed by the
Inner Demon
Path of the Bird of
Prey
Shadow Form Four-fold Shadow
Form
School of Stone Gan-Ryu Iron Fist Wind of Menace Possessed by the
Inner Wolf
Ninpou: Insect in
the Grass
Path of Denial Shadow Form Exploding
Thunder Ball
Path of the
Cunning Sparrow
Smoke and Mist Phantom Mist
Delusion
Ghost Clan Rei-Ryu Ninja Duplication
Technique
Shadowless
Replication
Technique
Possessed by the
Inner Wolf
Ninpou: Rod of
Lightning
Path of Broken
Steel
Venom Eater Annelid Body
Path of Broken
Earth
Iron Fist Wind of Menace
True School of
Shadow
Shin Kage-Ryu Minds Eye The Thousand
Eyes
Ball of Thunder Ninpou: Crimson
Spiders
Path of the Cherry
Blossom
Venom Eater Wind of Menace
Path of the Smoke
Bomb
Shadowflight Blackhawks
Shadow
School of Shore Migawari-Ryu Possessed by the
Inner Wolf
Possessed by the
Inner Demon
Minds Eye Ninpou:
Explosion-in-
Hiding
Path of the Split
Arrow
Shadowflight Shadow Stitch
Technique
Path of the Falling
Leaf
Ninja Duplication
Technique
Shadowless
Replication
Technique
School of Dust Jin-Ryu Shadow Form Four-fold Shadow
Form
Iron Fist Ninpou: Flying
Squirrel of
Destruction
Path of Darkness Ninja Duplication
Technique
The Thousand
Eyes
Path of the
Transcriber
Ball of Thunder Exploding
Thunder Ball
224
NINJUTSU RULES
medicine, movement, etc) there is a lower and
higher art. When you choose one lower art for the
skilled rank, it is common to take that art’s paired
higher 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.
NINJUTSU SCHOOLS
AND ARTS
The above table lists several of the well-known
ninjutsu schools in Tenra and the arts they are
known to practice. Note that there are hundreds
of styles of ninjutsu in Tenra, so expect unusual
technique combinations in the field.
Ninjutsu-using characters should feel free to choose
any of the schools below for their art, or possibly
create their own art with the GM’s permission.
225
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
Butterfl y 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 Butterfly Dream without any resistance.
If the target is awake, the kugutsu can lead him
into a hypnotic trance to bring him into the Dream,
using either the kugutsus Empathy attribute with
the Performance skill or Pillow Arts skill depending
on how the kugutsu is using the ability. The
kugutsu might sing or play a haunting melody on an
instrument, or seductively hypnotize the opponent
with her words. The target resists with a roll of
Spirit: Willpower. If he succeeds, then he resists the
kugutsus call. Otherwise, the target is drawn into
the realm of the Butterfly Dream.
The created dream-world itself lies outside of
normal human space and time. The events that
happen within the Butterfl y Dream appear to
happen instantly or within a few seconds to outside
observers. The kugutsus player describes what the
dream looks like. Often, the kugutsu will create a
domain that reflects her own personality and draw
others into this domain to talk to them.
When the dream begins, play out its events as if it
were a new scene. The kugutsu and the target of the
dream are the only ones who will participate in this
scene. No one else, not even another kugutsu, can
force their way inside. Only the object who is
dragged into the dream and the kugutsu who
creates the dream can enter this special place.
Sometimes other characters can also appear within
this dream-realm. However, it is up to the kugutsu
and the GM whether they are really the actual
characters themselves or dream-figments that just
look like those characters, created by the kugutsu.
Usually within the Butterfl y Dream, the GM will
play the roles of other characters that appear within
the dream-world.
If one of the players characters is the target of the
Butterf ly Dream (from another players kugutsu,
or an NPC kugutsu), choose one of that character’s
Fates. The dream that occurs will have something to
do with that Fate, or the events or elements of that
Fate will serve as the backdrop of the Butterfly
Dream. The GM or kugutsu player will decide (or
agree together) on the details of the Fate which
appear in the dream. From that point, the scene is
acted out normally, including the awarding of Aiki
chits.
WHAT HAPPENS IN THE DREAM?
This is entirely up to the kugutsus player. The
kugutsu can talk to the (usually bewildered)
target and find out more about them. They could
see scenes from their life in order to understand
what drives that character. They could ask the
target some information, pulling it out of them
with a contested Empathy: Performance or Pillow
Arts versus the target’s Spirit: Willpower roll.
The kugutsu could simply spend a few minutes
tormenting the target.
Most of the time, the Butterfly Dream is used as
a method of psychoanalysis on a subject: You cant
control the subject in the real world, you cant
dominate him or kill him. But you can talk to him,
find out what his goals are, and perhaps later use
that knowledge against that character in the real
world.
When the scene ends, the target will return to
normal. In most cases (unless the kugutsu made
a dramatic, lasting impression) the target simply
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KUGUTSU AND THE BUTTERFLY DREAM
forgets the events that took place in the Butterfly
Dream. Or they might exhibit some instinctual
reactions against the kugutsu character (like a vague
sense of fear, horror, empathy, or love, depending
on what happened in the dream), which could infl
uence further reactions with that character.
The results of the Butterf ly Dream are very vague
in terms of rule effects, but that is because there are
so many things that could happen in a dream that
could have an effect that it’s impossible to take them
all into consideration. There are no real mechanical
rules effects 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 target’s personality in some
way permanently. Consider the story and resolve
this accordingly.
WHEN TO USE THE BUTTERFLY DREAM
The Butterfly 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 Butterfly Dream will only be used once,
usually against a major NPC (perhaps a villain). In
some games, it may be appropriate to show offthis
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. Th is 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 Butterfl y Dream quickly wears off 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 GM’s permission, they
can exchange their existing annelids for others or
simply add in more annelids.
Annelids can only be implanted in creatures of
flesh, 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 flesh 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 annelid’s 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.
ANNELID LIST
Each listing appears as the following:
Name (The name of the annelid)
Cost: The cost (in Kiai or Karma) for implantation
per level of effect. This is also called the rating of
the annelid. For example, spending 9 Kiai on a
talonfang bug (with a cost of “3 per level”) results in
a level 3 rated talonfang bug.
Effect: The effects of keeping the annelid.
Location: The part of the body where the annelid
resides.
Notes: The text which explains the annelid strain,
and how it functions.
Food: If the annelid has a nutrition requirement,
it is listed here. Many strains simply borrow a little
nourishment from their hosts.
Blackwing
Cost: 10 per annelid
Effect: Flight
Location: Back
The blackwing annelid is a curious insect with a
wide, flat body two meters long. The actual annelid
spends most of its time encapsulated in a small
chrysalis, which attaches to the hosts back. Th e
blackwing is fond of the sap of a particular tree
in the forests in which it normally resides, which
is released in certain seasons. The annelidist will
normally gather an amount of this sap and spread it
on the chrysalis when they want the blackwing to
emerge.
The blackwing annelid bursts out from the
chrysalis, attaching to the host’s back and spreading
out like wings. The host can manipulate the annelid
and use it to fly. The host cannot carry heavy
objects, and the flight is generally very slow; the
blackwing only allows the host to fly at their normal
land movement speed. The blackwing normally has
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ANNELID RULES
a very short lifespan: One single day. The host can
keep it alive longer, but only briefly. In game terms,
the blackwing can be used once per act. Once the
Act is over, the blackwing dies.
Food: Fresh fruit or vegetables
Blood Hulker
Cost: 10 per level of effect
Effect: The Body attribute of the host is increased,
but Agility is decreased
Location: Muscular system
Blood hulkers are parasites which resemble muscle
tissue. They cooperate closely with the existing
muscles and take nourishment from the blood
stream. When activated, they simply act as the
surrounding muscle tissue acts, copying the muscles’
behavior but with far more force.
When activated, the host’s Body attribute score
increases by the rating of the blood hulkers, but in
exchange, Agility is reduced by that same amount.
Food: None
Chitinshells
Cost: 2 per level of effect
Effect: Vitality is added to the host
Location: Everywhere
Chitinshells crawl inside the body, creating a nest
of chitin webbing throughout the hosts body. Each
level of chitinshell adds a point of Vitality to the
host.
A lesser-known side effect of the implantation
of chitinshells is the webbing which chitinshells
produce inside the host’s body. These strings are
said to be strong enough to hold two grown men
without breaking. It can be launched towards
the hosts enemy like a whip or spider’s webbing,
tripping or binding them. The webbing has a
damage of +2 and a range of a number of meters
equal to the rating of the chitinshells.
Finally, since this webbing attaches itself to ki-
collecting areas of the body, the host can control
it as if it were a prehensile appendage, making
it extend out of his body with such control that
he could sew with the individual chitinshell web
strands. To that end, he can use the webbing
weapon for whip-like attacks or grabs using Body:
Wormcharm as if he was using the War Art “The
Art of Ki Manipulation” at the same level as his
Wormcharm skill.
Food: Fresh fruit and vegetables every day.
Another option is taking a secret drug called
kabusu” once a week. If either of these cannot be
done and the host goes a full month without either,
the chitin in the host’s body softens as the worms
weaken, and the host dies.
Corpse Puppeteer
Cost: 30 per puppeteer
Effect: Control dead bodies
Location: Cerebellum
The corpse puppeteer is a white spider about 10cm
long. It slips into the ear of a dead human or animal
and works its way to the brain. From there, as it
feeds on the brain it can exert a kind of control over
the body, making it move as it if were alive.
With training, an annelidist can learn to control the
corpse puppeteer, and thus the corpse it is feeding
on, with remarkable accuracy. An annelidist can
control a body of any kind, and make it act as if
it had all of its attributes set at 5, all of its normal
skills set at 2, and a Vitality score of 5.
Food: Once a week, the host must consume the
brain of one human-sized animal, or 2-3 small
animals.
Crimson Poisoner
Cost: 2 per level of effect
Effect: Create poisons
Location: Brain stem
The crimson poisoner attaches itself to the host’s
brain stem, after which it begins to create a
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ANNELID RULES
pocket of fluid reserve, converting bodily fluids
into a deadly poison. This poison can be used in
conjunction with the attacks of any of the other
annelids or in unarmed physical attacks (emitted
through sweat glands in the hands or legs). If the
attack lands, the poison affects the opponent. The
damage of the poison is equal to the rank of the
crimson poisoner and lasts for a number of rounds
equal to its damage.
As with most poisons, it can be resisted or its
damage reduced with the Willpower skill during the
Interaction phase between combat rounds.
Food: Earthworms found under rocks or in wet soil.
Demon-of-Battle
Cost: 80
Effect: Incredible combat prowess granted to host
Location: Cerebrum
The demon-of-battle annelid remains the most
powerful and the most horrifying example of what
annelids can do to the human body.
W hen the demon-of-battle senses imminent
danger, it immediately launches two antennae
outward through the skull of the host, in order
to control and convert surrounding gossamer-like
Sha energy into physical power. Using the sha, the
demon-of-battle overwrites the host’s genetic code
immediately, turning him from a human into a
half-human/half annelid construct. This process
is so intense that some annelidists are completely
subdued by the will of the annelid, their personality
and identity swatted aside for the needs and desires
of the demon-of-battle.
Every time this transformation takes place, the
annelidist must make a Spirit: Wormcharm roll
against a difficulty of 3 or a Spirit: Willpower roll
against a difficulty of 4. If the host succeeds, then
he can harness the demon-of-battle’s abilities and
unleash hell upon his enemies.
If the host fails the roll, then the annelid continues
to rage until it senses no more enemies. The host is
no longer in control of the annelid, and everything
the worm does while in control comes back to the
host in horrific fl ashbacks afterward. Often, after
all enemies are dispatched, friends must calm the
host down to keep it from hurting other people in
the vicinity.
While the demon-of-battle is active, it grants the
following bonuses to the host:
Body is increased by +4
Agility is increased by +4
Senses is increased by +6
The host gains 20 Rejuvenation Points (see the
rejuvenation worms for details)
Vitality increases by +10
The host also gains the following natural weapons:
Name Dmg RoF Range
Electrostatic
Cannon
+1 1 18m
Clawed Hands +8
Clawed Feet +6
Acid Spit +4
The electrostatic cannon is an incorporeal attack,
and can only be dodged with the Evasion skill.
Acid spit is launched with Body: Wormcharm and
can only be dodged with Evasion. It continues to
do 4 damage to the opponent (who resists with
Willpower, as per the combat rules on acid) until
they take a round to rinse offor wipe away the acid.
Food: It eats normal food, but requires the host to
eat an amount of food that two people would eat
daily.
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ANNELID RULES
Digger Wasps
Cost: 3 per level of effect
Effect: A swarm of wasps makes attacks against
enemies.
Location:Any large area of skin on the body, usually
the back. It cannot normally be hidden.
Digger wasps build a nest under the flesh of their
host. This area of the body swells and distends as
more wasps make their home in it.
The host commands the wasps through bodily
secreted pheromones and the wasps obey without
question. Their most common use is for attacks
against distant enemies.
The host makes a ranged attack using Senses:
Wormcharm. The digger wasps do damage equal
to the rating of the digger wasp, divided by two.
They also inject a deadly poison into their enemies.
The poison takes effect during the next Interaction
phase in combat and lasts one round. Th e poison
has a damage rating equal to the level of digger
wasps, divided by two. With digger wasps, the
host effectively gets two attempts to damage an
opponent; a ranged attack followed by the poison.
The wasps have a range of 10 meters and a rate of
fire equal to the rating of the wasps.
Food: None
Dissolver
Cost: 2 per level of effect
Effect: Spit acid at enemies
Location: Stomach
The host uses a special mix of herbs to strengthen
his stomach, then implants the dissolver annelid.
The dissolver then increases the acidity of the
stomach acid until it can dissolve even metal and
stone. The host can use the dissolver to spit a stream
of acid at enemies, or to destroy objects.
In combat, the host makes a Body: Wormcharm
roll. Because of the liquid nature of the attack, the
opponent can only resist with the Evasion skill. It
has a range of 5 meters, and a damage rating equal
to the rank of the dissolver.
On top of that, normal combat rules for acid still
apply: Every round, the victim must make a Spirit:
Willpower roll against the rank of the dissolver or
take the difference in damage every Interaction
phase of combat. This eff ect lasts until the
opponent takes an action to rinse away or rub offthe
acid.
Food: A special blend of nine herbs is mixed by the
annelidist beforehand. This mixture must be taken
with food once per day, or else the dissolver’s acid
will eat through the host’s stomach. If the herbs are
not available, the host must not eat food of any kind
in order to keep the acidity bearable until the herbs
are found.
Eye Stalker
Cost: 10 per level of effect
Effect: The Senses attribute is increased
Location: Head, hands, fingertips, etc
The eye stalker strain has the appearance of an eye
attached to a muscle tipped with a talon. When
placed on the host, they burrow into the location in
which they were placed and attach themselves to the
hosts nervous system.
This has two major effects: For every eye stalker
attached to the host, their Senses attribute is raised
by one point. On top of that, the host can detach
the eye stalker whenever they want and place it in
a location. The eye will “record ” all that it sees in
that area. When it is retrieved and reattached to the
nervous system, the host can access all of the eye
stalkers memories, seeing what it saw.
To use the benefits of the eye stalker, the host has
to have implanted them for at least a week in order
to become used to the shift in perception. The
effects are wildly unpredictable if used right after
implantation.
Food: None
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ANNELID RULES
Hundred-Faced Worm
Cost: 15
Effect: Change the face of the host
Location: Face
This annelid is a flat, wide insect which can blend
into its environment. If an annelidist attaches it to
the face of another person (presumably dead, asleep,
or perhaps a willing participant). it will adopt the
shape and features of that persons face perfectly.
It can then be removed and worn by the host like
a mask, covering one’s identity or assuming the
personality of another.
When coupled with the mynah bug, this annelid
makes for an extremely effective spying tool.
Food: None
Immortality Strain
Cost: 50
Effect: Immortality
Location: Unknown
Through limitless regeneration ability, the
immortality strain effectively grants its host
immortality.
Implanting the immortality strain is a nigh-
impossible task, which is why most users who have
the strain either were experimented upon, or were
tasked with accepting the annelid in the service of
a lord. Very few master-level annelidists are risky
enough to willingly go through the process of
implanting the immortality strain.
In rules terms, those given the immortality
strain must make a Spirit: Willpower roll against
a difficulty of 20. If they can overcome these
impossible odds, the immortality strain adapts to its
new host with little problem. If the potential host
fails, then death is almost instantaneous. In rare
cases, the host survives and the strain adapts to the
host, but with many problems. Disfigurement and
insanity of some kind are always a result. In the
rarest cases of failure, the potential host emerges
fine, apparently unaffected by the ordeal. However,
master annelidists intimate with the immortality
strain never discuss those rarest of cases, and stay
well clear of those people for some reason.
A player can only realistically attempt the
implantation of the immortality strain in their
character if they are sitting on a pile of Kiai points.
That character may increase his Willpower skill,
spend a ton of Kiai on bonus dice, and then buy
up successes with Kiai if they dont quite reach 20.
However, when doing this do not forget the initial
implantation cost of 50 for the strain, as well as the
fact that the implantation cost, plus all Kiai spent in
the attempt, immediately becomes Karma.
Hosts with the immortality strain heal wounds
incredibly fast. During the Interaction phase
between combat rounds, the annelids restore blood,
bone and flesh back to normal. See the following
chart for the speed of recovery of all wounds in a
wound track:
Wound Track Round/Minutes to
Heal
Light 3-Body
Heavy 5-Body
Critical 10-Body
Dead Box 15-Body
If the number in the chart above comes to zero or
less, then all the wounds in that track heal instantly.
Example: Omon has a Body of 8 and the immortality
strain. In one round of combat, she takes 7 Light
wounds, 3 Heavy wounds and one Critical wound.
During the next Interaction phase (before the next
combat round), all of the wounds in the Light and
Heavy rows disappear completely. Omon is left with
just one Critical wound, which will heal completely in
the next Interaction phase.
A host with the immortality strain can only be
killed normally if their head is cut off after they
have fallen in battle. They can also be trapped and
burned to death, or cut with a rare and legendary
annelid-killing poison then killed normally.
Food: None
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ANNELID RULES
Itami Strain
Cost: 15
Effect: Raises host’s Vitality score
Location: Nervous system
The itami strain is a swarm of miniscule insects
which ride along the hosts nervous system, sealing
away pain response when provoked. Since the
sensation of pain in the host is almost completely
lost, their Vitality score is raised. Normally Vitality
is calculated by adding Body plus Spirit. However,
with the itami strain, Vitality is calculated by
adding double the Body score plus Spirit. In other
words, simply add the hosts Body score again to the
Vitality total.
Food: None
Mindglower
Cost: 3 per level of effect
Effect: Increases the Soul of the host. Also provides
light.
Location: Fingertips
The mindglower strain of annelid looks like
miniscule jellyfish floating through the air. They
attach themselves to the host’s fingers, right near
the fingernail, and burrow into the muscle. They
can be released for a short amount of time, allowing
them to gently float around an area at the host’s
command, providing a visible bluish light that can
be seen by at night or in dark places.
They can also be used to boost Soul in the host;
they can provide a jolt of white pain through the
fingers of the host, providing focus and alertness.
Soul increases by 1 point per level of mindglower.
This added Soul lasts one day, after which it can be
regained again.
Food: They require one cup of clear water every day.
They also need to be released once per day for at
least a few minutes.
Mouth Creeper
Cost: 15
Effect: An annelid which defends the host in battle
Location: Digestive tract
This creature with the appearance of a giant
centipede lurks just below the hosts mouth area.
When used by the host it lashes out of the host’s
mouth, biting its enemies and injecting paralytic
poison into them.The host makes attacks with the
mouth creeper using Body: Wormcharm. It can
also be used in defense, making counterattacks as
normal. It has a damage rating of +1.
If the mouth creeper damages a target, it does
damage as normal, but the target must also make a
Spirit: Willpower roll and gain 2 or more successes.
If the target fails this roll, he is paralyzed and
cannot defend himself, move, or do anything other
than speak. Th e next time the victim takes any
kind of damage, he can attempt another Spirit:
Willpower check. If the victim succeeds, then the
poison immediately wears offuntil the next mouth
creeper bite.
Food: 200 grams of animal meat per mouth creeper
each day
Mynah Bug
Cost: 10
Effect: Can perfectly duplicate any sound heard
Location: Throat
Any noise that the host hears, the mynah bug can
perfectly duplicate it. Th is effect can also be used
to mimic the speech of someone whose voice has
been heard. Normally, this happens flawlessly.
However, if trying to fool a suspicious opponent, the
opponent need to gain three successes on a Senses:
Notice roll to determine that something isnt quite
right.
Food: It simply eats a fraction of the food the host
consumes. However, the host should be careful, as
the mynah bug is delicate. Very hot or very spicy
foods can kill it.
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ANNELID RULES
Rejuvination Worms
Cost: 5 per level of effect
Effect: Grants a pool which heals Wounds taken in
combat. Can be used on others.
Location: Everywhere
When rejuvenation worms are implanted, they
quickly swim through the host’s body, mending the
broken flesh and bone of the host when damage is
taken. They use their own bodies to heal the host,
sacrificing themselves in the process. The host gains
5 rejuvenation points for every level of rejuvenation
worm implanted. Each rejuvenation point can heal
one wound of any type, except for the Dead Box.
In combat, healing occurs during the Interaction
phases between each combat round. The
rejuvenation worms can also be used to heal others,
but the annelidist must spend a Full Action to do
so.
Rejuvenation worms are a slow-return resource;
spent rejuvenation points only return at a rate of one
point per day.
Food: The host must eat rotting meat at least once
per week. Every day after a week in which rotting
meat is not consumed, one rejuvenation point is lost.
Spinal Mites
Cost: 5 per level of effect
Effect: The Agility attribute is increased
Location: Nervous system
Spinal mites attach themselves to the nervous
system and greatly accelerate neurotransmission
speed. This in turn increases the quickness and
response time of the host’s body.
To activate the spinal mites, the host must inhale a
dose of powdered poppy nectar (using a half-action
in combat). This causes the spinal mites to excrete a
neurotoxin which speeds up reflexes; the Agility
attribute is raised by the rating of the spinal mites.
This effect lasts for a number of rounds or minutes
equal to the host’s Body attribute score, after which
they go dormant.
The neurotoxin released by the spinal mites causes
damage to the host after use. As soon as the mites
go dormant, the toxin takes hold of the body,
and the host is poisoned for a number of rounds
or minutes equal to the level of spinal mites (as
per the combat rules on poisons). The damage
of the neurotoxin is also equal to the level of the
spinal mites. During this 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
Talongfang Bugs
Cost: 3 per level of effect
Effect: Claws or cutting tools erupt from the host’s
body
Location: Limbs
Talonfangs can sense danger. When the host
is attacked, they lash out and harden, granting
biological claws, knives or other cutting edges to the
hosts body.
Attacks are made using Body: Wormcharm. They
do an amount of damage equal to their level of
effect; the more powerful the bug, the more damage
it can do.Talonfang bugs have other special qualities
for use in combat, depending on the skill level of
Wormcharm in the user:
Wormcharm 2: The host can make counterattacks
in battle using Body: Wormcharm.
Wormcharm 3: When the host attacks a new
opponent for the first time ever, the unexpected
nature of the attack is treated as a sneak attack.
Wormcharm 4: The talonfang can fire one
volley of needles or spikes at enemies if the host
makes an attack with Senses: Wormcharm. The
damage remains the same. Range equals Body in
meters, Rate of Fire equals the level of talonfang
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ANNELID RULES
bug implanted, and the ammo is 1. The needles
regenerate at the end of the scene.
Wormcharm 5: The damage rating of the talonfang
bug is doubled.
Food: Human or animal blood, about 400ml per
week.
235
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 find 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
Aluis 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. Th is can be
done with very little eff ort. However, if the target
is not an oni, thoughts can be sent to the target, but
the target’s 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.
If an oni decides to cut off or file off her horn
(usually in order to live among humans or to
disassociate with the oni), Alu powers can no longer
be used.
Alu utilizes the following powers, depending on the
level of Resonance.
Skilled (2): Soul Cost 1
The oni can participate in heart-speech. The effects
will last for a scene.
Advanced (3): Soul Cost 2
The oni can participate in heart speech with
animals other than oni, including humans, animals
and even plants. When used with humans, thoughts
can only be sent, not received. Th e effects will last
for a scene.
Master (4): Soul Cost 3
The oni can read the thoughts of animals other
than oni, including humans, and also plants.
If the target denies the connection, a contested
action must be resolved against the target’s Spirit:
Willpower. If this power is used with the Advanced
(3) level Alu skill, a sort of two-way pseudo-heart-
speech can be achieved with humans. Th e effects
will last for a scene.
Supreme (5): Soul Cost 5
The oni can directly attack a target’s mind.
The oni engages the Target in a contested action
against the target’s Spirit: Willpower. If the oni
succeeds, the difference by which he succeeded can
be infl icted on the target’s vitality as damage. If the
oni fails, there is no effect.
DII
Body: Resonance
Diiis a connection with the land, and manifests in a
kind of telekinesis. It allows the user to move objects
by borrowing the power of the gossamer-like force
known as Sha. Sha is a force spread throughout the
land of Tenra like wispy, always-moving sheets of
invisible raw power.
When Dii is used to inflict damage directly,
a contested action against the target’s Spirit:
Willpower is necessary. The difference in the success
values are applied as damage. When this damage is
from a collision with a quickly moving object, it is
treated as per the rules for ranged weapons and can
be evaded or parried. The oni using this ability to
damage an opponent must spend Soul according to
the table below.
Dii utilizes the following powers, depending on the
236
ONI RESONANCE
level of resonance. Each power lasts for one minute
(one round), but the oni can spend the ability’s
Soul cost again to keep the power active for each
extra minute. Th e GM may add more damage to
a successful resonance attack with a heavier object,
depending on the situation.
Skilled (2): Soul Cost 1
The oni can move an object of a few k ilog rams
(less than 10kg: daggers, katanas, bag of soulgems).
Advanced (3): Soul Cost 2
The oni can move an object of a few tens of
kilograms, about the weight of one average sized
person (less than 100kg: normal person, small food
stand, sack of rice).
Master (4): Soul Cost 5
The oni can move an object of a few hundred
kilograms in weight (kongohki, filled palanquin,
small crowd of people, small armour).
Supreme (5): Soul Cost 7
The oni can move an object of a few thousand
kilograms in weight (small temple, most armour,
large crowd of people).
At the highest level of resonance, the oni can
manipulate the very sha around her to mysterious
effect. Through manipulating Dii, she can consume
the energy of sha-crafted life forms like summoned
shiki and chimera.
This powerful oni can unravel a shiki by succeeding
on an action with a difficulty equal to the shikis
Possession ability level. Additionally, the oni can
absorb this sha from a shiki, and temporarily
add the success value of the attack to her own
Body, Agility, and Senses. This lasts for a number
of minutes (or rounds) equal to the onis Spirit
attribute score.
Note: When using this ability against a samurai, a
contested roll is made against the samurais Spirit:
Willpower, or Spirit and the shiki ’s Possession level
as skill, whichever score is higher. Failure means
that the shiki is effectively consumed by the oni.
It will take one scene for the samurais soulgems to
recover and recraft the embedded shiki; the samurai
will recover by the beginning of the next scene. This
ability can only be used against a samurai when
they are in samurai mode.
SPECIAL TAE RAYI
There are special oni resonance abilities that fall
out of the purview of Alu and Dii alone. Th ey are
powers only heard of in legend. Few oni have the
innate mastery of Tae Rayi required to use them.
Only full-blooded oni, not half-oni, have access to
these abilities. They can only be taken at the time
of character creation. Each of the abilities costs an
additional 5 Karma to take upon character creation.
The oni may or may not realize that they have the
ability to use the power until their time comes.
With GM’s permission, an oni character could take
one of these powers during an intermission phase.
The oni could have unlocked reserves of hidden
potential, or realized that she had this ability all
along.
Mighu: The Calm
Make a contested roll using Empathy: Resonance
against an injured characters highest wound rating.
Soul Cost: 5
One can finely manipulate sha to bind and seal
wounds, promote healing, cure ailments and
bind fl esh. This roll is made against a diffi culty
equal to the highest rated wound on the taget (See
Healing in the Combat rules: Light Wound =1,
Heavy Wound =2, Critical Wound=3). If this roll
succeeds, every additional success over the difficulty
level allows the injured player to heal an additional
wound box.
The Dead box cannot be healed with this ability.
Tse-Yi: The Cloak
A Spirit: Willpower roll; count successes
Soul Cost:10
237
ONI RESONANCE
This special oni ability allows the user to create a
zone impenetrable to the sha, dispersing it entirely
from the immediate area.
Count the number of successes rolled. An invisible
zone is created around the oni, with a radius equal
to the successes rolled in meters. No shiki or
samurai can enter this zone. Those already within
the zone are forcibly pushed outside the zone. Tse-Yi
complexly negates all damage taken from Buddhist
magic and Resonance powers to characters within
the protected area.
This zone lasts for a number of rounds equal to the
oni’s Spirit attribute score.
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.
238
SHINTO RULES
SHINTO RULES
For agents of the Shinto Priesthood, the skill level
of Shinto is actually the characters rankwithin the
organization. The higher the skill is, the higher
the character’s rank within the Priesthood (Taira,
Kakari, Ka, Bu) and the more severe the character’s
duties are.
When performing Shinto rituals, a player can spend
Kiai for the effect of temporarily raising the Shinto
skill level for that roll with the GM’s permission.
However, this is a one-time boost to the character’s
affi nity with the area kami; it does not represent an
increase in that character’s rank within the
organization.
SHINTO RITUALS
Agents have the power to bring about a variety of
miraculous effects by praying to the kami. The GM
is free to describe these ceremonies, the miracles,
and their results as he or she sees fit.
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.
Summon Rain
Activation Difficulty: Special
This ceremony allows the agent to influence the
weather. The agent must construct an altar in
front of a local shrine and offer up prayers to the
kami. This ritual can only be conducted once per
day, and it takes between one to three hours after
a successful ritual for the weather to be affected.
The result of the ceremony is determined by the
number of successes on a Station: Shinto roll. Th e
GM either rolls 1d6 and consults the Weather Chart
below or chooses the result to decide the current
weather conditions, and each success on the Shinto
roll allows the player to shift the weather one space
on the Weather Chart in the desired direction. For
example, if the Summon Rain ritual is performed
on a Fair day with a result of two successes on the
Shinto roll, the performing agent may choose Light
Rain, Cloudy, Fair, or Clear Blue Sky as the new
weather condition. While a sacrificial killing is not
a requirement for this ceremony, some find that
spilling blood aids the rituals chances of success. It
is for this reason, according to an agent named Eise,
that sacrifice is a part of this ritual in some regions.
WEATHER TABLE
Die Result Weather
0 Torrential Downpour
1 Heavy Rain
2 Rain
3 Light Rain
4 Cloudy
5 Fair
6 Clear Blue Sky
For current weather conditions, either roll a die on
the chart above, or have the GM decide.
Worship
Activation Difficulty: Special
The most important ritual to a gyoshi or miko is
the act of worship. By connecting a meikyo to a
shrine’s holy relic or altar, and then downloading
their spirit into the meikyo, an agent can commune
with the kami and receive divine aid. They can also
try to communicate with or calm a kami.
Shrines are a common sight throughout Tenra, and
when the Priesthood discovers a settlement without
a shrine, agents are quickly dispatched to establish
one. The larger the village or town, the more
expansive the shrine usually is.
When worshiping at an established or natural
shrine, the agent makes a Station: Shinto roll. The
number of successes gained can be “banked ” for
later use. When the agent chooses, she can make use
of those successes herself or grant them to others.
Each banked success counts as one success for a die
roll of the agents choosing, and can even be applied
239
SHINTO RULES
after the dice have been rolled. Worship can only be
used once per Act.
Omoikane
Activation Difficulty: 5
Through the use of this technique, an Agent can
gain access to and receive guidance from Omoikane,
the wisest of the eight million kami. The agents
can, with Omoikane’s aid, eavesdrop on scenes in
which they are not taking part. By succeeding at a
diffi culty 5 Shinto roll, the agent can elect to view
the scene and hear the conversations.
Forbidden Arts: Ara-Mitama
Activation Difficulty: 5
Some uses of Shinto, such as calling upon the aid of
cursed kami of a class called Ara-Mitama or “spirits
of the wild ” are forbidden by the Priesthood. The
Ara-Mitama provide the effect of the forbidden arts.
Most of these taboo arts involve ayakashi (strange
faerie or demonic spirits) or curses and may not be
used without the express permission of an agent’s
superiors. Being granted boons from the mysterious
Ara-Mitama puts the natural order of the universe
into a state of imbalance, therefore the Priesthood
expressly disallows it.
When attempting to use a forbidden art to ask a
favor of a Ara-Mitama, a PC must succeed at a
Station: Shinto roll versus a fi xed diffi culty of
5. A particularly daunting task might require a
higher difficulty roll, up to 10 or even more. Other
requests, at the discretion of the GM, might be so
appropriate to the scenario or story that she can
grant the request without a die roll. The number of
times a PC may use these arts at their level is limited
by her Shinto skill level. The forbidden arts can only
be used a number of times per session, as written per
each rank. Th ey can only be used more if the agent
gains a higher level of Shinto in the middle of an
adventure scenario. The number of times an agent
can use the powers granted by the spirits of the wild
are listed as follows:
KAMI AID LIMIT
Skill Level Number of Uses
2 1
3 2
4 3
5 Unlimited
The aid chart above applies to all forbidden
arts, including Ara-Mitama, Mishaguchi,
Amatsumikaboshi and Arahabaki.
Getting help from the kami is a major affair. One
has total affinity with the nature spirits native to
Tenra, and the agent can communicate with them
openly and truly understand them. They can talk
to them, and make their request to the kami. If
the kami agrees, the aid is granted with no strings
attached; no genie-in-the-bottle style “I will grant
you your wish as you said, not as you intended.
Rather, the kami fully understands the intention
and follows through on the request earnestly. Often,
communicating with the kami can have profound
effects on the agents psyche or personality when her
consciousness returns to the physical plane.
Here are some example boons which can be
requested of the Ara-Mitama. In effect, there is no
limit to what can be asked upon the Ara-Mitama, as
they are the great spirits of the world:
• Protect this village from harm from the upcoming
war
• Summon a Great Wolf or a noble Sea Dragon to
aid in a battle
• Travel to the heavens to hold court with the kami
• Bring yourself and your companions to another
continent quickly
• Destroy a village
• Protect a city from an earthquake (difficulty 10)
• Travel in time to Jinrai, before the Fall (difficulty
15)
240
SHINTO RULES
• Bring a companion back to life (difficulty 15)
Forbidden Arts: Mishaguchi
Activation Difficulty: 6
Mishaguchi (Misha-Guchi) is a major example
of the kami residing in ancient trees and giant
boulders. Mishaguchi can bring a bountiful harvest
when pleased, or cause a terrible blight when
ignored.
The user of this art is able to summon a small but
powerful tornado centering on herself. Th e tornado
lasts for a number of rounds equal to the user’s
Station.
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 Difficulty: 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 offthe map, destroying it
utterly. However, this request deals no damage to
PCs, and it does no damage to NPCs of the GM’s
choosing.
This power may only be used once per session, no
matter the agents skill level.
Forbidden Arts: Arahabaki
Activation Difficulty: 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 Agent’s 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
241
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)
Rules for creating ayakashi or half-ayakashi
characters appear at the end of this chapter.
CHOOSE A SPECIES
In general, there are four species of ayakashi.
Ayakashi non-player characters are built using
character generation points, quite unlike normal
character generation for player characters (for player
character ayakashi and half-ayakashi, see the end of
this section). The species that is chosen determines
how many character generation points the GM
should use to create the character. While that would
be a hard number for player character ayakashi,
the GM is encouraged to use the point limits as
guidelines that can be bent for effect.
When picking abilities, you do not have to spend all
the character generation points.
Henge: The Different, The Transformed
Character Generation Points: 600
The Henge are living things that were changed into
something else. They still retain some semblance
of their animal or human form, but they are now
far more than such simple creatures. They often
take the form of animals or half-animals, though
larger than normal and possessing great intelligence,
wisdom and spiritual energy.
Tsukumo-gami: The Artifacts
Character Generation Points: 550
The Tsukumo-gami were nonliving things that
changed into something else. Perhaps it was a
handheld object. Perhaps it was a large object
or even a place. However, over the long years it
slowly came to be possessed by a living spirit and
became… something else. Perhaps the spirit was
once a human spirit, pulled from nature and given
a shape and form that it did not desire. Or perhaps
the spirit is a collection of deep feelings of other
humans or ayakashi, which congealed and settled
over time into a living entity.
Yokai: The Monstrous
Character Generation Points: 650
The yokai take shape from the power of pure
human hatred, or from a lost soul. They are living
curses of the land, born to hate humans (which
most eat or kill). They are the monsters in the dark
that people think of when they hear “ayakashi.
Unlike most of the other aya kashi, though, the
reason that they exist, as well as their monstrous
goals, are often easily understood or discovered. The
yokai are knowable…and they are to be feared.
Ara-mitama: The Deep Spirits, TheGods of the Wild
Character Generation Points: 800
It’s probably more correct to say that the ara-mitama
are gods and not ayakashi. They are great, vague
242
THE AYAKASHI
Ayakashi are not Wandering
Monsters!
There might be a temptation to craft a bunch
of various ayakashi, and have them step in
as low-level minions or “zako” (small fry)
monsters for the PCs to slay as they journey
from place to place, like a game of Final
Fantasy. Some ayakashi are of course hostile
towards humans, but they shouldnt be
popping up all over in every act to be simply
used as sword fodder or to set up a fight
because the GM couldnt think of a better
way to pace the game.
Ayakashi that appear in the game should be
rare, definitely few and far between. Most
humans will never encounter an ayakashi (if
they’re lucky), but PCs are special. However,
ayakashi are almost alien. Most are hard or
impossible to find or communicate with.
When using them, make sure to have a reason
for them to be present. They might be the
true antagonists in a scenario, but if you’re
using them for random combat encounters as
the PCs travel from town to town or throwing
them in for no real reason that relates to the
story, then youre probably better off using
human bandits instead. Move the story
along without engaging in too many random
monster fights.
entities that the very spirit of the earth created and
brought to life. Some ara-mitama seem to be the
physical embodiment of the Shinto kami. Others
seem to be spirits born of sin or evil and are a curse
which the very earth expelled into physical form.
CREATE AN AYAKASHI CONCEPT
Before continuing onwards with creation, you
should think of at least a few things about the
ayakashi being created. You don’t have to come up
with every last detail before moving on, but some
thought should go into some basic questions to get
you started on creating a unique spirit.
Henge
• What kind of animal is it based on?
• How old is it?
• What is special about its appearance?
• Why did it transform into a spirit?
Tsukumo-gami
• What is the object that it is based on?
• How long ago was it created?
• What is special about its appearance?
• Why did it transform into a spirit?
Yokai
• Why did it form?
• What is it trying to do?
• What is special about its appearance?
Ara-mitama
• What is it?
• Does it have a goal?
• What does it do?
ASSIGN POINTS TO ATTRIBUTES
Like other characters, ayakashi also make use of the
seven attributes. However, most are quite different
or alien from normal human beings, so there can be
a lot of variance in their attributes. Some have scores
above 10 or as low as 0. A score of 0 indicates that
the attribute has no meaning for this creature.
For example, monsters that have no concept or
understanding of the human heart would have no
Empathy score. A spiritual creature with no physical
form would have no Body attribute.
When assigning points to attributes, for every ten
character generation points spent you may raise one
attribute one point. A Body score of 5 would cost 50
points.
Next, write down sub-attributes for the ayakashi.
These are based on the attributes, and work exactly
the same as for creating player characters.
243
THE AYAKASHI
Vitality = Body + Spirit
Soul = Knowledge + Spirit x 2
Wound Gauge:
Light Wounds = Body
Heavy Wounds = Body / 2
Critical Wounds = Body / 4
Dead Box = 1
PICK YOHJUTSU POWERS
In the world of Tenra, people use the character
“Yoh ” (which symbolizes fey, weird, strange, or
monstrous) to write the word “ayakashi.” Yohjutsu
(“Art or Way of the Ayakashi”) is then the strange
and monstrous powers and arts that the ayakashi-
born wield.
The yohjutsu powers that ayakashi have are not
special in their eyes. For an ayakashi, using a
yohjutsu power feels as natural to them as using our
hands do to us humans. It is a natural tool for that
creature.
Like skills, yohjutsu powers are scored in rank levels
or “dots” (Skilled/Advanced/Master/Supreme). The
higher the score in that power, the more generation
points it costs. Please see the following chart for
yohjutsu power costs:
2 dots/basic 5 points
3 dots/advanced 15 points
4 dots/master 35 points
5 dots/supreme 75 points
While a “supreme” ability score is rare, some sacred
or godlike ayakashi have at least one ability which is
ranked at that special score of 5 dots. They are truly
fearsome creatures.
For every yohjutsu power taken, write it down as
if it were a separate skill. For example, an ayakashi
character might have the “skills” Healing 2,
Invisibility 4 and Natural Weapon 3. Keep track of
each power separately. The number represents the
ability rank or strength of that particular yohjutsu
power.
Ayakashi characters do not often use their yohjutsu
powers like skills. Instead, their level simply
represent the potency of their power. They normally
use another skill when making use of their power
(like Willpower for Fear, or Marksman for Projectile
Weapons).
A special note: Skills that affect the mind like
Mindreading, Fear, and Illusion, as well as abilities
like Invisibility, work on all characters. Th is
includes kongohki and armours.
The following is a list of known ayakashi abilities.
Domination
This ability allows an ayakashi, usually through
unnatural charm and charisma or else hypnotism
or sub-vocalization techniques, to charm and
command people.
To use this ability successfully, the spirit must win
in a contest of Willpower versus Willpower against
its intended target.
The amount that the ayakashi succeeds by in the
above roll becomes the “damage” caused by the
charm. Record this number. When the conditions
for the charm commands changeor if the
character attempts to resist—the target can try to
resist by making another Willpower roll (in combat,
this roll is made during the interaction phase). The
target difficulty will be equal to the “damage”
caused by the ayakashi in the original domination
roll. If the target succeeds, she can resist the
domination.
It takes one action in a combat round to activate
this ability.
244
THE AYAKASHI
Limiting Ayakashi Abilities
As a GM, you may be preparing a fight
against a mysterious and evil ayakashi.
Perhaps you want to give it a powerful
Projectile Weapon ability. Perhaps it breathes
fire. You give it a 5 in that ability, because
you want the high damage and rate of fire.
However, this introduces a few complications.
A range of a kilometer away? For fire breath?
It doesnt make sense. 30 meters makes far
more sense.” Feel free to exercise your power
as a GM and lower things like range, damage,
or other parts of the ability to coincide with
your concept of the ayakashi and its abilities.
However, keep the ability score rated at the
highest ranking ability used. For example,
Projectile Weapons 5 gives a damage of +20,
a Rate of Fire of 12, and a Range of 1km.
If it makes more sense, you could keep the
damage at +20, lower the Rate of Fire to 9 or
6, and the range to 100 or 30m (or another
arbitrary number). However, since we are still
using that damage of +20, we will still have to
buy the ability Projectile Weapons 5 for this
ayakashi.
Domination as a Deterrent
Sometimes it’s fun to have a boss NPC show
up and gloat at the player characters from
time to time. Be careful of thinking that
Domination is a good barrier to block the
advances of the player characters. Players are
resourceful, and if youre not careful, the first
time the ayakashi appears might be the last if
the players have enough Aiki chits to quickly
bypass Domination and take out the ayakashi
mid-gloat.
Be aware of this fact: No single ayakashi
power is impenetrable.
Domination Level and Effect
2: The target cannot attack or stand in the way of
the ayakashi.
3: The target cannot go against the ayakashis
wishes.
4: The target will turn against the enemies of the
ayakashi.
5: The target gives complete loyalty to the ayakashi
and follows all commands it gives.
Draining Weapons
This ability covers ayakashi natural weapons that do
damage, which continue to do damage over time,
such as poison, acid, or corruption.
By default, this attack has a damage rating, a range,
and a number of rounds that the effects last. The
number of the ability is the number used for the
skill roll when using the weapon (usually with
Senses or Body).
When draining damage is received, the damage
will take effect every interaction phase. When the
ayakashi attacks, the final damage rating that it
does is recorded. The victim can then try to resist
future damage. That damage rating becomes the
difficulty number to resist damage. Make a Spirit:
Willpower roll each interaction phase: Each success
reduces the amount of damage received during that
phase. This roll has to be made each interaction
phase for a number of phases equal to the draining
weapons score. See chart below:
Draining Weapons Effect by Level
2:Damage +5, Range 5 meters, Lasts 3 rounds
3:Damage +10, Range 10 meters, Lasts 6 rounds
4:Damage +15, Range 15 meters, Lasts 9 rounds
5:Damage +30, Range 30 meters, Lasts 15 rounds
245
THE AYAKASHI
If a second Draining Weapon attack is made after
the first (given that both hit and damage the
intended target), ignore the continuous damage of
the first attack, and use the damage rating for the
second attack from that point on. If, later, before
the second attack ’s damage is resisted by willpower,
yet another attack connects and does damage,
again simply ignore the draining damage from
the second attack and start over with the damage
of the third attack. Do not “stack ” damages over
multiple successful attacks. Every Draining Weapon
attack effect is replaced by any subsequent Draining
Weapon attack effects.
Fear
Some ayakashi exude an aura of fear so potent and
oppressive that living things cannot move once they
feel this primal fear.
When using Fear, a spirit engages in a Spirit:
Willpower contest with an opponent. If the spirit
wins, the target feels the effect of the fear.
When making that contest, write down the number
of successes that the ayakashi made over the
opponent’s Willpower (the “damage” of the attack).
In the interaction phase, the character can make
Willpower checks using the “damage” as a diffi
culty number. If the character fails, they remain
stuck at that fear level (see chart below). If they
succeed, they can break free of the effects of fear.
It requires one action for the ayakashi to engage this
ability.
Fear Level
2: You cannot move, but you may still act.
3: You cannot move, nor can you take any actions.
4: Like 3, but you also cannot perform a counter-
attack or take any half-actions. You are petrified
with fear. At this level, a number of creatures up
to or equal to the number of the ayakashis Spirit
within its sight range are affected by this ability.
The ayakashi rolls once, and all characters roll to
resist separately.
5: As above, but the effects can spread to cover an
entire city and affect all of its inhabitants.
Flying
The ayakashi possesses the power of flight, and can
freely fly through the air.
The amount of weight the ayakashi can carry and
the speed which it can travel is decided by the level
of this ability. If the ayakashi tries to carry more
or is weight down by more than it can carry, its
speed is reduced by half. For aerial maneuvers, the
ayakashi uses the Movement skill.
Flying Level and Effect
2: 1.6km (one mile)/minute, can carry up to 60kg
3: 2000m/minute, can carry up to 100kg
4: 4000m/minute, can carry up to 200kg
5: 10,000m/minute (one half the speed of sound),
no limit to carrying capacity
Hallucination
This is the ayakashi power to create and control
illusions in others.
The ayakashi makes a contested Spirit: Willpower
roll against the opponent. The spirit must win for
the hallucination to take effect.
Record the number that the ayakashi succeeded by
(for f uture resistance attempts), then determine how
long that the hallucination lasts naturally, based
on the Hallucination ability and Empathy of the
ayakashi (see below).
During that period, the ayakashi controls what
the characters see and experience. It wont be too
long before the ayakashi tries to have something
surreal or dangerous happen to the characters.
Each time that happens, the victims may make
another attempt to become free of the illusion with
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THE AYAKASHI
another Willpower roll. The difficulty number is
equal to the number that the ayakashi succeeded
by originally. It costs one action to engage the
hallucination ability.
Hallucination Level and Effect
2: Empathy score in hours
3: Empathy score in days
4: Empathy score in years
5: Forever
Healing
This ability measures the superior healing ability
that some ayakashi possess. It could be because
their bodies naturally heal faster, or that the damage
simply disappears at a mental command. Healing
occurs during the interaction phase. The numbers
below represent the amount of vitality points
regained automatically each round.
Healing Level and Effect
2: 3 points
3: 5 points
4: 10 points
5: 30 points
Incorporeal
Some ayakashi have the ability to turn incorporeal
and pass through solid objects such as walls, floors,
rocks, or other creatures. At the cost of 3 Soul, an
ayakashi can use this ability for one round (or one
minute of game-time when not in combat).
It costs one action to activate this ability.
This ability has no ranks. It costs 15 points to
purchase.
Invisibility
Ayakashi using this ability can become invisible.
When an ayakashi uses this ability, all of their
actions are considered sneak attacks for the purposes
of combat. The level of the ability determines when
the ability stops working. This also works against
mechanica and other life-detecting abilities.
It takes one action to activate this ability.
Invisibility Level and Effect
2: Reverts to visible after moving, half-actions,
actions
3: Reverts to visible after half-actions and actions,
but can still move
4: Reverts to visible after taking an action
5: The ayakashi can remain invisible indefinitely
Mindreading
Some ayakashi possess the mysterious ability to read
the minds of people.
To use this ability, the ayakashi must succeed in an
opposed roll against the target’s Willpower using
the ayakashi ’s Spirit: Willpower, or Empathy:
Willpower. If the ayakashi succeeds, the results are
equal to the ability level (see below).
It costs one action to perform this ability in combat.
Mindreading Level and Effect
2: The victims surface thoughts (only a few seconds’
worth) are read.
3: The ayakashi can read thoughts that the victim is
trying to keep hidden.
4: The victims entire memory is an open book
which the ayakashi can freely access.
5: Same as above, but the victim has no idea the
ayakashi is reading her thoughts.
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THE AYAKASHI
Remember that abilities like Mindreading, Fear,
Illusion and the like work on all characters. This
includes kongohki and armours.
Multiple Forms
With this skill, the ayakashi has the classic ninja-
like power of creating look-alike copies of itself
which can move and act as it does. Th e number of
copies it creates depends on the level of the multiple
forms ability taken.
Creating copies costs one Soul for each copy
created. The copies can use all abilities
of the original spirit, except for any abilities that
require using Soul (like creating copies of the copy).
Also, if the copy takes even one single point of
damage, it disappears.
Copies are good for reconnaissance, but are
classically used in battle to distract and overwhelm
an enemy. If a character wants to try to detect which
copy is the real ayakashi, they can make a Notice
roll versus the ayakashi ’s Stealth skill. Success
means that they have spotted the real ayakashi
(unless the ayakashi tries to create more copies,
or uses stealth to try to obfuscate its form with its
copies).
It takes one action in combat to perform this ability.
Multiple Form Level and Effect
2: One copy can be created.
3: Three copies can be created.
4: 5 copies can be created.
5: Up to 10 copies can be created, or instead one
perfect copy of the ayakashi (including a Vitality/
Wound track, and use of Soul abilities).
Natural Weapon
Natural weapons are things like claws, talons and
fangs, things that the ayakashi were usually born
with. Each level of natural weapon gives a damage
bonus. In case of tsukumo-gami, this means that
their physical form is a weapon (like a demonic
sword) or contains weapon-like components like
sharp edges.
The ability level of the natural weapons ability
determines the damage rating for attacks. Natural
weapons can be used with the Unarmed Combat or
Melee Weapons skills (whichever is highest).
If the weapon is retractable and hidden, like the
claws or fangs of human-like ayakashi, then it takes
a half-action to unveil the weapon.
Natural Weapon Level and Effect
2: Damage +5
3: Damage +10
4: Damage +15
5: Damage + Body x 2
Possession
Some ayakashi have the ability to enter and take
control of the form of living or non-living things.
This ability is Possession.
When using possession, the ayakashi must make a
contested Spirit: Willpower roll against the target’s
Spirit: Willpower. If the ayakashi succeeds, it takes
control of the target’s body.
When the ayakashi controls the target, it can use
any of the target’s skills, attributes or abilities as it
sees fi t once. However, if it takes further actions,
the target is still aware and can attempt to resist
this action. Make another opposing Willpower
roll to see if the victim can stop the ayakashi from
completing the action. If the ayakashi fails, the
possession is broken.
The spirit is able to possess samurai and kugutsu. It
takes one action to possess another.
Possession is a special ability and as such it doesnt
have “ranks. It costs 35 generation points to take
this ability.
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THE AYAKASHI
Projectile Attack
Projectile attacks are things like electricity bolts,
breath of chilling ice, spine needles and the like.
Decide the type of attack this entails for the
ayakashi.
Senses: Marksman is used for attacks. The level of
the ability determines the damage, rate of fire and
range.
Projectile Attack Level and Effect
2: Damage +5, RoF 3, Range 5 meters
3: Damage +10, RoF 6, Range 30 meters
4: Damage +15, RoF 9, Range 100 meters
5: Damage +20, RoF 12, Range 1km
Resistance
Resistance can be anything from iron-like hair or
fur, natural armor plating, skin like stone or steel,
or other physical defenses. Resistance simply adds a
number of points to the spirits Vitality score.
Resistance Level and Effect
2: +5 Vitality
3: +15 Vitality
Be Careful With Possession!
Possession, if not used carefully, can really
sour a game. Just be aware that some players
dont want to lose complete control of their
character under conditions where there is no
chance they can resist.
Example: Possess a samurai with an ayakashi
with an extremely high Spirit and Willpower
score so high that normal PCs have no chance
to resist, then make the samurai set fire to an
orphanage. Not cool.
4: +20 Vitality
5: Vitality is doubled
Shapechange
With this ability, an ayakashi can mimic the form
of anything it has seen once. If someone suspects
that a person or object might be a shape-changer in
disguise, they can try to pierce the spirit’s disguise
with a Senses: Notice versus Senses: Stealth roll.
It takes one action in combat to perform this ability.
Shapechange Level and Effect
2: Reverts to true form after a half-action (including
speaking) or full action
3: Reverts to true form after an action
4: Reverts to true form after another yohjutsu ability
is used
5: This ability can remain active indefinitely
Superspeed
Also referred to as “The fleetness of the Kami,
some ayakashi have the ability to move and act
faster than the eye can see. There are no “levels” of
superspeed, but there are two versions. Th e regular
version is like the kongohki Overdrive ability. When
superspeed is active the ayakashi makes Body,
Agility and Senses based rolls with the following
change: Every die that comes up as a “success”
can be rolled a second time to attempt to get more
successes (but not a third). Th is represents the
blinding speed at which it can move and act.
It takes a half-action to start this ability. However,
the ayakashi can use this ability for a number of
actions equal to its Spirit plus Body attribute ratings
per session. The regular version costs 50 generation
points.
The advanced version doubles the number of times
it can use this ability per session. In addition the
second round of successes can be rolled a third time
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THE AYAKASHI
(but not a fourth time). The advanced version costs
a total of 150 generation points.
Undying
Stab them, burn them, crush or break them; some
ayakashi simply refuse to die until they are utterly
destroyed. This ability heals wounds and injuries
taken in battle. During the interaction phase,
consult the ability level to determine which wounds
automatically heal:
Undying Level and Effect
2: All light wounds heal
3: All light and heavy wounds heal
4: All light, heavy and critical wounds heal
5: As above, and the ayakashi gets a second Dead
Box. Both must be checked for the ayakashi to die
permanently.
CHOOSE SKILLS
Most ayakashi have abilities, skills, and knowledge
similar to that of humans. When choosing skills,
consult the following chart to calculate the number
of character generation points needed to take the
skill at the level written.
Basic: 2 Dots 5 points
Advanced: 3 Dots 15 points
Master: 4 Dots 35 points
Supreme: 5 Dots 75 points
PICK SPECIAL WEAKNESSES
Ayakashi are almost alien creatures which possess
supernatural abilities and often unknowable desires.
But down to a one, they all have unusual or special
weaknesses. Many weaknesses (especially taboos) are
the reason behind the unexplainable actions of the
ayakashi.
Weaknesses are in a way very similar to character
Fates. They often drive the creature or become a
reason behind their actions and motivations.
Weaknesses points insert some individuality into
the ayakashi and make it truly unique from other
ayakashi and creatures. Try to be creative when
coming up with new taboos, weaknesses and goals.
All ayakashi have at least one vulnerability. Some
have multiple weaknesses.
When taking a weakness, the number of points next
to it indicates the number of character generation
points received in compensation which can be
used to gain more yohjutsu abilities, skill points or
attribute points.
Basic: 2 Dots 5 points
Advanced: 3 Dots 15 points
Master: 4 Dots 35 points
Supreme: 5 Dots 75 points
CHOOSE TABOOS
Taboos are things that that ayakashi cannot do. It
could be something from an everyday (to humans)
action, to something reckless or strange.
If by force, accident, or coercion the ayakashi
performs that action, then they receive the damage
listed. This does not necessarily represent physical
damage. Rather, it represents the fact that the
ayakashi has become weaker by going against its
true nature.
If an ayakashi has the Undying ability, the damage
received from breaking taboos does not heal by
using that ability. This damage must heal naturally
like any other character.
Basic: 2 Dots 10 Vitality
Advanced: 3 Dots 6 Wound Track
Master: 4 Dots 10 Wound Track
Supreme: 5 Dots Dead
ASSIGN VULNERABILITIES
Vulnerabilities are things that the ayakashi hates
or finds difficult to heal. Any damage that comes
specifically from the source of the ayakashis
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THE AYAKASHI
vulnerability will do more damage than normal.
Resistance will not block damage from
Vulnerabilities. Healing will not heal damage
caused by Vulnerabilities. They must heal naturally.
Dots Damage Received
2 Dots/Basic x2
3 Dots/Advanced x3
4 Dots/Master x4
5 Dots/Supreme Dead box or else x4
DECIDE GOALS
Goals are the reasons that the ayakashi exist.
Ayakashi always push towards their goals, be they
knowable or mysterious. In cases of higher ranked
goals, these goals are central to the core of the
ayakashis being.
The level of the goal indicates the ayakashis drive
towards completing that goal. Some goals it will
perform when it can. For other goals, the ayakashi
will not stop or rest until they are fulfilled.
Basic (2 Dots): The ayakashi is passive towards this
goal.
Advanced (3 Dots): The ayakashi has an interest in
this goal.
Master (4 Dots): The ayakashi actively carries out
these goals.
Supreme (5 Dots): If the ayakashi acts against this
goal, the ayakashi is destroyed.
PLAYER CHARACTER AYAKASHI
When creating a player character using the ayakashi
or half-ayakashi archetypes, there are several points
to be careful of. The rest of the rules in this section
apply only to creating ayakashi or half-ayakashi
player characters.
First, when assigning attributes, you should use the
normal character generation method, although the
range for ayakashi PC attributes (1-10) applies to
ayakashi PCs as well.
When choosing ayakashi abilities, the character
generation point cost becomes the Karma cost to
take those abilities. You should plan to take only
one ability, or at most a few. You can balance
this out by taking weaknesses to gain character
generation points. Basically, balance abilities taken
against weaknesses taken, and any remaining
balance becomes is added to the characters starting
Karma.
When creating a half-ayakashi character, you can
only choose one weakness That weakness’s score
must be the same as the highest yohjutsu ability
taken (in dots). The full ayakashi template has no
limit to the number of special weaknesses one can
choose, but the first weakness chosen must be
at the same rank as the highest-ranked yohjutsu
ability chosen. You should always talk with the
GM about the weak points you choose. This is so
that the GM can take them into consideration for
the scenario and give advice. The weakness might
be too staggeringly oppressive, or it could be too
light to matter in the game. The GM will help with
balancing weak points or just give you a thumbs
up after a quick once-over of the abilities and weak
points chosen.
In the game, yohjutsu ability advancement (raising
the ability one level) can be done as if it were a
regular skill. However if you choose a new yohjutsu
ability, you can only take it during an Intermission
(as if it were a specialty skill).
Weaknesses can also increase in the game. Make
sure that if a yohjutsu ability increases a level in the
game, that at least one weakness is at the same level.
If the highest weakness is lower in rank than the
highest yohjutsu ability, immediately raise that one
weakness to the same level. Matching the highest
weakness to the highest yohjutsu ability cancels out
that single ability’s Karma cost.
That’s all. Abilities and weaknesses aside, make sure
you are careful to emphasize that sense of “ human-
like, and yet different” into the character when role-
playing. Ayakashi are rare creatures; make the other
players feel this!
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THE AYAKASHI
Monster Hunting?
If the scenario revolves around hunting down
a particular ayakashi, part of the scenario
might involve collecting plot points before
the final standoff. They could gather herbs to
halve the damage of its poison attacks or learn
a sutra to gain a bonus against (or nullify) the
effects of its fear, possession or hallucination
abilities. Learning its vulnerability will help as
well.
Just note that ayakashi with multiple abilities
rated at 4 or 5 are truly terrifying creatures
that will often require a lot of teamwork and
planning to overcome.
If an ayakashi has a taboo that might help
in damaging or defeating it, it might be an
exciting challenge to try to discover that
taboo and force or trick the ayakashi into it
if possible.
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THE ART OF WAR
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 battlefield. In Tenra, all
of the various arts of war were born not from the
isolated idyllic dojo, but from the battlefield.
These arts are known by various namessuch as
Kenpo, Kenjutsu, or Kung fu—each one with their
own “tools” (in other words, weapons), practice and
philosophy. Although their methods may differ,
they have the same basic purpose: They provide the
warrior the most efficient 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 refined on real battlefields. 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 defi
ne its essence. They do so even at the expense of fi
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 fight to live, and live to fi 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.
However, not every warrior serves a lord. Many live
as ronin wanderers, roaming the world of Tenra.
The story of Karasuma Shirosaid to be founder
of the Dragon and Tiger Style—is one of the most
well-known. Th roughout his life he fought over
400 battles and lost not one. The story goes that one
day, fi nally tiring of battle, he climbed a mountain
and took the name Koan Hajime. There, living the
life of an ascetic he wrote the Hyoh-jyoh-sho (The
Analects of War). He is said to remain there in his
mountain hut even to this day.
The Royal Tournament
For those mercenaries who aim for fame and glory,
the battlefi eld is an opportunity to show offtheir
skills. Of course, on the battlefi eld, danger lurks in
every shadow.
First of all, there is the obvious danger of dying
in battle. Even the strongest adepts of war are still
human. No matter how much fame and glory one
has received, it means nothing in death. Another
danger is the possibility of defeat. Once a war adept
is defeated on the battlefield, any skill he has shown
on the battlefi eld becomes meaningless to his
peers. Any rewards or payment the warrior receives
depends exclusively on their victories. The same
can be said of the vassal lord who employs him. No
matter how numerous or how powerful warriors
may be, the lord still risks losing them in battle.
It is for this reason that the Royal Tournaments
were created. The most famous of these is the
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THE ART OF WAR
Hisabuki Royal Tournament. Great warriors such
Kiba Kenyuki (a disciple of the Southern Seas Style)
and Ujigen Kanemasa (who would later become
the samurai general of the land of Kasen) who once
took part in the Tournament have made themselves
known across the land. But perhaps more than
those famed warriors, it was the one known as “Th
e Devil-faced Boy” (Kimen Youji) who made the
event so popular. The Devil-faced Boy gained his
name from the horrible mask he wore to battle.
Using his own unique fighting style, he defeated
famed warriors such as Kiba and Ujigen one after
the other. Then after receiving his reward, he simply
disappeared, never to be heard from again.
The regents of Hisabuki put great importance in
the arts of war, and spent much of their resources
training and raising warriors for generations.
However, not long after Devil-faced Boy’s victory,
the land descended into civil war over the regent’s
chair, eventually resulting in the assassination of the
regent’s entire family by a former war master.
Such brutal tales are simply part of the harsh reality
of Tenra.
ART OF WAR RULES
Art of War” is a skill type which weapon masters
and martial warriors use to enhance their combat
abilities. Those who have this skill can perform
various specialized offensive and defensive
maneuvers. In some cases, the Art of War rules
conflict with the normal rules. The Art of War
rules always trump any conflicting normal rules.
THE ART OF WAR SKILL AND FIGHTING
STYLES
The Art of War skill is treated as a separate skill
for each style. If a character has more than one
style available to him (from selecting multiple
archetypes), record it on the character sheet as
separate skills. (Example: Art of War: Crescent
Moon Style.)
For each rank the character has in this skill, she
gains a new technique. Attribute checks and the
corresponding skill vary according to the individual
techniques. There is almost no instance that a
character will need to make an actual “Art of War”
skill check. Instead, it is a placeholder which shows
the warrior’s rank at that art. When a character
uses a technique, make a check based on the
attribute and skill listed in the individual technique
descriptions (in most cases, an attack combat roll) to
determine success.
COMBINING TECHNIQUES
Characters gain all the techniques of their style
available to their rank. For example, a character
with a rank of Master (4) can use the technique
associated with that rank in addition to all the
techniques available below it (2, 3, etc). Th e
character can use all techniques available to them
from the same style at the same time, even in
the same roll. However, some techniques have
restrictions when used with other techniques. A
character can always choose to use a technique by
itself.
As noted above, a character can take more than one
Art of War style. However, techniques from two
different styles cannot be combined or used at the
same time; they are so different, requiring different
(sometimes even completely opposing) ways of
thinking, training, and muscle memory, that it is
impossible to combine them at the same time. Any
check made can only use one skill and one attribute.
Therefore, attack techniques and defense techniques
cannot be combined into one roll and must be
rolled separately. Finally, if you end up in a situation
where there appear to be multiple damage modifiers
for some technique or combination and you are not
sure which to use, use the higher modifier.
TECHNIQUES
Southern Seas One-Blade Style
Kai-Nan-Ittou-Ryu
Skill Used: Melee Weapons
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THE ART OF WAR
This school, which rose to become the main sword-
style of Nanbo Province, was founded by Urabe
Ganku, the samurai general of Kijikura. Urabe
developed this style though actual combat, in which
he focused completely on the attack, paying no
concern to defense. Th ose who follow the Southern
Seas One-Blade Style teach that one must abandon
all distracting thoughts, as well as regret, in order to
master the style.
The essence of the Southern Seas One-Blade Style
is found in the strength of its swordsmanship; it
contains no forms of defense whatsoever.
Skilled Rank (Skill Level 2): One Sword
Only those who have gained an exceptional mastery
of the sword from rigorous training are given their
first teaching. This teaching is known as “One
Sword ” and those who have mastered it can use
Body (instead of Agility) when using the Melee
Weapons skill in combat, both for attack and
defense.
Advanced Rank (Skill Level 3): Self-Sacrificing
Strike
You discard everything save for your blade when
you strike. However, this is not an easy task. Only
those with strength of mind, who can focus solely
on defeating their enemy, can master this. Self-
Sacrificing Strike allows an attacker to force an
Aiuchi attack on a defender. You must use Body
when rolling to hit with this style. This technique is
only used when a sword master makes an attack, not
to defend.
Master Rank (Skill Level 4): No-Body No-Mind
Even the will to defeat your enemy is abandoned.
Only the blade which focuses on the attack remains,
ripping through the enemy even if the wielder has
fallen. At the “No-Body No-Mind ” stage, nothing
remains in the mind other than the attack. It may
be more accurate to refer to this style as a stage of
enlightenment rather than a sword-style.
Once you have reached this rank, your Aiuchi
attack will still remain effective even if you have
been knocked unconscious by taking damage from
an enemy while using Self-sacrifi cing Strike. Your
attack hits even as you fall.
Supreme Rank (Skill Level 5): Indomitable Sacrifice
Strike
It is said that Urabe Ganku could strike with his
sword with such speed that even if his opponent
drew fi rst to strike, Urabe could cut the opponent
in half even before being hit. Reaching the stage
of No-Mind and mastering not only strength in
swordsmanship but speed as well, he could not be
stopped.
At this final stage of the Southern Seas One-Blade
Style, you can always damage your opponent first
when using Self-sacrificing Strike. If you strike
down your opponent as a result, they lose their
opportunity to attack and fall unconscious or die
before they can hit you.
Clarity of Heaven Style
Ten-Shin-Gan-Ryu
Skill Used: Melee Weapons
The founder of this style was Tenma Yoshimitsu, a
Bright Lotus Buddhist priest. Wishing to defeat his
opponents without killing them, he meditated on
a way to fell his opponents. The answer, which led
him to develop this style, was to simply deprive the
opponent of their ability to fight.
If one cannot use their hands, they cannot hold
a sword. If one cannot use their legs, they cannot
advance to attack. However, in actual combat,
striking the limbs of one’s opponent is exceedingly
difficult and requires extremely precise skill with the
sword. Accurate swordsmanship is the essence of
this style.
Skilled Rank (Skill Level 2): Night-Blade
It is said that those who master Clarity of the
Heavens can even use their sword accurately in the
darkness of night. You can use Senses instead of
Agility when rolling to hit in combat, both in attack
and defense.
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THE ART OF WAR
Advanced Rank (Skill Level 3): FourLimb Strike
You aim for all four of your enemy’s limbs,
preventing him from using them. Any damage from
this attack is automatically taken as Wounds, and
the attacker can choose where to assign the damage
(except for the Dead Box). You must use Senses
when rolling to hit, and this maneuver can only
used for attacks.
Master Rank (Skill Level 4): CriticalChakra Pierce
Some opponents maintain the will to fight even
after they have lost the use of their arms and legs.
With this technique you strike your enemy’s vital
areas, quickly defeating them without causing pain.
This is the same as Four Limb strike, but you can
also choose to assign damage to Vitality as well as
Wounds. You must use Senses when rolling to hit,
and this maneuver can only used for attacks.
Supreme Rank (Skill Level 5): Sundering Blade
It is said that the founder of this style, Tenma
Yoshimitsu, was once attacked by hundreds of
assassins. He defeated them by destroying their
weapons, leaving them otherwise unharmed.
Whenever you damage an opponent, you can
choose to distribute the damage to his weapon
instead.
When using this technique, you can choose to
damage or destroy any weapon in the opponent’s
possession on a successful attack roll, not just the
weapon he is using to defend. You must use Senses
when rolling to hit, and this maneuver can only
used for attacks.
True Illusion Style
Shin-Ei-Ryu
Skill Used: Melee Weapons
Founded by the onmyoji Kuga Tousai, this Art of
War uses illusion and deception. Kuga is said to
have been the most beautiful man in three domains,
but hidden beneath that beauty lurked a deadly
assassin, greatly feared by his enemies.
When one is normally confronted by an enemy,
both are able to see the other’s eyes and blade.
However, victims of the True Illusion Style are
struck down in an instant, even before they are even
aware what has happened.
Skilled Rank (Skill Level 2): FeintStrike
Those who master this technique learn how to
confuse their opponent with their sword. As a result
they can use Knowledge when rolling to hit in
combat, both in attack and defense.
Advanced Rank (Skill Level 3): Lightand Shadow
You confuse your opponent with sword play,
providing you with an opening to attack.
Knowledge must be used when rolling to hit with
this technique, and it is only used in attacks, not
defense or counter-attacks. Once this technique is
declared in combat, whoever succeeds in the attack
doubles the difference of the number of successes
rolled before adding any modifiers to damage.
For example: A difference of 5 successes when using
a +3 damage weapon means a total damage of 13:
5 successes times 2, then add 3 for the weapon
damage. Remember that this applies to whoever
wins the attack, meaning that you risk taking the
extra damage yourself if you lose.
Master Rank (Skill Level 4): Light and Shadow
Reversal
Whether one strikes or is struck by an opponent,
a certain amount of unnecessary movement
occurs. Those who are not careful provoke
an opportunity to be struck. Those who have
mastered this technique can perform the difficult
task of analyzing their opponent’s attack while
simultaneously making a feint attack with their
sword.
The result is that the Light and Shadow maneuver
can be used in both defense (counter-attacks) as well
as attacks.
Supreme Rank (Skill Level 5): TheThree Year Kill
It is said that wounds would sometimes seem
to suddenly appear on the enemies of founder
Kuge Tousai in battle. They would fall without
even realizing they were hit. The most beautiful
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technique of the Shin-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 and defer that full
damage to a later time; the opponent takes no
damage right now. You may choose to deal all of
that damage instantly, at once, at any time during
the following three-year period. You must use
Knowledge when rolling to hit with this technique,
and it is only used in attacks.
Empty Mind Style
Gashin-Kikuu-Ryu
Skill Used: Melee Weapons
Masters of this style use an iai(ee-EYE) quick-draw
technique, confronting their enemies with their
blade sheathed. Waiting until the last possible
moment, they strike and return their blade to its
scabbard with blinding speed. For those of the
Empty Mind Style, their power comes from the
speed of their sword.
The strength of this technique lies in the attacker
not allowing the opponent to see their weapon. The
enemy is left open, if for only but a moment, with
no time to react. The warrior focuses all his energy
on fi nding that perfect opening to strike his
opponent, only then moving in for the kill. Finding
that perfect moment to strike requires great spiritual
discipline. This can be said to be the essence of this
style.
Skilled Rank (Skill Level 2): QuickDraw Technique
Using an “iai” quick-draw technique, you confront
your enemy with sword in sheath, drawing and
striking in an instant. Once the attack is finished,
you return the sword to its sheath with equal speed.
You can use Spirit when rolling to hit in combat,
both in attack and defense.
Advanced Rank (Skill Level 3): Mist
Waiting for the perfect opening to strike, you move
in for the kill. Moving at such speed that your
strike appears nothing more than a blurry mist, you
perform multiple strikes against your opponent.
Mist can only be used when defending, and
Spirit must be used when rolling to hit. Once this
technique is declared in combat, whoever succeeds
in the attack can reduce the losers number of
successes to zero. In other words, all of the winner’s
successes are applied to damage and the loser’s
successes are ignored. Remember that this applies
to whoever wins the attack, meaning that you risk
taking the above extra damage if you lose.
Master Rank (Skill Level 4): FloatingCloud
The essence of Mist is to wait for an opportunity,
an opening with which to make a skilled strike.
The Floating Cloud technique focuses on using
aggressive speed to overwhelm the opponent and
create that very opportunity.
With the Floating Cloud technique, a warrior can
use the Mist ability for attacks as well as defensive
actions.
Supreme Rank (Skill Level 5): TigersClaw
Those who have sufficiently developed their mental
capacities in battle, can use their own will or
kenge(sword-spirit) as a weapon.
By releasing your mental energy, you can make a
ranged attack using your melee weapon as a focus.
Use Spirit: Melee Weapons when rolling to hit.
The damage rating of this attack is equal to the
character’s Spirit plus the damage modifier of the
melee weapon being used. Regardless of the weapon
used, it can only target one opponent and has a
range equal to your Spirit in meters. Because the
sword-spirit has no substance, your opponent may
only use the Evasion skill in defense; she cannot
parry.
Dragon and Tiger Under One Sky Style
Ryuuko-Itten-Ryu
Skill Used: Melee Weapons
Two blades are stronger than one. The Dragon and
Tiger Under One Sky Style is more than just a dual
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blade fighting style. Anyone can learn to fight with
a weapon in each hand. However, the master of this
style fights not just with one blade in each hand, but
uses the blades in unison as if they were one.
The origins of this style are a mystery.
Skilled Rank (Skill Level 2): TwinTigers
This is the simplest of all dual blade techniques.
Designate one blade as your primary and the other
as secondary, and make only one attack roll for
both weapons as a normal part of your style. Both
weapons strike simultaneously in each attack or
counterattack action, providing a +1 bonus to the
damage modifier of your primary weapon. The
second weapon does not receive its own attack
action, rather it only provides the +1 bonus damage
modifier to the primary weapon instead of its
normal damage bonus.
Advanced Rank (Skill Level 3): TwinDragons
You manipulate both weapons with equal precision
and ease, creating advantages when attacking.
During attack actions (not in defense or counter-
attacks), when the number of successes in an attack
equals that of your opponent, the result is still a tie;
however, you still damage the opponent with the
secondary weapon. The opponent will take damage
equal to the damage modifier of the secondary
weapon.
Master Rank (Skill Level 4): Dragonand Tiger
This technique represents the peak of two-weapon
fighting. Instead of adding a +1 bonus to the
damage of the primary weapon in an attack using
two weapons (as per Twin Tigers), the damage
modifier is equal to the sum of the first weapons
damage modifier plus the second weapons damage
modifier. This maneuver is only used in attacks, not
defenses or counter-attacks.
Supreme Rank (Skill Level 5): DragonStrike, Tiger
Storm
Your blades become extensions of your arms. You
attack flows in perfect unity, providing both offense
and defense at the same time. With Dragon Strike
Tiger Storm you can attack with both weapons
simultaneously. If you attack two separate
opponents, treat this as two separate attacks. If
you attack one opponent with both weapons, roll
to hit twice, and add the total number of successes
between the two rolls to both of the two attacks.
As this attack requires an intense amount of
concentration and an explosive release of ki energy,
using Dragon Strike Tiger Storm expends 15 Soul.
In addition, the weapons used are both broken in
the process, rendering them both useless.
Crescent Moon Blade Tactics
Tohoh : Kogetsu
Skill Used: Melee Weapons
Those who master this style are said to completely
unravel the nature of the various fighting styles as
they are performed. They can read the intentions
of their enemy and know how they plan to use
their sword. It is almost as if a voice speaks to the
practitioner of this style, revealing the enemy’s
intentions and attacks.
Not much is known of the founder of the Crescent
Moon Blade Tactics style. However, the f irst
masters proverb, “Knowledge is All” has been
passed down to all disciples who have learned this
art.
Skilled Rank (Skill Level 2): Enlightenment
The ability to almost “hear” the enemy’s thoughts is
the fi rst technique to be taught among followers of
this style. You can use Empathy instead of Agility
when rolling to hit in combat, in both attack and
defense.
Advanced Rank (Skill Level 3): Seal of the Fist
By reading your enemy’s movement, you can learn
what he will do next in combat. As a result, if this
technique is used your opponent cannot defend
with the Unarmed Combat skill against this attack.
You must use Empathy when rolling to hit.
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Master Rank (Skill Level 4): Seal of theBlade
You can read not only your enemy’s movements
but her mind as well, allowing you to know her
intentions in combat. As a result, your opponent
cannot defend with the Melee Weapons skill against
this technique. You must use Empathy when rolling
to hit. This technique can be combined together
with Seal of the Fist.
Supreme Rank (Skill Level 5): Seal of Destiny
You can read your enemy’s intentions and
movements as if your minds and bodies were one.
Your opponent cannot use the Evasion skill against
this technique. You must use Empathy when rolling
to hit. This technique can be combined with all of
the other techniques of the Crescent Moon Blade
Tactics style for each hit, creating truly deadly
potentially undefendable attacks.
Notes on Crescent Moon Tactics:
Skills like Ninjutsu and the armour rider’s Interface
skill are often used in place of Evasion, Melee
Weapons, or Unarmed Combat. In those cases,
the Seal means that those skills cannot be used to
defend against the attack. However, an annelidist
who uses worms (through the wormcharm skill) to
defend, or an oni using resonance powers to defend
are unaffected by the seals.
Also, note that acquiring the Seal of Destiny
technique, which allows the practitioner to use all
other seal techniques at the same time, effectively
means that the weapon master has an unblockable,
undefendable attack where the defender cannot
roll any successes. However, those techniques are
for attacks only. The practitioner is still vulnerable
when being attacked.
Migawari-Style School of Marksmanship
Migawari-Ryu Shageki-Jutsu
Skill Used: Marksman
Developed by elite forces within the Migawari ninja
clan, followers of this style learn to propel ranged
weapons at amazing speeds and with incredible
technique. It is a martial art both respected and
feared by those who know of it. This style is most
effective with the throwing knife (kunai) or
shuriken, but any hand-held ranged weapon can be
used.
Skilled Rank (Skill Level 2): Quick Shot
Through rigorous discipline and training you reach
the fi rst stage of this style. Your hands are a blur,
and your ranged attacks move faster than the eye
can see. You can use Agility instead of Senses when
rolling to hit with the Marksman skill.
Advanced Rank (Skill Level 3): Two-Hand Shot
Attacking with both hands at once, you fire a
rapid barrage of shots at incredible speed. You can
increase the rate of fire of any handheld throwing
weapon by up to an amount equal to your Agility.
However, this number cannot exceed your available
ammunition.
Master Rank (Skill Level 4): Soul-Splitter
With a precise shot, those trained in this style can
even hit incoming arrows, shuriken, and other
hand-fired weapons. You can defend against ranged
attacks using the Marksman skill when using this
technique. However, you cannot counterattack with
this technique.
Supreme Rank (Skill Level 5): FlowingShield Shot
Flowing Shield Shot is the act of performing a
quick-strike iai attack with a throwing knife, in
an attempt to deflect the attack or hit the attacker
before he can complete his attack. It is a legendary
technique acquired only by a few masters. You can
block blades and unarmed strikes with your knives.
You can defend against Melee, Unarmed Combat,
and all Ranged attacks using the Marksman skill
when using this technique. In addition, you can also
make counterattacks as if you were using a melee
weapon.
The Art of Ki Manipulation
Souki-Jutsu
Skill Used: Melee Weapons, Unarmed Combat
This uncommon technique uses the flow of ones
inner ki power as a deadly weapon. One doesnt
actually use their own ki to strike out at an enemy
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from a distance. Instead, they use their ki through
physical contact to attack their opponent’s center
of energy. The result of this manipulation is that
one’s attacks become more powerful, not only
traumatizing the flesh but the spirit as well.
It is rumored that after the Supreme Rank there is
a last technique called “The Ultimate Rite of Ki”
which has been lost to time. No one who has heard
of this technique knows for certain what it does.
Skilled Rank (Skill Level 2): FourthRite of Ki
After performing a successful hit (attack or counter-
attack) on an enemy with a normal unarmed or
melee weapon attack, you can increase the damage
result. The damage to your enemy increases one
point for every 4 Soul points expended. There is no
limit to the amount of damage that can be done
with this or successive techniques.
Advanced Rank (Skill Level 3): ThirdRite of Ki
As Skill Level 2, but the rite’s Soul costs are reduced
to 3 points per 1 point of damage increased.
Master Rank (Skill Level 4): SecondRite of Ki
As Skill Level 2, but the rite’s Soul costs are reduced
to 2 points per 1 point of damage increased.
Supreme Rank (Skill Level 5): FirstRite of Ki
As Skill Level 2, but the rite’s Soul costs are reduced
to 1 point per 1 point of damage increased.
Fist of the Celestial Kongohki
Kongoh Rakan Ken
Skills Used: Melee Weapons, Unarmed Combat
Although kongohki were designed in the image of
humans, these machines have almost nothing in
common with their flesh-and-blood counterparts
except for their basic shape. This is not a weakness,
though, for the physical abilities of the kongohki far
exceed that of human beings.
The Celestial Kongohki style takes advantage of
the unique physical and mechanical features of the
kongohki. Only kongohki can learn this style.
Skilled Rank (Skill Level 2): MechanicaWings
With this technique, the kongohki learns to spin
its arms and hands, creating a whirlwind like
effect which lifts them into the air. You can fl y at
10 times your Agility in meters each round. This
technique lasts for as many rounds as your Body
attribute score. You cannot attack while performing
this maneuver.
Advanced Rank (Skill Level 3): Mechanica Joints
With this technique, the kongohki gains the ability
to swivel its joints in any direction. It can make
attacks in completely unexpected ways that humans
would never normally anticipate. To activate this
technique, declare its use before making an attack
roll. The first attack against a single enemy which
employs this technique is treated as a surprise
attack. After this technique is used, this technique
will not work against that enemy for the duration of
that battle.
Master Rank (Skill Level 4): ImprovedOverdrive
Perhaps the greatest weapon of the kongohki is
its ability to move at speeds far greater than any
human is capable of. With the Improved Overdrive
technique, the kongohki transcends even its own
capabilities. It is a dangerous maneuver that can
strain the mechanical shell of the kongohki, but can
overwhelm and shatter an opponent.
In a normal Overdrive, the kongohkis player picks
up the dice that came up as successes, and rolls
them again for a chance of even more successes,
then stops rolling. With Improved Overdrive, the
kongohkis player rerolls the Overdrive’s successes
for a total of three rolls in all: the first attack roll,
the success-dice reroll, and the second success-
dice reroll. Every time the kongohki activates
Improved Overdrive, it will take a number of points
of damage equal to 15 - Body attribute, with an
absolute minimum of one damage point taken.
Supreme Rank (Skill Level 5): AGlorious Death
By shattering the heart engine that powers your
robotic frame, an explosive blast is released which
destroys your enemies. When this technique is
used, all characters (friend or foe) within a 50 meter
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radius take an amount of explosive damage equal to
the kongohkis Body times 5. Explosive damage can
only be reduced with an Evasion roll.
When this technique is activated, the kongohki
s Dead Box immediately fills, even before the
explosive damage is taken. The kongohkis player
can choose to have the kongohki die at this point, a
natural result of erupting in a huge fireball.
Resonant Blade Style
Zedai-ryu
Skill Used: Resonance
In the oni reservation of Kikoku, there is an elite
group of soldiers known as the Makuu Order,
also known within the oni lands as the Zedaishu.
Blending their natural psychic ability with that of
the sword, the Makuu Order developed this unique
and indomitable style. Only oni and Half-oni can
learn this style, as it requires the use of the innate
oni resonance powers to activate.
Skilled Rank (Skill Level 2): HowlingLight
Technique
By gathering and harnessing the lands magical Sha
energies around your body, you can create a sword
of living light called a “Sha-blade”. The damage
modifier of this Sha-blade equals your Spirit
attribute score. You can use Spirit: Melee Weapons
when rolling to strike or defend with this blade as
well.
Advanced Rank (Skill Level 3): Shieldof Brilliant
Light
You can make a counter-attack against thrown and
projectile weapons, deflecting them with a sha-
possessed gesture or a turn of the sha-blade. You
must use Spirit when rolling to hit, and regardless of
whether you succeed, you must spend 2 Soul points
to activate this maneuver. This technique can also
be used to defend against incorporeal weapons that
normally must be dodged with the Evasion skill.
Master Rank (Skill Level 4): Wall of Radiant Light
When using this technique, you can defend all
incoming attacks of all types using your Spirit. Even
if you fail your roll, you still have an opportunity to
reduce the damage against you. Even if you fail to
block the incoming attack, you reduce the damage
of the attack by the number of successes you rolled
when you attempted to defend yourself. However,
you cannot counter-attack with this maneuver, and
whether you succeed or not, you must spend 3 Soul
to activate this technique.
Supreme Rank (Skill Level 5): Wheel of Inner
Radiance
By manipulating the natural sha energies from
within, you can transcend your normal physical
limitations and manipulate fate itself. If you make
a successful Body: Resonance check and spend 20
Soul, you can shape sha energy into the fearsome
technique called “Wheel of Inner Radiance.” Count
up the number of successes in the Body: Resonance
check. This is the number of rounds (or minutes
outside of combat) the Wheel of Inner Radiance
lasts.
While this technique is active, when you make a
die roll, take every single die that did not come up
a success and reroll them once to try to get more
successes. You can only roll failed dice once per
skill roll. This bonus does not actually apply to the
Body: Resonance roll to activate this technique.
Essentially, for a number of rounds you can defy
fate, getting a second chance to turn all failure dice
into success dice.
THE ESOTERIC ARTS OF WAR
Whereas the arts listed previously are occasionally
encountered in the field, the following arts are far
rarer. No more or less powerful than the other Arts
of War, they represent lost schools, rare skills, and
fighting arts that are rarely encountered.
New players and game masters of the Tenra Bansho
game should use only the above martial arts to get
into play easily without having to compare the ins
and outs of each art. However, for more experienced
players, feel free to experiment with the Arts of War
listed in this section.
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Ancient Style Lightning Strike
Kouryu : Senshou
Skill Used: Melee Weapons
Sometimes an Art of War becomes seemingly lost
in the annals of history, only to resurface again
in time. But it is of course not the techniques
themselves, but the users of the techniques who
revive the style. The Lightning Strike Style is one
such style.
The techniques of this style are based on quick
thrusts of the blade. The essence of the style is
speed, and like its name, the master of this style
seems to move like sudden fl ashes of lightning.
Because only those few who are gifted with unique
physical and mental abilities can even attempt to
learn this style, only a small minority have mastered
it. Once they are gone, the style may disappear yet
again.The names of the original founder and the
ones responsible for reviving the style, have once
again disappeared into the mists of time.
Skilled Rank (Skill Level 2): RapidStrike
Those who have mastered the technique of
performing two strikes in a single instant earn the
right to call themselves swordsmen of Ancient Style
of Lightning Strike. You can strike twice in a single
action. You make only a single roll to hit, but add
a +1 bonus to the damage. This +1 damage bonus
represents the second strike.
Advanced Rank (Skill Level 3): LotusStrike
There are some who ridicule this style. Ignorant,
they say while it may be fast, it is not capable of
infl icting lethal wounds. However, the true nature
of this style lies not only in the speed, but the
deadliness of the strike as well.
The Lotus Strike can only be used in an attack, not
defense. If the character uses this technique in an
attack, whoever succeeds in the attack first doubles
the difference of the number of successes rolled, and
then adds any modifiers like weapon damage to
the total damage roll. Remember that this applies
to whoever wins the attack, meaning that you risk
taking the extra damage if you lose.
Master Rank (Skill Level 4): Reverse Strike
Unfortunately, strikes in this style have their limits.
In order to strike rapidly, the technique relies on fi
nding openings in the opponent’s defense.
With the Reverse Strike technique, you move in
accordance with your opponents movements,
waiting for an opening to strike.
Masters of this technique can use the Lotus Strike
in defense as well as attack.
Supreme Rank (Skill Level 5): Focused Flurry of
Strikes
This technique represents the pinnacle of the
Ancient Lightning Strike Style. To your enemies,
your fl urry of strikes appear as one single strike,
when in fact you are attacking with a near infinite
amount of strikes, pierces and slashes faster than the
eye can see.
When using this technique, you triple the damage
modifi er of your weapon.
Typhoon Rider Style
Nohwake
Skill Used: Melee Weapons
In this age of gun-powder and advanced yoroi
technology, horsemanship and mounted combat is
quickly become a dying art.
However, paying no heed to the times, there are
those who fi ght with their sworn horse companions
on the battlefi eld. These are the horse riders among
horse riders. Leaving their lives in the hands of their
trusted mount, they charge into battle, balancing
on the edge of life and death. This is the style of
those fearless warriors and lords, and their horse
companions, whom uphold and maintain the ways
of old.
Skilled Rank (Skill Level 2): SwornCompanion
Those who master this technique have sworn
their loyalty to fight to the death with their horse
companion. When riding your horse companion,
you can use Station when rolling to hit and defend
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THE ART OF WAR
in combat. You also gain a +3 bonus to damage
when attacking from your horse.
Advanced Rank (Skill Level 3): WarHorse
Masters of the War Horse technique are known for
their speed and ferocity on the battlefield.
When riding your horse companion, your speed
is equal to your [Agility + Station] x 10 meters per
round. In addition, your damage bonus for Sworn
Companion increases to +5.
Master Rank (Skill Level 4): Championof Horses
Those who have reached this stage gain a mystical
bond with their horse companion, their Spirits and
bodies becoming one. Charging into battle in a
frenzy resembling the legendary Asura, they invoke
fear and awe in the spirits of their enemies, and
are objects of envy and jealously even among their
allies.
When riding into battle with your horse
companion, your damage bonus for Sworn
Companion increases to +10.
Supreme Rank (Skill Level 5): Servantof Hell
Your horse companion can go into a crazed rampage
that would surely cause the death of lesser riders. All
around you, a whirlwind of blood and gore forms
which evokes fear even in your allies.
When riding your horse companion, you and your
horse can leap up to your Station x 10 in meters.
In addition, your weapon damage bonus for Sworn
Companion increases to +20.
Seizan Mountain Spear Technique
Seizan Sohjutsu
Skill Used: Melee Weapons
Although the sword is by far the most valued
weapon in most samurai families, the spear—being
comparatively easy to learn—has become the
weapon of choice for low-ranking soldiers. This
style was developed gradually but unintentionally
as older soldiers passed on their techniques to newer
soldiers, eventually giving birth to a variety of
techniques. These techniques were then gathered
together by the 5th generation priest at Fuenji
Temple on Mount Seizan. Systemized by the priest,
the style came to be called as Seizan Spear Style
after the mountain. The style was originally used as
meditative training for young monks, but has since
been taught to commoners as well (after, of course, a
small donation is given).
This is a martial art of spears, pikes, yari, naginata,
no-dachi, and other weapons of great length. Other
weapons are too small for the performance of this
art.
Skilled Rank (Skill Level 2): LongReach
By taking advantage of the long reach the spear
provides, your enemies cannot move in closer to
you.
You can only use this technique in defense. Add
a +2 to all dice rolls. However, you cannot make
counterattacks using this technique.
Advanced Rank (Skill Level 3): PiercingStrike
Taking advantage of the smallest openings in your
enemy’s defenses, you can make strikes that one
wielding a blade would be unable to reach.
When the number of successes in an attack equals
that of your opponent (a tie), the attack is canceled,
yet you still damage the opponent. The damage the
opponent takes is equal to the damage modifier of
the spear.
Master Rank (Skill Level 4): Penetrating Strike
Further increasing the destructive power of your
weapon, you can deliver accurate and lethal strikes.
If your opponent takes damage when you make
an attack using this style, they must distribute the
damage to their Critical Wounds boxes first. When
Critical Wounds are all filled, the opponent is free
to distribute damage as they wish.
If fighting against an NPC opponent with no
Critical Wounds boxes, then the opponent begins
to bleed out, losing one Vitality point every round
until they are defeated or flee.
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THE ART OF WAR
Supreme Rank (Skill Level 5): Destructive Bolt
By gathering ki energy into the tip of the spear, you
can release a bolt of destructive energy through it.
This is the most esoteric technique of this style,
developed in Fuenji Temple by learned martial
monks. Because it takes such extraordinary powers
of concentration, masters of the technique are few
and far between.
You can release a bolt of energy from your spear.
Use Agility: Melee Weapons when rolling to hit.
Damage is equal to the character’s Agility plus the
damage modifier of the melee weapon being used.
The range of this attack is equal to the wielder’s
Agility times 2 in meters. Because the bolt has no
real physical substance, your opponent can only use
the Evasion skill in defense.
Empty Fist
Kuuken
Skill Used: Unarmed Combat
Although this style is often referred to as a form of
Kung Fu, this is not entirely accurate. Th is style
is fundamentally a soft unarmed style in which the
practitioner uses the momentum of their enemy’s
attack against them, at times even attacking them
with their own weapon.
Legend has it that this style was founded by a
Buddhist Priest. Hands broken, abandoned in the
wilderness, he developed these techniques during his
long journey back to civilization.
Skilled Rank (Skill Level 2): AdaptiveFighting
Adaptive Fighting is the first technique a
practitioner of Empty Fist must learn. By watching
your opponent’s eyes, where he plants or moves his
legs, and even the twitching in his muscles, you
learn to determine what his next move will be.
With this technique, you can choose to use
Empathy when rolling to hit or defend.
Advanced Rank (Skill Level 3): ReverseAttack
With this technique you strike using not your own
weapon, but your enemys.
When attacked by your opponent, you use his
weapon against him, striking with deadly force. If
you hit using this technique in combat, you can
choose to use the weapon damage modifier of your
opponent’s weapon rather than your own.
Master Rank (Skill Level 4): DeadlyMomentum
When one makes an attack, momentum is gathered,
as it is with any action. With this technique, you use
your opponent’s momentum against him to attack.
You can only use this technique when defending. If
a character uses this technique in an attack, whoever
succeeds does damage equal to the total number of
all of the loser’s successes plus any other modifiers.
Remember that this applies to whoever wins the
attack, meaning that you risk taking the above
effects if you lose.
Supreme Rank (Skill Level 5): Emptiness
Those who have reached the pinnacle of the Empty
Fist are said to exist on the border between life and
death, living in union with the cosmos. To those
ignorant of the style, the practitioner appears meek
and defenseless.
Use this technique at the start of a round and select
one opponent. During that round, that person must
attack you with his next action. However, you lose
your normal action this round.
Bestial Companion
Inugai
Skill Used: Unarmed Combat
These techniques were developed by the Shadow
School of ninjutsu for training their ninja dogs,
which were then applied to other animals. By
communicating directly through the spirits of the
beasts, their canine or feline servants obey their
every whim.
Trained by their masters, these bestial servants
attack with claw and fang with a power that rivals
the most skilled of warriors, and follow complex
orders that seem impossible for a mere beast—even
if separated from their masters. One legend has it
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that a master of this style kept a pack of 100 wolves
and was able to communicate with them without
the need for words. Their loyalty was so strong that
even after he died, the pack continued to protect his
family for 100 years.
Skilled Rank (Skill Level 2): Eye of theBeast
With this technique the spirits of the master and
beast become one, enabling the beast to understand
their master’s will.
You can communicate and give orders to your beast
without the need for words. The beast will perform
those actions to the best of its abilities.
Advanced Rank (Skill Level 3): Fangs of the Beast
You can control your beast as if it was part of your
body. With deadly force rivaling even the greatest
weapons, the claws and fangs of this animal leave
your enemies in shreds.
The beast is treated as a ranged weapon. The actual
attack action is made using Senses: Unarmed
Combat. The weapons (animals) damage is equal
to your Spirit with a Rate of Fire of 1 and a Range
equal to your Senses times 2 in meters. This attack
can only be defended against with the Evasion skill.
However, you must remain near your companion
(within visual range) for it to continue to obey your
orders when using this technique.
Master Rank (Skill Level 4): BestialChains
Your beast’s jaws lock onto your enemy like iron
clamps, making it almost impossible to escape.
When using this technique make a Senses:
Unarmed Combat check against your opponent’s
Willpower. If you succeed, he cannot take actions
or half-actions. The opponent can still take free
actions, allowing him make a Willpower check each
turn during the interaction phase. If he succeeds
he can break free of the beast’s hold. The beast will
continue to obey your commands until released.
Even your death will not convince the beast to
release its powerful grip.
Supreme Rank (Skill Level 5): Storm of the Beast
Your beast’s senses become so sharp that nothing
can get past it, and it protects its master with
unparalleled fury and dedication.
You can use Senses: Unarmed Combat to defend
against Melee, Ranged and Unarmed Combat
attacks. You can also make counterattacks, in which
case your damage modifier is equal to your Spirit
score.
Black Wing Gun Style
Kuroba Yauchi
Skill Used: Marksman
With the use of gunpowder based weapons
becoming more prevalent, various fighting styles
that use these gunpowder weapons are also being
developed. One of these styles is the Black Wing
Gun Style, in which practitioners master the art of
shooting with one weapon in each hand.
The name comes from its founder Ujima Kojo,
who—wearing a black breast-platecharged into
battle with pistols strapped all over his body. It is
also said that his only companion was a white dove
which was never far from his side.
Skilled Rank (Skill Level 2): Double Shot
With a gun in each hand, you make a simultaneous
attack with both weapons.
Designate one gun as your primary and the other
as secondary, and make a single attack roll. If you
hit, both weapons strike simultaneously, providing
a +1 bonus to the damage modifier of your primary
weapon. The +1 bonus represents the additional
damage provided by the second weapon.
If the ranges for your weapons differ, use the shorter
range.
Advanced Rank (Skill Level 3): FallingStar Shot
Although you wield two guns, one in each hand,
you attack in unison as if they were one. When
using Double Shot you add the damage modifiers
of your secondary weapon as well as the primary
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THE ART OF WAR
weapon to the damage of each attack. Th e effect of
Double Shot is cancelled when Falling Star Shot is
used.
Master Rank (Skill Level 4): Cross Shot
At this stage you learn to shoot effectively at close
quarters that would normally be thought of as
impossible for a ranged combatant.
If you wield a weapon in each hand, you can
block your opponents unarmed and melee attacks
with one gun while shooting with the other.
In other words, you can defend against Melee
Weapons and Unarmed Combat attacks, and make
counterattacks, all using your Marksman skill.
You cannot use Cross Shot and Double Shot/Falling
Star Shot together.
Supreme Rank (Skill Level 5): Lightning Shot
Masters of this style learn to use their dual weapons
as if they were an extension of their body. They
think and even see through their weapons, their
left and right hands an extended part of the user’s
senses.
This technique allows you to defend and
counterattack against incoming ranged attacks
using your Marksman skill.
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AGAINST THE
TIDE
PL AYS E T
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 confl icts, 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-defined setting consisting of notable
places, people and conflicts to help get us started.
That’s what this chapter is for: It is a defined 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 fill in
the blanks with her own creative content.
None of this setting below represents “the one and
true official 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 find 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 fit.
BACKGROUND
In the east of the mountainous province of Ryurin-
shu there lies a forest old beyond reckoning. The
oni name it Naira-door “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.
Buren, the legendary Warlord of the realm of
Hakusen, needs as many soulgems as he can acquire
to supply his mighty army as he prepares to make
war on the Priesthood itself. Already the forces of
the Dragon of Hakusen have begun to mobilize…
While Naira-do is technically an unclaimed land,
it offi cially lies within the domain of Torigoe, to
the east of Hakusen. The regent of Torigoe is but
seventeen years of age and newly come into his
regency. The forest and its denizens are beyond his
control, yet he too needs the resources the mine can
provide and he cannot afford to appear weak before
the eyes of his many enemies. Now, he must stand,
untried, and untested against one of the greatest
warlords that Tenra has ever known.
Will he stand alone?
• Set a story in Torigoe, where the forces of
Hakusen are encroaching on their land.
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ONE TENRA: AGAINST THE TIDE
• Set a story in Hakusen, in the service of Lord
Buren or one of his vassals.
• Set a story in the places between the two
provinces, where the war is changing the physical
and social landscape.
• Set a story in the mysterious forest of Naira-do.
THE DOMAIN OF TORIGOE
Torigoe was once considered the gem of the
domains of Ryurin-shu. Blessed with great mineral
resources, magnifi cent waterfalls, vast fertile fields
and abundant forests, Torigoe was a kingdom to
be envied. The powerful Kitan family have ruled
Torigoe unchallenged for over twenty generations
and many believed that the scions of that powerful
house would rule uncontested for as many more.
What changes a year can bring.
Torigoe lies at the northern edge of the domains
shattered by the fall of Mount Jinrai and the
Phantom Star. More than half of its arable land was
lost to tsunami, flooding and earthquakes. As the
terrain shifted, the entire holy mountain Ihara slid
into the ocean, pulling nearly a fourth of Torigoe
with it. Now Torigoe lies nearly in ruins. The once
powerful Kitan family was all but destroyed during
the devastation. The bulk of the family’s trusted
advisors were cut down by the former regent’s
bodyguard as he fled, a kongohki named Golden
Tiger who, rumor has it, regained his memories
as he watched the destruction of the land about
him. The last Kitan is the former regent’s scholarly
nephew Kagetora, a young man who has dutifully, if
reluctantly, taken up the burden of regency.
Kagetoras first year as Regent was spent trying to
repair his broken domain with what few resources
he could muster. Yet now word has recently spread
of a rich soulgem mine within the forbidden forest
of Naira-do, a land that lies within Torigoe yet
has always stood apart. To the west the Dragon
of Hakusen is stirring, for the whispers of riches
to be had have reached Buren as well and he eyes
Torigoe’s weakly defended border with interest.
Kagetora looks down from the walls of his
mountainous palace to his ruined capitol below
where his loyal subjects ceaselessly strive to rebuild
their beloved homeland with worn-out tools and
knows what he must do.
• What happened to Golden Tiger? Perhaps he is
still rampaging around the wilderness of Torigoe
or Naira-do. If the characters chance to meet him,
will they find Golden Tiger a ruthless villain, a loyal
servant, a misunderstood soul, or even a fall-guy for
some strange conspiracy?
• Some or all of the characters could be in the direct
service of Kagetora. It might be interesting to play
out his first few weeks as acting regent.
• One of the characters could even be Kitan
Kagetora, using his nascent leadership skills to
enhance the domain while protecting it from attack.
A Patchwork Land
Torigoe’s once scenic landscape was rent asunder
mainly by the fall of the Phantom Star, though
the water displacement caused by Mount Jinrais
collapse was surely catastrophic to the many
farming villages that lined its southern coast. Many
fields took months of dredging to clear the salt out.
Some villages seemed all but lost until Kagetora
employed several armours to assist with removing
and replacing the spoiled topsoil, an unorthodox
use of a usually military asset that set a few of his
vassal lords against him, but gained him a great deal
of support amidst the peasantry. Torigoe’s heavily
forested mountain range which dominates the
bulk of the realm once had a fair number of easily
accessible passes running through it, many of which
lead to a popular pilgrimage location, the holy
mountain Ihara, which dominated the southwestern
border adjacent to the sea.
At one time or another, members of all three
branches of Buddhism as well as the Priesthood
had blessed Ihara for a variety of reasons. Ihara was
once a picturesque mount with an eternally snow-
clad peak and miracles supposedly happened on its
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ONE TENRA: AGAINST THE TIDE
wide slopes. Many of the natives of Torigoe believe
that even as Ihara was destroyed, it passed the last
of its blessings onto their poor land. One of these
blessings” caused by the collapse of Ihara into the
ocean was the destruction of the high mountain
passes. When Burens forces march from the west,
they will find no easy roads left into Torigoe. Ihara’s
fall also opened many previously unknown veins
of scarlet steel, as well as a few modest soulgem
deposits. Iharas final great blessing is known to few,
though Kagetora and a few of his trusted advisors
are well aware of it; a number of rare and never-
before-seen annelids emerged from the rich soil
that the holy mounts fall exposed. The exceptional
annelids have drawn an unusual number of
annelidists to the area and a powerful new nest has
quietly opened in the mountains with the young
regent’s blessing.
Many of Torigoe’s legendary waterfalls remain,
though the great River Hatsue changed her course
far enough to create several brand new ones along
the southern ranges of the land. The once-great
trading town Shirata had to be abandoned after the
river completely deserted it. Dark creatures are said
ARMOUR INTO TRACTORS
Kagetoras decision to use armours to
dredge salt from the ruined fields of Torigoe
was more than merely unorthodox; it was
unprecedented in Tenra’s history. The
peasants of Torigoe were originally uncertain
about their young new daimyo regent,
but they have since embraced him with
enthusiasm. Indeed, Kagetora is the most
popular Kitan with the common folk in ten
generations. His newly acquired vassal lords,
however, were not equally thrilled. Their
sons and daughters pilot the armours of
Torigoe - the perceived dishonor of shoveling
mud is thus theirs. Those with the strongest
feelings on the matter can barely suppress
their tongues in public, and they now carry a
grudge against the unorthodox regent.
to have since inhabited the forsaken township
• A character might come from one of the villages
struck by famine after the fall of Jinrai, now fiercely
loyal to the Kitan family for aiding their village
after the disaster.
• What is Ihara like? What mystical properties do
people attribute to it? What would a pilgrimage to
Ihara entail?
• The local annelidist nests will want to investigate,
capture and cultivate the new strains of annelids.
An entire story might revolve around acquiring
some and the dangers in doing so.
• Mines of soulgem and scarlet steel certainly mean
a cold war between domains, or even within a
domain. The discovery, capture, and development
of a mining town, as well as the risks of keeping it
hidden from other domain regents, backstabbing
local provincial lords, yakuza clans and mysterious
onmyoji might be an interesting tale.
• Perhaps the Bright Lotus Buddhist sect have
abandoned the region. Why would that be?
• A secret Phoenix sect training center might exist
near Ihara. Who would be trained there, and what
for? Would the local lords or regent know of the
existence of such a place?
NOTABLE PLACES
TengaishiThe capital of Torigoe was formerly
well regarded as an architectural marvel, a perfect
blending of form, function and aesthetic beauty.
The Grand River Hatsue flowed through the
western quarter, bringing wealth and trade. The
craftsmen of Tengaishi were especially famous for
their beautiful glasswork and intricately skilled
engraving. Quiet parks and small streams were
prevalent throughout the city. No longer. The
destruction caused by the fall of Mount Jinrai and
the Phantom Star nearly broke Tengaishi in two.
The partial rerouting of Hatsue River caused the
western half of the city to be flooded, and the loss
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ONE TENRA: AGAINST THE TIDE
of so many of the surrounding fields forced many
to leave the area for fear of starvation. Tengaishis
populace is now less than half of what it once was,
and many buildings still lie abandoned. Trade has
been painfully slow in returning, but Kagetoras
efforts over the last year have recently resulted in
traveling merchants visiting the city once again.
The engravers of Torigoe have found that their
talents are in high demand for the creation of
mass-produced kimenkyo mirrors. Indeed, with the
technological secrets that the Northern Court has
let slip, a few of the amazingly skilled engraving
masters have supposedly been able to produce
mirrors almost the equal of meikyo in quality.
• Keeping one of these master kimenkyo crafters
safe from Priesthood assassins might be at the heart
of a story.
• The Northern Court may favor Torigoe with
additional technology, blueprints and skills. A
mission for a few Northern Court priests and
miko might be to deliver sensitive technology to
Kagetoras retainers, avoiding Southern Court
machinations.
• The Southern Court may try to buy provincial
leaders with amazing meikyo technologies (armour
and kongohki). Getting them to the right leaders
while keeping their objectives hidden might make
for an interesting story.
The Ashen PalaceKnown as the House of
Glorious Mists until recently, the Ashen Palace has
been the home of the regents of Torigoe for many
generations. Designed by the onmyoji Aburai over
a thousand years ago, the Ashen Palace sits on a
low mountain peak overlooking Tengaishi, which
sits below it to the east. Sheer cliffs protect its
southern and western sides, while the beginnings
of the untouched southern edges of Naira-do lie
immediately to the north. The onmyoji designed the
castle to seem as if it was floating on the fogs that
perpetually blanket the southern shores of Torigoe,
hence its original name. Fog still regularly rolls
down the halls of the Ashen Palace at both dawn
and twilight, giving it an otherworldly air. It was
Kagetora himself that renamed the palace, to honor
the many people of Torigoe that died during and
after the destruction. The once tranquil edifice now
rings with the raised voices of Torigoe’s many vassal
lords who openly vie for concessions of power from
their inexperienced new regent.
• The Ashen Palace may actually sit on the ruins
of an ancient onmyoji summoning site. Once every
few generations, the sha gathers into a concentrated
pool right underneath the site of the palace. A cult
of secretive onmyoji wish to utilize this to perform
a grand summoning of a creature so powerful it will
allow them to take control of the fragile domain.
Will the characters find and stop them? Or will they
themselves be sorcerers in the cult?
Hisano’s GateThe site of many historic battles
that shaped the domains 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 off to its
southwest. A large force once garrisoned Torigoe’s
end of the pass, but Kagetora has been forced to
reduce it to a remnant of its former strength.
• This is still a grand checkpoint at the Torigoe end
of the pass, and the characters will require travel
passes to bypass the checkpoint. Because of the
nature of the valley, they will certainly be spotted if
they try to go around the pass.
The Copper MonkeyOne of the most famous
(or infamous depending on your point of view)
drinking joints in all of Tenra, the Copper Monkey
rests in one of the nameless mountain villages
that line the way to Hisanos Gate. A seemingly
ramshackle affair of numerous creaking stories,
including an inn, a brothel, and a gambling den
run by the Mako Yakuza clan, if your money is
good, the Copper Monkey caters to all comers.
The Copper Monkey is most famous, though, for
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ONE TENRA: AGAINST THE TIDE
its ground floor bar staffand the establishment’s
proprietor, the renowned onmyoji Last Call. The
bar is staffed almost entirely by Last Calls shiki,
which he changes with great regularitybut the
bulk of the patrons come to gaze at the Monkey’s
Kugutsu bartender Ten Thousand Wintersa
phenomenally beautiful girl with hair resembling
sheets of shimmering ice and a dazzling smile for
all but the most lecherous drunkards. Where Last
Call ’s loyalty lies (beyond his bar) is anyone’s
guess. Many of the patrons who stay at the Copper
Monkey have come to take in the Sunaro Springs,
a series of natural hot springs renowned throughout
Yashima for their medicinal properties. While the
destruction caused by the fall of the Phantom Star
slowed business in the area for a time, commerce
has been on the upswing as of late. Folk of all
descriptions (and allegiances) regularly come to
discreetly enjoy the soothing waters in an area where
few questions are asked, which makes it a perfect
area for all sorts of clandestine meetings.
• The group might be regular patrons of the Copper
Monkey. When Buren sends his army through
the region, they’ll certainly tear through this
area, leveling everything. Can a few well-meaning
drunkards, gamblers, performers and other low-lives
turn the tide of an invasion?
• The Mako clan may know the whereabouts of a
new kugutsu, one of the infamous War Brides, those
kugutsu so valuable and sought after that lords go to
war over the chance to possess them. The characters
might be members of the yakuza, sent to find her.
What motives will each member have to find her,
and will success for one member’s goals mean failure
for anothers? What if there is a spy amongst them?
Thousand BridgesThe calm resolve of the peasants
of Torigoe to make the best of their changing
fortunes is easy to see in this strange little town.
Originally a quiet fishing community sitting along
the Hatsue River a few hours northwards from the
capital, Thousand Bridges was shattered along with
the rest of the countryside. The land originally
about the village was particularly unstable though
and the village literally fell to pieces, resulting in
large portions being swept away or permanently
drowned by the raging Hatsue as the terrain settled
into a new form. A Thousand Bridges now consists
of a series of fifty or more earthen and stone
outcroppings of various sizes, some of which hold a
building, many of which merely serve as the anchor
for another small bridge, hence its new name. From
a distance, the town resembles nothing so much as
the top of a needle-filled pincushion. Though still
a fishing village, Thousand Bridges has also begun
dabbling in mining as small deposits of scarlet steel
have been found within a fair number of their newly
formed mesas. The resulting prosperity, as well as its
location, has made Thousand Bridges a popular way
station village for those traveling through the
broken landscape of Torigoe, which includes
everything from ronin, to foreign agents, to
traveling Ebon Mountain and Bright Lotus monks.
• Deep under Thousand Bridges lies a group of
peaceful oni exiles who have moved into the area
under the cover of night. It is only a matter of time
before they are found. Depending on the characters’
actions, it could be the difference between a
peaceful coexistence or a heart gem goldrush.
• Th rousand Bridges may eventually turn into a
strategic travel point. A lot of rumors and truths
might fi nd their way here. If some of the characters
come from this town, how will they deal with this
massive infl ux of travelers and social change?
Iharas FallA newly founded village sitting along
a plateau overlooking the former site of Ihara, this
town is in fact the home of a majestic new nest of
mushi-tsukai who have come to study the strange
new annelids emerging from the ruins of the
holy mountain. The people of Torigoe felt all but
abandoned by the Priesthood after the widespread
destruction caused to their land and the annelidists’
willingness to help them when few others would has
recently gained the worm-users far more respect and
trust than they normally enjoy in most domains.
For their part, the members of the new nest are
uniformly exceedingly grateful to the young new
regent and are always swift to send their most
skilled members in answer to requests for aid from
Kagetora.
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ONE TENRA: AGAINST THE TIDE
• A rampaging annelidist threatens Iharas Fall.
How will this change how the people view the local
annelidists and their nest?
Shirata— Once a center for trade throughout
Ryurin and the first stop for merchants traveling
from the province of Ki to the east, Shirata sat along
the banks of the Hatsue River near the base of the
mountain pass that leads to Hisanos Gate. After
the Phantom Star caused the Hatsue to shift her
course and destroyed large portions of the town,
Shirata was abandoned. Th e peasants of Torigoe
believe that the ghosts of the dead or the spirits of
the surrounding mountains have claimed Shirata
and now all shun the place. In a sense, they’re right.
A ninja clan loyal to the Kitan family seized the
remains of the town and made it their own after the
destruction of their original mountain base. The
100 Falling Shadows Sect has protected the Kitan
clan since its foundation. Their actions and timely
warnings have saved Torigoe from destruction
countless times, yet change may be on the wind.
The sect is sworn to the Kitan family, not the
regents of Torigoe, a fact that the ruling family
used to its advantage many times down the long
years, but one that the Vassal houses of Torigoe
are unaware of. There is but one Kitan left and
should he fall, the 100 Falling Shadows Sect is free
to either become mercenary or seek a new master.
Such a situation brings thoughts that ninja are often
unaccustomed to and Norio, the master of the sect,
has had his hands full keeping the younger trainees
in line.
• The 100 Falling Shadows is falling apart from
within. Will the characters be able to keep the clan
together, or will they be more interested in the
natural split into sub-sects? Perhaps the characters
work towards different goals.
• The ninja have not received orders in some time.
It soon becomes clear that another ninja clan, under
the guidance of a vassal lord, is intercepting all
messages, or killing the messengers. Who could be
behind this, and what does this mean for the future
of the clan?
DRAMATIS PERSONAE
The following characters might make not able
appearances in the game. Alternatively, the GM
could create a story by having the character actually
play some or all of the characters below (drafting up
their abilities as normal, as the player sees fit). Dont
feel constricted in your use of these characters. They
are simply anchors in the world. Kill them off as
you need. Portray them however you want, or give
their roles to players to use as their own characters.
Kitan KagetoraThe Regent of Torigoe
If the weight of your entire world should suddenly
fall on your shoulders, how well would you bear it?
Just over a year ago, Kagetora was a carefree second
son looking forward to a long life of scholarship and
simple pleasures. Now, he is the last of his noble
house, beset on all sides by deadly enemies and
uncertain allies. His domain was passed to him in
shambles. When representatives of the Priesthood
finally showed up after the Two Month Night,
during which Kagetora had buried the bodies of
his family and countless numbers of his people,
and tried to prevent the bulk of his living subjects
from joining them due to starvation, they offered
no immediate assistance but demanded his fealty.
While he was considering his response, a second
delegation arrived, also declaring that it belonged
to the Priesthood and likewise demanding his
fealty; however, they at least brought food, medical
supplies and a sample kimenkyo mirror. The choice
was a simple one, though Kagetoras loyalty to the
Northern Court is definitely founded more on
necessity than desire. Undeniably, that theme is
visibly running through the young Regent’s life.
The war that is clearly looming with Hakusen
and the Forest Realm of Naira-do is not of his
choosing. Indeed, he secretly admires Burens
uncompromising stance against the Priesthood and
would rather not break the vows that his ancestors
made to the Forest Lord. Still, his people need the
wealth the soulgem mine represents and he will do
whatever he must to acquire it.
Kagetora is a brilliant young man, though far more
inclined towards scholarship and diplomacy than
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ONE TENRA: AGAINST THE TIDE
fighting. Correspondingly, he has managed to stay
ahead of his political enemies even as he garners
useful, if unorthodox, allies. He is well aware of
what an asset a hive of annelid-users can be and so
allowed them to stay in his realm. He has already
carefully employed the 100 Falling Shadows Sect
to eliminate one or two of his more over-zealous
detractors, though he strongly monitors his own
actions for fear of becoming a tyrant. He hasnt
appointed a Minister of the Right as of yet because
there is no one that he trusts enough to relinquish
control of Torigoes military to. He purposefully
allows an agent of the Southern Priesthood to attend
his court, telling him that he has no choice but to
suffer the presence of the Northern representative as
they are so close to his domain, even as he quietly
complains to the Northern Court representative
how little he can do about the Southern Court’s
minder without bringing their wrath down on him.
He graciously allows the Mako Yakuza to operate
in the open because he doesnt wish to spare the
resources that it would take to deal with them in
any other fashion. He regularly sets various tasks
for his vassal lords in order to keep them occupied
even as he searches for ways to secure their loyalty or
undermine them.
He could definitely use some help though.
Kagetora is seventeen years old, though his near
perpetual tiredness makes him appear older than
his years. He frequently dresses in kimonos with
alternating patterns of blue and gray. On the rare
occasions on which he gets to discuss something
academic, his eyes light up and his cares briefly
flow away, revealing the once enthusiastic scholar
that still lurks beneath the weary regent. Kagetora
doesnt regularly carry any weapon bigger than a
wakizashi. His samurai bodyguard, Half-Smile, is
ever present when he is in public.
• Kagetora is young and intelligent, but underneath
it all he is still an adolescent. Who knows how
much longer he will be able to stand the immense
pressure of ruling a domain on the edge of disaster?
Nekoda Shiga—Minister of the Left
Nekoda Shiga is a greatly respected retainer, an
eloquent statesman, and a skilled swordsman.
With Kagetoras intellect and Shiga’s renowned
organizational skills, Torigoe has been pulled
back from the edge of destruction. Shiga has a big
problem though—he has grown to greatly respect
the young man he was ordered to kill. Shiga is
one of the last surviving members of the former
regent’s inner circle, and choosing one of the men
that his uncle had greatly favored seemed logical to
Kagetora. What Kagetora is unaware of though, is
that the Nekoda Clan has long sought the regency
of Torigoe. The head of the Nekoda family, Unryu,
convinced that his clans long thwarted destiny has
at last arrived, has ordered his eldest son Shiga to
eliminate the last of the Kitan as soon as Kagetoras
usefulness came to an end, a state of affairs which
Shiga has been able to successfully argue to his
Father has not occurred…yet.
• Shigas heart wars with his duty, which fights with
his intellect, and Torigoe’s future may well rest on
the outcome of his inner struggle.
Kakari-Rank Shibuki AkemiNorther Court Agent
Akemi was the senior member of the delegation
that first brought aide to Torigoe and as a result
of her successfully convincing Kagetora to join
the Northern Court, she was appointed as the
Priesthood representative to the domain. In part
because of the devastation caused to Torigoe, she
felt that the post was an honorable one where she
would truly be useful, but her joy has been greatly
muted by her counterpart from the Southern Court,
Sogo. While Akemis original intention was to travel
the countryside helping the beleaguered peasants
of Torigoe, she presently feels such an imposing
need to keep an eye on what Sogo is up to that she
is unwilling to leave the Ashen Palace if he is not
elsewhere as well. Akemi is a beautiful and earnest
young woman in her early twenties. The mask she
chooses to wear resembles a thin veil and barely
hides her lovely features.
• Akemi may be interested in having Sogo dealt
with—then again, the charming rogue might be
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getting to her, in which case they would both need
some cunning friends to help them out.
Kakari Rank Irohara SogoSouther Court Agent
Sogos mission in Torigoe is a relatively simple one;
without appearing to do so, whenever possible, he is
to encourage Kagetora to attack Buren. Since that
appears to be the young regent’s plan already, Sogo
is pretty much free to do whatever he pleases. This
has resulted in two different, but equally dangerous,
dilemmas. As he watched Akemis attempts to spy
on his own activities with amusement, he found
that he likes watching her far more than he should.
He now owes a dangerous amount of gambling debt
money to the Mako Yakuza, one of the few groups
who couldn’t care less whether or not he’s a member
of the Priesthood. In love with the wrong woman
and indebted to the wrong thugs, the Southern
Court may be in need of a new agent soon. Sogo is a
well-built man in his early thirties who perpetually
covers his face with a metallic (with touches of
white) grinning demon mask.
• Sogo needs help in several areas of his life. His
connections can certainly make him a useful, if
dangerous, ally.
• Sogo might travel in disguise amongst the
common people of the capital. His nature probably
changes when the mask comes off, in a way in
which no one would ever guess at his true identity.
NorioShinobi Master of the 100 Falling Shadows
Sect
One of the great paradoxes of the way of the ninja
is that a ninja can have no honor, yet honor is
everything to a ninja clan. Kagetora is the last of
Kitan, the line to which the 100 Falling Shadows
are sworn, and Norio will honor that allegiance,
even if it means that all his clan will fall to the
Dragon of Hakusens army. Already, he has had
to harshly punish a few promising students who
suggested that if they were simply to look away and
allow Kagetora to die, they would be free to do
as they pleased. He knows he is getting soft as he
only broke two limbs a-piece on those who dared
to speak so, but it comforts him greatly to reflect
that he instantly killed the few that suggested they
should assassinate Kagetora themselves—after
all, no knife should ever contemplate murdering
its wielder. As to what he and his sect will do if
Kagetora dies, he truly doesnt know. He probably
wont bide his time idly until that fateful day arrives,
if ever. Norio regularly emerges from the shadows of
the Ashen Palace to discuss matters of import with
Kagetora before returning from whence he came.
Norio is a shinobi—he looks like whatever he needs
to.
• Norio is a practical, unassuming man. Who can
tell what he has in mind? Will he protect Kagetora
in the last battle or will he act as the venomous viper
that strikes him down?
Liya-YiKikoku Ambassador
When Torigoe’s need was greatest, one of the few
neighboring domains to offer any vital aid was the
oni land of Kikoku, which lies to the immediate
east. Several shipments of foodstuffs and grain were
offered freely to help the people of his beleaguered
land, but what Kagetora found most indispensable
was the thoughtful advice offered by the oni woman
who brought the goods. The young Kitan formally
requested that she be posted to his land as an
ambassador, a move that surprised many of the new
regent’s observers. The folk of Kikoku acceded to
his appeal and Liya-Yi quietly joined his court. A
slight oni woman who typically wears earthen toned
kimonos, the representative from the domain ruled
by the oni has proven herself on numerous occasions
to be a sharp witted ally—a sharp contrast to the
bestial image that many try to force upon the oni.
Indeed, she uses the typical prejudices against oni to
her advantage so that she is often underestimated by
all but Kagetora, who knows better.
• The ambassador from Kikoku is interested in
keeping Torigoe stable to serve as a buffer between
her country and the fiercely martial realm of
Hakusen. Any agents acting for her, such as one
or more player characters, would always take on
missions with that goal in the back of their minds.
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• What if Liya-Yi fi nds that she has fallen in love
with the young regent?
Kashira EmeraldLeader of Iharas Fall Annelidist
Nest
Emerald was chosen as the new nest’s leader
from among her peers, as she was judged both a
meticulous researcher and the best able to talk with
those outside their ranks without unduly disturbing
them: She bears few visible mushi. Emerald is
presently being very careful about keeping a tight
reign on the younger members of the nest—only
the older well-traveled members who have suffered
the standard prejudice all annelidists face elsewhere
are aware of just how good of a deal they’ve gotten
in Torigoe: A choice location in which to study
fascinating new annelids, peasants who try their
best to be civil and a young regent who admires
scholarship? Heaven! While it is the usual position if
annelidists to tend to the wounded and leave
fighting to others, the Iharas Fall Nest is firmly
committed to standing with Kagetora on the
battlefi eld should he have need of them. Emerald
appears to be in her forties, though her face has an
ageless quality to it (lent by her annelids) that makes
telling her exact age difficult. She is plain spoken
and tends to favor simple loose robes, the better to
hide the potential squirming of skin underneath.
• Emerald will do anything to maintain the balance
that they have with Kagetora and the other lords of
Torigoe, even resorting to brash action and cunning
far outside of the nest to make sure the order is kept.
Kae the Kugutsu-Maker
In the foothills to the northwest of the Ashen
Palace, there is a modest house that sits on the
outskirts of the far southern border of Naira-do.
There, in a valley squarely placed between the
otherworldly forest and the earthly Torigoe lies the
house of the famed Kae the kugutsu-maker. He has
labored on his latest work for nine long years and
is almost ready to present her to the world. Some
believe he will buy peace for Torigoe with her,
others say his newest work will surely plunge all into
war. Kae refuses to answer what his intentions are.
• One or more of the characters may be interested
in finding or acquiring Kae’s latest creation.
Alternatively, one of them may be the Kugutsu-
maker’s latest work.
Brazen KiteThe Tireless Merchant
Travel the roads of the domains of Ryurin-shu
long enough and you will eventually come upon
an extraordinary sight: A wandering trader so
thickly swaddled in robes that his shape is nearly
indiscernible, carrying a pack so enormous that
it greatly resembles a small hillock. Within
that mammoth pack lie wonders undreamt of:
mechanica toys, fresh fruits, good seed, candies, the
finest rice wine and much more… but no weapons,
no weapons of any kind, for the pack belongs to
the kongohki Brazen Kite who once was lost, but
found himself again and swore to never again deal
in death. Now Brazen Kite is a friend to all he meets
along the road, a jolly merchant with the tinny yet
warm voice of an old man, who regularly carries
interesting news from afar along with his many
excellent goods. He takes no sides in the many
conflicts across the province, though he generally
favors peasants with better deals, knowing they
truly have little to offer right now.
• What’s the story behind Brazen Kite? What better
way to find out than to play him as a character, at
a time before he adopted his common name and
traveler’s backpack.
The Great Ryoushu Houses of Torigoe
While there are over a dozen lesser vassal lords
that report to Kagetora, the three most significant
houses/fiefs belong to the Nekoda, the Omoro
and the Ishikawa. The Nekoda easily hold the
most power, but seem content to wait till the time
is ripe to make a move on the regency. Their fief,
Spring Lake, lies to the east, near the border of
Kikoku, and was mostly undamaged by the recent
calamities, which has greatly enhanced their
position. The lord of the Nekoda, Unryu, feels that
Kagetoras forcing of his son, Nekoda Riku, to dig
mud in an armour like a groveling peasant is an
unforgivable insult. He constantly searches for a
way to topple the young regent—The fact that Riku
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had a grand time doing it (and adores Kagetora)
is irrelevant. Finally, Omoro Ikuo, a well-regarded
general and head of a powerful military family,
regards Kagetora as a bold thinker. While he is not
yet entirely convinced that the young regent is the
right man to lead Torigoe, he has chosen to remain
silent for the moment. The general watches his new
lord with carefully judging eyes, hoping to discern
some sign of the last Kitans fate and what it will
mean for the Omoro. It is anyones guess as to how
the minor family of Ishikawa change the balance of
power in the internal strife.
• The Nekoda are famous for their well-trained
armour riders. What do the Omoro specialize in?
The Ishikawa? How might this affect the balance of
power?
The Mako Yakuza
The Mako Yakuza control the majority of the crime
throughout the province of Ryurin-shu and their
influence is felt in many of the other provinces of
Yashima. While the Mako existed long before the
fall of the Phantom Star and Mount Jinrai, their
power has increased significantly with the splitting
of the Priesthood. They can now move illegal
Northern Court technologies into areas controlled
by the Southern Court at great profit, which has
increased their fortune signifi cantly.
After the civil unrest caused by the Fall, the Mako
Yakuza acted as a sort of ad hoc police in many of
the areas hit worse by the destruction, which gained
them a great deal of respect with the peasantry.
They proved to be so good at catching thieves (the
ones not affiliated with them at any rate) within
Torigoe that Kagetora asked to meet with some
of their representatives. The Mako, expecting to
be harshly sanctioned for their temerity, were thus
relieved and delighted when he rewarded them
for their courage. The young regent granted them
licenses to operate their gambling houses openly
in Torigoe as well as several brothels, all of which
send needed tax money into Kagetoras coffers.
The Mako still act as the fire deparment and police
in many places within the domain, including
Tengaishi itself.
The Mako are swif tly coming to a crossroads. They
have a good thing going in Torigoe and they know
it, but few that fight within a war profit by it. To
stand against the Dragon of Hakusen is suicide, yet
Burens complete intolerance for their kind is well
known. Some Brothers believe that the time has
come to leave Torigoe. Others speak of the potential
gains to be found on the far side of the upcoming
struggles, and a few have found, often to their own
great surprise, that they’ve become so dedicated to
their charges that they havent the will to abandon
their posts, even should their Elder Brothers order it.
• The Mako, like most yakuza, are always torn
between their role as the supporters of the nameless
and downtrodden (they do the jobs in cities,
like putting out fires, that no one else will), and
their criminal activities which hurt the people.
Gangsters with heart” makes for compelling
drama.
• A decision on whether to support Kagetora, to
leave Torigoe, or to remain and serve whomever
remains, might very well tear apart the clan.
• Another yakuza group, the cold-hearted Ejimaya
family, has recently been grabbing turf due to
their lucrative gambling operations. A turf war is
inevitable.
THE KINGDOM OF HAKUSEN
When Mount Jinrai fell from the heavens and
the Phantom Star annihilated the entire northern
half of the province of Sunai-shu, there was one
man who rejoiced while countless others wept: the
Warlord Buren, Master of the House of Thunder,
the renowned Dragon of Hakusen. Not once
in his long life had Buren ever kowtowed to the
Priesthood or accepted the title of “Regent”. As the
period now known as the Two Month Night fell
across his domain, the Dragon of Hakusens long-
in-place plans were swiftly set into motion. When
the sun finally emerged from the dust and the two
factions of the Priesthood declared their respective
returns, Buren was ready. Even as the Northern
Priesthood announced the accession of the new
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empress Genshi Daigo, the Lord of Hakusen openly
declared war on all the Priesthood.
Burens ongoing defiance of the Priesthood was
already a legend throughout Tenra and the faction
that was soon to be known as the Northern Court
decided to make an example of the insolent Lord of
Hakusen in order to prove their power. They did
not reckon on the Dragon of Hakusens cunning,
or the powerful ally he had cultivated in his newly
appointed Minister of the Left, a woman known
as Radiant Deception—an ex-Priestess who joined
his cause. Little is widely known of what occurred
in the terrible battle that followed save two
indisputable facts: for the first time in the history of
Tenra the kami turned against the Priesthood and
the Warlord Burens forces triumphed over those of
the Northern Court. Since that time, Hakusen has
steadily built up its already formidable forces as it
mobilizes for war. Now all of Tenra waits breathless
for the Dragons next move.
• A group of characters in the service of Hakusen
might lead the charge into Torigoe, or they might
do whatever they can to keep the domain free of
bloodshed.
Scarlet Steel and Veiled Thunder
Hakusen lies within the province of Ryurin, a
region known as the Dragonscale Territories due to
the unique shape of its harsh mountain range. The
mountains stretch all the way to the sea and much
of Hakusens southern border consists of towering
cliffwalls surrounded by jagged reefs, made more
deadly still with the devastation caused by the fall
of Mount Jinrai. Hakusens location is especially
galling to the Northern Court since their newly
declared floating capitol Genshikyo hovers above
the former Ryurin-shu domain Ouga, less than a
three day’s march to the north—the Dragon is too
close by far for their comfort, yet they dare not show
weakness by withdrawing elsewhere. Hakusens
treacherous mountain range holds large deposits
of scarlet steel, which Buren has steadily exploited
for many years, and vast mining operations with
accompanying villages cover large portions of the
realms highlands. The people of Hakusen are hard
and proud, like their lord, and whether they are
peasants or soldiers, they have little tolerance for
fools.
• The Northern Court might be playing up the
idea that they cannot control Hakusen for some
mysterious reason. Buren pushing away from them
might bring his domain under their influence.
NOTABLE PLACES
The House of ThunderCarved from a massive
granite promontory that thrust far out into the
ocean, the House of Thunder is Hakusens mighty
capital. Legend says that it took the strongest shiki
of one hundred onmyoji a year and a day to shape
the palace and integral surrounding city to the
satisfaction of Hakusens lord. Supposedly named
for the sounds of the sea crashing into its razor-lined
sea walls, many declare that it was in fact named
for the clangor of arms that rings eternally about
the palace’s titanic staging grounds. As much a
fortress as a seaport, the House of Thunder sprawls
about and through the cliff of the promontory from
which it was carved. Thousands of fishermen work
the ocean about the port, with merchants regularly
passing through under close scrutiny by Hakusens
soldiers. It is no great secret that Buren pays
successful Moguri-ya, the daring rogues that wrest
Priesthood salvage from Soratsuzumi Sea’s depths,
extremely well if they bring him useful technology.
Many believe that the House of Thunder only
allows a glimpse of Hakusens real might. It is
widely rumored that one or more of the mountains
surrounding the capital have been all but hollowed
out to make room for forges and armour workshops.
• How does Buren keep his kimenkyo armour-
smiths up to date with the latest technology, despite
the fact that he has no ties to the Northern Court?
There may be a story hidden in there.
• There is one fatal flaw to the architecture of the
House of Thunder that, if discovered, could lead to
the destruction of the domain’s military stronghold.
What could it be, and what would someone pay for
that information?
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Steel Valley—A magnificent city sprawling along
the walls and forested base of a high-altitude gorge
in the heart of the mountains of Hakusen, Steel
Valley has become one of the centers of Burens
fiscal might, though it started out as a controlled
experiment. Hakusens borders were closed for
many generations, as Burens ancestors often
refused to acknowledge travel passes. When Buren
came to power, he felt that the isolated nature of
his kingdom was doing more harm than good,
so he created a place where outsiders could freely
mingle with the people of Hakusen. Passes are not
required to travel to Steel Valley. Indeed, bearing
an Amafuda travel pass can get you deported in
Hakusen, though a traveler that claims to be headed
there at the border will have their name logged and
sent on to ensure arrival. Steel Valley has become a
raucous mining town filled with bustling miners,
soldiers, kongohki, merchants, samurai, prostitutes,
onmyoji, monks, farmers and many, many spies.
It is a city that never rests. Buren deals generously
with those who find and report new veins of scarlet
steel or other valuable minerals, and constant
expeditions into the surrounding mountain range
are commonplace. Many that journey to Steel Valley
do so to leave their past behind—it is a place of
great secrets where few dare ask questions openly.
• Steel Valley is seeing a huge influx of refugees
lately, from people escaping ravaged war-torn
domains and seeking protection. Will these people
be a source of strength, or will they hinder the
Dragons machinations?
• Steel Valley is a sprawling city with many sights,
drawing in people looking to change their lives.
Stability in chaos 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 used
entry to the Kingdom of Hakusen. A small horde
of highly skilled craftsmen live in the village that
sits just below the arch in a mountain valley. While
they are frequently employed to work on the Arch,
many of them find the time to accept commissions
for Scarlet Steel weapons of various kinds. Hisanos
Gate is a hard two-day’s travel over rough terrain
East / Northeast from the Arch.
• The arch is a national monument to some, and
a most horrible landmark of human suffering to
others. In secret, the Phoenix sect wants it destroyed
for reasons known only to them.
• The arch serves as more than a monument. It is
a secret project concocted between Buren and his
trusted onmyoji and geomancer vassals. It serves to
protect the domain, and perhaps all of Tenra, from
something worse than most people could imagine…
something worth going to war for.
DRAMATIS PERSONAE
Lord BurenThe Dragon of Hakusen
Buren has dedicated his entire being to a single
truth: For war to finally end on Tenra, the
Priesthood must be utterly destroyed. Every single
action that he takes is weighed against this one
overriding and seemingly impossible goal; yet,
incredibly, he is determined to win. Those that meet
him begin to suspect, with no small amount of awe,
that perhaps he can… To be in Burens presence is
a near overwhelming experience for most beings.
So solid of spirit that all who come near him are
soon pulled into his orbit, Buren passionately
speaks of the harmony that lies on the far end of
his great struggle, of the world that will rise and
the glory that shall be Tenras when the Priesthood
is no more. Those that listen to him go forth to
fight harder for this man that claims to seek peace
than ever they would for a mere warmonger. Buren
publicly supports the Bright Lotus sect and his
coffers have built several Bright Lotus schools.
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Cynical observers are quick to point out that the
Lord of Hakusen is doubtless well aware of the
value of troops who will willingly sell their lives in
this world for salvation in the next. Buren despises
crime and absolutely loathes yakuza, seeing them
as nothing more than parasites that feed off his
soldiers’ needs. He is thought to be somewhat
sympathetic to the oni peoplebut his armours still
need powering.
Buren knows that he needs massive resources to
combat the Priesthood and he is always looking for
any advantage that will assist him in his struggle.
He has recently seized several islands that belonged
to the former domains of Sunai-shu, though the
great Itokawa Yozo of the domain of Suma has lately
stymied his advance. A lesser man would probably
be frustrated—the Dragon of Hakusen is delighted
to have found an opponent worthy of matching wits
and strategies against. Buren appears to be in his
late 40s, with graying hair and piercing dark eyes.
He frequently wears heavy armor adorned with
the Hakusen mon (seal) cradled in the claws of an
elaborate carved coiled dragon. When he speaks,
his voice is always rich with meaning. He is widely
considered to be the greatest tactical mind of his
generation and has never been defeated on the
battlefield.
• Playing as the Dragon of Hakusen might be an
interesting roleplaying challenge, and might lead to
a really cool story.
• Why is Buren so opposed to the Priesthood? There
may be hidden reasons known only to him and his
advisors. Those reasons might form the core of a
longer story set in Hakusen.
Radiant DeceptionMinister of the Left
Little is known of Hakusens Minister of the Left
other than that she is a beautiful woman who is
widely rumoured to have once been a Bu-ranked
member of the Priesthood. Radiant Deception is
thought to have many agents both in Hakusen and
abroad, including one or more ninja clans, as she
always appears to be well informed of important
events across Yashima and frequently beyond. Many
whisper that she is Burens lover, though they have
never been seen to be intimate in public. She favors
flowing kimonos of black and white silk, which
contrast sharply with her golden eyes.
• Why did she leave the Priesthood? What does she
actually want?
• One of the player characters could be one of
Radiant Deceptions secret agents. Or Radiant
Deception herself, in charge of keeping the stability
of the region.
Distant ThunderMinister of the Right
The fierce samurai General Distant Thunder is both
Burens oldest companion and the weapon with
which the Dragon smites his most fearsome foes.
Hakusens Minister of the Right is an implacable
enemy capable of routing whole battalions of un-
augmented soldiers by himself. He leaves subtle
strategies to his beloved liege lord, preferring to act
as the sledgehammer that he is. His presence in the
highest echelon of Hakusens government has helped
assure many Samurai that they will be well treated
by Burens government and the armies of Hakusen
boast thrice as many samurai as most other
domains. Distant Thunder is a massive warrior,
there are many that believe that he is always at least
partially transformed, as his heavily tattooed form
stands well over seven feet tall. In battle he wields
a colossal, wickedly curved axe-like gemblade that
he affectionately refers to as his “rabbit skinner”.
It is widely known fact that Distant Thunder has
single-handedly destroyed five armours and one
great armour, the Relentless Fist, with his mighty
weapon. Distant Thunder disdains kijin, loathes
kongohki, and firmly believes armour riders are
almost blasphemous in their ignorance of what
they do; to the Samurai Minister, war is religion.
He keeps quiet about the latter belief around Buren
though.
• Distant Thunder fears that Buren is beginning
to favor armour and technology over samurai and
warrior-vassals.
• Distant Thunder’s gemblade is highly sought after
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by a sect of onmyoji sorcerers, to the point that they
might openly kill him in order to attain it. What
secrets does this curved weapon hold?
The Weaponsmith-Cartographer Yorimitsu
Steel Valley’s most (in)famous resident is a man
wanted for execution by the Southern Court of the
Priesthood for the crime of exceedinglyaccurate
map-making. Yorimitsus blades have long been
famous for their beautiful and intricate engravings,
carvings that have recently been revealed as
concealing elaborate codes that accurately depict
the history or secrets of many of Tenras domains.
Yorimitsu has been producing weapons for over 40
years while traveling across Tenra from province
to province, village to village. Many lords are now
scrambling to find various Yorimitsu blade-maps
in the hope that they will reveal weaknesses in
their opponents’ territories that they can exploit.
Yorimitsu is now a wizened old smith with a razor
sharp mind who frequently plays the dotard to catch
others unaware.
• A character realizes that the blade given to her by
her clan is actually a sought-after Yorimitsu blade.
There are three sources now pursuing that character
that will do anything to get their hands on it.
• Yorimitsu leaves on one more grand excursion
to the new oni land of Kikoku for research. A
character can play him, and the other characters
might be traveling companions.
Takara and the Fallen Sun
The Fallen Sun is the most famous of Hakusens
three known great armours, not because of its
heroic exploits against monsters, but due to the
identity of its main pilot: Burens daughter Takara.
The Dragons daughter rapidly approaches the age
at which her growing awareness of what she does
will prevent her from piloting the Fallen Sun, but
for now she still easily commands the potent war
machine.
• Takara is on the verge of turning 16 and a
potential love interest for a younger PC. Whether
she will turn against her father or join him when she
realizes what she has done in his name will shape
the destiny of Hakusen (and perhaps all of Tenra!)
forever.
• Takara is so gifted that she is able to both pilot
and man the weapons of Fallen Sun by herself,
though she has not revealed this secret to anyone
yet.
Shining Resolve
The highest-ranking monk in Hakusen, Shining
Resolve is a Bright Lotus sect priest who runs the
Open Tide, a Bright Lotus school funded by Buren
that sits on the outskirts of the House of Thunder.
Shining is well loved by the people of Hakusen and
personally taught many of the present generation of
the Dragons warriors in classes at the Open Tide.
That any man other than himself should have such
a great influence over his soldiers doesnt seem to
bother Buren… at least in public.
• Is Shining Resolve the honest priest he seems, a
spy for the Phoenix sect, or even an agent for one of
the Courts of the Priesthood?
The Great Ryoushu Houses of Hakusen
The majority of Hakusens fiefs are military
encampments nestled amidst the mountainous
terrain and their vassal lords are all warriors of
one stripe or another, save one. The vassal house
of Miyabe is lead by the great onmyoji lord named
Withering Storm, a master armour-smith famed
across Tenra. Withering Storm is privy to many of
Lord Burens innermost thoughts and among the
most trusted of his retainers. After the Miyabe, the
Kanamori are held in the highest esteem, not only
in Hakusen, but also throughout the province of
Yashima. The warriors of the Kanamori are second
to none, each one striving to outdo the others in
martial feats. Kanamori-no-Ryosuke, leader of the
house, is widely known to be a soul of honor and—
after the samurai Distant Thunder—he is Burens
most trusted general. The Ryogoku are a family of
warriors who wear purely functional, almost entirely
unadorned armor. Their house’s colors are similarly
plain, consisting only of a black field with three
silver lines. Since the fashion in Tenra is for warrior
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houses to mark themselves with bright and distinct
colors or patterns, their leader Ryogoko-no-Hachibei
was once questioned why his house eschewed
such. His answer, “We would rather be known
by our deeds then our displays”, is oft quoted and
considered by many to be the perfect answer for a
true warrior house.
• With three warrior-houses, conflicts of interest or
honor might resolve themselves… messily.
NAIRA-DO
When humanity first came to Tenra, they found
that the ancient places of the world had more
than oni to defend them. Ayakashi and spirits of
such numbers they were countless roamed the
deep wilderness, and many of them did not look
kindly upon the newcomers from the stars. Many
terrible battles were fought against the Lords of the
Trackless Forests and other, stranger beings. Th e
tales of those days, along with their implicit lessons,
are remembered now only in the oldest stories, the
bulk of which have been passed down for many,
many generations.
One of the stories still told within the domains of
the province of Ryurin-shu states that as humans
advanced across the continent of Yashima, the one
place from which the ayakashi refused to budge was
the sacred forest called Naira-do, or “Eldest” by the
oni tribes. Representatives from the tengu clans of
the mountains, a few of which have always been
sympathetic to humanity, declared “One of Tenras
hearts dwelled within the forest”. They would not
explain what they meant; they only made it clear
that humanity would regret it if the issue was
forced. The generals of the day politely disregarded
the tengu, who soon left the tents of the men
shaking their metallic beaks in disgust.
Soon thereafter several large Human armies
marched into Naira-do—they never came out
again. Soon after children began to disappear en
masse from villages throughout Yashima, their
absence unexplained, plagues without cure rained
down upon the land, and the majority of crops
throughout the continent dried up in droughts or
were destroyed by floods in a single season. Nature
itself turned against the people of Yashima and
for all the Priesthood ’s efforts, nothing could be
done to stop it. Nothing that is, until a single brave
monk (some tales state that he was the regions first
onmyoji), whose name has long been lost to history,
travelled without weapons into Naira-do
And the attacks stopped.
It is unknown exactly what the monk did. Perhaps
he offered himself freely to the forest. Perhaps he
begged for forgiveness. Perhaps he struck a terrible
bargain. Perhaps the monk had nothing to do with
the troubles’ ending.
Who can say?
Since that time, Naira-do has been declared sacred
and inviolate by the Priesthood. The Regents in
charge of controlling the land on which the massive
mountainous forest rests have changed many times,
but the prohibition against using the forest in
any way has ever been clear and not one has ever
breached the (presumed) ancient peace accords…
…Yet.
• Naira-do is filled with so many secrets, so many
questions, that each place, each personae, can offer
a dozen new questions and answer none. Feel free
to use, manipulate, play or discard the elements of
Naira-do as needed.
One Forest, Many Hearts
Naira-do is not truly one, but many forest realms
of wildly varied spirits that operate almost entirely
outside of the understanding of Humanity. While
some human refugees have become adept at
following the rules of the forest, even the best err
on occasion; a practice that can have all manner of
“interesting” consequences. Naira-do is truly ancient
and it shows; only the eastern continent Hidakami
can boast trees as massive or mountains as fierce.
None but the extremely wise or the incredibly
foolish travel the forest lightly.
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NOTABLE PLACES
The Restless TempleThe wandering sanctuary of
the Forest Lord, the Restless Temple is a marvel.
Crafted by a small army of onmyoji with the
blessings of many powerful ayakashi, the Restless
Temple meanders over the mountains and trees of
Naira-do in no particular pattern, though many
of the more powerful spirits always seem to know
where it can be found at any given time. Th e top
of the Restless Temple appears to be an engraved
wooden dome, while the underside is covered with
hundreds of human-looking arms seemingly carved
from lustrous marble. Glimpses of crystalline and
gold veins shine forth as the arms seize the ground
or branches to haul the temple onward over the
varied terrain of Naira-do. A fair number of onmyoji
and a variety of monks call the Restless Temple
home.
The First/Last Tea HouseAt the base of the
Mountain Itama, near the center of Naira-do, there
is a picturesque valley of surpassing loveliness. At
the center of the valley, perfectly placed at the end
of an ancient well-traveled path, a magnificent
tea house rests amidst a charming garden. The
tea house appears to be traditional in every way,
except for its massive scale. Even so, its entrances
are low so that all visitors must stoop to enter. The
tea ceremony is held to be sacred by both spirits
and men. The First/Last Tea House is a place of
absolute neutrality and it supernaturally reinforces
peace. All grievances are set aside within and
beings as wildly varied as oni and samurai, ayakashi
and mushi-tsukai, kongohki and dragons, can
sit together at the tea ceremony, discussing their
grievances rationally for a time before (likely) going
elsewhere to slaughter one another. The few humans
that know of the First/Last Tea House use it as a
meeting point in order to broker with the spirits of
Naira-do.
The Place Where the Earth Touches the
SkyAfter the destruction wrought by the humans
on their people, this isolated village is one of the
largest collections of oni left on Tenra outside of
the oni country Kikoku. When an oni comes of age
here, they are expected to travel outside of Naira-do
for a time, both to learn news for the village of what
is going on in the outside world and to discover
how blessed their lives actually are in comparison
to what the bulk of their people face. What their
youths have learned in the last few years has greatly
divided the community on what they should do.
One faction believes that they should send forth
armed pilgrims in order to bring other oni safely to
the forest, while another argues that they should all
remain within the safety and secrecy of Naira-do,
leaving the rest of their people to tend to their own
affairs. If war truly comes to Naira-do, the decision
may be made for them.
The Dancing CourtsA series of fiefdoms ruled
over by notably human-seeming ayakashi, the
Dancing Courts are scattered about throughout the
whole of the forest. Each court has slightly different
rules, some of them contradictory, which makes it
difficult indeed for a human to know which rules
of etiquette to follow. The Dancing Courts are as
varied as their rulers on their positions regarding
humanity. For example, the Court of Arai the
Glorious is a pleasant place that offers comfort to a
weary traveler in exchange for the martial tales of
the outer world that Lord Arai favors. The Court
of Ikiyo the Ill-wind, on the other hand, welcomes
humans by day so they can be hunted and slain for
sport the following night. Likewise, the appearance
and location of each Court varies with the nature
of its ruler. Some resemble the forest around them;
others are centered in grand palaces at the bottom
of lakes, or carved into the snow along one of the
mountain summits. The Dancing Courts hold a
great deal of the power of Naira-do, but they are
generally fractured and opposed to one another.
The Courts regularly ask the Forest Lord to mediate
disputes between them. It takes a large-scale
invasion of humanity to get the various ayakashi
lords to willingly work together without outside
intervention.
Tambo The only human settlement in all of
Naira-do is the mobile village known as Tambo
(“the rice field ”), the ancient training village of the
Sharpened Leaves Ninja clan. The Sharpened Leaves
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ONE TENRA: AGAINST THE TIDE
train by pitting themselves against the denizens of
the forest, and though they are few in number due
to extreme attrition they regularly endure, they are
without doubt some of the stealthiest and deadliest
ninja in all of Tenra. The fireside tales that speak
of them hold that each of the Sharpened Leaves is
as deadly as a Shinobi of a lesser clan and that their
legendary Shinobi are like unto forces of nature,
scattering whole armies before them with ease. The
Sharpened Leaves are known to be a mercenary
clan, though few know how to hire them. The small
number of Regents willing to speak of such matters
whisper that the long years spent in Naira-do have
greatly affected the Sharpened Leaves and that they
have ceased fighting for mere material wealth, but
even the boldest Regent falls silent and will not
speak when asked what it is that they will fight
for…
DRAMATIS PERSONAE
Forest Lord YasukoKeeper of the Promise
Yasuko was born in a small peasant village within
the country of Kagari, far to the south of Naira-
do. At the age of eight she was assailed by visions
that drove her north until, close to a year later,
the nearly feral girl collapsed under the boughs of
the forest where she was found by agents of the
Restless Temple and swiftly determined to be the
reincarnation of the former Forest Lord. Yasuko has
held the title of Forest Lord ever since. The Forest
Lord does not rule Naira-do in any conventional
sense, certainly not as Humans would understand.
Rather, she is known by the powerful human-form
ayakashi of the forest as the “Keeper of the Promise”
and is directly responsible (in their eyes) for keeping
the bulk of humanity out of Naira-do. To that end,
every Forest Lord has traditionally employed a wide
variety of agents both within and without the forest,
Yasuko being no exception. They are also frequently
called upon to mediate disputes between the various
human-seeming ayakashi lords when quarrels arise,
or to communicate with the more elusive Great
Spirits.
However, no amount of planning or preparation
can account for a cataclysm the magnitude of the
falling of the Phantom Star, and Yasukos visions
have returned in earnest. In her dreams she sees an
awe-inspiring dragon with scales of polished copper
fighting a small but magnificent silver crane amidst
flaming trees as Naira-do burns about them. The
smoke always rises to obscure the battle, but it
matters little to the Forest Lord, for she can clearly
see that the fire the combatants started swiftly sets
all of Tenra ablaze. Yasuko will not let that happen.
Yasuko is both a Buddhist monk/priestess and a
powerful onmyoji, which is traditional for those
bearing the title of Forest Lord. She appears to be
in her thirties, though her face has an ageless cast to
it which makes it difficult to be certain. Her eyes,
though, are deep wellsprings of wisdom and sorrow
in equal measure. The Restless Temple is her
headquarters and she frequently plans her operations
from there. Due to Yasukos preferences, many
of the actions her agents undertake on her behalf
are quite subtle. They are frequently designed to
redirect aggressors from Naira-do harmlessly, with
assassination only being employed when all else has
failed. Considering the magnitude of the oncoming
crisis, though, the Forest Lord fears she is running
out of time for restrained tactics.
Glass Rain Weeping
Many ayakashi find humans to be endlessly
entertaining creatures, and the spirit in human/
henge form known as Glass Rain Weeping is one
such being. Indeed, the way they scream and bleed
bright red has never failed to produce wild joy in
him. Their death throes invite hilarity and laughter
of the first order. Glass Rain Weeping enjoys
humanity and wishes to sample as wide a variety
as he can. Therefore, the present restrictions on
his existence and his inability to leave Naira-do for
amusements elsewhere are unacceptable, leading
him to dedicate quite a bit of time to undoing the
work of the Forest Lord. Restraining himself and
sparing a human long enough to lead it to a soulgem
mine was exceedingly difficult, but Glass Rain
Weeping prides himself on his long-range vision and
the delights he’ll have when the Promise is broken at
long last.
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ONE TENRA: AGAINST THE TIDE
Arul-TasSpirit Man
Not a name, so much as a designation of his place
within the tribe of oni that dwell in The Place
Where the Earth Touches the Sky, Arul-Tas is not
the eldest within the village, but he is the oni that
most clearly hears the voice of Dii-Go. Arul-Tas
believes that his people must do something other
than simply live in Naira-do hoping that the rest of
the world will pass them by unnoticed. He is near
desperate to find a way to reach out to Humans and
be listened to, but he is uncertain of how to proceed
and Dii-Go does not speak of such things.
• Arul-Tas has heard whispers of the warlord known
as “The Dragon of Hakusen” and his quest to
destroy the Priesthood. Perhaps if the oni were to
support the Dragon in his great war, he would assist
them in return? Arul-Tas would need brave couriers
indeed to convey such a message, if he doesnt just
go himself.
Falling Tree
Which is greater: strength of will or strength of
soul? This is the question the Bokusen monk
called Falling Tree seeks to answer as he wanders
the dangerous paths of Naira-do searching
for individuals, spirit or otherwise, capable
of responding to his satisfaction. It is of little
consequence to the monk that many of the forests
denizens consider himto be the strongest being
within the domain, for he would argue that the very
might that they perceive in him is merely martial
and therefore fleeting. As ephemeral as Falling Tree
deems his physical might to be, he can still easily
rout an army if he’s of a mind to do so.
• 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.
SUMA
Suma is of the last remaining domains of the
province of Sunai-shu. The famous Regent-General
Itokawa Yoichi—commonly known as “Yozo”—
leads 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. Yozo’s most famous
phrase, “I must plan well—My legs arent strong
enough to help this great body flee 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 fighting 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-sama’s aid has purposefully
been left up to the GM’s 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.
284
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.
Alu—“Heaven” 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 annelidist’s 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.
Asura(ASH-ur-ah) When a person cannot let go
of pursuing their goals, and amass too much karma,
they become Asura. Asura are feared by all in Tenra,
and thought of as monsters in human skin: They
do not actually physically change form, but they
become insane and evil. Not all evildoers are Asura,
but all Asura do evil. If a PC becomes an Asura,
they immediately become an NPC controlled by the
GM.
AudienceThis refers to all of the players at the
table, including the GM. It mostly refers to their
role when they are not taking part in the scenes,
where they act as “the audience”, watch the action
and reward the acting players for their good role-
playing.
Ayakashi(a-ya-KA-she) The unknowable spirits
and mysterious creatures that inhabit deep, faraway
285
TENRA GLOSSARY
natural spots. Most are completely alien and
incomprehensible in movement and motive, while
others take on human or near-human form and
interact with people. All are feared.
Bright Lotus sectAn order of biwa-playing monks,
they travel from village to city across Tenra,
teaching and entertaining people with song and
scripture wherever they go. They believe nirvana
can be attained by chanting simple sutras. Their
peaceful form of Buddhism is quickly gaining
popularity among the poor and downtrodden of
Tenra. MYO-ren-shu in Japanese.
BuddhismThe official religion of Tenra, fully
accepted and endorsed by the Shinto Priesthood,
and spread mostly by the monks of the Phoenix
order. It is a religion that believes that life is
suffering, and that there are things one can do to
escape the cycle of life, suffering, and rebirth.
Butterfly DreamA Kugutsu special ability. This
hypnotic power allows a Kugutsu to enter the
dreams of the target and communicate with them.
This ability is half psychotherapy, half psychic
dominance.
ChimeraWhen a shiki rages out of control, it
is called a chimera. It usually tries to attack the
onmyoji who summoned it, but it can easily escape,
going on a rampage across the country until it is
stopped.
Crimson steelThe raw steel that soulgems are
also formed from, this reddish steel is extremely
hard and is used in the manufacture of armours,
kongohki and exquisite soulgem weapons. In the
West, it is known to be called “Orichalcum.
Dark ArtsA type of soulgem surgery where small
soulgems are implanted underneath a ninjas skin,
attaching to muscle and tendon. It is very painful
and dangerous, but if successful the shinobi can
perform ninjutsu techniques at a reduced Soul cost.
DestinyA special Fate given by the GM to the PC
in each PCs Zero Act scene. The destiny becomes
the PCs goal for that scenario.
Dii—“Earth” in the oni language. This also
refers to the telekinetic powers of the oni people,
originating in their special hearts.
Dii-go—Dii-go is the God of the Earth, the
beating heartbeat which all oni can hear, and which
occasionally speaks to special oni.
DomainThink of them as the nation-states of
Tenra. Each is ruled by a regent. Most domains are
at war with each other. Domains are also called
kingdoms, countries or nations. Domains are
further divided into regions within the domain,
ruled by lords who answer to the regent or daimyo
of the domain.
Ebon Mountain orderThis is a splinter sect
of Buddhism, small in number. They reject the
traditional methods of the Phoenix sect, and give
up the monastic and sequestered lifestyle in favor of
a life that directly involves traveling among people
and helping them directly. They have few laws and
traditions. Many of the Ebon Mountain practice
martial arts in order to protect the people they
meet. BOKU-sen-shu in Japanese.
Emotion matrixWhen a PC meets another PC or
major NPC, the player rolls on the Emotion Matrix
to determine how their character initially feels
towards that other character. It provides inspiration
for the initial role-playing. Players and GM can
adjust the results of the table to their liking through
Aiki chits and Kiai points.
Fall of JinraiThe one major event in Tenras
long history of importance: The Phantom Star,
a satellite connected to the great capital city of
Tenra in geosynchronous orbit by a kind of space
elevator, crashes to the earth. Whole nations sink
into the ocean, while others grow or change. In the
subsequent months following the Fall of Jinrai, the
political as well as geographic landscape of Tenra
changes forever.
286
TENRA GLOSSARY
FateA Fate (with a capital F) is a PCs emotion,
goal, taboo, or other thing that the character cares
about. The players act up these qualities when they
role-play their characters.
Fate rollA dice roll using Empathy as the attribute
and the highest Fate as the skill rating: Successes
that result from the roll each become a Kiai point
to add to the PC’s Kiai pool. Each Fate roll costs
one Aiki chit. Fate rolls are made during the
intermission phase.
GMGame Master. The person who is responsible
for running the game, planning the scenario.
Hazure(HAH-zoo-rey) Hazure are annelidists
on the run, hunted down by the members of local
annelidist nests for performing taboo arts, hosting
too many annelids and going out of control, or
breaking the strict rules of a nest.
Heart engineAlso called heartgems, they are
the living hearts of the oni people encased in a
metal frame. They act as a self-renewing battery of
magical power, and are used to power armour and
kongohki. Each heart engine is worth a fortune.
They are the main reason regents and kings hunt
the oni wherever they are found. SHIN-juu in
Japanese.
Hidden 28th Chamber of the Merciful
Phoenix SectI am sorry, I have never heard of this
group. Are you sure you’re feeling alright? You look
a little pale.
JinraiOnce the great political and cultural
capital city (the name of the main city as well as
the domain) of Tenra in the Sunai province, it was
destroyed in the Fall of Jinrai when the Phantom
Star crashed into it. New Jinrai was formed on the
remaining land of the Sunai province.
KamiThe great gods and spirits that inhabit the
natural world. Shinto is a religion which enshrines
them and keeps the kami peaceful and nature in
order.
KarmaKarma represents how much you care
about, and are tied to, the material world. The
more you push towards your goals, the higher your
karma goes, and the more your suffering potentially
increases. In the game, if your character’s Karma
score goes above 108 and stays there, that character
becomes an Asura and is immediately retired from
play.
Kiai(KEY-eye) Kiai is a representation of martial
power and infl uence over the world. It is a pool of
points that the players can use to get bonus dice to
rolls, raise skill levels temporarily, or permanently
improve their characters. Kiai becomes Karma when
spent.
Kijin(KEY-jean) Kijin comes from the words
Machine and Man. They are people who trade
in their flesh for steel “mechanica, becoming
essentially cyborgs. This is a path to power that is
not as dramatic or dangerous as becoming a
samurai, but definitely gives an edge on the
battlefield.
Kimen armour—A mass-produced armour built
using kimenkyo technology. Meikyo-based armour
are works of art: Kimen armour are clunky and
mechanical in comparison. However, they are
powerful and easy to manufacture. They are also
easy to pilot, since the riders Karma does not
affect the operation of the armour. Many children
eventually rejected by true meikyo armours later
become kimen armour riders. They are produced by
regents and lands loyal to the Northern Court of the
Priesthood.
Kimenkyo(KEY-men-kyoh) The gift of the
Priesthood’s Northern Court: They give the
people of Tenra the means to create mass-produced
meikyo and other technological marvels. This is a
computing device much like a meikyo soul mirror,
just not as impossibly refined as pure Shinto
technology. It can be used with an interface
device, usually an electronic abacus, to be used as a
calculation engine or a kimen armour control unit.
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TENRA GLOSSARY
Kongohki(CONE-go-key) Literally “admantium-
vajra-unbreakable machine”, these robots have a
metal frame which houses a meikyo soul mirror.
Each kongohki meikyo houses the soul of a person
who died with heavy karma, their soul wiped of all
memories and placed inside a metal frame. They are
extremely powerful on the battlefield and worth a
small army, but they have one dangerous drawback:
The soul inside the kongohki will one day
remember who they were, and how they died.
Kugutsu—(KOO-goo-tsu) Comes from the word
puppet” or “mannequin” in Japanese, this refers
to the ageless creatures (usually women) carved
from sacred trees, given flesh and blood through
magic, and taught in the ways of human culture
and society. They are treated as rare and expensive
collectors’ items and majestic gifts despite having a
will of their own.
Lu-TiraeThis is the name of the oni people in
their own language (humans named them oni). Lu-
Tirae means “caretaker” in their language.
Makuu Nindo—A great hero of the oni people.
He was a Buddhist monk and oni who helped the
oni carve out a domain for themselves in a series
of massive battles against the Priesthood and
surrounding opposition nations. He orchestrated
the two-month night, an event where all Sha energy
ceased to flow in the zones of battle, causing all
magic and technology to fail.
Mechanica—These are the cyborg parts which kijin
or kongohki graft to their bodies: Enhancements,
weapons, movement abilities and the like. In
Japanese they are called “karakuri.
Meikyo(MAY-kyoh) A meikyo, or “clear mirror”
(also commonly referred to as a soul mirror), is
an exquisitely crafted high-technology disk of
Priesthood origin. It is a spiritual communication
device which adepts can connect to in order to pilot
yoroi armours, control kongohki, or communicate
with other members of the Priesthood over long
distances. They can be found in the hands of shinto
priests and shrine maidens, in shrines both large and
small, and in the bodies of armour and kongohki.
Moment of TruthWhen a player calls a Moment of
Truth in one of the last few scenes, they collect Aiki
chits from the other players and make Fate rolls
to amass, then spend, a lot of Kiai in a last-ditch
attempt to overcome a powerful enemy.
MonThe “copper piece” of Tenra (some are
made of silver, too), a few mon can get you a meal,
clothes, or a roof over your head for the night. The
shape and markings on mon change from province
to province.
Mushi-tsukai(MOO-shee ts’sky) Another word for
annelidist.
NinjaWarriors skilled in infiltration and
assassination. They are trained from youth in the
quasi-magical ninjutsu arts within their secretive
clans, serving their lives as nothing more than an
extension of the will of their clan: To live and die in
the service of their clan.
NinjutsuThe secret magical abilities of the ninja.
They are forms of onmyoji magic distilled with
time and practice into simple spells used to aid in
infiltration.
Northern CourtAfter the Fall of Jinrai, the
Northern Court of the Priesthood quickly emerged.
Far more liberal and open than the Priesthood of
the past, they present their empress unmasked, and
freely give away the secrets of high technology and
medicine to any leader who will accept it. They are
in a state of cold war with the Southern Court.
NPCNon-Player Character. These are
background characters, including everything
from village people to monsters to villains, which
populate the world. The GM usually controls them.
OniThe native people of Tenra, they live in small
peaceful tribes and are being hunted to extinction
by misguided humans who consider them monsters.
They have horns (one or two) which makes them
distinctive. They also have powers of the heart
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TENRA GLOSSARY
(telekineses) and mind (telepathy). Their tale is a
tragic one, as merciless humans hunt them down
either because of fear, or because of opportunism—
the living hearts of oni, called heart engines, are
rare and magical artifacts which can power large
machines. Many oni stay in hiding, or on the move.
Others fight back. Yet others cut off their horns to
pass in human society.
Onmyoji(own-MYOH-ji) Taoist sorcerers known
for their knowledge of the world, their skill with
divination and feng shui, and especially their
summoning abilities. They summon creatures from
the Sha, binding them into service for a brief period
of time.
OverdriveA kongohki special ability which
boosts their physical skill rolls for a short period of
time. This allows kongohki to roll the dice, count
the successes, then roll that number of additional
dice once more to add more successes to the total.
Kongohki can do this a number of times in one
scenario equal to the total of their Spirit and Body
attributes.
PCPlayer Character. Each player at the table has
one character that they create and control. This
character is called a PC, or player character.
Phoenix SectThe main sect of Buddhism in Tenra.
This traditional sect builds and maintains temples,
keeps scriptures and history, and practices all the
arts of classical Buddhism. They protect the people
of Tenra and act as their spiritual guardians. HOH-
oh-shu in Japanese.
PlayerThe people who come to take on the roles
of characters in the world of Tenra. All players are
responsible for their own fun.
PlaysetA sample setting complete with locations,
people (NPCs), and conflicts. The playset included
with this book is called “Against the Tide”. More
will become available on the Tenra Bansho website.
PriesthoodThe Shinto Priesthood is the
organization which maintains the traditional
ancestral religion of the people of Tenra. They
provide help to the common people, offer blessings,
spiritual cleansings, and officiate at local festivals
and ceremonies. They also are secretive and
powerful: The Priesthood controls all of the
ancient powerful technologies of old, including the
methods of creating meikyo, armour and kongohki.
They also secretly plot to have regents fight other
regents to keep the land in a state of constant war,
for reasons unknown. Shinto priests and shrine
maidens often wear masks of painted wood or
metal, covering their faces in accordance with some
unknown tradition. The common people generally
trust the Shinto Priesthood, and dont believe the
rumors of control and deception.
ReflectionThe Reflection is a kind of “Soul
Cyberspace” that Priesthood meikyo-users can enter.
They connect to a meikyo they possess (or link to
a meikyo in a local town or forest shrine), and can
instantly communicate with their peers who also
happen to be in the Reflection. They can also leave
recorded messages for their peers.
Regent—Regents are the rulers of the domains, the
nations of Tenra. They are also called kings, queens,
lords, and daimyos.
ResonanceThese are the almost psychic abilities of
the oni people. By subconsciously manipulating the
Sha energy around them, oni can move matter or
communicate telepathically.
RyoThe “gold piece” of Tenra, worth about 4000
mon (copper pieces). Think of each one in terms of
worth as about 1000 US dollars, 1000 UK pounds,
etc.
SamuraiA word reserved for a feared warrior who
has undergone the dangerous soulgem surgery that
binds a shiki spirit to their living flesh. Samurai can,
on verbal or mental command, become monstrous:
Growing in mass, muscle, and perhaps even
chitinous skin, they become extremely powerful
physically for a short period of time. Warriors who
have not gone through this surgery but work for
a lord (warriors that would traditionally be called
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TENRA GLOSSARY
samurai” in real Japanese) are referred to as
warriors, vassal warriors, or mono-no-fu.
Samurai SurgeryA terrifyingly painful and
dangerous surgery performed by an onmyoji sorcerer
on a willing warrior. The warrior has soulgems
implanted throughout their flesh and sinews, and
a shiki spirit bound to the soulgems. The ones that
actually survive this surgery are from that point
onward called samurai. Also called samuraization
surgery.
ScenarioThe “adventure” in which the PCs take
part. The GM plans out (usually in light detail) a
scenario lasting 3-6 hours, which is played out over
usually 1-3 play sessions.
Scene JudgeThis refers to one person chosen at
the beginning of the scene responsible for watching
the acting players and rewarding them with Aiki
chits for good role-playing, cool lines, and dramatic
dialogue.
Scene PlayerThis is the player whose character
(PC) is the focus of that scene. There can be any
number of PCs in a scene, but the scene player is the
PC which the scene revolves around, or for whom
that scene has special meaning for the PC.
ShaThe gossamer-like invisible energy which
covers the planet of Tenra. It can only been seen and
manipulated by oni, onmyoji, and magical creatures
like the ayakashi. Sha flows over the land and
provides power to magic and magical artifacts.
Shiki(SHE-key) Also called shiki spirit or
shikigami, a shiki is a spirit (or creature or demon,
depending on your point of view) which is
summoned from the Sha by onmyoji. They take on
whatever shape the onmyoji wishes, usually some
variant of animal-like creatures. They disappear
after a brief period of time back to the Sha unless
kept suspended permanently.
Shiki-SlingerThis is a somewhat derogatory word
that classical onmyoji use to refer to the new wave of
young onmyoji who combine kimenkyo calculation
devices and abacuses in their summoning arts,
rather than the more traditional and artistic
summoning forms of paper, brush and ink.
ShinobiA shinobi is an elite ninja who has
undergone the Dark Arts soulgem surgery. Th ey
can perform ninja techniques with less effort than
ninja. Only the best of the best are selected to
become shinobi.
ShintoThe ancestral religion of Tenra, a form of
ancestor worship and animism which the people
brought with them from the olden times. The
people of Tenra may or may not be Buddhist, but all
people believe in Shinto. Shinto ceremonies involve
purifi cation, weather divination, blessings for crops
and health, and communication with the kami
(gods) of the land.
SoulThe amount of magical or spiritual power a
character can harness. Think of it as Magic Points
(MP) from console games.
Soul MirrorAnother word for meikyo, the clear
mirror-disk used by Priesthood agents and armour-
riders.
Soulgem—A mysterious reddish metal native to
Tenra, it is rare and hard to mine. When it is mined
and refined, it acts as a kind of spiritual battery or
focus. Refi ned soulgem is used to power weapons,
samurai, shinobi, shiki, and embedded in armour
and kongohki as power cells. Soulgem weapons
(also called “gemblades” or “gemswords”) are rare
and powerful weapons of high prestige and value.
Soulgem Weapons—Usually in the form of katana
and swords, soulgems are crushed through a trigger
device in the handle (revolver-style or automatic-
style). This causes them to explode, sending
vibrations across the sword: This increases the
cutting and rending power of the sword, as well as
its mass as it swings. This causes terrible wounds as
the soulgem weapon tears through nearly whatever
it strikes.
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TENRA GLOSSARY
Southern CourtAfter the Fall of Jinrai, the
Southern Court of the Priesthood emerged af ter
some time, although they simply refer to themselves
as “The Priesthood ” (and view the Northern Court
as heretics). They keep their historical control over
the meikyo technology, and keep a closed society
of secretive agents and operatives. They often
bribe regents and lords with gifts of true, powerful
meikyo technology in return for invading domains
favorable to the Northern Court. They are in a state
of cold war with the Northern Court.
TalismanThis is the name for when a shiki is
summoned and then bound into an object. It can
be later called upon to emerge under the control of
the talismans owner. Samurai are living talismans, a
shiki bound to soulgems and living flesh.
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 of them as a proto-mafia, even though
they arent all evil. For example, blind masseuses
technically fall into the yakuza group: They arent
bad, they just exist outside the normal tracks of
society.
Yoroi—(yo-ROI) Th e Japanese word for “armour”,
the mecha of tenra.
ZAKT-8R Ultimate EdgeA modified yoroi armour
shortsword with a high soulgem capacity and rate
of fire, it allows a skilled fi ghter to go toe-to-toe
on the battlefi eld with the powerful 3-meter-tall
armours. ZAKT-8 for short.
Zero ActThe very first act of the game, where
each player gets their very own scene. The Zero
Act scenes introduce each of the characters,
demonstrates what kind of people they are, their
personalities and roles. It also tells them their
purpose or goal for the scenario. During the Zero
Act, the GM hands out Destinies to the PCs
(usually planned out in advance).
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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. Th e more media you watch, the more ideas
for even little dramatic touches will spill forth.
You don’t 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 fit. 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 fight scene horeography
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 find your own
inspiration.
Zatoichi seriesThere’s some 26+ full-length movies
in the Zatoichi franchise of the blind wandering
swordsman and masseuse played by Katsu Shintaro.
Skip the first 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 fistfuls of
bonus dice in sword fights, then erasing/changing
Fates to buy offthe Karma debt. They’re all pretty
awesome, but in particular check out Zatoichi the
Outlaw, Festival of Fire, and Zatoichi: The Blind
Swordsman (1989, his last movie)
AragamiTwo hours. Two samurai. One room. Th
is movie was actually filmed in a week on a dare,
but the result is a gripping, suspenseful and action-
packed tale of an immortal looking for death and
a warrior looking to atone for his sins. Also, the
weapons are totally “Tenra” and kickass.
Onmyoji and Onmyoji 2Great stories of the
ancient Heian period (a great setting for magic and
royalty-themed Tenra games). Watch Abe-no-Seimei
summon shikigami, cast exorcisms, and even roll
his Performance skill to literally dance into Heaven.
Nomura Mansai (Abe-no-Seimei) is a classic Kabuki
actor, which brings an interesting level to his
performance. Great inspiration for onmyoji
characters.
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13 AssassinsA perfect example of a Tenra-style
revenge story, against an enemy you simply can’t
help from wanting dead. Brutal, thoughtful, and
thoroughly entertaining. An excellent cast of actors
in excellent bugei (sword-acting) form, a must see!
The Hidden BladeA great and heart warming
drama of a samurai in changing times. Includes:
Honor, corruption, kindness, brotherhood,
deception, treachery, justice.
Zatoichi (Beat Takeshi)This recent Zatoichi movie
directed by and starring “Beat” Takeshi Kitano
basically takes a giant crap on the character of
Zatoichi perfected by K atsu Shintaro (the character
was memorable because of his flaws and failures,
and Kitanos Zatoichi was a zero-flaw badass
being badass with badassitude), but the story and
supporting characters are undoubtedly brilliant.
Another glimpse into the old Edo-era underworld,
suitable for darker city, yakuza, underworld or thief-
based Tenra games.
RanAkira Kurosawas masterpiece might be too
much of a stretch of a reference for the gaming
table, but the scenes, costuming and battles should
give you a glimpse into the warring states period of
Japan.
Shinobi: Heart Under BladeTwo ninja clans
in a war to the death. See what “Ninjutsu: 5/
Special” level looks like in a live-action movie. Also,
annelidists!
AzumiAnother ninja movie. Slow at times, but
punctuated by great action scenes and story twists.
Versus (Ultimate Edition)One of the greatest low-
budget action movies, ever. Watch it for great ideas
on maneuvers to use in sword fights and hand-to-
hand battles.
RoboGeishaSilly and weird, but it portrays the life
of warriors trading in pieces of their humanity for
more power. Also, BUTT KATANAS.
Other modern historical-themed movies for visual
or story inspiration include The Twilight Samurai,
The Sea is Watching, Sakuran (a courtesans tale),
Hana, the Lady Snowblood movies, Goyokin, Dora-
Heita, When the Last Sword is Drawn, Samurai
Fiction, After the Rain, and on and on.
DRAMAS
Baian the AssassinOne of the greatest examples
of serial campaign stories: Doctor-by-day/assassin-
by-night Fujieda Baian kills evildoers for money
to keep his clinic going. Great tales of revenge and
the underworld, lots of inspiration for Tenra games.
Also, one of the early works that made Watanabe
Ken and Abe Hiroshi household names in Japan.
Buy the 4-disk set, youll be glad you did.
Lone Wolf and CubA classic serial TV series, and
great example of one-on-many fights.
ZatoichiThere is a TV drama version of Zatoichi:
More classic blind swordsman tales in 1-hour
bite-sized chunks. Almost all of them are excellent.
Definitely check it out.
Hissatsu Shigotonin (“The Dedicated Assassins”)A
group of various laborers, samurai and people-with-
pasts work in the day, and at night smite evildoers,
offering vengeance for those who cannot avenge
themselves. Very limited availability in English, but
it is a great troupe-based assassin story: Each episode
the story is repetitive and telegraphed, but the
iteration of the characters, the motivations and
machinations of the evil-doers and the set pieces
make it a perfect example of what an excellent
serial long campaign” of Tenra might look like.
Search for it.
Historical Dramas: If you have access to Japanese
series like Fuurinkazan, Mito Komon, Ryomaden,
JIN, Ooku: Hana no Ran, or other historical period
pieces, check them out. Th e more you watch, the
more stuffyoull fi nd to include in your games.
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MANGA
Blade of the Immortal—Kinda drags on in places,
but the characters, the weaponry and the personality
changes that develop in the main characters flag
this as a possible inspiration for Tenra games.
Shigurui/Death FrenzyA dramatic and gruesome
tale—perhaps a “Sociological Horror Story”—of
what happens when warriors totally give themselves
up in the pursuit of martial power and excellence.
Theres an anime, too, which excellently portrays
the weirdness and discomfort of the manga, but
kinda ends abruptly.
OokuA slower-paced tale of female shogun and
male concubines. See what happens with persuasion,
pillow arts, etiquette and art-of-rule become the
main skills in a role playing game.
Fist of the North StarBehind the blood and
guts and muscles and martial arts is a story of
brotherhood, desperation and karma.
ANIME
Ninja ScrollIf there was one anime that screamed
Tenra Bansho (minus the messy and sorta too-far
sexual assault scene), it’s Ninja Scroll. Youll find
yourself statting up the Devils of Kimon and their
powers in your head (there’s even an annelidist!),
and can follow along where the characters make
their Fate rolls.
Princess MononokeIf you havent watched this
classic Studio Ghibli anime yet, then put this
fucking book down and go watch it. Yes, now.
Samurai ChamplooThe action, drama and
especially the setting anachronisms totally belong in
any Tenra game.
Basilisk: Koga NimpuchoAn anime based on the
manga based on the book which also later inspired
the movie “Shinobi: Heart Under Blade, the
powers, weapons and stories behind the warring
ninja factions make this a classic Tenra inspiration.
Twelve KingdomsOne of the greatest anime ever
made (scope, quality, story, voice acting and music),
the world of the Twelve Kingdoms is certainly more
Chinese themed than Japanese themed. However,
a lot of the visuals and style, the alienness of a
fantasy asian-themed game, and the simple human
tales underneath have a place in the halls of Tenra
inspirations.
Seirei no Moribito/Guardians of the Sacred Spirit—If
you want to run Tenra as a Korean-themed Fantasy
game, this anime series ought to bring plenty of
inspiration.
Vampire Princess Miyu (TV)See the kind of dark
tales that can develop when an ayakashi is the main
character.
BOOKS
Too many to list. For real Japanese pulp tales of
ninja, assassins, samurai, revenge and other awesome
stuff, look for the author “Ikenami Shotaro. Baian
the Assassin, Hissatsu Shigotonin, Basilisk Koga
Nimpucho and other dramas came directly from his
short stories.
GAMES
There is a lot of inspiration to be pulled from video
games. Here are the notables:
Playstation 2
KuonOnmyoji action/horror game. While it has
artifacts of survival horror games, the visual impact
of the clothes, setting and buildings; the gripping
story; the magical action all make this an excellent
resource for Tenra Bansho games. Creepy and
awesome.
Sengoku Basara seriesIn the US it’s called “Devil
Kings, but this is an awesome action game that
combines historical Sengoku figures and battles
with Tenra-style high action, magic and even
technology. If a six-katana wielding biker-boy Date
Masamune or hell-magic and shotgun-wielding Oda
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Nobunaga doesnt sell you on the game, you have no
soul. The newer releases are set to come out on
PS3 and Wii, skinned as Sengoku Basara and not
reskinned as Devil Kings (yay).
OkamiIt’s like injecting 200ccs of Japanese
Mythology directly into your eyeballs. Its also one
of the greatest games on the platform. Will inspire
characters, monsters, and scenery to use in your
game.
Way of the Samurai 2An open-ended game of
revenge and justice. Lots of interesting characters
and factions, the impact of the visuals will inspire
turns and twists in your game.
TenchuThe classic Ninja action game done up
pretty on the PS2. It should inspire a few ninja-
themed games. Stick around for Tesshu, the third
and secret main character based on Baian the
Assassin.
Tenchu KurenaiSame as the above, but with a
better story, less magic and more drama.
Onimusha seriesHigh action, low drama, but
good clean fun. The setting, weapons and monsters
should inspire a few magical-themed Tenra games.
Shinobido: ImashimeFrom the makers of the
original PS1 Tenchu, this game revolutionizes the
story-focused ninja action game. Play this for a few
hours and youll have enough material for three
ninja campaigns. Th is game was never released
in North America, but it is available in Europe
consoles.
Kamiwaza (import only)It ’s like Shinobido (same
makers, even) but with thievery instead of murder.
A father returns to a life as a virtuous burglar to get
money for his sick daughters medicine. Shows how
you can have an awesome game of action and drama
without bloodshed.
Hissatsu Urakagyo (import only)A story-focused
game basically riffing off the Hissatsu Shigotonin
(TV show) theme: 5 disparate assassins from all
walks of life take down evil magistrates and samurai
in old Edo. Crappy controls, excellent story.
Playstation 3
Sengoku Basara (see PS2)
Way of the Samurai 3—Another addition of the
multiple-storyline Way of the Samurai series. The
story is so-so, but it’s got a lot of good characters
and scenery to use when describing towns in Tenra.
Valkyria ChroniclesHas nothing to do with Japan
(save where it was designed), but the combination of
character interaction and drama set in the
background of an ongoing war might inspire a
multiple-campaign Tenra game set in a multi-
domain war.
Ryuga Gotoku: Kenzan! (import only)A game in
the popular Yakuza series, reskinned as a feudal era
drama set in old Kyoto. Great visuals, side-games
and characters scream inspiration for tabletop
games. Unfortunately, there appear to be no current
plans to release this game in English yet.
Wii
Oboro Muramasa/Muramasa The Demon BladeIf
there was one true Tenra Bansho Zero console RPG
game for the setting alone, this is it. An utterly
Japanese reskin of their own Japanese culture, it
features furious sword action, reimagined mythical
monsters and gods, intriguing characters, and
compelling storylines. For the Japanophile, this
game alone almost makes a Wii worth buying.
Okami (see PS2)
Sengoku Basara (see PS2)
Original XBox
Otogi seriesA high-action onmoyji action game.
Destructable scenery and cool costumes makes for
one of most original games on the XBox.
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ROLEPLAYING GAMES
There are other good role-playing games out there
that also focus on quasi-historical Japan.
Sengoku—If you want to learn more about the
feudal era of Japan, or make your games of Tenra
more “realistic”, this is hands-down the best
resource for that. There are other books about that
historical period, but this is the best one focused for
gaming.
Legend of the Five RingsSo its a fakey Japan, and
the language inconsistencies and orientalism might
drive you up a wall, but the setting is exciting and
the setup is prime for good, solid fun. The new
fourth edition is excellent, containing incredible
amounts of GM usage advice.
Blood and HonorThe original designer of Legend
of the Five Rings comes back with a game focused
on fighting, honor, romance and empire-building.
Wick “gets it right” on many levels.
The Mountain Witch—Currently available only in
PDF format, it tells the story of a group of samurai
and ronin traveling up Mount Fuji to defeat the evil
Mountain Witch. Very rules light and focused on
the story, and features Fate-like elements. It’s where
the “fishing” technique came from.
KagematsuA small-press game about a lone ronin
protecting a town of helpless women. It challenges
gender roles and keeps a tight focus on the story.
Dust DevilsWhile this is a game set in the Old
West, it’s steeped in the same conventions as Edo-
period samurai epics: fast action and deep, driving,
personal flaws. You can reskin it as a gruff samurai
tale with absolutely no changes to the rules.
Lone Wolf—A 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 Stone—If 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
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 don’t 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 eremony
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 don’t 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 differentiate 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. There’s 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 different. 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. It’s 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 I’ll
have your life-blood on my blade, whelp!” I put my
hand on my sword. After all, I’ve got that Fate that
says “Emotion: Wary of the prince”, so I’ll be
playing that up.
Player: Since I have a Fate that says “Taboo:
Killing people, I’m going to bluster but not actually
kill these guards. “I… I say! Stay right there, or I’ll cut
you! I’ve cut down a thousand men, one more will be a
drop in the bucket!” However, my voice is cracking, my
sword hand is rattling my katana against its scabbard.
I have a feeling this isnt going to go well.
• In Japanese, there are various levels of speech:
Plain form, polite form, honorific speech, warrior-
speak, archaic noble speak. If you want to bring
language into the game, feel free to indicate how
you are speaking:
“I am trying to cover up my country accent by over-
using honorific speech, and probably doing a terrible
job of it as well based on the fact that I have no skill in
etiquette.
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(after speaking in character for a minute to an NPC
courtesan) “By the way, I was saying that all in polite
speech, not plain speech like I normally do. I want to
help put her at ease.
“I spit, and curse at them in the most impolite form of
speech I can possibly utter, ‘You bastards can eat my
steel .”
• Help the GM and others by making it clear what
your character is doing. Compare “I look around the
body” or “Kirie glares at the samurai” versus “I’m
looking around the body for clues as to how the
soldier died, where he might have come from,
stufflike that” or “Kirie glares at the samurai, trying
to show him that she’s not to be messed with. She’s
trying to throw him off his swagger, maybe calm
down and open up a bit.” When taking action, the
latter examples gives the GM a lot more information
to work with. Giving the GM an idea of what your
intentions are as you perform your actions will help
the GM understand and fulfill those intentions.
• We dont have teams of script writers preparing
great dialogue for us. Role-playing is like
improvisational theater with rules. One thing to
take advantage of, though, is the fact that if you
come up with a more clever way to say something
right after you say it, or decide a second or two later
to take a different approach, feel free to “do-over
the lines you just said if you realize that you wanted
to take the conversation in a different direction. If
the other players/GM agrees, then it’s totally fine.
GM: The samurai glares at you angrily. “Sit your
ass down, he says, and kicks the open chair out
from the table for you to sit on.
Player: I kick the chair across the room, standing
defiant. “Listen here you ogre, I dont take orders from
anyone.
GM: He grunts a bit, a smile creeping over his lips,
and…
Player: Ah, actually, I thought of something else I
wanted to do instead, is that OK?
GM: Sure.
Player: OK, so instead of kicking the chair, Kirie
plops comfortably into the chair acting cheerful and
obedient. I want to put him at ease. “I assume that
youre looking for me, then?” But here’s the thing, as
soon as he lifts his sake cup, I want to show him what
I’m capable of: With blinding speed I want to slice
through the bottom of his sake cup.
GM: Great! Make a Spirit: Persuasion roll to
intimidate him, and well see how you do.
• “But my character wouldnt do that!” is a cop-out.
Dont use it. You as a player control your character.
If the game would proceed more smoothly for the
other players if your character had a reason for
traveling with the others, or not being suspicious
of the suspicious NPC, then its up to you to take
control of your character and supply that reason.
Going Left when everyone else Goes Right can
increase the drama of a game, if done once or twice.
But constantly doing contrary things that hamstring
the pace of the game, or add complication for no
reason other than “It’s what my character would
do, means that youre playing the game wrong.
Your character doesnt exist outside of you, so come
up with a reason why your character would join the
others in their expedition, or invite the strange ninja
to sit at your table, or go off on adventure when the
safest route would be to stay at home. Ask the GM
or other players for advice if you need help coming
up with reasons.
• Make a conscious effort not to only make your
own character look cool, but do things to give other
characters the spotlight and make them look cool as
well.
• Dont be concerned too much about keeping track
of money: There’s no spending or equipment cost
charts in this game. Exact costs for equipment and
services, as well as the amount of money that the
characters have, is all situational. Asking the GM
“How much money do I have?” in this game is as
relative as asking “What time of day is it?” Having a
few mon (copper coins, minted by the local domain
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government) will keep you out of work for a day or
two, and in a situation where youre in dire need of
money or work for your next meal. Having a few
hundred mon will keep you well off for a month
or so, depending on your personal costs or vices.
Having one or more ryo (gold coins in an ovoid
shape, also individually called koban) means that
you can buy pretty much anything you want that
you encounter, indulge in wild extravagances for
weeks (or one wild night), or that youre a noble and
are want for nothing.
Having said that, though, here’s a quick idea of
costs: A single plain meal or tea on the road usually
runs 1-3 mon, or several mon higher for more
quality foods. A night at a sparse inn can run 5-10
mon and would likely include food. An evening’s
entertainment (theater, courtesan, music) might
run 10-20 mon. Weapons range from 20-100 mon
depending on quality. Healing from a physician
usually runs 10 mon. Most basic clothing supplies
cost 1-3 mon each. Travel via palanquin might cost
2-5 mon for short distances, 5-10 for longer. Hiring
one or more ninja usually costs 1-10 ryo depending
on the job. Buying a shop or restaurant might cost
10-20 ryo. Just remember that Tenra is vast, so a
legendary inn might cost 1 ryo per night, or an
ancient, forgotten castle on a cursed land might cost
1-2 ryo instead of several hundred or thousand ryo.
In terms of literary weight, think of 1 ryo as about
1000 US dollars, 1000 UK pounds, etc.
For the most part, there’s no need to keep track of
every coin you have or spend. But the above may be
helpful when talking in character about the prices of
goods or services.
• Remember that rolling on the Emotion Matrix is
for inspiration. When you land on an emotion go
with it if you want to, but feel free to keep your eyes
open for another emotion that you think is more
fitting. If you initially land on an emotion that
strikes you as diffi cult or complicated, it might be
an interesting challenge, but dont be strong-armed
into settling on it to prove your skills or anything
like that.
• Dont be a dick. That’s the Golden Rule of role-
playing.
• There are no secrets from other players in Tenra
Bansho. If your character has a secret that they are
keeping from the other characters, the first thing to
do is make sure the other players—the audience
knows the secret and understands its impact. That
way the struggle of keeping it a secret can come up
more in play without confusing the other players.
The other players will likely help aid in making the
secret more interesting, making the reveal—if it
comesthat much more entertaining for everyone.
• Throw one kunai or shuriken at an enemy? Dont
make me laugh. You have “a lot” on your sheet for a
reason. Throw a lot, all the time.
• In most role-playing games, you learn to speak as
your character, in first person: “I lift the rock ”; “I
swing at the ninja; “I try to seduce the lord.” Feel
free to sometimes use third person to refer to your
character’s actions: “Kirie holsters her sword and
glares at the enemy”; “Red Lotus bows humbly at
the lord’s suggestion, and quietly takes his leave.
“Kirie points at the tavernkeep and says, ‘Old man!
Rice. Soup. Fish. Now.’” It might give you a new
perspective on the scene.
• Feel free to work with the other players out-of-
character to think of potential cool things to bring
into future scenes, or character intentions and
explanations. You can do this during Intermissions,
or perhaps quietly when your character is not
participating in a scene:
“I’m thinking that my character is starting to fall in
love with the princess, and is starting to become jealous
of your relationship with her. Is that cool with you?”
“I’m totally going to kick your ass here in this tavern,
but I’m not going for the kill. I just want to try to
teach your samurai a lesson.
This will help explain what you as a player want to
have happen, and clear it with the other players so
that they’re on the same page. If you dont make
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your intentions clear, in the first example the other
player might think youve suddenly become a jerk
for no reason. In the second example the other
player might think that you’re aiming to kill his
character. Explaining what youre trying to do will
help the other players maneuver their characters
to help that happen. Or they might disagree, and
come to a more interesting compromise. If you leave
the other players in the dark as to your intentions,
they might simply not understand or catch your
in-character “subtle cues, and come to another
conclusion entirely about what you want.
• We are mystified by some of the cultural or
physical artifacts from Japan: Ninja. Jade. Katana.
Geisha. Tea Ceremony. However, on one cultural
artifact of Japan, suicide/seppuku/hara-kiri: It seems
that some Japan-themed role-playing games will
end with half the PCs committing seppuku (ritual
disembowelment). Once or twice is fine if it fits
in the story, but just note that while suicide does
happen with alarming regularity in mythical stories
and legends, there are other ways to die or deal with
great shame: Self-proposed exile, shaving your head
and becoming a monk, charging headfirst towards
your enemy, volunteering for suicide missions,
or even giving up the sword and your name and
starting a new life elsewhere, all of these and more
are acceptable alternatives to offing yourself. We
only mention this because it seems that many
Japanese-themed RPGs (not just Tenra) played in
the West often end with a big messy seppuku party.
Just be aware of other ways to end your character’s
tale.
• How to Win at Tenra Bansho:
1) Create a character with an average or high
Empathy, and mid-range starting Karma.
2) Role-play well, getting into character as much as
possible, entertaining the other players, and pushing
your role-playing skills further than you may
otherwise. Get those Aiki chits flowing.
3) Reward the other players when they push
themselves with Aiki chits, telling them why when
you do so (That was awesome!”; “I like that line”;
“That’s an interesting take on that Fate you have
there, nice job”). They will in turn reward you when
you go the extra mile in your role-playing as well.
4) Set up the other players to do cool things. When
role-playing, purposefully give the others their
chance to shine. Doing so usually results in doing
things in-character that score you even more Aiki
chits.
Congratulations, you have started an unstoppable
combination of power. You will gain bucketloads of
Kiai with which to improve your character’s abilities
and skills. Truth be told, though, youll likely
be spending it all on dice bonuses and skill level
increases in the boss fights. And either way, youll be
gaining tons of Karma anyway.
ADVICE GAME-
MASTERS MASTERS
• Tenra is… well… huge. The rules arent that
hard to understand, but the setting can be
pretty overwhelming, even for anime geeks and
Japanophiles. Dont try to explain all the minute
details at first. If there’s time before the first session,
have the players read through the color section at
the beginning of the book, that hopefully gives
enough setting and background on the character
types to jump right into a game. Dont bother
explaining the nuances of Buddhism or ayakashi
if neither is going to appear in your game. Ideally,
folks who love the game will get their own copy of
the book so they’ll be able to read the setting info
on their own (or you can loan out your copy to your
friends before your first session). “Ancient Japan,
with high tech and magic; but all of the technology
is geared for warfare.
The rules are the same. See the “Running your
first game of Tenra” section below. In short, dont
explain how Karma works until at least the first
Intermission. Don’t bother with an explanation of
combat rules or initiative until the first real fight
breaks out. Dont dive into the Vitality/Wound
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rules until the fi rst PC takes damage in a combat
round. Dont explain skill rolls until the first time
the character tries to do something in-game. Do
make sure to explain how Aiki chits are given and
used at the beginning of the game, so that the
players can start rewarding each other right out of
the gate.
Breaking the setting and rules into bite-sized pieces
as you play the game makes the game a lot more
digestible than explaining all the rules and setting
nuances up-front.
• The Zero Act doesnt need skill rolls. If something
dramatic is going to happen in the Zero Act, even
a combat, simply describe the results of the action
without going to dice in order to wrap it up and
move on to the first act. For new players to the
game, you may want to introduce the game system
by having a player roll a single skill roll, but keep it
short and quick.
• If one or more players seem to not be getting a lot
of Aiki chits, remind them to step up their game.
If they’re normally shy players, then give them
more opportunities to interact with NPCs or other
characters in scenes specifically designed to see how
two characters interact. Bring them in as minor
NPCs for other characters’ scenes, giving them an
Aiki chit as they do so. If someone is shy but comes
out of their shell, that should be enough incentive
to reward that person as much as the best roleplayer
who brings the house down each scene. Reward
the players based on their own relative role-playing
skills, dont compare them to the rest of the group.
In time, youll see people come out of their shells as
they become more familiar with the game.
In turn, if a scene ends and one of the main players
in that scene didnt receive any Aiki chits, if the
player aimed their roleplaying on one of their Fates
or their Destiny, remind the players of that fact and
give them an Aiki chit. Th is isnt a consolation
prize, but rather it’s a look back into the characters
goals (Fates/Destiny) and how the player pushed
those goals. A player can still push a character’s
motivations in a scene in a way where individual
lines arent that “cool” or “exciting”, but overall led
to a great conclusion.
GM: OK, well end that scene there. Blue Cloud was
really pushing his “Revenge” Destiny as well as the
“Love of the princess” in that last scene, did you guys
catch that? Here, take an extra Aiki chit, you really
made “Revenge” the focus of your character in that last
scene.
• If you can’t think of a scenario, do this (given a
four-player game): Pick three of one character type
and one of another. Three Buddhist monks and one
oni samurai. Three onmyoji and one ayakashi. Th
ree ninja/shinobi and one shinto shrine maiden. Th
at should give you a framework of how to structure
the beginning of the story. The three similar
characters might be the same type, but they will
likely be played very differently. And the fourth
character is there to add some surprises, spice, or
tension to the game. You should be able to come
up with a beginning/background situation for your
scenario quickly with the “three of one kind, one of
another” rule.
• When preparing for a game, go through the
names index and write down about 10 first male
and 10 first female names, as well as 10 last names.
You will likely need to introduce new NPCs on the
spot, and having a few names to choose from will
help you come up with good names on the fly.
• For the most part, try to avoid mystery. Dramatic
plot twists that flip the audience and “Your
friend was the evil mastermind all along!” are for
Hollywood movies, not really for Kabuki plays
or Tenra games. Usually at the beginning of the
game, the players know who the evildoer is, and
that doesnt change throughout the game. The PCs
will change, their relationships will go stronger,
change, or dissolve. There will be cool dialogue and
memorable moments. But dont rely too much on
the impact of a “gotcha!” to fuel the game. It might
be interesting to have the leader of the Demon
Mask Faction be your trusted lord ’s advisor, but
dont make that plot twist the central plot point
of the game; it’s likely that the players will already
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figure out your plot twist, have already guessed the
identity of the evil boss, and are just being nice and
not ruining your scenario by stabbing them in the
head in the first scene.
That’s not to say not to run games where there’s a
mystery, or the identity of the boss is hidden. Just
dont rely on some big shocking twist as the sole
scenario element designed to entertain the players.
You don’t write Hollywood suspense screenplays, so
first and foremost give the players action and
character drama.
• In many RPGs, when the action starts to slow
down, it’s time for a combat. You can do that in
Tenra as you see fit (1 very powerful enemy or
2-3 evenly matched combatants, or 4-5 weaker
opponents are a good change of pace). However,
a more “Tenra-like” thing to do is to instead of
throwing random enemies at the players, set up
more opportunities for the characters to talk to
each other. Instead of “Ninjas burst into the tea
house, go!”, think “OK, PC 1 and PC 3 havent had
much opportunity to talk. You are in a hot springs
bath, and no one else is around. You break the
uncomfortable silence with conversation, go!”
This leads to opportunities for the players to receive
Aiki chits. It also gives the GM and the audience a
chance to see the characters in a new light, perhaps
in the process generating story fodder for the GM to
work with in followup scenes.
• Make the players describe what their characters
look like, how they dress, how they act. Have them
be brief, we’re not looking for long paragraphs of
backstory or exposition: Just enough so that all the
players at the table can almost close their eyes and
imagine the character in action.
• Dont be afraid to break that “fourth wall, and
drop the mystique of the GM being an all-knowing
always prepared entity. If the players are all going
in a direction that you havent anticipated, and you
cant get the game back on track, go ahead and tell
them! “Hey guys, I dont have any material ready for
that location. I cant even take the existing material
and make it relevant to that area. Really sorry about
that. Can we move everyone back towards the Sun
Temple? If there was anything that you guys wanted
to do before the temple, let me know and I’ll work it
into the story.” Making amends is good, usually
by adding things to the scenario that the players
want to see (usually the reason they got off track
was because they were pursuing some story element
they thought was interesting). If youre new at
GMing, dont be afraid to do this kind of thing! Th
e alternative, blocking the players by manipulating
the world against them to “funnel them on track
, especially when you are new at being a GM,
is usually not pretty: “Oh, you want to go to the
Shrine instead? Uh, there is a garrison of samurai
blocking your path. The tavern? Well… the tavern
is closed, you cant go there either.” Instead, just
appeal to them as players and friends, and quickly
continue on with the scenario.
• Split up the characters, a lot. This cannot be
emphasized enough, especially for game masters
who are used to running other games. In other
games, we all tend to have all PCs in all scenes at
all times. In Tenra Bansho, you want to get into
the habit of only bringing in about half the player
characters (changing the characters up after each
scene) into most scenes, even if the characters are
traveling or acting together. This gives some screen
time for those players to talk to each other in
character, and that role-playing helps them build up
their Aiki chits. Also, it gives the other players not
in the scene the desire to want to spend their hard
earned Kiai points to be in what appears to be a
particularly interesting scene.
It’s hard to remember this at first, but try to force
yourself to introduce a scene normally, and restrict
it to only two or three of the PCs. Encourage the
players in the scene to have their characters talk
to each other about the events of the scenario, the
other PCs, or their pasts, rewarding this with Aiki
chits. Tell the other players that they can have their
characters enter the scene for one Kiai point, or
else perhaps bring them in as background or even
important NPCs. Even if all the characters are
physically in the same general area (traveling along a
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road), you can start the scene between two PCs
walking next to each other either ahead or behind
the others. If they’re all in a tavern, one of them
might be away in the restroom or at separate small
tables of a crowded inn. Splitting up the characters
generates more Aiki chits and more drama.
• You control the results of every character success
and failure. However, it is always fun to let the
players describe their characters successes and
failures: They will often surprise you with excellent
narration, even at the detriment of their own
character:
“You fail to see the ambush in the road ahead. What
were you doing, instead of paying attention like you
normally do?”
“You finish the enemy. Do you knock him out or
kill him?”
“You don’t convince the lord to help you. Why not,
what happened?
“20 shuriken. Kirie managed to dodge an assault of
20 shuriken in a matter of seconds. Wow. How did she
pull off that feat?”
• It’s a good idea to have the boss enemy appear in
some capacity in at least one of the characters’ Zero
Act scenes. Show them up front the kind of person
they are up against.
• Often you’ ll find that the situation behind a skill
roll could be tackled by more than one attribute,
or more than one skill: When intimidating an
opponent a player might use Spirit, Empathy or
Station, depending on the situation. It’s up to you
as the GM to decide based on the description which
attribute and skill will be best for the roll. If you
find yourself hard pressed to decide between two
attributes or two skills for a particular situation,
simply let the player use whichever attribute or
skill is higher in number or rank. Assume that the
character will roll with their strengths and make use
of what they are good at in that situation anyway.
• See the player advice on first person vs third
person. As a GM, you might want to mix it up as
well, especially when going into details of a scene:
(points to Jason) “You are here, your sword is
unsheathed and you’re facing some sort of four-legged
monster towering over you.
(points to Jason) “Kirie is here, her sword is unsheathed
as she circles around some sort of four-legged monster
which towers over her.
It won’t help or hinder character immersion per se,
it’s just an interesting way to describe scenes and
actions in a different way. If you fi nd yourself using
one style exclusively, try using the other a little.
• When in doubt, ask the players what they
want their characters to do next. Roll with those
decisions. Dont use it as a stalling technique: If you
have to ask the players more than twice in the space
of a minute or two, “What are you doing?”, then
you need to either have some action happen (move
along with your plans), end the scene and begin the
next one, or create an in-your-face obstacle (a chasm
between the characters and their goal; a drunk
warrior yelling at the weakest character; a ninja
attack; the appearance of the enemy boss) for the
players to deal with.
• “Fishing” is a technique where you ask players
for significant input into the scenario via a loaded
question about something that is happening in the
scene:
“The swordsman glaring at you… there’s something
about him that only you notice, and its deeply
unsettling to your character. What is it?”
As you are enjoying the festivities of the village harvest
festival, you stop dead in your tracks. You recognize
someone, someone who you would never expect to be
here! Who is it, and what are they doing? Do they
notice you?”
At the end of the scroll, the lord has written a message
meant only for your eyes. What does it say?”
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“Th e guards on their katanas all have the same
emblem on them. You recognize this emblem. What is
it?”
“Why have you decided to leave your temple?
“Kirie stands dead still at the edge of the battlefi eld,
her mouth open in utter shock. What does she see?
Fishing is a great way to have players inject cool
ideas into the game. They will surprise you, and
ultimately give you material to incorporate into the
game later. Try to use it once or twice per session for
some interesting results.
• If you need to start a scene (or even the start of
the game: Zero Act scenes, or the first scenes of the
first act) by jumping forward a bit in time, start the
scene in a new place and simply ask the players how
they themselves decided to be where you put them:
“Come up with a reason why youre all in this tavern
on the edge of the city.
“This scene starts with Kirie and Red Lotus at the
entrance to the grand Phoenix sect temple. Why did
you decide to come here?”
Dont over-use this technique to jerk the characters
from location to location with no explanation. But
this is great for introductory scenes, or scenes in new
acts where you advance the time significantly (a few
weeks, a year, and so on). It’s also great for moving
the characters to a new location without waiting for
the players to eventually move their characters to
that particular location.
• Make impor tant NPCs (including bosses)
memorable. Think of what they wear, how they
move, the way they talk (speed, intonation,
language, etc).
• If youre still getting used to the game, try to
come up with a scenario idea first and perhaps even
prepare the player-characters beforehand, instead of
having the players create characters first then trying
to create the scenario from there.
• Remember that most of the time, evil Asura
boss enemies werent always just bloodthirsty
manipulators or madmen: There was a time that
they were human. They cared too much about
something, and that led them to the path where
they find themselves now. They are not redeemable,
but they are interesting. Think about why they
became that way, and you might find the players
sympathizing with the enemy even as they are
cutting them down.
• Dont make the players roll their characters’ skills
for things that must happen for the scenario to
proceed: There is always the chance that, no matter
how high the skill level, failure can occur. For
example, if the characters must find a clue or lead
to get to the next scene, then simply have the most
appropriate player (highest Notice skill) find it, or
have several players roll their Notice and give the
clue to the character of the player who rolled the
most successes in the group.
• Consider changing the reality of the situation
based on character successes or failures. If a
character succeeds at a skill with lots of extra
successes, change the reality of what happened or
what will happen based on the roll. If a character is
trying to assassinate a greedy or evil lord, but first
meets him and bowls the lord over with an excellent
Etiquette roll and great roleplaying on behalf of the
player, the lord may take a liking to the character
and might meet him later in private without the
companionship of his guards. If the character fails
utterly at what should be a simple roll, the failure
doesnt have to be related to the actual skill of the
player:
Failing a movement skill roll to jump over a creek
could mean that the rains last night loosened the
soil unexpectedly, and the ground on the other side
sinks from under the character, pitching them into
the water.
Failing a first aid skill roll on an NPC might
represent the NPC being an alcoholic, a diabetic,
or have another undiagnosed condition that would
cause a routine operation to fail, or perhaps an
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ADVICE
unforseen complication caused by the wound.
Failing a knowledge roll might be more than
simply, “You dont know”. Perhaps the character is
frustrated because he knows the history of every
town and city in this kingdom, but for some reason
he never heard of this little village he found himself
in, and that alone is cause for suspicion
• You may also want to consider “banking”
successes from player rolls: If you call on a player
to make a Knowledge: Melee Weapons roll to
determine where a particular sword was made, and
the player rolled 5 successes over your assigned
difficulty number, then perhaps write down that
number of successes, giving the player that many
bonus dice on a future roll that was somehow
related to that previous task (finding the maker
of the sword, the first attack against an opponent
wielding a sword by the same maker, etc). Banking
is absolutely an optional rule to be used at the
discretion of the GM, but it can give a mechanical
reward to players who spend Kiai to gain bonus dice
for non-combat rolls resulting in a large number of
successes that would otherwise be discarded.
• If youre up for the challenge of running a more
free-form game, the best way to go about it is to
come up with solid Zero Act scenes that introduce
the characters and give them motivations. With that
foundation in place, it is easy to run a game that
does not depend on a lot of pre-written notes: Th e
players will drive the action from a good set of Zero
Acts.
• If you want a PC to make a choice, have the
choice presented in-character from an NPC or
another PC. That not only gives the player a
chance to make the decision, but they can do so
in character, which is likely to result in more Aiki
chits.
This:
GM: So, what do you want to do, John? Is Blue
Cloud going to bring the princess with him on his
journey? Or will he find a safe place for her to stay
while you fight the enemy regent?
Versus This:
GM: The princess appears resolute. “I know that
you think it is best for me to hide while you fight the
regent. And I will admitthough only to youthat
I am a liability to you in strength of arms. But I
humbly request that you bring me with you anyway.
I wish to be of assistance in your battle, however little
of assistance that is. However, I will absolutely follow
your wishes, either way.” What do you say to the
princess in return?
• If a player hasnt been in a scene for a while, make
sure that the next scene includes them, or perhaps
create a scene that offers incentive for the player
to spend a Kiai point and jump in. In the Zero
Act, where every PC has their own single scene to
themselves, perhaps bring in another player to play a
background 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 out for 2-3 scenes
in a row. Be aware of when players are and are not
in scenes, and aim to bring in players at least once
every three scenes (as their PC) or two scenes (as a
background/minor NPC, if it works).
• Bring the players into the scenes as NPCs. If youre
running the game right, not every scene will have
every player character: Much of the time only 1-3
characters will be in a scene. For those players whose
characters are not in a scene, bring them in
as important of background NPC characters.
Remember that if you pull a player to participates
in a scene, even as an NPC, they get an Aiki chit.
A great way to bring them in is by surprising the
player into taking on a role:
“Kirie and O-shino are at the temple.” (Pointing at
Jennifer, a player not in the scene) “A young, shaved
monk approaches them. What does the monk say to
them, Jennifer? Let’s find out. Go!” (Tosses an Aiki chit
to Jennifer)
“Red Lotus is in the tavern. Anyone want to be the
gruff tavern owner?” (Holding up an Aiki chit)
If the GM wants to take control of the scene again,
she can politely step back in and take control of
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ADVICE
the NPC, thanking that player (for example, if the
GM needs the tavern owner above to reveal some
important bit of information after a bit of small talk
is complete). The GM can also re-assume control
of NPCs if the player playing that NPC wants to
spend a point of Kiai and have their own character
enter the scene.
• Improvise with the rules. If you come to a
situation where the rules dont help you, explain to
the other players what you think is a good way to
decide the outcome, and do that.
“You decide to take the left fork in the road? Ok, I
dont have any specifi c plans for what happens next,
but I’ll tell you what, I’ll roll this die here: On a
1-3 there will be no problems, but on a 4-5 you get
ambushed by ronin. On a 6, an ayakashi will come at
you from the forest.
Feel free to make decisions without resorting to
rolling dice as well in situations not spelled out by
the rules.
• Many role-playing games encourage the use of a
GM’s screen so that the players cannot see what will
happen next in the adventure, or what the results
of your dice rolls are (so that you can cheat, saying
you had fewer or more successes than you actually
had in order to steer the scenario a certain way).
You will not need a GM screen for Tenra Bansho
Zero: Roll your dice in the open, in front of all the
players. After all, the players can use Kiai if they
want a better chance of success. You might have fun
surprises in store for the players, though, so feel free
to use a piece of paper to cover up your notes.
• A secret of the game: There are basically two types
of scenes: Exposition and Combat. In the exposition
scenes, all the players role-play their characters and
advance the story, earning Aiki chits in the process.
In the combat scenes, the player spend all that
wonderful Kiai they built up from Aiki chits in the
exposition scenes. Dont throw in combat before
players have a chance to build up their Aiki (unless
you are demonstrating the combat rules with
1-2 weak NPC characters as antagonists). The
characters will spend Kiai on skill rolls in exposition
scenes, but it’s the combat scenes where the Kiai
really f lows, and the Karma starts to build.
• If you love the system but start to get tired of
Japan-themed games, maybe reskin the game
using another setting: Modern demonic conspiracy
hunters; A Hyper-Occidental setting of a 100
Years’ War 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 we’d 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. Th is 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 filled in later
through play. It is the whirlwind tour before play.
DESCRIBING THE
SETTING TO THE
PL AYE R S
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, there’s 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 influence, 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 off -limits, and
things stayed relatively peaceful for generations.
In this period, Buddhism was founded, and
flourished. Buddhism became the official religion
of the land, and in a few generations most people
became devout believers, or at least accepting
of Buddhist teachings and tradition. Later, the
main branch of Buddhism would be known as
the Phoenix sect. Over time, other sects would
splinter from the main sect because of ideological
differences.
A TIME OF WAR
For some unknown reason, a few hundred years
ago the Shinto Priesthood revoked their edict
against warfare, allowing domain regents to settle
differences through martial conflict. Overnight, the
world erupted into chaos, with lords aggressively
attacking their neighbors while at the same time
defending themselves from similar invasions. A
powder keg was lit, and the explosion has lasted
in the form of a land of perpetual war, lasting
hundreds of years. This is Tenra, today.
The Priesthood is well equipped with protective
armies, as well as all of the technological weapons
and secrets it has amassed over thousands of years.
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INTRODUCING THE WORLD OF TENRA
They rule the world from the shadows with absolute
authority because of their advanced warfare and
espionage technology, making them technological
gods among men. The great Priesthood city of Jinrai
is a technological marvel, with a “Bridge of Heaven
stretching into the sky. While they rule from the
shadows, the Priesthood never send their armies
to fi ght directly. Rather, they will do things like
encourage one domain to attack another by sending
them gifts of high tech armour and weapons, then
do the same for the other side.
It is commonly assumed by those of political
wisdom that the Priesthood feared that, in times of
peace, the people of Tenra would see the Priesthood
as a threatening entity, and perhaps one day unite
against them to overthrow their absolute rule.
However, the actions of the Priesthood also lead
some to suspect that the true reason is deeper than
that: That the Priesthood keeps the world at war to
protect it, to somehow make it stronger. No one
who knows the true motives of the Priesthood
ever reveals their secrets, so their reasons remain
shrouded in mystery.
TECHNOLOGY
Technolog y is limited to the domain of war. On
a battlefi eld you will see an armour, a hulking
marvel of technology and advanced magic, or
advanced medicine which allows the wounded to
trade their missing limbs for mechanical arms (or
weapons). However, the technological state of the
rest of the world is that of the feudal era of Japan in
the 1400s-1600s. There is no electricity or internet
in homes, or steel doors that open with visual
recognition; rather they live just as people did in late
medieval Japan: Wooden longhouses, tatami mats,
sliding doors, wood-heated baths, and kettle-
steamed tea and rice.
When it comes to war, there have been no limits to
the advances in technology. The Shinto Priesthood
holds the secret of crafting mecha “armours” and
robotic “kongohki, only presenting them as gifts
to favored regents. Using the natural resources of
Tenra, skilled artisans forge marvels like gemblades
(swords that, when triggered, resonate with terrible
killing force) and soulgem longrifles. Recently, the
development of gunpowder has increased the
evolution of personal weapons even further:
Machine guns and explosive hand-to-hand weapons
are increasingly common, and ashigaru footsoldiers
are trading in their rusty longspears for simple
gunpowder rifles.
The Priesthood still owns the key to advanced
technology, which is based on the meikyo or “soul
mirror”. Soul mirrors allow those who can use them
to project their very spirit into an object, allowing
them to communicate with others over long
distances or to take control of a mechanical object.
Only the Priesthood trains crafters who can produce
intricate soul mirrors, destructive armours and
kongohki, flying battleships and castles, and other
wonders of magic and steel. It is the source of their
control over the world, and they will not reveal their
secrets.
Recently, a portion of the Priesthood (the Northern
Court) has revealed some secrets of the meikyo
crafting process. This has allowed common crafters
in various domains to create technological marvels
similar to the Priesthood. This new technology is
not as intricate as Priesthood-crafted meikyo, and
thus it has been given the moniker “ kimenkyo, or
mechanica mirror”. Soulless kimenkyo technology
is effective and can be mass-produced faster
than meikyo, but it is nowhere near as refined or
powerful as its finely crafted meikyo counterparts.
Kimen technology is synonymous with “knockoff ”,
but these mass-produced blockier marvels can be
repaired and refitted quickly.
RESOURCES
Aside from the common resources of gold, copper
and coal, there are unique resources to Tenra which
have had a large effect on Tenran culture.
SCARLET STEEL/SOULGEMS
Scarlet is the name of the reddish strong steel that is
excavated from rare mines. Properly refined, it can
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INTRODUCING THE WORLD OF TENRA
be forged into soulgems, the cornerstone of a lot of
Tenran technology. Soulgems are small crystal-steel
ball that holds a charge of spiritual energy much like
a battery. It is used in everything from magic (from
summoning demons to implantation into samurai
and shinobi to enhance their natural abilities) to
technology (it forms the energy conduits of armours
and kongohki, and powers soulgem rifles as they
propel shells to their targets). It is a very rare
mineral, and new soulgem mines are huge sources
of intrigue and warfare.
HEART ENGINES
Heart engines are the steel-wrapped generators
of spiritual energy. Large technological marvels
like armour, kimen armour and vehicles, and
kongohki are powered by these generators.
Onmyoji also make use of them when they want to
permanently summon a shiki spirit, as the perpetual
generator effect of the heart engine gives the spirit
permanence.
What is not known to most of the people of Tenra
is that the heart engines are very aptly named: The
steel shell encases the actual living heart of an oni
person. For the few merchants and lords who know
this secret, the otherwise peaceful oni people are to
be hunted for sport under the guise of “protecting
the people, their very hearts cut out and gathered
to sell at a phenomenal price to those who need to
power their toys of war.
SHA
Sha is the name of the gossamer-like invisible force
that blankets the land of Tenra. While the land
produces a limitless amount of this resource, only a
few people can actually sense or harness this power.
The oni people are at one with the power of sha.
Onmyoji sorcerers harness the sha to summon shiki
servants to aid them.
THE ONI
In the early days of the spread of humanity, the
native people of Tenra who called themselves “the
caretakers” were pushed away. Humans saw their
primitive ways, and the horns on their heads, and
named them “oni ” after the demons of ancient
myth. They spread rumors of oni who kidnap
children, invade and destroy villages, or who eat
people alive. None of these were true, but it didnt
stop the people from fearing, then hating these oni.
The oni consider themselves the protectors of the
land. Th rough their horns, they can communicate
directly with the minds of their people and even
hear the voice of Dii-Go, the god of the land.
Through their hearts, they are able to feel and even
move the gossamer-like sha force, which lets them
sense and move physical objects with their minds.
Their unique physiology connects them to the
earth, and to each other.
Historically, the oni have been feared and
persecuted when they come into contact with
humans. Simply put, they are being driven to
extinction. In times past, they simply viewed this
inevitability as their fate: Now, the oni are fi ghting
back against those who would destroy them.
RECENT EVENTS
While the world has been under the shroud of
continent-wide feudal warfare for generations, there
are three inter-related events which have shaken the
world.
THE FALL OF THE PHANTOM STAR
The Fall of Jinrai
The bridge of heaven, which connected the
mountain-city of Jinrai to the heavens, unexpectedly
fell to the earth. The Phantom Star fell like a comet
to Jinrai, annihilating that great city, the domain,
and surrounding domains. The geography of the
land changed, and now there is an ocean where
the great city of the Shinto Priesthood once stood.
Millions of lives were lost.
The Two Courts
Everyone held their breath, thinking that the Shinto
Priesthood was gone for good with the fall of Jinrai.
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INTRODUCING THE WORLD OF TENRA
A few weeks later, the Priesthood emerged again
in the north, changed by the events: They revealed
their unmasked empress to the world, and vowed
to share their technology with the domains who fell
under their infl uence. This was the start of kimen
technology. However, a few months later another
Priesthood emerged in the south, claiming to be the
true Priesthood: And like the pre-Fall Priesthood,
stayed as resolute and secretive as ever. Now is the
time of the two courts of the Shinto Priesthood
working against each other from the shadows: The
more open Northern Court and the closed
traditional-minded Southern Court.
Kikoku, Land of the Oni
An oni Buddhist monk named Makuu Nindo
received an enlightened revelation. Mobilizing
as many oni people as he could, he started an
insurrection in the domain of Kikoku, which had a
government which was absolutely hostile to the oni
people. In the last battle of the campaign, Makuus
forces take over one of the Priesthood ’s two floating
battleships. They also made 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 undefined.
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
guy’s 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 fire, demolishing buildings to stop the flames
from spreading
Receive a request from your mentor; assassinate an
evil merchant
Help an old lady get to the local doctor/
acupuncturist’s house
Duel with the city’s renown shogi (Japanese chess)
master
Meet the local crime boss; then meet the other local
crime boss
Entertain yourself all night with alcohol and flesh 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; fi 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 regent’s stolen gold
Purchase a new kimono; there’s not enough left of
yours to patch up anymore
Have a unique weapon forged by a famed
weaponsmith; earn her trust first
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
Book passage on a boat to sail to another land
Buy medicine and bandages from a merchant with
scaly, hard and yellowish skin on his arms
Be knocked over by a passing samurai; the samurai
demands “medical treatment expenses” for running
into her
Notice that the masked miko shrine maiden you
saw earlier at the market has been following you for
about an hour now
Get ambushed by a four-armed kongohki who
bursts through a nearby wall and furiously attacks
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222 THINGS TO DO IN TENRA
you (and only you)
Find the ayakashi which is murdering and
terrorizing the people in the poor districts
longhouses
Fall in love from afar with a noble; she or he turns
out to be a kugutsu in hiding
See the regent from afar during a large festival; he
rides at the top of a great moving shrine
Catch the act of a tightrope-walking girl near the
marketplace
Purchase the services of a traveling biwa or shamisen
player
Find the body of a corrupt official in an alley, his
face a mask of shock and surprise
Ignore the smell of the fish market; or at least try to
Request funds from the magistrate in order to
rebuild the temple
The samurai who suddenly attacked you at night
realizes you arent the person hes looking for; he
apologizes and runs off
Stay indoors at the inn during the monsoon-like
rainy season
Uncover a plot to kill the regent or other vassal lord
Witness the procession of a famous kugutsu-maker
as she travels through the city with her two latest
“creations
Hear rumors that the Hyakki Swarm are operating
in the city
Get called out to a fight with a well-meaning but
very drunk swordsman
See a ryo (gold piece) for the first time
Help the poor district rebuild longhouses after an
earthquake
Visit a rival onmyojutsu academy; have tea and
words with the head onmyoji there
Bring a knife to a gunfight
Find a way to deal with the humans so they dont
discover that youre actually an oni
Convince the regent to ally with the Northern
Court of the Priesthood
Find the onmyoji who you believe will perform your
samuraization surgery
Fall in love with a courtesan; it doesnt end well, but
it ends
Go to the theater to watch some low-culture kabuki
or noh entertainment
Become restless and wander away
IN A TOWN OR VILLAGE
Visit relatives not seen for years
Stay at the local hot spring resort for a night
Relax at the hot spring, and strike up a conversation
with the wary traveler who seems interested in you
At the resort, eat a dinner of delicious local cuisine
before getting the best rest youve had in months
Speak with the local Bright Lotus peasant converts
Fight off the bandits or local organized crime that
are shaking down the farmers for scraps
Get in the middle of a turf war as two rival gangs
fight over control of this meager village
It’s a festival, one of the larger ones of the year;
enjoy yourself
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222 THINGS TO DO IN TENRA
Use your contacts to meet the information broker
who hides amongst the townspeople
Meet the mushi-tsukai who lives on the edge of
town; hes the one who has the information you
need
Fall in love with the earnest young rice farmer
Buy some vegetables from the local farmers selling
their wares in the open market street in town
Search the ruins of the abandoned/destroyed village
for signs of what happened
Buy a new cloth to replace the cloth bag with a hole
in it
Make a new home amongst the people; settle down
Assist the townspeople, as they’re in the middle of
an outbreak of a disease
Listen to the traveling biwa player; remember home
Set yourself up as the ruler of the town after
overthrowing the evil magistrate
Visit the half-forgotten village shrine, wash and
clean it up
Contact your underground network of spies and
assassins to send a message
Find out why the townspeople are so poor; silently
vow to do something about it
Help the townspeople with their ayakashi problem
Realize that the whole village is an illusion
ON THE ROAD
Stop at a small roadside teahouse run by the old
lady and her daughter
Offer a quick prayer to the jizo statues
Play shogi ( Japanese chess) in your head with a
fellow traveler, calling out the moves as you walk
Take a detour to visit the natural hot springs
Take a detour to visit the shrine at the top of the
mountain
Chew on a grass stalk
Watch enemy troop movements in the valley from a
clearing on the mountain
Smoke a pipe
Help an injured traveler
Defend a caravan against attacking bandits
Isnt that traveler over there in the tea house that
onmyoji/mushi-tsukai/kijin who is wanted back at
the city?
Buy new sandals
Notice that the ronin with the large straw hat has
been following you for some time
Write a letter or poem
Fret about how to get past the next guarded
checkpoint
Get searched and questioned at the guarded
checkpoint while you pray they dont notice your
tegata is a forgery
Set camp for the night
Examine the body of the man who was killed by
some passing warrior
Investigate that strange noise coming from the
woods
Take some time at the bamboo forest to practice
combat with a companion
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222 THINGS TO DO IN TENRA
Eat one of the three riceballs you packed for the
journey
Watch the traveling mushi-tsukai heal an injured
person on the road; step in to help
Make room for the two men running past you,
carrying a kago (one-man carriage) from the
previous town to the next
Sense the ambush coming your way; the way they
walk and cover their eyes gives them away
Find the arm of a kongohki or kijin near the side of
the road
Step offto the side, stop, and kneel/lower your
head as a procession of nobles in kago (one-man
carriages) passes by
Catch a glimpse of one warrior fighting four others
in a clearing
Catch the attention of a hairy, loud, kinda dirty,
but well meaning Ebon Mountain monk (male or
female) who walks with you for a time
Check that map again; that hidden soulgem mine is
supposed to be right near here
AT A TEMPLE
Study, meditate and train the spirit for a few days or
weeks (not necessarily only for monks)
Ask about the lost scripture youve been tasked to
find
Realize that monk over there obviously hasnt been a
monk for very long
Help the venerable monk who is hard of hearing
with temple repairs
Receive a secret mission or item from a fellow
member of the Hidden 28th Chamber of the
Merciful Phoenix Sect
Stumble in, requesting healing or shelter after a
bloody battle
Inquire about local political affairs
Find out an innocent secret about the head abbot;
he likes sake, drawing, singing, or games of skill
Confront the temple about their allegiance to a
corrupt local lord
Investigate the murder of a local monk or abbot.
Be inspired by the grandness of the temple to
compose a poem
Wake up with amnesia a month after a fearsome
battle with a major enemy
Lower your head to the grand statue of the Buddha
or bodhisattvas
Help firefighters put out the temple, as someone set
it on fire
Assist with ringing the huge temple bell 108 times
for the new year
Help find the gold bodhisattva statue that was
recently stolen before the thieves melt it down
Request magical aid to help send the soul trapped in
this meikyo or kimenkyo to the afterlife
Give all your money to the temple and prepare to
live out the rest of your days here
AT A SHRINE
Participate in the huge harvest festival that is
centered in the large shrine
Throw a few coins into the offering box, shake the
rope-bell, clap twice, and say a small prayer to the
kami of the shrine
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222 THINGS TO DO IN TENRA
Have a vision of the ancient spirit or kami that the
shrine venerates
Clean offthe cobwebs of this small, broken, dusty
shrine
Identify the person who is hanging from the shrine’s
torii (bright red gateway)
Find a message at the shrine wrapped up with a few
mon (copper pieces), requesting divine revenge upon
a local evildoer
Wonder why this large shrine is completely
abandoned, and recently at that
Hear the strange piping of the mysterious flute
player wearing an old kimono
Run into an old flame offering thanks at the shrine,
who you just noticed is quite pregnant
Drink purified sake with the shinto priest and hear
the latest big news in town
Compete in physical sports during the “Festival of
Health
Interface with the shrine’s meikyo soul mirror in
private and relay your recent findings back to the
Priesthood
Corner the ayakashi living on the grounds of the
shrine, disguising itself as the shrine’s kami
Request a blessing and a warding of evil spirits in an
o-harai ceremony
AT A CASTLE OR PALACE
Compliment the lord on his fearsome trio of
genuine meikyo armours
Meet the glassy-eyed kugutsu as the lord shows
offhis latest acquisitions
Be challenged by the chief military vassal to a test of
skill with wooden swords
Be challenged by a senior elder retainer to a game of
shogi, Japanese chess
Endure a tea ceremony; or alternately, show offyour
unusual but cultured tea ceremony form
Admire the calligraphy of the lord ’s youngest
daughter or son
Humbly introduce yourself to the lord ’s oldest
daughter, an armour-rider of great skill and renown
Overhear a hereditary vassal lord conspire with
another against the chief vassal or regent
Petition the regent for care to be given to a
particular heavily-taxed town or region
Talk the regent out of total war with a neighboring
kingdom or oni tribe
Talk the regent into total war with a neighboring
kingdom, ninja clan, cult or annelidist nest
Expose a traitor within the lords family or closest
advisors
Use magic to remove the curse placed on the infant
son of the chief retainer
Reveal yourself to be a kugutsu, and seek amnesty
from your maker’s contract
Block the doors behind you; nobody’s getting out of
here alive
Be poisoned by an unscrupulous retainer, then set
upon by Demon Mask Faction ninja
Perform (dance, music, callig raphy, painting) for
the regent, as you were called upon to do
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222 THINGS TO DO IN TENRA
IN A TAVERN
Tip the shamisen/biwa player
Request a later massage from the local blind
masseuse
Notice the cracks in the teacups or rice bowls
Admire the strange beauty of that one particular
barhand
Exchange cautious glances with the four alert kijin
at the table in the corner
Get in an arm-wrestling contest with a female
samurai
Walk in as the previous barfi ght is just reaching its
end
Wait for the Poison Toad Gang to show up and
shake down the locals
Order some ozoni (miso soup with rice cakes) or
ochazuke (soup with rice) to fight offthe chill
Wait at the table you were instructed to; the master
forger will contact you there shortly
Stare uncomfortably at the large kongohki standing
rock-still for hours in the center of the tavern
Try to act casual as you scope out the target you
were hired to kill
Wince as the master beats his barefoot adopted boy
or girl for dropping a customer’s dishes
IN A WAR CAMP
Boast loudly while drinking yourself into a stupor
Get in a fistfight with a fellow soldier who was
belittling your skill or age
Talk shit about the enemy with your comrades
Assist the onmyoji at the war tent with planning the
next stratagem
Convince the commander of the folly of a direct
attack against superior firepower
Realize that there may be an enemy spy or saboteur
among your ranks
Eat well and drink lots of cheap wine by the open
fire the night before an attack
Polish your weapon, mechanica implants or armour
Feel the rumbling of the enemy’s new great armour
as it enters the battlefield
Notice the ranks of hundreds of young ashigaru
soldiers, most of whom have never held a weapon
before last week
Compose a poem about the triviality of life
IN AN ONI VILLAGE
Begin to humanize the oni people
Argue the future of the Lu-Tirae with the tribal
elders
Watch children playing, remember your own
hometown
Vow to protect the village
Be exiled by your tribe for being tainted by feelings
regarded as “too human
Be amazed that you never really stopped to look at
the night sky (not for years, anyway)
Discover that the soulgem (gold, iron) mine that
your lord wants to exploit is, of course, right near
the village
316
222 THINGS TO DO IN TENRA
Hunt these human-eating demons to the last with
other opportunistic hunters; for some reason your
lord demands you bring back their hearts
Receive a message from Dii-Go
Receive new Sha Laz tattoos for the services
performed for the tribe
Catch a glimpse of Makuu Nindo, speaking with a
small group of warrior men and women
Find an abandoned village, a cold fire pit and a
broken oni Keila fl ute the only signs that oni were
ever there
IN A NINJA VILLAGE
Kill everyone
Avoid being killed by everyone
Steal the secret highest teachings of the clan
Avoid eating or drinking anything, or looking
anyone in the eye
Forge a pact between the clan and your lord
Find out who killed everyone shortly before you
arrived
IN AN ANNELIDIST NEST
Try to hold back revulsion at the sight of the kashira
(leader) as you offer her your most humble greetings
Request information about the new strain of annelid
that has been killing area townspeople
Witness a “living armour” being crafted
Note your latest annelid-related fi ndings in the nest
journals
Inquire into… enhancements
Avoid touching anything, especially that over there
WHEN YOU HAVE 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; they’ll
likely stop trying to kill you
Bribe officials 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 HAVE 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
317
222 THINGS TO DO IN TENRA
Work at the local watering hole, restaurant or resort;
inadvertently fall in love with another servant there
If blind, become a masseuse
318
NAMES
Here is a sampling of names of people and places
to help get your games started. You can draw
upon other media for names as well. These are
pulled from a combination of historical and
literary sources, focusing on names of the Sengoku
(Warring States) period, which the game emulates.
PLACE NAMES
For place names, feel free to use basic English
adjective/noun combinations as well, as many
Japanese place names are little more than simple
descriptions of area landmarks and the like (Azuma
Village = East Village; Tanigawa = River Valley;
Takashima = High Island).
Towns and Cities
Fukuyama
Ashikura
Niida
Onejime
Sendai
Kanma
Tsuchigawa
Hirobashi
Ota
Sanbashi
Ashio
Kurino
Obora
Eno
Nakadani
Fuchina
Ariie
Koyamachi
Ebitani
Sakai
Azuma
Kamiura
Kiryu
Shikina
Oshu
Seto
Miyagahama
Mugikubo
Michidani
Iwade
Sasari
Oko
Tajiri
Mino
Narai
Mitake
Kanoya
Urata
Okawa
Jinda
Uesugi
Higae
Hazama
Ichibara
Arase
Kamimura
Shinden
Izumo
Washiya
Seki
Obonai
Hinata
Mori
Nakazato
Takada
Ochiai
Yanaizu
Tendo
Ariake
Uken
Lake’s Wave
Small Rice
Temple City
Far Grass
Sout hern Ten
Broken Shell
Great Market
Bright Crevice
Long Field
Black Temple
Seven Gateways
One Stone
Deer Forest
Mountain Crest
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NAMES
Crying Valley
Black Field
Small Forest
Red Beach
Teawater
Sieve Mountain
Red Oni
River Pass
Valley of the Gods
Endless Snow
Nishi- (West)
Higashi- (East)
Kita- (North)
Minami- (South)
The above names can be used for castles, fortresses,
gates and the like. The fortress overlooking the
town of Tendo would be called Tendo Fortress, etc.
English maps of Japan online are a great source of
classic location names, as well as traditional last
names (which historically are derived from place
names).
INN NAMES
Sometimes you just need a really good name for
an inn, tavern or brothel. Feel free to use English
names (“The Wild Sparrow”, “The Lonely Moon
Inn” etc), but here’s a couple Japanese ones as well:
Kagiya (Kagiyas House/Inn)
Chidori (Plover, a bird that staggers around
drunkenly when it walks)
Enokiya (Cedar House/Inn)
Tamaya (The Jewel)
Manshichi (The Full/Satisfying Lucky Seven)
Funaso (The Gilded Boat)
PEOPLE NAMES
In the world of Tenra, only lords, retainers and clan
warriors, and other nobles have last names (some
wealthy merchants take a last name as well, usually
a variation of their store name). Heroes that do great
deeds during battle are sometimes awarded last
names by their lords, usually a portion of their own
name.
Everyone with a last name is called by their last
name, though they use their first name between
very good friends and family.
All of the names in the Tenra Bansho rulebook
follow the Japanese convention of writing the last
name first, followed by the persons given name.
Everyone else, the majority of the people in the
world of Tenra, go by their given name:
Omino
Or they go by a name and a descriptor, usually
based on their profession:
Omino the Sandal-maker
Omino the Assassin
Lute-player Omino
Or, if they are making a name for themselves, they
might go by (or be referred to by) a decorative
nickname:
Purple Omino (because she wears purple clothing
often)
Omino the Viper
Ten-blade Omino
Omino, the Battlefi eld Dancer
Blind Omino
Omino the Hawk
They might also eventually drop their name
altogether for their nickname:
The Viper
Ten-blade
Hawk
Armours, kongohki and kugutsu are given poetic-
sounding names. Buddhist monks also assume
special monk names which are also rather poetic.
Red Lightning
Benevolent Chrysanthemum
Howling Moon
Spring Cloud
320
NAMES
House-of-Stars
Agate Soul
See the random lists below for more ideas on monk,
kongohki, yoroi and kugutsu names.
Female Names
Nowadays, many Japanese female first names end
in “-ko. Th is phenomenon of adding “-ko” to the
end of female names really didnt start happening
until the mid 20th century, before that it was
mostly reserved for empresses or aristocrats (in case
you were looking up Japanese female names from
the Internet, movies, manga, anime and the like
for your character). Much more common were the
O-(something)” names for that period. However,
the setting of Tenra is full of cultural anachronisms,
feel free to use any name as you see fit.
Roll or Choose
The lists below can be looked at and chosen from
as you see fit, or you can roll two dice to randomly
pick a name.
COMMONERS
These are the names for common folk: A majority
of Tenra characters and NPCs, those with no ties to
vassals or nobility.
Commoner Last Names
Again, while most people in Tenra do not have last
names unless they were descendants of nobles or
vassals, in some areas wealthier families or families
who were in good standing with nobles ( or whom
received a last name as a gift) received last names.
Here are a few.
1-1 Kawaguchi
1-2 Sakanoshita
1-3 Fukada
1-4 Shouji
1-5 Nakaie
1-6 Agata
2-1 Sasagawa
2-2 Tanaka
2-3 Kishida
2-4 Iwata
2-5 Arai
2-6 Naganuma
3-1 Sawada
3-2 Imai
3-3 Maehara
3-4 Yonemura
3-5 Inamura
3-6 Yamauchi
4-1 Kagamiyama
4-2 Kitou
4-3 Kataragi
4-4 Kuryuzu
4-5 Kurumikawa
4-6 Mitarai
5-1 Sougiku
5-2 Ryuou
5-3 Marikodani
5-4 Kujiranami
5-5 Kurebayashi
5-6 Ipponyari
6-1 Tsukigata
6-2 Umekoji
6-3 Gionji
6-4 Teshigawara
6-4 Sanrigi
6-6 Mikuriya
Commoner Male Names
1-1 Soroku
1-2 Tatsuzo
1-3 Hanbei
1-4 Yosaku
1-5 Masagoro
1-6 Jinbei
2-1 Matabei
2-2 Hyouma
2-3 Juzo
2-4 Yosuke
2-5 Katsuzo
2-6 Tomekichi
3-1 Eikichi
3-2 Seigoro
3-3 Monjirou
3-4 Shichizo
3-5 Rokusuke
3-6 Minokichi
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NAMES
4-1 Heizaemon
4-2 Goichi
4-3 Chubei
4-4 Tadakichi
4-5 Matajiro
4-6 Souichi
5-1 Umekichi
5-2 Shikazou
5-3 Seikichi
5-4 Kansuke
5-5 Kobunta
5-6 Chokichi
6-1 Okinosuke
6-2 Kaheiji
6-3 Shouhachi
6-4 Bunshichi
6-5 Toragoro
6-6 Otokichi
Commoner Female Names
Note that for all the names below, this is the given
name. Their name in public (even with friends)
would commonly be prefixed with an “O-”: Omino,
Osaki, Oshino, Ofune and so on. Some may prefer
to go without the “O” in front, but for the most part
consider all the names below to be prefixable with
O-”.
1-1 Gin
1-2 Rin
1-3 Hisa
1-4 Naka
1-5 Natsu
1-6 Ichi
2-1 Hana
2-2 Nobu
2-3 Haru
2-4 Mon
2-5 Mino
2-6 Toki
3-1 Tama
3-2 Tsuru
3-3 Yuki
3-4 Sato
3-5 Kiku
3-6 Fuku
4-1 Kinu
4-2 Kayo
4-3 Saki
4-4 Mitsu
4-5 Shizu
4-6 Shima
5-1 Shino
5-2 Sumi
5-3 Sono
5-4 Chizu
5-5 Chika
5-6 Chie
6-1 Fune
6-2 Mayu
6-3 Masa
6-4 Ume
6-5 Tami
6-6 Rui
WARRIOR FAMILIES
These are names for characters that come from a
buke, or warrior family (noble, vassal, etc) family.
Warrior Family Last Names
1,2-1 Satake
1,2-2 Souma
1,2-3 Nikaido
1,2-4 Ashina
1,2-5 Honjo
1,2-6 Nagao
3,4-1 Yura
3,4-2 Kuki
3,4-3 Hatano
3,4-4 Bessho
3,4-5 Amago
3,4-6 Ukita
5,6-1 Aki
5,6-2 Ryuzouji
5,6-3 Akizuki
5,6-4 Kyougoku
5,6-5 Shirakawa
5,6-6 Kumabe
Warrior Family Male Names
1,2-1 Sadamune
1,2-2 Hisanori
1,2-3 Takatsune
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NAMES
1,2-4 Yoshimasa
1,2-5 Nobutoki
1,2-6 Mitsunobu
3,4-1 Harutsugu
3,4-2 Masamori
3,4-3 Tadataka
3,4-4 Naokatsu
3,4-5 Kaneyori
3,4-6 Munekiyo
5,6-1 Shigetsuna
5,6-2 Yoshizumi
5,6-3 Naritoshi
5,6-4 Yukihira
5,6-5 Motokage
5,6-6 Nagaharu
Warrior Family Female Names
1,2-1 Aya
1,2-2 Matsu
1,2-3 Kame
1,2-4 Toku
1,2-5 Tsuru
1,2-6 Hideko
3,4-1 Kiku
3,4-2 Tatsuko
3,4-3 Hatsu
3,4-4 Hiroko
3,4-5 Fuji
3,4-6 Mari
5,6-1 Teruko
5,6-2 Oto
5,6-3 Fuku
5,6-4 Yoshino
5,6-5 Tsune
5,6-6 Takeno
ARISTOCRATIC NAMES
Sometimes a kizoku - a high noble or aristocrat
- will be introduced in the game. They have the
oldest names. Some families with strong ties to the
Shinto priesthood might have these names.
Aristocratic Last Names
1,2,3-1 Tachibana
1,2,3-2 Kujou
1,2,3-3 Sanjou
1,2,3-4 Nijou
1,2,3-5 Saionji
1,2,3-6 Fujiwara
4,5,6-1 Kiyohara
4,5,6-2 Konoe
4,5,6-3 Daitokuji
4,5,6-4 Kuga
4,5,6-5 Hanayamain
4,5,6-6 Takatsukasa
Aristocratic Male Names
1,2-1,2 Saneyuki
1,2-3,4 Kimiie
1,2-5,6 Kanefusa
3,4-1,2 Iezane
3,4-3,4 Tadaie
3,4-5,6 Tsunemichi
5,6-1,2 Naotada
5,6-3,4 Kiyomaro
5,6-5 Shigetsune
5,6-6 Tadamichi
Aristocratic Female Names
1,2-1,2 Shigeko
1,2-3,4 Seiko
1,2-5,6 Yasuko
3,4-1,2 Hiroko
3,4-3,4 Tamako
3,4-5,6 Yoshiko
5,6-1,2 Kiyoko
5,6-3,4 Tamiko
5,6-5 Mitsuko
5,6-6 Nobuko
ONI NAMES
Oni are named after words in their own language,
usually made up of two short syllables. Ys, I’s
and Ls are common, as well as combinations and
letters that are not common to Japanese. Of course
disguised oni and hornless Nusa oni would adopt
common human/Japanese names so as not to arouse
suspicion. Noteworthy oni will have nicknames just
as humans on Tenra might: “Ta-bakh the swift-
blade, “Lu-Myn the Harpist, and so on. Choose or
roll below:
323
NAMES
1,2-1 Keyu
1,2-2 Mi-Hal
1,2-3 Wo-Yau
1,2-4 Mah-Lu
1,2-5 Ta-bakh
1,2-6 Laz-Fol
3,4-1 Ba-Yau
3,4-2 Yil-Din
3,4-3 Dimh-Yn
3,4-4 Din-Yi
3,4-5 Ti-Shea
3,4-6 Lii-Yil
5,6-1 Jalh-Yu
5,6-2 Yykh-Ka
5,6-3 Balh-Syr
5,6-4 Lu-Myn
5,6-5 Tabh
5,6-6 Eja
KUGUTSU NAMES
Kugutsu are named by their makers (although some
makers allow their kugutsu to name themselves).
Kugutsu names tend to be simplistic and flowery,
usually based on objects in nature or colors. Many
are prefixed by adjectives (Moonlight becomes
Gentle Moonlight, Tranquil Moonlight, etc). While
these names are flowery, they do not automatically
cause a stranger to think that they were a kugutsu:
Instead, when introduced the stranger would
assume that she has peculiarly poetic parents, or
perhaps are of noble ancestry. A kugutsu does not
have to take a “normal” name to disguise herself if
she is on the run, but particularly savvy or worldly
kugutsu may do that.
1,2-1 Brilliant Flower
1,2-2 Agate
1,2-3 Emerald
1,2-4 Spring Rain
1,2-5 Sparrow
1,2-6 Moonlight
3,4-1 Lotus
3,4-2 Iris
3,4-3 Graceful Sunset
3,4-4 Poem
3,4-5 Tranquility
3,4-6 Snow
5,6-1 Calm Breeze
5,6-2 Green Wave
5,6-3 Morning Fog
5,6-4 Summer Light
5,6-5 Chrysanthemum
5,6-6 Azure Pond
BUDDHIST PRIEST NAMES
When monks are ordained in the more traditional
orders like the Phoenix sect, they are given names
by their elders. These names may have deep
significance for the monk, or sometimes they were
simply a fanciful image the elder had in a dream. In
all cases, they are descriptive and flowery much like
kugutsu names are, perhaps even more so.
Roll or choose two names on the chart below and
put them together to determine a Buddhist monk
name. When combining them, make one of the
words into an adjective describing the other word
(Spring plus Heaven = Heavenly Spring, Heavens
Spring, Spring-of-Heaven; choose one).
1-1 Dawn
1-2 Morning
1-3 Winter
1-4 Dusk
1-5 Night
1-6 Midnight
2-1 Ebon
2-2 Heaven
2-3 Illusion
2-4 Power
2-5 Ancestor
2-6 Light
3-1 Ebony
3-2 Azure
3-3 Vermillion
3-4 Emerald
3-5 Cerulean
3-6 Crimson
4-1 Valley
4-2 Storm
4-3 Mountain
4-4 Lake
324
NAMES
4-5 Sky
4-6 Cloud
5-1 Granite
5-2 Shelter
5-3 Temple
5-4 Refuge
5-5 Hall
5-6 Robe
6-1 Sutra
6-2 Mantra
6-3 Kongoh/Vajra
6-4 Scroll
6-5 Mandala
6-6 Lotus
YOROI AND KONGOHKI NAMES
Yoroi and kongohki are given names by their
creators, and as such they are often (like so many
other names) artistic, natural, flowery. Feel free
to use the Buddhist monk chart above, and mix
in some of the words below (perhaps choose or
roll once from Buddhist names, once from Yoroi/
Kongohki names). Choosing a name for the yoroi
before designing it may provide inspiration for its
appearance and form.
1-1 Demon
1-2 King
1-3 Fang
1-4 Kami/God
1-5 Titan
1-6 Sentinel
2-1 Mantis
2-2 Viper
2-3 Elephant
2-4 Spider
2-5 Ox
2-6 Tiger
3-1 Aeon
3-2 Spiral
3-3 Break
3-4 Eternity
3-5 Earth
3-6 Star
4-1 Dragon
4-2 Stone
4-3 Savage
4-4 Ultimate
4-5 Steel
4-6 Cosmos
5-1 Ruin
5-2 Naraku/Hell
5-3 Fate
5-4 Circle
5-5 Glyph
5-6 Fire
6-1 Poison
6-2 Ghost
6-3 Soul
6-4 Mist
6-5 Pillar
6-6 Chalice
325
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 there’s 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 first.
You can always buy up common skills later by using
attribute points.
DON’T GO OVERBOARD
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 somethingto 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
pa st”.
ARCHETYPE DATA
(1) Name The name of the archetype. Some
archetypes are “species archetypes”, signified 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 Penalty—Any 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.
(5) Primary Attribute6 points or more should be
assigned to this Primary Attribute during character
creation to utilize this character effectively. If more
than one attribute is listed, you should try to put 6
or more points in each. Some archetypes have no
primary attribute.
(6) Station RequirementSome archetypes require a
minimum amount of Station that must be taken in
order to use the set equipment for the character.
This section lists the minimum amount of Station
required to take this archetype. Some characters
have no Station requirements, so there will be no
listing for that archetype.
(7) EquipmentA list of the charater’s starting
equipment with this archetype. Any soulgems listed
326
ARCHETYPES
here are in addition to any fully loaded soulgem
weapon they may be equipped with.
(8) Equip CostThe Karma cost for the equipment
and special abilities the character must pay. This
is already factored into the Karma cost of the
archetype. This number is listed in case you wish to
remove or redesign the starting equipment for this
character, which may lower the archetype’s overall
cost.
(9) WeaponsThe character’s starting weapons.
Marksman, gunpowder weapons, and soulgem
weapons all begin fully loaded with a full clip of
ammunition.
Weapons are followed by the attributes of the
weapon: Damage, RoF (rate of fire), Range and
Ammo.
(10) Special AbilitiesAny special abilities for your
archetype.
(11) Archetype FateThe Fate which comes with
this archetype. Use this for role-playing suggestions.
As you create a character, write down all of the
Fates for the archetypes you choose. In the end,
a character begins with only two Fates from
her archetypes, so if you choose three or more
archetypes, narrow the Fates you wish to keep down
to two.
(12) DescriptionThe archetype’s basic description,
including appearance notes. This may provide some
good starting role-playing suggestions.
(13) NotesAny special notes or comments on the
archetype.
A NOTE ON REVERSE-ENGINEERING
If you attempt to deconstruct some of the
archetypes into their component base scores in
regards to equipment, Karma cost and the like
you will notice that a few dont completely add up
as expected. For issues of game balance and ease
of combination, you may find that taking a listed
archetype as-is is sometimes cheaper in Karma cost
than constructing such an archetype from scratch.
Dont sweat the fi ner details of the underlying
game math, just pick archetypes you like and play!
ARCHETYPE LIST
GENERAL ARCHETYPES
Hard Luck
You lost someone or something very important to
you. The loss is still very real, and you cannot seem
to forget or detach yourself from your memories;
these memories of the past haunt you all the time.
Karma Cost: 5
Skills: Pursuit/Hunt (3), First Aid (2)
Attribute Penalty: 0
Primary Attribute: Empathy
Equipment: Memento Item
Equip Cost: 0
Weapons:
Broken sword: Damage +1
Special Abilities: None
Fate: Misfortune: Death of your most precious
thing
Description: This archetype represents those who
live bearing some great loss. The reason and object
of that loss depends on what archetype you combine
this one with.
Notes: You are of course free to choose who or what
was lost during character creation or during play.
Doctor/Healer
As a doctor, you have made it your mission in life
to help the everyman and the downtrodden. You do
your best to save as many people as you can.
Karma Cost: 10
Skills: First Aid (3), Notice (2)
Attribute Penalty: 0
Primary Attribute: Knowledge
Equipment: Medicine Box (a special item, it
provides one extra die to all First Aid checks)
Equip Cost: 5
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Weapons: None
Special Abilities: None
Fate: Goal: Protect the weak
Description: In Tenra, the healing arts are not
prevalent. Healers are still rare and often respected
and sought after in times of need.
Notes: The Northern Court of the Priesthood has
made their advanced technology public, including
external medicine. The number of people aspiring
to be doctors has been increasing lately, but it is still
not prevalent among the general public.
Kabukimono/Punk
You always wish to stand out, and cannot bear
being ignored.
Karma Cost: 15
Skills: Pillow Arts (3), Perform (2)
Attribute Penalty: 1
Primary Attributes: Spirit, Station
Station Requirement: 5
Equipment: Flashy clothes, soulgem blade (damage
+5, soulgem blade, large, oddly-shaped), 10
additional soulgems
Equip Cost: 12
Weapons:
Scarlet-Steel Gemblade: Damage +5, RoF 3, Ammo
12
Special Abilities: None
Fate: Emotion: Must be the center of attention
Description: “Kabukimono” (gaudy/flashy person)
always wear flashy, colorful, odd fashions. The
punks” of Tenra.
Notes: Most kabukimono have no masters, and live
freely as drifters and gypsies.
Traveling Performer
You have lived a life of solitude, surviving by your
craft alone, but all you really wish for is a family or
a place to belong.
Karma Cost: 10
Skills: Perform (3), Notice (2), Information (2)
Attribute Penalty: 0
Primary Attribute: Empathy
Equipment: Instrument, Costume
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Emotion: Longing for a family
Description: Traveling far and wide throughout
Tenra, living offyour craft, you fill the dual roles of
information bearer and entertainer. In Tenra you are
one of the nameless, the orphaned and forgotten,
one with no family name or connections.
Thief
You grew up in the gutter of humanity. There is
only one kind of person who you have no tolerance
for; those who look down upon those less fortunate
or of lower station than themselves.
Karma Cost: 25
Skills: Movement (3), Stealth (3), Forgery (2),
Criminal Arts (2)
Attribute Penalty: 0
Primary Attribute: Agility
Equipment: Thief tools
Equip Cost: 0
Weapons:
Throwing knife: Damage +2, RoF 3, Range 10m,
Ammo: A Lot
Special Abilities: None
Fate: Emotion: Hatred of hypocrisy
Description: You grew up a thief. In the underworld
one must look out for self as there is no one to look
out for you. You live on your own terms and answer
to no one.
Playboy/Harlot/Concubine
You cannot stand to be alone. You feel uneasy unless
you are constantly in the company of others, and
you are in constant fear of losing that company.
Karma Cost: 15
Skills: Pillow Arts (3), Information (3)
Attribute Penalty: 0
Primary Attribute: Empathy
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Equipment: Silk kimono, make-up kit
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Emotion: Fear of loneliness
Description: You are a traveling harlot, concubine,
courtesan or perhaps just a playboy, traveling from
city to city.
Vassal Servant
Whether you were defeated in mortal combat, or
due to the death of your lord, for some reason you
didnt die when you should have. Ever since, you
wish nothing but to one day find eternal peace.
Karma Cost: 5
Skills: Etiquette (3), First Aid (2)
Attribute Penalty: 0
Primary Attribute: Station
Station Requirement: 3
Equipment: Vassal uniform, formal attire
Equip Cost: 0
Weapons:
Katana: Damage +3
Short sword: Damage +2
Special Abilities: Fated to die. You are already dead.
Your Dead Box is already filled, because it is your
fate to die. Add 3 extra dice to all rolls. As long as
your Fate remains listed as “Seeking Death” you
cannot die unless knocked unconscious.
Fate: Other: Seeking Death
Description: Vassals are those whose loyalty to their
regents or vassal lords is so strong that not even
death could break their bond. Every royal house has
such a servant.
Notes: Where and when will you die? Nothing else
occupies your mind. You seek nothing other than
to die in peace. However, you also have the ability
to escape or change that seemingly unbreakable
fate. Feel free to sublimate this Fate at any time and
uncheck the Dead Box when you find something
worth living for.
Wanderer
You live a free life, going wherever the wind takes
you. There are a variety of possibilities as to why
you live such a life. It could simply be that it suits
your personality, or maybe you were forced into it.
The exact reason is up to you.
Karma Cost: 20
Skills: Information (3), Notice (3), First Aid (2)
Attribute Penalty: 0
Primary Attribute: Empathy
Equipment: walking stick, traveling clothes
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Goal: To be truly free
Description: Wanderers are nomads who travel
Tenra. Their reasons vary; some are fugitives, while
others are pilgrims or simply drifters. You live a
carefree life of abandon, with nothing and no one to
tie you down.
Court Servant
You would do anything for the country you serve.
Even if the lord you serve changes, your loyalty will
not waver for the domain.
Karma Cost: 10
Skills: Etiquette (3), Art of Rule (2)
Attribute Penalty: 0
Primary Attribute: Station
Station Requirement: 4
Equipment: 25 additional soulgems
Equip Cost: 5
Weapons:
Great gemblade katana: Damage +5, RoF 2, Ammo
6
Special Abilities: None
Fate: Emotion: Loyalty to your domain
Description: Court Servants are military officers
and/or government officials who serve their domain
in an administrative capacity. It is people like you
that keep the country running smoothly.
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Aristocrat/Princess
You are a patriot, forever loyal to your domain.
Everything you do is for your domain.
Karma Cost: 20
Skills: Etiquette (3), Art of Rule (3)
Attribute Penalty: 0
Primary Attribute: Spirit, Station
Station Requirement: 2
Equipment: fancy clothes, gold jewelry (worth 10
ryo)
Equip Cost: 5
Weapons:
Soulgem Short Sword: Damage +2, RoF 2, Ammo 4
Special Abilities: None
Fate: Emotion: Loyalty to domain
Description: You live for your regent or vassal lord.
You see the world through the eyes of a leader of
the realm, and see everything as an object to be
controlled or a person to be ruled over.
WAR ARCHETYPES
Swordmaster
Due to an accident in the past, you have vowed
never to kill again.
Karma Cost: 30
Skills: Melee Weapons (4)
Attribute Penalty: 1
Primary Attribute: Agility
Station Requirement: 4
Equipment: Masterwork sword “Beast-slayer”
(masterwork soulgem greatsword), 15 additional
soulgems
Equip Cost: 10
Weapons:
Beast-slayer:Damage +7, RoF 5, Ammo 8
Special Abilities: None
Fate: Taboo: Killing
Description: You are a young gifted swordmaster,
and the sword you carry has been passed down in
your family for generations.
Notes: In choosing this archetype, it doesnt mean
that you will absolutely never fight (or even kill). It’s
just that at some point, you have vowed to never kill
again. Will that vow stand when provoked?
Paragon
Your quest to find true strength brought you to seek
out the secret teachings of the Ki Manipulation
Style. But even after being initiated into the style,
you still have not found your answer.
Karma Cost: 20
Skills: Art of War: Ki Manipulation (4)
Attribute Penalty: 0
Primary Attributes: Agility, Spirit, Station
Station Requirement: 3
Equipment: Secret Martial Manuscripts
Equip Cost: 0
Weapons:
Katana: Damage +3
Special Abilities: None
Fate: Goal: To Know What Is True Strength
Description: You are a disciple of art of Ki
Manipulation, one of the many arts of war in Tenra.
Among those who follow the path of the weapon
master, your name is well-known.
Notes: Player is free to choose from another art of
war instead of Ki Manipulation.
Mercenary
Now a low ranking soldier, you hope to one day
become a famous general.
Karma Cost: 30
Skills: Melee Weapons (3), Marksman (3),
Information (3)
Attribute Penalty: 0
Primary Attributes: Body, Agility
Equipment: None
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Emotion: Ambition
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ARCHETYPES
Description: In war, there are many soldiers-for-
hire like yourself. For you, and those like you, the
battlefield is your life.
Notes: Because your equipment depends on your
fighting style, no data is given here. Choose your
weapons from the weapon rules section.
Soulgem Rifleman
You take great pride in you skill with the rifle and
constantly work to further hone your skills with
your chosen weapon. Ultimate skill with the rifle is
a treasure you are constantly chasing after.
Karma Cost: 15
Skills: Marksman (3), Notice (2)
Attribute Penalty: 0
Primary Attributes: Senses, Station
Station Requirement: 4
Equipment: 25 additional soulgems
Equip Cost: 10
Weapons:
Soulgem Rifle: Damage +5, RoF 2, range 100m,
Ammo 8
Special Abilities: None
Fate: Goal: Attain ultimate skill
Description: In the modern battlefield, gunpowder
weapons have begun to replace the older soulgem
ones. While other warriors have been swayed by
the mass destruction these weapon enable and blast
everything in sight, you patiently wait, killing your
enemy with a single precise shot.
Gunlancer
You both fear and hate disloyalty, regardless of
whether you are the victim of perpetrator. This
could be due to some event in your past, or simply
your professional honor.
Karma Cost: 56
Skills: Marksman (4), Notice (3), Pursuit/Hunt (2),
Stealth (2)
Attribute Penalty: 1
Primary Attributes: Agility, Senses
Station Requirement: 6
Equipment: Gunlance, 10 additional soulgems
Equip Cost: 12
Weapons:
Gunlance
Ranged: Damage +10, RoF 1, range 400m, Ammo
8
Melee: Explosive Spiker: Damage +4 (+6), RoF 1,
Ammo 1 (+6 damage happens when 1 soulgem is
spent to activate explosive spiker)
Special Abilities: none
Fate: Taboo: Disloyalty
Description: You are an elite soldier, skilled in both
sharpshooting and tracking.
Lordless Soldier
Your army was defeated in war and your homeland
was shattered. Before the war, you had complete
faith in your army’s power. But that faith was
shaken when your so-called powerful army was
annihilated.
Karma Cost: 13
Skills: Melee Weapons (3), Marksman (2), Stealth
(2)
Attribute Penalty: 0
Primary Attribute: Spirit, Station
Station Requirement: 4
Equipment: Broken breastplate (memento)
Equip Cost: 3
Weapons:
Rifle:Damage +5, RoF 1, Range 50m, Ammo 3
Special Abilities: None
Fate: Emotion: Suspicious of Power
Description:Defeated in battle, you are the only
surviving soldier of your homeland (region or
country). You dont even remember what the war
was for anymore. Will you search for another lord to
employ you as a soldier? Or perhaps you have other
plans…
Assassin
You understand very well that killing people is
wrong. And yet, you can’t escape the fate that
youve stumbled into. Giving up on your lifestyle
and turning your back on your master is out of the
question. Plus, there’s that special reason that you
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ARCHETYPES
need the money
You are asked to kill, and thus you kill. But it is
leaving an empty space within you which grows
with every assassination.
Karma Cost: 20
Skills: Melee Weapons (3), Information (3)
Attribute Penalty: 1
Primary Attribute: Spirit
Station Requirement: 5
Equipment: Fey blade katana: “Nameless”
Equip Cost: 10
Weapons:
Nameless: Damage +7 (Fey, wicked-looking)
Special Abilities: none
Fate: Emotion: Emptiness
Description: You only know how to live as an
assassin. However, recently you have begun to hate
that piece inside of you that only knows the ways of
killing.
Notes: Your named Katana is known as a “fey
blade, a magical, wicked and rumored cursed
weapon. The nature of the origin and curse behind
the weapon are up to the player.
Dragoon
You charge into battle together with your horse
companion. Your companion is more than a friend
to you, and without him you could not fight.
Karma Cost: 40
Skills: Melee Weapons (3), Marksman (3), Art of
War: Typhoon Rider Style (3)
Attribute Penalty: 1
Primary Attributes: Agility, Senses, Station
Station Requirement: 5
Equipment: A favorite horse companion, “Howling
Dragon” (custom soulgem rifle), 15 additional
soulgems
Equip Cost: 17
Weapons:
Howling Dragon: Damage +7, RoF 4, range 100m,
Ammo 10
Special Abilities: None
Fate:Emotion: Love of Riding (name of mount)
Description: Heavy cavalry was once the flower
of the battlefield in Tenra, but combat has gone
through great changes recently. Guns have largely
replaced spears, and warlords now make use of
machines in the battlefield. This is a new age for the
elite cavalry once known as the “Dragoon. Once
feared above all, they are now often seen as holding
on to archaic methods.
Notes: Choose a name and description for your
horse. You may also choose an alternate Art of War.
Maneuvers using the horse are made using the
rider’s Movement skill. The horse has no stats of its
own here; it is an extension of the warrior. It makes
no unique attacks, and presumably it will die with
its rider.
Ayakashi Hunter
Ayakashi are nothing more than demons who play
with the souls of men before devouring them. You
wont rest until youve wiped every single one of
these innately evil creatures from the face of Tenra.
Karma Cost: 25
Skills: Notice (2), Hunt/Pursuit (3)
Attribute Penalty: 1
Primary Attributes: Spirit, Station
Station Requirement: 6
Equipment: Black monk robes, “Vajra Blade”: A
vajra symbol-shaped yoroi shortsword with Taoist
demon-warding runes carved into it
Equip Cost: 10
Weapons:
Vajra Blade: Damage +8, RoF 2, Ammo 4
Special Abilities: None
Fate: Hatred of Ayakashi
Description: You are a wandering demon hunter
who travels from town to town, making a living
from slaying ayakashi for money.
Weapon Collector
Youre not sure when it started to happen. But now,
every time you see a strong weapon or a unique
killing tool, you cant focus on anything other than
getting your hands on it. You have many weapons
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ARCHETYPES
already, but they are not enough: You need more.
That’s all you care about.
Karma Cost: 19
Skills: Information (3)
Attribute Penalty: 5
Station Requirement: 5
Equipment: A collection of unique, disturbing, fey,
and customized weapons.
Equip Cost: 19
Weapons:
Triple Comet Blade: Damage +3, RoF 3, Range 5m,
Ammo 3
Fey Spiked Tetsubo: Damage +7
Double-ended Katana: Damage +6
Divine Lotus (Gunpowder Chaingun): Damage +4,
RoF 7, Range 30m, Ammo 14
Tiger Kick (Soulgem Kongohki Foot-laws): Damage
+4, RoF 5, Ammo 10
Katana (many, many katana): Damage +3
Special Abilities: none
Fate: Goal: Collect Unique Weapons
Description: You have made a life-goal out of
questing for and collecting unique weapons. You
walk into battle like a living arsenal.
SPECIALIST ARCHETYPES:
ARMOUR-RIDERS
Yoroi Armour Rider
Your yoroi armour is the closest thing you have to a
friend, and you value it over anything.
Karma Cost: 60
Skills: Interface (4), Notice (2)
Attribute Penalty: 1
Primary Attribute: Empathy, Station
Station Requirement: 8
Equipment: Yoroi “Devourer, interface helm,
soulcord, meikyo mirror, uniform
Yoroi: “Devourer” (Body: 7, Agility: 7, Senses: 7,
Vitality: 14)
Armour Wounds: 7/4/2/1
Gale Speed Rollers: Increases speed by x3, provides
+2 dice to Evasion checks.
Yoroi Gemblade Katana: Damage +9, RoF, 6,
Ammo 12
Howling Dragon Mortar: Damage +9, RoF 4, range
1km, Ammo 6
Explosive Spiker: Damage +7 (+9), RoF 1, range -,
Ammo 9
50 additional soulgems
Humanoid head, 2 arms, 2 legs
Equip Cost: 35
Weapons:
Shortsword: Damage +2
Special Abilities: Armour damage. When you are
inside your armour, you can choose to absorb some
of the wound damage (but not to Vitality) the yoroi
would normally take: Distribute this damage to the
pilots wound gauge instead. See the armour rules
for details.
Fate: Emotion: Affection for your armour
Description: Yoroi armour pilots are generally
chosen from the children of nobles such as vassal
lords or from potential shrine maidens. Such
children have not yet accumulated much Karma,
and are therefore ideal to interface with an armour’s
meikyo.
Notes: See the armour rules regarding damage and
Karma accumulation.
Kimen Armour Rider
You feel great pride in your armour, and believe
that that your kimen yoroi is more capable on the
battlefield than the samurai or the meikyo-class
yoroi armours operated by children.
Karma Cost: 23
Skills: Interface (2), Notice (2), Information (2)
Attribute Penalty: 1
Primary Attributes: Spirit, Station
Station Requirement: 6
Equipment: Kimen-yoroi, interface helm, food and
water provisions
Kimen Yoroi: “Iron Demon Mark II”
(Body: 5, Agility: 8, Senses: 8, Vitality: 10)
Gale Speed Rollers: x3 movement speed, +2 dice to
Evasion skill rolls
Eyes of Distant Death: +2 dice to Marksman skill
rolls
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Yoroi Greatsword: Damage +9
Heavy Repeater: Damage +3, RoF 5, Range 50m,
Ammo 30 (3 Karma).
Great Cannon: Damage +10, RoF 1, Range 120m,
Ammo 1 (3 Karma).
Equip Cost: 23
Weapons:
Holdout Pistol: Damage +3, RoF 3, Range 10m,
Ammo 6
Special Abilities: None
Fate: Emotion: Pride in your Armour
Description: Kimen armours are mass-produced
machines operated by those who have accumulated
Karma (usually adults and late teenagers. Riders
of these armours are often selected from soldiers
with considerable combat experience. They are
also chosen for missions which make use of such
experience, like military campaigns, skirmishes, and
protection missions.
Notes: For more details on yoroi armours, please see
the armour rules section for details.
Former Armour Rider
Ever since you lost your yoroi armour, your
feelings toward them have turned to hatred. You
have become a yorori hunter and believe that by
destroying them you can somehow save yourself or
change what you did.
Karma Cost: 10
Skills: Interface (3), Etiquette (2), Art of Rule (2)
Attribute Penalty: 0
Primary Attribute: Empathy
Equipment: None
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Emotion: Hatred of Yoroi Armours
Description: Not all yoroi armour pilots are able to
continue to ride their armours forever. Most who are
forced to abandon their yoroi, for whatever reason,
cannot cope with the change. But such is war.
Notes:See the armour rules section for more details.
Armour Hunter
You have lived your life striving to be the strongest.
You believe that hunting the yoroi, the most
powerful force on the battlefield, will be the proof
of true strength.
Karma Cost: 30
Skills: Melee Weapons (4)
Attribute Penalty: 1
Primary Attributes: Agility, Station
Station Requirement: 6
Equipment: Zakt-8 Ultimate Edge, 5 additional
soulgems. A yoroi short sword modified so a
human can use it. This is considered to be the most
powerful melee weapon in all of Tenra.
Equip Cost: 10
Weapons:
Zakt-8: Damage +6, RoF 8, Ammo 8
Special Abilities: None
Fate: Emotion: Look Up to the Strong
Description: You are a yoroi armour hunter, a
member of an elite force of anti-armour personnel.
Your vassal lord, having no yoroi technology of his
own, spares no expense hiring specialists like you to
combat enemy armours.
SPECIALIST ARCHETYPES: ONMYOJI
OnmyojiTaoist Sorcerer
Your constant, insatiable desire to see and know
things keeps you going. Nothing can get in your
way of finding the truth behind something.
Karma Cost: 50
Skills: Onmyojutsu (4), Etiquette (3)
Attribute Penalty: 0
Primary Attributes: Knowledge, Spirit, Station
Equipment: Kimenkyo and abacus, ink and brush,
10 prayer strips, 5 soulgems
Equip Cost: 15
Weapons: None
Special Abilities: Onmyoji magic
Fate: Goal: Satisfy your intellectual curiosity
Description: Onmyoji are not only the finest
magical artists in Tenra, but the most skilled
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ARCHETYPES
engineers as well.
Notes: See the onmyoji rules section for rules on
summoning.
Onmyoji Apprentice
You focus everything on polishing your skills in
sorcery and learning new shiki.
Karma Cost: 10
Skills: Onmyojutsu (2), Etiquette (2), Evasion (2)
Attribute Penalty: 0
Primary Attributes: Knowledge, Spirit, Station
Equipment: Taoist Sorcery tools (various scrolls,
charts, and medallions), 1 talisman
Equip Cost: 10
Weapons: None
Special Abilities: Onmyoji magic
Fate: Goal: Improve your onmyojutsu skills
Description: You are still a student striving to
become the one of the best Taoist sorcerers of
all time. You hope that you can one day see the
mystical realms and hidden realities that your
mentor sees.
Notes:See the onmyoji rules section for rules on
summoning.
Talisman-User
You have a deep, burning hatred of all samurai.
Karma Cost: 30
Skills: Notice (3)
Attribute Penalty: 0
Primary Attributes: Spirit
Equipment: 3 talisman
Anti-Samurai (“Winged Wyrm”)
Creation Points: 20 Soul: 10
Shiki Destroyer: 3
Flight: 2 (400km/minute)
Possession: 1
Abilities: 4 Skills: 2 Vitality: 4
Sense Link: Yes
Observer (“Demon Eye”)
Creation Points: 20 Soul: 10
Senses: 4 (40m radius)
Prolong Summoning: 2 (Spirit x3 rounds)
Flight: 1 (200m/minute)
Explosion: 6 (6 pts to all in a 3m
radius)
Possession: 1
Abilities: 4 Skills: 2 Vitality: 4
Damage: +1 Range: 10m
Sensory Link: Yes
Shiki Blade (“Weeping Sakura”)
Creation Points: 20 Soul: 10
Additional Damage: 6
Possession: 1
Shapechange
Abilities: 4 Skills: 2 Vitality: 4
Damage: +6
Sensory Link: Yes
* Transforms into a +6 damage sword. Before
transformation occurs, the talisman appears as
a young girl
Equip Cost: 30
Weapons: None
Special Abilities: None
Fate: Emotion: Hatred of samurai
Description: You have studied the secrets of Tao
sorcery in order to defeat with those who have
transcended their humanity in return for raw
power: the samurai.
Notes: See the onmyojutsu rules for details.
Shiki-Slinger
You have no patience for the Taoist sorcerers of old,
the so-called artists who use the power of shiki as in
the old days without purpose or growth. You look
upon them with scorn and contempt.
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ARCHETYPES
Karma Cost: 20
Skills: Onmyojutsu (3), Art of Rule (2)
Attribute Penalty: 0
Primary Attributes: Knowledge, Spirit, Station
Equipment: Kimenkyo calculation device, abacus,
ink and brush, 10 shiki strips, 5 soulgems
Equip Cost: 15
Weapons: None
Special Abilities: None
Fate: Emotion: Hostility Towards Classical Onmyoji
Description: Shiki-slingers is the nickname given
to those who study Onmyoji as a 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.
Notes:See the onmyoji rules section for more details.
Please have a copy of the rules handy for instant
casting.
Kijin Shiki-Slinger
Youre studied the classics, youve served on the
battlefield as a summoner. Now many of your elders
refer to you as “that guy who only knows how to
sling shiki” and see you as a wildcard, but youre
simply pursuing a dream: To follow the ultimate
trail of knowledge of onmyojutsu, no matter where
it might lead.
Karma Cost: 30
Skills: Onmyojutsu (3), Criminal Arts (3)
Attribute Penalty: 3
Primary Attributes: Agility, Knowledge
Equipment: Kimenkyo and abacus, brush and
ink, 10 prayer strips, 5 soulgems, a number of
mechanica:
• Darksight: You can see in darkness. Add 2 dice to
all sense rolls while in darkness.
• Sha sensors: By looking at a shiki or samurai,
you can attempt a Knowledge: Omyojutsu roll to
determine the level of its abilities.
• Mechanica arm, Hei-class (one arm): +3 damage
in combat.
• Kairen Fingers: When using Onmyojutsu (or
Buddhist magic or Ninjutsu), add +3 dice to each
roll.
Equip Cost: 15
Weapons: none
Special Abilities: none
Fate: Emotion: Research the Way of Onmyoji
Description: See the Onmyoji rules section for more
information on summoning.
SPECIALIST ARCHETYPES: SAMURAI
Samurai
In this dog-eat-dog world, you believe weakness to
be a sin. The weak are worthless… like you once
were. The fires of hatred burning inside you are not
limited to the weakness of others.
Karma Cost: 45
Skills: Willpower (3), Notice (2), First Aid (2)
Attribute Penalty: 0
Primary Attributes: Agility, Spirit
Station Requirement: 2
Equipment: Samurai Build
Battle: 3 (Body, Agility, and Senses gain a +3 bonus
when activated)
Regeneration: 1 (regain 1 point of vitality per
round)
Soulfind: 1 (samurai can detect all human or larger
life forms in a 10m radius.)
Possession: 1 (to bind the shiki to the samurai)
Soul point cost: 5 to activate
Duration: Number of rounds equal to Spirit
Soulgems implanted: 15
Equip Cost: 35
Weapons:
Greatsword: Damage +5
Special Abilities: Samurai transformation
• This ability consumes 5 Soul every time it is used.
• Activation takes one action. Enhanced samurai
ability scores can be used after the activation action
has taken place.
• Duration of the transformation is equal to the
Spirit of the samurai.
• The character may transform as many times as the
Soul activation cost will allow.
Fate: Emotion: Hatred of weaknesses
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ARCHETYPES
Description: Samurai are those whose bodies
have been enchanted by soulgems. Samurai
transformation is the transformation that occurs
when these soulgems are invoked. When that
happens, you gain power which transcends that of
normal humans.
Notes:For other samurai loadouts, please see the
samurai rules section.
Fallen Samurai
You fear and loathe the great power that you have
attained. Due to the terrible things you are capable
of under the power of your shiki, you have vowed to
never invoke a transformation again…
Karma Cost: 70
Skills:Melee Weapons (4)
Attribute Penalty: 0
Primary Attributes: Agility, Spirit
Station Requirement: 3
Equipment: Samurai Build
Battle: 5 (Body, Agility, and Senses gain a +5 bonus)
Regeneration: 2 (regain 2 points of vitality per
round)
Possession: 1 (to bind the shiki to the samurai)
Soul point cost: 10 to activate
Duration: Number of rounds equal to Spirit
Soulgem implants: 10
Equip Cost: 50
Weapons:
Katana: Damage +3
Special Abilities: Samurai transformation
• This ability consumes 10 Soul every time it is
used.
• Activation takes one action (in combat). Samurai
ability scores can be used after the activation action
has taken place.
• Duration of the transformation is equal to the
spirit score of the samurai
• There is no limit for transformation per day, as
long as the character has enough Soul to activate it
each time.
Fate: Taboo: Samurai transformation
Description: Samurai are those whose bodies
have been enchanted by soulgems. Samurai
transformation is the transformation that occurs
when these soulgems are invoked. When that
happens, you gain power which transcends that of
normal humans.
Notes:Feel free to change your Fate in-play, or break
your taboo when appropriate for the story.
SPECIALIST ARCHETYPES: MONKS
Buddhist Monk
You became a monk and have diligently performed
your religious practices ever since. Even though you
have left the temple, you continue to faithfully keep
the precepts and teach the dharma.
Karma Cost: 35
Skills: Buddhist Magic (4), Persuasion (3)
Attribute Penalty: 0
Primary Attribute: Spirit, Empathy
Station Requirement: 2
Equipment: Ritual Components, Monks robes
Equip Cost: 0
Weapons:
Iron Staff: Damage +2
Special Abilities: None
Fate: Taboo: Disobeying the Precepts
Description:As a monk, you must keep the
following religious precepts:
Prohibition: against taking another life
Prohibition: against stealing
Prohibition: against consuming alcohol
Prohibition: against sexual misconduct
Prohibition: against speaking falsely
Notes: You are free to choose any sect, but Ebon
Mountain is the default sect for this archetype.
Fallen Monk
You constantly put yourself in dangerous situations.
You believe that danger should be experienced and
enjoyed.
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ARCHETYPES
Karma Cost: 10
Skills: Buddhist Magic (3), Persuasion (2),
Information (2)
Attribute Penalty: 0
Primary Attributes: Spirit, Empathy
Station Requirement: 2
Equipment: Clothes, monk robes, magic
components
Equip Cost: 0
Weapons:
Iron Staff: Damage +2
Special Abilities: None
Fate: Goal: Revel in danger
Description: Whether for some sort of religious
practice or simple depravity, you have forsaken the
Buddhist precepts and left the cloistered priesthood
for the outside world. You now do as you please.
Notes: Read the Buddhism rules section for
information on Buddhist magic and abilities. You
are free to choose any sect, but Ebon Mountain is
the default for this archetype.
The Fist of Acala
The martial arts style known as Fist of Acala the
Immovable was developed as kind of a religious
practice in order to train the minds of bodies of
young monks; therefore it rarely used outside of the
monastery. It is forbidden for the art to be used to
harm living creatures.
Karma Cost: 35
Skills: Unarmed Combat (4), Art of War: Fist of
Acala the Immovable (3)
Attribute Penalty: 0
Primary Attribute: Body
Equipment: Black monks robes
Equip Cost: 0
Weapons:
Martial Arts: Damage +4
Special Abilities: None
Fate: Taboo: Fighting
Description: You are a student of the Fist of Acala
the Immovable Lord of Light. Usually a practitioner
of the style is a Buddhist monk but this is not
required.
Notes: You are free to change your martial arts style
to another. Make changes to the damage rating of
the martial arts as appropriate. Also, the taboo is
not meant to be a straightjacket: It can be bent or
broken.
Fist of Merciful Kannon
You believe that the Fist of Merciful Kannon the
Thousand-Armed is the strongest form of martial
arts in the world. As a martial artist of the style, you
have not yet been defeated. Surely this is proof of
the power of the art itself, and your skill with it.
Karma Cost: 35
Skills: Art of War: Fist of Merciful Kannon the
Thousand-Armed (4), Unarmed Combat (3)
Attribute Penalty: 0
Primary Attribute: Agility
Equipment: None
Equip Cost: 0
Weapons:
Martial Arts: Damage +10
Special Abilities: None
Fate: Goal: To be the strongest in all of Tenra
Description: You are a martial artist of the Fist of
Merciful Kannon the Thousand-Armed. Nothing
can match the speed of your strikes.
Notes: You are free to change the martial arts
style. For more information on the martial arts of
Buddhist monks, see the Buddhist rules section.
Devoted Warrior-Monk
You believe that if you continue to fight for your
sect, you can someday save all of humanity. You are
a warrior-monk of the powerful Phoenix order. The
iron discipline and unbending loyalty to the sect has
made you and your fellow warrior-monks a military
force to reckon with.
Karma Cost: 30
Skills: Melee Weapons (3), Etiquette (3), Persuasion
(2)
Attribute Penalty: 0
Primary Attributes: Body, Spirit, Empathy, Station
Station Requirement: 6
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ARCHETYPES
Equipment: 25 additional soulgems
Equip Cost: 10
Weapons:
Soulgem spear: Damage +5, RoF 5, Ammo 20
Special Abilities: None
Fate: Goal: Save all sentient beings
Description:
Notes: See the Buddhist Monk game section for
background on the warrior-monks of the Phoenix
order.
SPECIALIST ARCHETYPES: KIJIN
Kijin
Ashamed of your own physical weaknesses, you
gave up your physical form and replaced it with
mechanica. However you will never forget the
humiliation you felt when you were a nobody and
will stand up for those in need.
Karma Cost:1 5
Skills: Unarmed Combat (3), Marksman (3)
Attribute Penalty: 5
Primary Attributes: Body, Senses
Equipment:
Kijin Mechanica
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
Five-barrel Gatling: Your fingers form a machine
gun.
Damage: +3 RoF: 5 Range: 20m Ammo: 30
Vajra Claws: Razor-sharp soulgem claws protrude
from your fingertips.
Damage: +3 RoF: 3 Ammo: 6
Grudge Blade: A retractable short sword protrudes
from your forearm.
Damage: +5
Weapon Interface: Provides +2 dice to attack rolls
with 5-barrel Gatling.
Equip Cost:0 (but attribute penalty of 5)
Weapons:
Five-barrel Gatling: Damage +3, RoF 5, Range
20m, Ammo 30
Vajra Claws: Damage +3 (+8 total), RoF3, Ammo 6
Grudge Blade: Damage +5 (+10 total) (the number
in parentheses is the adjustment for having otsu-
class arm mechanica)
Special Abilities: None
Fate: Emotion: Sympathy towards the weak
Description: Kijin are a recent development in
Tenra; humans who have replaced weak, lost, or
disabled body parts with machine. However, there
are some who even replace working body parts with
mechanica. You can choose if your mechanica were
replacements of broken limbs after a war, or healthy
limbs after a decision to replace them.
Notes:See the mechanica list for more details, and
the kijin section for other possible kijin loadouts.
SPECIALIST ARCHETYPES: KONGOHKI
Kongohki
The memories of your previous life remain within
your meikyo: memories full of regret, sadness, and
guilt. This Fate is ranked at four dots initially.
Karma Cost: 70
Skills: Marksman (3), Melee Weapons (3), Unarmed
Combat (3), Stealth (3)
Attribute Penalty: 18
Primary Attributes: Spirit
Station Requirement: 3
Equipment:
Gale Speed Rol lers: High Speed Movement (x3), +2
to all Evasion checks
Lifepulse: Detect life in a (Spirit x 10) meter radius
Equip Cost: 25
Ninja soulgem sword: Damage +3, RoF3, Ammo 6
Double-edged soulgem shortsword: Damage +2,
RoF 2, Ammo 6
Hooked fang dagger: Damage +1
Special Abilities: Kongohki Overdrive
Flashback: As long as your Fate remains as “Sealed
Memory”, whenever the number of your Aiki tokens
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ARCHETYPES
exceed your Empathy score, you receive a flashback
scene from your former life. The flashback consists
of dreamlike, fragmentary imagessomewhat like
a movie trailer. The contents of the flashback are up
to the GM. If a flashback occurs in mid battle, the
character cannot take actions for that round.
Fate: Kongohki: Sealed Memory
Description: Kongohki are made from binding the
soul of an asura (a soul which died under extreme
stress or Karma and did not move on to the afterlife)
inside of a meikyo soul mirror. The violent soul of
the asura is harnessed in a very delicate procedure
which ends up suppressing all of its memories. It
is this tormented soul that gives the kongohki its
strength. However, if this balance deteriorates, you
will remember your former identity, and likely go
crazy (or become an asura again) in the process.
Notes: At character creation, you have the following
attribute scores: Body 7, Agility 9, Senses 7, and 22
points to spend on the other attributes. You cannot
add or subtract attribute points from those three
attributes at character creation.
Kimen Kongohki
The memories of your previous life remain within
your kimen soul mirror: memories full of regret,
sadness, and guilt. This Fate is ranked at four dots
initially.
Karma Cost: 40
Skills: Marksman (3), Unarmed Combat (3), Stealth
(2)
Attribute Penalty: 18
Primary Attributes: Spirit, Station
Station Requirement: 2
Equipment:
Gale Speed Rollers: x3 movement speed, +2 to
Evasion skill rolls
Brilliant Flower of Destruction: Explodes, doing 30
damage to all in a 15m radius
Equip Cost: 20
Explosive Spiker: Damage +3/+5, RoF 1, Ammo 3
Thunder Mortar: Damage +7, RoF 1, Range 4km,
Ammo 1
Shuriken: Damage +1, RoF 5, Range 15m,
Ammo: A Lot
Special Abilities: Kongohki Overdrive
Flashback: As long as your Fate remains as “Sealed
Memory”, whenever the number of your Aiki tokens
exceeds your Empathy score, you receive a flashback
scene from your former life. The flashback consists
of dreamlike, fragmentary images somewhat like a
movie trailer. The contents of the flashback are up
to the GM. If a flashback occurs in mid battle, the
character cannot take actions for that round.
Fate: Kongohki: Sealed Memory
Description: Kimen Kongohki are made from
wiping the memories of a fallen Asura soul, then
binding it into a kimenkyo calculation engine.
While the soul bound to the kimenkyo doesnt
surge in power as it accumulates Karma like the
meikyo-based kongohki, they are still powerful steel
demons on the battlefield. When the soul manifests
itself, the kimen kongohki can still fly into a
powerful rage or other emotional state.
Notes:At character creation, you have the following
attribute scores: Body 7, Agility 9, Senses 7, and 22
points to spend on the other attributes. You cannot
add or subtract attribute points from those three
attributes at character creation.
Runaway Kongohki
The seal locking out your human memories has
already been broken. Sealed away in your meikyo
were once the memories of your former self,
memories of unspeakable crimes committed by the
fallen soul within you—your soul, when you were
an Asura. You now have to eventually face that past,
or else it will consume you.
Karma Cost: 55
Skills: Unarmed Combat (3), Marksman(3), Melee
Weapons (2), Stealth (2)
Attribute Penalty: 18
Primary Attributes: Spirit, Station
Station Requirement: 4
Equipment:
Eyes of Distant Death: +2 dice to all Marksman
skill rolls
Heavens Fire: Leap vertically up to 20m, 3 times
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ARCHETYPES
per session
20 soulgems
Equip Cost: 30
Weapons:
Soulgem Vajra Claws: Damage +3, RoF3, Ammo 6
Explosive Spiker: Damage +3 (+5), RoF1, Ammo 3
Heavy repeater: Damage +3, RoF 5, Range 50m,
Ammo 30
Special Abilities:
Kongohki Overdrive
Fate: Emotion: Fear of Yourself
Description: Kongohki are made from inserting the
soul of an asura inside a meikyo. These memories
are normally sealed away behind magical locks. You,
however, have found a way to access them. You
know who you are, and what you have become: a
human soul now residing within a metal body. Your
mind is now slowly being consumed by the wild
emotions of your former self. Whether you embrace
who you were or find a new life is up to you.
Notes: At character creation, you have the following
attribute scores: Body 8, Agility 8, Senses 7, and 22
points to spend on the other attributes. You cannot
add or subtract attribute points from those three
attributes at character creation.
SPECIALIST ARCHETYPES: NINJA
Shinobi
You have lived your life as a tool of the clan, serving
the interests of your superiors. However, you have
begun to become disgruntled of your life and your
role as an object used by others.
Karma Cost: 55
Skills: Ninjutsu (4), Pursuit/Hunt (3)
Attribute Penalty: 0
Primary Attributes: Agility, Senses, Spirit, Station
Equipment: Shinobi Seal, ninja tools, disguise kit,
ninjustsu abilities
Equip Cost: 20
Weapons:
Ninja sword: Damage: +3
Shuriken: Damage: +1, range 15m, RoF 5,
Ammo: A Lot
Special Abilities: Shinobi Dark Arts 4 (decreases
Soul costs for ninjutsu use by 4, to a minimum of 1)
Ninjutsu: School of the Shore
2: Possessed by the Inner Wolf, Path of the Split
Arrow, Path of the Falling Leaves
3: Possessed by the Inner Demon, Shadow flight,
Ninja Duplication Technique
4: Minds Eye, Shadow Stitch Technique,
Shadowless Replication Technique
Fate: Misfortune: Property of the clan
Description: You represent the elite of the ninja, the
shinobi. In Tenra, the shadowy histories of the ninja
armies are surrounded by war and conspiracy, blood
washed with more blood.
Notes: The default style for the Shinobi is
Migawari-Ryu, but any other style can be
substituted.
Ninja Apprentice
Tired of your over-disciplined village life, you yearn
for a life of freedom.
Karma Cost: 5
Skills: Ninjutsu (2), Willpower (2), First Aid (2),
Evasion (2)
Attribute Penalty: 0
Primary Attributes: Agility, Senses, Spirit
Station Requirement: 2
Equipment: Ninja tools
Equip Cost: 0
Weapons:
Ninja sword: Damage +3
Special Abilities: Ninjutsu (Migawari-ryu)
Fate: Emotion: Yearning for freedom
Description: Ninja apprentices are the lowest
ranking and most numerous ninja in Tenra.
Sometimes referred to as genin or “low ninja, they
are the workhorses and errand-boys of their ninja
camp.
Notes: See the shinobi section for rules on ninjutsu.
The character may choose any style, but Migawari-
ryu is the default style for this archetype.
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ARCHETYPES
Infiltrator
You have seen more than your share of the
underside of the world, and now you tend to look at
everything cynically.
Karma Cost: 10
Skills: Ninjutsu (3), Movement (2), Stealth(2)
Attribute Penalty: 0
Primary Attributes: Agility, Senses, Spirit
Equipment: Ninja tools
Equip Cost: 0
Weapons:
Ninja sword: Damage +3
Special Abilities: Ninjutsu
Fate: Other: Skeptic
Description: You are a ninja or spy employed by
a vassal lord, an intelligence operative for your
domain.
Notes: See the ninjutsu rules for more details.
Choose any school of ninjutsu.
SPECIALIST ARCHETYPES: ANNELIDIST
Annelidist
You feel that you can relate to the annelids
inhabiting your insides better than the humans
around you.
Karma Cost: 65
Skills: Wormcharm (4)
Attribute Penalty: 0
Primary Attributes: Body, Senses
Equipment: Annelids, annelid food, trap,cage
Annelids: Talonfang Bugs (5 ), Rejuvenation Worm
(3) 15 rejuvenation points, Mouth Creeper
Equip Cost: 45
Weapons:
Talonfang Bugs: Damage +5
Mouth Creeper: +1, Poison
Special Abilities: None
Fate: Emotion: Affection for Annelids
Description: You are an annelidist or “mushi-
tsukai, a host to a variety of parasitic insects native
to Tenra known as “annelids”. You allow them to
live offyour body, and in turn they provide you with
various benefits.
Notes: See the annelidist rules for more details on
mouth creeper poison.
Annelid-Infested
You have a deep hatred of the annelids squirming
around inside your body. You refuse to admit the
fact that you and the worms inside mutually benefit
from the infestation. In truth, they have come to
your aid on more than one occasion.
Karma Cost: 10
Skills: Wormcharm (2)
Ability Penalties: 0
Primary Attributes: Body, Empathy
Equipment: Annelids
Annelids: Chitinshells (5) +5 permanent Vitality,
Rejuvenation Worms (2) 10 rejuvenation points
Equip Cost: 20
Weapons: None
Special Abilities: None
Fate: Emotion: Hatred of Annelids
Description: The annelids you now house inside
your body were once given to you by an annelidist,
who offered you a choice. If only you could relive
that moment you would surely have made a
different choice.
Notes: See the annelidist rules section for details.
Annelid Hunter
This horrible leech now wrapped around your
spinal cord and brain was implanted in you against
your will. You feel nothing but contempt for this
creature, which sometimes acts on its own accord
and takes the lives of others.
Karma Cost: 80
Skills: Wormcharm (3)
Attribute Penalty: 0
Primary Attribute: Body, Senses
Equipment: Annelids
Demon-of-Battle Annelid: When activated, adds +4
to Body and Agility, +6 to Senses. Vitality increases
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ARCHETYPES
by 10 points, and 20 Rejuvenation points.
Equip Cost: 80
Weapons:
Clawed Hands: Damage +8
Clawed Feet: Damage +6
Acid Spit: Damage +4, Range 5m, RoF 1. Acid
spit is considered a strength 4 acid attack, and will
damage the opponent until they wash or wipe offthe
acid.
Electrostatic Cannon: Damage +8, Range 18m, RoF
1. Electrostatic cannon can only be defended against
with the Evasion skill. Use Body: Wormcharm
when attacking with hooked and foot claws
and lightning bolt. You can defend and make
counterattacks with the claws.
Special Abilities: None
Fate: Emotion: Hatred of Annelids
Description: Demon-of-Battle annelids live a
parasitic existence inside the brain of their host.
Whenever the parasite senses danger it causes two
antennae to erupt from the forehead of the host. It
then transforms the hosts body by pulling the
resident sha energy, transforming the host’s skin into
chitin plates.
Rules: In order for the transformation to
successfully take place, you must make a Spirit:
Wormcharm check (difficulty 3), or a Spirit:
Willpower check (difficulty 4). If you fail the check
you blindly attack anything that was perceived by
the annelid to be an enemy and continue to attack
until the enemy is defeated. The player can choose
to activate the annelid at any time, but so can the
GM, against the players will.
SPECIALIST ARCHETYPES: AGENTS
Taira Agent Gyoshi/Miko
You have taken a vow of loyalty to the Court.
Discuss with the GM as to which House (Northern
or Southern) you are affi liated with, although
Northern House is considered the default House for
this archetype.
Karma Cost: 35
Skills: Interface (3), Shinto (2)
Attribute Penalty: 0
Primary Attribute: Knowledge, Station
Equipment: Amafuda Pass, Meikyo soul mirror,
Interface Helm
Equip Cost: 30
Weapons: None
Special Abilities: None
Fate: Emotion: Loyalty to the court
Description: The two Imperial Courts are the
organizations which rule over Tenra from the
shadows. And while Taira-ranking gyoshi priests
and miko maidens are their agents, the average
commoners also have a say in whom from their
villages and towns are chosen to attain this rank.
Notes: See the Shinto Agent character section for
more information on the Priesthood and agent
duties. Feel free to test your loyalty or change it in-
game.
Meikyo Puppeteer
You find the kongohki repulsive: Those which
have the souls of the fallen within them should
be destroyed as all Asura are. Their very existence
makes you cringe. And yet you excel at controlling
them through the meikyo soul-mirror, and are well
known for your skill at doing so.
Karma Cost: 50
Skills: Interface (3)
Attribute Penalty: 5
Primary Attribute: Spirit, Station
Station Requirement: 5
Equipment: meikyo, soulcord, splicer
interface helm, kimen-kongohki “pet”Kimen
Kongohki:“Dark Raven” (Body 8, Agility 8, Senses
7, Vitality 18)
Battlefield Mastery: Kongohki vision extends range
of sight to Senses x200m. It also adds +2 dice to all
Strategy and Art of Rule checks.
Lifepulse Extend: Increases effectiveness of the
Lifepulse ability to Senses x100m
Brilliant Flower of Destruction: Explodes, doing 30
points of damage to all in a 15m radius
Kongohki Weapons:
Comet blade: Damage +3, RoF 1, Range 5m,
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ARCHETYPES
Ammo 1
Heavy repeater: Damage +1, RoF 5, Range 50m,
Ammo 30
Special Abilities: Kongohki Overdrive
Equip Cost: 90
Weapons: None
Fate: Emotion: Hatred of Kongohki
Description: Meikyo puppeteers interface with other
meikyo and kimenkyo using their own meikyo
soul-mirror and interface helm. In this way, they
can push their own soul into the shell of a kimen-
kongohki and manipulate its body as if it were
an extension of their own arms and legs. They
can control armor or kongohki from afar in this
manner.
Note: While controlling Dark Raven or other
armours or kongohki, you cannot take any actions,
half-actions, or perform any defensive maneuvers
yourself.
Interface Helm Notes: An interface helm is a mask
or helmet which connects to the user’s meikyo
soul-mirror, and allows the user to interface with a
specifi c kimenkyo or meikyo from afar. Once the
puppeteer interfaces with another unit, they go into
a trance, cannot move, and are no longer aware of
their environment except through the senses of the
kongohki or armour they control.
Priesthood Double Agent
You work dutifully for the Priesthood… but you
also hold a deep hatred for the organization to
which you belong. Maybe youve grown to hate the
methods of the Priesthood after working with them,
or perhaps you infiltrated the Priesthood with the
intention of pulling it apart from within.
Karma Cost: 30
Skills: Stealth (2), Interface (2), Shinto (2)
Attribute Penalty: 0
Primary Attribute: Station
Equipment: Amafuda pass, meikyo mirror, interface
helm.
Equip Cost: 30
Weapons: none
Special Abilities: none
Fate: Emotion: Hatred of the Priesthood
Description: While you are a member of the
Priesthood, you also have a connection to an outside
agent or group involved with overthrowing or
subverting the Priesthood (Makuu Nindo, Gamou
Douan, etc).
Notes: The Amafuda pass allows you and your
companions transport anywhere on Tenra. Your
betrayal will not affect your ability to use Shinto
magic.
Priesthood Zealot
You feel a bond with the Shinto Priesthood that
goes beyond mere loyalty. You would do anything in
order to protect the organization from harm.
Karma Cost: 10
Skills: Etiquette (3), First Aid (2)
Attribute Penalty: 0
Primary Attribute: Empathy
Station Requirement: 2
Equipment: Amafuda pass
Equip Cost: 5
Weapons: none
Special Abilities: none
Fate: Emotion: Loyalty towards the Priesthood
Description: You grew up in a town that the
Priesthood saved from destruction. You are working
to eventually become an agent of the organization,
or perhaps you just plan to continue working
outside the organization for their betterment. You
believe with all your heart that their goals and
motives are for the protection and betterment of
all of Tenra. Of course, you have no special insight
into the inner workings of the Priesthood, nor
do you know what their plans are. Not until you
become a full-fledged member, or until an agent
recognizes your potential and allows you a deeper
understanding of their actions.
Notes: The Amafuda pass allows you and your
companions transport anywhere on Tenra.
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ARCHETYPES
SPECIES ARCHETYPES
Oni (species)
In this world, which sees you and other oni as
nothing more than monsters, sometimes even
prey, you are an idealist who seeks to coexist with
humans.
Karma Cost: 35
Skills: Resonance (4), Movement (3)
Attribute Penalty: 0
Primary Attributes: Spirit, Empathy
Equipment: Laz-Dii-Go (oni medallion)
Equip Cost: None
Weapons: None
Special Abilities: Oni resonance powers
Fate: Goal: Coexist with humans
Description: Oni are the original inhabitants of
Tenra, but have been steadily pushed from their
native lands, and now face extinction at the hands
of humans.
Notes: Spirit must be your highest ability. See the
oni sections on resonance abilities for more details.
Half-Oni (species)
Life as a half-oni (or half-human) has brought you
nothing but humiliation.
Karma Cost: 5
Skills: Resonance (2), Information (3)
Attribute Penalty: 0
Primary Attributes: Spirit, Empathy
Equipment: None
Equip Cost: 0
Weapons: None
Special Abilities: Resonance
Fate: Emotion: Half-Oni Inferiority Complex
Description: Although it is possible for a human and
oni to bear children together, the life of the child
often ends in tragedy. You always have the option
of cutting offyour horns. Without horns, you are
virtually indistinguishable from humans. However
without your horns, you cannot use the resonance
power of Alu.
Notes:See the characters and rules sections on the
oni people. Note that half-oni can only use the
resonance powers of Alu and Dii, and cannot use
advanced resonance abilities.
Oni Nussa (species)
Youve cut off your horn of your own volition. You
have your reasons for doing so, and you dont regret
your decision. However, you cant completely wipe
away the knowledge that you are one of them.
Karma Cost: 25
Skills: Movement (3), Willpower (3), Resonance (2),
Information (2)
Attribute Penalty: 0
Primary Attributes: Knowledge
Equipment: Laz-Dii-Go
Equip Cost: 0
Weapons: none
Special Abilities: Oni resonance abilities
Fate: Emotion: Hatred of the oni
Description: You are a Nussa, a hornless oni. The
reasons behind cutting off your horn are your own
to decide, and now you look otherwise human. You
can fit in to human society with no problem, yet
youre still not completely a human, nor are you a
full oni.
Notes: See the Oni sections for background on
the oni people and rules regarding resonance.
Remember that you can only use powers related to
your heartgem (Dii).
Oni-Blooded (species)
You are a half-oni born from parents who had oni
blood. Your horns were unnoticeable, and youve
lived your life as a human. However, one day you
discovered your secret and soon embarked on a
journey. Or perhaps someone else discovered your
secret, and you are being followed. In any case,
although you have never met another oni before,
you want to find an oni tribe and meet your people.
Karma Cost: 5
Skills: Resonance (2), Etiquette (3)
Attribute Penalty: 0
345
ARCHETYPES
Primary Attributes: Spirit, Empathy
Station Requirement: 2
Equipment: A charm or relic
Equip Cost: 0
Weapons:
Small knife: Damage +2
Special Abilities: Resonance
Fate: Emotion: Looking up to the oni
Description:
Notes: See the Oni section for rules on resonance
powers. Half-oni cannot use special Tae Rayi
(resonance) powers until they learn them from an
oni elder.
Kugutsu (species)
Raised as a human, you have kept your true nature
a secret. No one, not even your closest friends know
you are not human.
Karma Cost: 20
Skills: Perform (3), Pillow Arts (3), Etiquette (3),
Persuasion (2)
Attribute Penalty: 0
Primary Attributes: Empathy, Station
Equipment: None
Equip Cost: 0
Weapons: None
Special Abilities: The Butterfly Dream
Fate: Secret: No one knows you are a kugutsu
Description: Kugutsu are living dolls, raised over a
long period of time to resemble humans. Kugutsu
are extremely valuable in Tenra, worth the price of
fiefs and kingdoms.
Notes: Kugutsu cannot be samurai, shinobi, or
any other being which requires the implantation of
soulgems in living tissue. Also, Empathy must be
your highest ability at the time of character creation.
For more information on kugutsu, see the kugutsu
section of the rules.
Kugutsu Runaway (species)
You have lost the master you used to serve under.
Be it the kugutsu-maker who was teaching you how
to be human, or the lord who purchased you for his
bride, you’ve left them behind.
When you left, you realized that you had no more
connection to anyone, and no real motivation
anymore. Yet still, you live on.
Karma Cost: 30
Skills: Perception (3), Pursuit (3), Persuasion (3)
Attribute Penalty: 0
Primary Attributes: Senses, Empathy
Equipment: A memento from your past, small knife
Equip Cost: 0
Weapons:
Small knife: Damage +2
Special Abilities: The Butterfly Dream
Fate: Emotion: Loneliness
Description: Youve lost the group you belonged to.
Whether you ran away from your master, or your
master died or was lost somehow, you long for a
connection to people again. There is no one left
who knows who you are, and there are no friends
who you can confidein. Perhaps one day you will
find companionship again.
Notes: See the Kugutsu section for rules on the
Butterfly Dream.
Half-Ayakashi (species)
You never intentionally reveal your true nature as
half-human, half-fey to anyone.
Karma Cost: 45
Skills: Movement (3), Notice (2)
Attribute Penalty: 0
Primary Attribute: Spirit
Equipment: Yohjutsu abilities
Natural Weapon (2): Part of your body can be used
as a melee weapon. (claws)
Projectile Attack (2): Part of your body can be used
to make projectile attacks. (flame breath)
Flight (2): You can fl y speeds up to 1.2km/minute
and can carry up to an additional 60kg
Incorporeal: For 3 Soul per round, you can turn
incorporeal and pass through solid objects
Shapechange (3):You can alter your appearance and
346
ARCHETYPES
maintain it until you use another yohjutsu ability
Equip Cost: 45
Weapons:
Claws: Damage +5
Flame Breath: Damage +5, RoF 3, range 5m
Special Abilities: None
Weakness: Stone (3) (Any damage taken from stone
weapons is multiplied by 3.)
Fate: Secret: You are a half-ayakashi
Description: You were born as a result of the
forbidden love between a human and ayakashi.
Whether you take this to be curse or a blessing is up
to you.
Notes: For details on ayakashi powers see the rules
section. The GM or player is free to change the
default weakness if they wish. The half-ayakashi
archetype is not considered a full species, so it can
be combined with oni archetypes.
Ayakashi (species)
You do not understand humans. They are a mystery
to you and because of this, you cannot seem to take
your eyes off them.
Karma Cost: 50
Skills: Marksman (3), Willpower (3)
Attribute Penalty: 3
Primary Attributes: Spirit, Empathy
Equipment: Yohjutsu abilities
Projectile Attack (4): Part of your body can be used
as a ranged weapon (lightning)
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 and pass through solid
objects.
Shapechange (3): 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.
Equip Cost: 80
Lightning Attack: Damage +15, RoF 9, range 100m
Special Abilities: Weaknesses
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: Hurting women (3): If you injure or kill a
woman, you take 6 damage directly on the Wound
Gauge.
Fate: Emotion: Curiosity towards people
Description: You are an ayakashi with human
features and an inhuman mind: You look at the
world differently than humans do. You keep the fact
that you are not human a secret; for if the humans
around you knew what you are, life would become
uncomfortable to say the least.
Notes: The GM or player is free to change the
weakness of this ayakashi.
ADVANCED ARCHETYPES
Elder
The old ways eventually are replaced with the new.
You know this in your heart, but still it is painful to
see the world around you changing. When you see
the younger folks breaking traditions or doing new
things, you cant help but to chastise them.
Some may say that youre simply afraid of change,
but tradition has served you well. New ways and
broken traditions can be dangerous and unbalanced.
You seek to keep that balance.
Karma Cost:15
Skills: Information (3), Etiquette (3)
Attribute Penalty: 0
Primary Attribute: Empathy
Station Requirement: 2
Equipment: Ornate tobacco pipe, elegant seal of
office
Equip Cost: 2
Weapons: Ornate pipe: Damage +2
Special Abilities: none
Fate: Emotion: Times are Changing
347
ARCHETYPES
Description: A person who has lived for many,
many long years. You often reflect on the wonderful
things that happened in the past while attempting
to come to terms with the new and changing times.
Notes: The seal of office is a wooden block with
elegant tassles about the size of ones hand, carved
with a royal symbol of the office or kingdom served,
and acts as proof of your rank and office (think of
it as a police badge). It is also a hollow container
which contains a stamp for signing documents of
that office.
Kagemusha
As a kagemusha, you are a body double of your
master. You exist so that your lord does not get
assassinated. Your loyalty runs so deep that you
would even sacrifice your own life to save your
master. You live only for your master.
Karma Cost: 15
Skills: Etiquette (3), Art of Rule (3)
Attribute Penalty: 0
Primary Attributes: Spirit, Station
Equipment: None
Equip Cost: 0
Weapons: None
Special Abilities: None
Fate: Emotion: Loyalty to your Master
Description: You were raised by your vassal lord
or regent since you were a child, and are his most
trusted companion. Chosen in part for your similar
appearance to your master, you sometimes take his
place in dangerous situations, ready to die for him
in a heartbeat.
Kugutsu Maker
Your goal in life is to know the true meaning of
beauty. You judge all things, living or otherwise, by
determining whether it is beautiful or not.
Karma Cost: 25
Skills: Kugutsu Craft (3), Etiquette (3)
Attribute Penalty: 0
Primary Attributes: Senses, Spirit, Empathy
Equipment :Unfinished Kugutsu (abilities: 0)
Equip Cost: 10 (unfinished kugutsu)
Weapons: None
Special Abilities: None
Fate: Goal: Knowing the meaning of true beauty
Description: You are a kugutsushi, a craftsman
who specializes in creating the beautiful living dolls
known as kugutsu. Wars have been known to break
out among regents and vassal lords just to own one
of your creations.
Notes: Kugutsu Craft is a unique skill for this
archetype. Write it on your character sheet under
the Knowledge attribute.
Tactician
You understand the principles of war well and have
planned many battles yourself, but deep down in
your heart you secretly hate the battlefield, wishing
you could avoid fighting altogether.
Karma Cost: 35
Skills: Strategy (4), Art of Rule (3)
Attribute Penalty: 0
Primary Attribute: Station
Station Requirement: 2
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
battlefield.
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 fight evil in all its forms.
348
ARCHETYPES
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).
349
CREATING NEW
ARCHETYPES
The archetypes provided in the core rules will allow
you to create just about any character you desire.
Th rough 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.
Kugutsu archetypes require the Performance,
Persuasion, Pillow Arts and Etiquette skills.
3 Add Special Characteristics
This is where you determine which special abilities,
powers, or equipment the archetype will provide:
Samurai ability, mechanica, annelids, yoroi armour,
ninjutsu dark arts, kongohki, original weapons, and
so on. Look up the individual rules for each of the
above and determine the cost for the characteristics
you want to add to the archetype.
4 Calculate Equipment Cost
Specialized equipment will increase the archetype’s
starting Karma. After determining the cost of any
special characteristics, keep in mind the costs for the
following pieces of equipment:
Meikyo 25 Karma
Kimenkyo 10 Karma
Heartgem 25 Karma
Amafuda pass 5 Karma
Unfinished kugutsu doll 10 Karma
Onmyoji abacus 3 Karma
Prayer strips (10) 1 Karma
Soulgems (5) 1 Karma
If you wish to add other specialized equipment to
the archetype, please consult with the GM. A cost
of 5-10 Karma is usually appropriate for such extra
items.
350
CREATING NEW ARCHETYPES
5 Choose Weapons
Pick weapons from the weapons list. For original
or customized weapons (either for the character or
for armour), please create them as per the rules, and
make note of their cost.
6 Calculate Karma Cost
After adding in the Karma costs for any specialized
equipment or abilities, use the following equation to
determine the Karma cost for the archetype:
Karma Cost = Total of all abilities and equipment +
total of all skills - 15
At this point, you can increase the attribute cost for
this archetype by one point to reduce 10 points of
Karma. This can be done multiple times.
Kugutsu archetypes further reduce their total
Karma cost by 15 points.
Characters that do not appear human (oni, samurai,
other inhuman-looking characters who would have
a hard time being accepted by other people by their
appearance alone) have a further Karma reduction
of 5-10 points.
The minimum cost for a new archetype is 5 Karma.
7 Determine Attribute Cost
After calculating Karma, determine the total
attribute cost for the character (due to Karma
reduction, original weapons, mechanica, etc.). Make
sure to note kongohki attribute costs here as well.
8 Choose Primary Attribute
Looking over the archetype, determine the ability
or abilities which make this archetype useful. This
is not a requirement, but it will make it easier for
others to build a character using this archetype. If
there is a set Station attribute requirement for the
equipment that the archetype provides (gemblades,
yoroi armour, etc.), make note of that here as well.
9 Note Special Abilities
Make note of special abilities given to certain
character types, and include them in the character
notes.
Kugutsu: Butterfly 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 effects
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.
351
WEAPONS
AND WEAPON
CREATION RULES
THE WEAPONS OF TENRA
All weapons cause damage in combat. They have no
other modifi ers like weight, reach, speed, defensive
modifiers, slashing vs piercing weapons, etc. Not
much concern has been given to balancing weapons
with each other. However, the character’s choice of
weapons is important because it determines their fi
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
Modier
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, seige
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
firing mechanism, whether it is a button or trigger.
When the mechanism is struck, the soulgem inside
is smashed sending explosive energy through the
weapon, thereby doing greater damage than a
standard melee weapon. The weapon itself vibrates
and shakes with tremendous energy, cutting
through flesh and steel like a scythe through a rice
paddy.
Multiple soulgems (up to the weapons Rate of Fire)
can be triggered in a melee or unarmed attack. For
every soulgem that is triggered on a single attack,
the damage is increased by an additional +1 after
the attack is determined successful. The number of
352
WEAPONS AND WEAPON CREATION RULES
soulgems spent in this matter can be decided after
the attack hits.
Gunpowder Weapons
As part the open technology policies of the
Priesthood’s Northern Court, production methods
of gunpowder have also been made available. Based
on this new technology, various new weapons
have been developed. As it is far cheaper to make
gunpowder than the valuable soulgems, these
weapons have changed the nature of war in Tenra.
Rules for gunpowder weapons are in general
the same as those for soulgem weapons. The
exception is that you are always considered to have
full ammunition to start with, and that once it
is depleted that you have no further gunpowder
ammunition available on you. Whenever the
character depletes their ammunition, they can only
refill their ammunition during the next Intermission
(where an ammunition refill is considered
automatic, at no additional cost of Karma or
money). Gunpowder weapons also cost less to take
at character creation; they require 3 Karma to
take, versus a soulgem weapon or gemblade which
requires 5 Karma.
Acquiring Weapons During Play
No specific monetary value is given to weapons in
this game. The player is free to choose any weapon
she wants for her character, even after character
creation, as long as the character has a high enough
Station score. You could perhaps role-play out an
exchange of money, or role-play out the acquiring of
the weapon, but it is not necessary. If the character
has a high enough station, she can pick up and use
weapons from fallen enemies with no problem.
If the character acquires a weapon above her Station
score during play, that weapon is lost at the next
Intermission phase, or once a game session or
scenario is finished (whichever comes first). In the
case of such a weapon, a low-station character would
simply despise such a high class weapon, consider
themselves unworthy of the weapon, find that the
weapons upkeep isnt worth the effort. They will
sell it, break it due to inexpert use, or perhaps even
claim the weapon and give it to a higher-station
noble or lord.
Soulgem and gunpowder weapons are extremely
valuable in Tenra, so acquiring them should be
worked into the plot of the play session, or else given
as a special treasure to characters. If a character
attains such a weapon during a session, she must
pay the cost in Kiai at the next Intermission
phase. The weapon cannot be used beyond the
next intermission until the character has spent the
appropriate Kiai.
WEAPON KARMA/KIAI
COSTS
Soulgem 1 for every 5 gems
Gunpowder Weapon 3
Soulgem Weapon 5
Custoized Weapon varies
Customized Weapons
While some players are fine choosing standard
weapons for their characters, many players will
want to create unique weapons for their characters.
Unique weapons can be more powerful, but such
a customized weapon would certainly show offthe
uniqueness of the character who wields it. Soulgem
sword-staves, gunpowder-activated kusari-gama,
barbed evil-looking fey blades, giant swords as long
as a man is tall, or unique rifl es can be easily
created.
When creating a unique or customized weapon, use
the customized weapon table below and an existing
weapon as the base. Each unique weapon costs both
1 attribute point and 10 points of Karma to take. In
most cases, this means using 39 points for attributes
at character creation instead of 40. You are free to
envision and create any sort of weapon you can
imagine within the genre of the game; for instance,
a bladed war fan.
Unique soulgem weapons cost as much Karma
as basic non-soulgem unique weapons: 10 Karma
points (before customization), and 1 attribute
point. The only real cost difference between them
is their Station prerequisite. Be careful not to create
353
WEAPONS AND WEAPON CREATION RULES
a weapon of such a high Station requirement that
your character cannot wield it.
Armour-sized Weapons
Simple armour melee weapons can be easily created
at a low cost of 5 Karma: Simply take any listed
melee weapon and add +4 to Damage.
Most armour weapons are customized. Armours
wield large melee and projectile weapons which
make use of their great power. These large weapons
often have an additional ammo capacity or an
increased rate of fire above normal human weapons.
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.
CUSTOMIZED WEAPONS
Select one or more features.
Feature + Damage + Station
Large +1 +1
Painful
Looking
+1 +1
Oddly-shaped +1 +1
Masterwork +2 +1
Fey/Ayakashi/
Cursed
+3 +2
Yoroi Armour +4 +2
Combined See text See text
Rusted -1 -1
Broken -1 -1
Descriptions
Large: The weapon is longer or larger than normal
Painful looking: The weapon is covered in spikes,
hooks, or jagged blades to inflict addition pain on
its victims.
Oddly-shaped: The weapon has some sort of odd
feature (covered in fur or even lace) which might
call the user’s fashion sense or sanity into question.
Masterwork: An exquisite blade tempered by a
master swordsmith, which probably has a history
behind its forging and use.
Fey/Ayakashi/Cursed: A horrible, demonic blade
tempered with ayakashi living materials. Or it might
be a magical weapon, more often than not carrying
a hidden curse.
Yoroi: An enormous weapon made for yoroi use.
Combined: Combine any two weapons (see text).
Soulgem/Gunpowder Customized Weapons
Additional Feature + Karma
Increased Rate of Fire by 2 +1
Decrease Rate of Fire by 2 -1
Maximum Ammunition is
Increased by 2
+1
Maximum Ammunition is
Increased by 2
-1
Combination Weapons
There is no extra cost when combining two
different weapons, such as in the example of the
Gunlance”, a popular weapon for elite snipers
which combines a long soulgem rifle with an
explosive spiker. To create a combined weapon, add
the statistics for both weapons together (including
Station). Only two weapons can be combined into
one in this manner.
WEAPONS LISTS
Melee Weapons
Weapon Name Dmg Mod Req
Station
Iron hammer +2 2
Short sword/knife +2 2
War fan +2 2
Iron staff +3 2
Ninja sword +3 2
Katana +3 3
Naginata/Pike +4 3
Great-sword +5 4
Longspear/Yari +5 4
Jumonji-yari +5 4
Kusari-gama 3
sickle +2
—weighted chain +3
354
WEAPONS AND WEAPON CREATION RULES
Iron hammer: A simple hammer for metalsmithing.
Short sword: A dagger, knife or backup sword (like
a traditional wakizashi).
War Fan: An iron fan commonly used for signaling
troops.
Iron staff: Either a heavy walking stick-looking
weapon of iron, or an iron club with spikes (also
called tetsubo).
Ninja sword: A straight-bladed sword. Not as strong
or finely crafted as curved katanas.
Katana: A traditional curved sword used by most
warriors.
Naginata: A pole with a shortsword blade of 30cm
on the end, primarily used by women.
Great-sword: A large katana, useful on battlefields
but almost impossible to use in closed environments.
Yari: A spear topped by a long, straight blade.
Jumonji-yari (“cross-shaped yari”): A kind of spear
where the bladed end looks like a three-pronged
fork, with the middle prong extending longer.
Commonly used by generals in the Sengoku period.
Kusari-gama (“chain-sickle”): A sickle for close
combat, with a long length of chain on the end for
making limited range sweep, impact or grappling
attacks.
GEMBLADES
Soulgem Blade Descriptions
Soulgem short sword: A small blade used for defense
by the aristocracy.
Soulgem katana: The most common soulgem blade.
Soulgem katana, advanced: A recent improvement
on the soulgem katana with an automatic loading
mechanism (“automatic gemblade”) replacing the
older revolving chamber (“revolver gemblade”)
design.
Soulgem naginata: A naginata with a soulgem
mechanism installed. Because it uses a spring
mechanism in which the soulgem is launched up to
the blade, reloading is difficult.
Soulgem great-sword: A great-sword with a soulgem
mechanism installed. This is an older revolver style
soulgem blade.
Soulgem spear/yari: A spear with a soulgem
mechanism installed. With this weapon the soulgem
is launched through the shaft to the point of the
spear upon pulling the trigger mechanism on the
handle.
Zakt-8R Ultimate Edge: Also known as Hachiren
Zankoutou, or ”Eight-Repeating Ultimate Cutting
Blade, this obscenely large sword is a modified
armour shortsword used by armour hunters; its
sheer power makes it one of the only weapons that
can take on armours in one-on-one combat. It is
only available to characters with the Armour Hunter
archetype. It is a custom weapon, and requires 10
Karma and 1 Attribute point to take.
GUNPOWDER BLADES
Gunpowder Melee Weapon Descriptions
Falling Star Blade: This is a short sword which can
emit an explosive blast from its gunpowder-filled
blade, damaging opponents at short range. Use the
Marksman skill when making a ranged attack, and
treat such an attack as a surprise attack. The weapon
is ruined by the explosion and can no longer be used
in combat.
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
355
WEAPONS AND WEAPON CREATION RULES
Explosive Spiker: Using the explosive power of
gunpowder for greater penetration, this spear-shaped
bayonet thrusts into the victim with great force
upon impact. It is a close-quarters weapon for use
with the Melee Weapons skill. The number in the
parentheses applies to damage caused when using
the explosive function of the weapon.
Comet Blade: This is a katana which can emit an
explosive blast from its gunpowder-filled blade,
damaging opponents at short range. Use the
Marksman skill when making a ranged attack, and
treat such an attack as a surprise attack. The weapon
is ruined by the explosion and can no longer be used
in combat.
GUNPOWDER BLADES
Name Damage Rate of Fire Range Ammo Sta
Falling Star Balde +2 1 5m 1 2
Explosive Spiker +3 (5) 1 3 4
Comet Blade +3 1 5m 1 3
RANGED WEAPONS
Name Damage Rate of Fire Range Station
Shuriken +1 5 15m 2
Kunai/throwing
knife
+2 3 10m 1
Iron hammer +2 3 5m 1
Kusari-gama
(weight)
+2 5m 3
War fan +2 1 5m 2
Bow and arrow +3 2 100m 1
RANGED WEAPONS
Ranged Weapon Descriptions
Shuriken: A classic ninja throwing star.
Kunai: A throwing knife oen with a ring in the
handle.
Kusari-gama: e weighted and chained end of
this combination melee/ranged weapon.
Bow and Arrow: A classic ranged weapon.
356
WEAPONS AND WEAPON CREATION RULES
SOULGEM FIREARMS
Name Damage Rate of
Fire
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
SOULGEM FIREARMS
Soulgem Firearm Descriptions
Soulgem light pistol: An older model with a
revolving chamber.
Soulgem pistol: A pistol (automatic or revolver)
which fires a slug using the explosive energy of a
soulgem.
Soulgem rifle: A long-barreled rifl e model of the
soulgem pistol.
Thunder cannon: A smaller version of the cannon,
with a much longer range. Like the cannon, it
propels an explosive shell doing damage to the
target and all those within 3m of the target.
Prayer seal cannon: Combining soulgem and
gunpowder technologies, this weapon uses the
energy of the soulgem to propel a large shell filled
with gunpowder. The shell explodes on contact,
doing damage to the target and all those within
4m of the target. The Tenran answer to the rocket-
propelled grenade. It is called a prayer seal cannon
because it is often blessed with prayer strips attached
for good luck.
Armour-piercing rifle: This is a large anti-yoroi
armour sniper rifl e which uses large steel-piercing
shells.
Gunlance: A customized armour-piercing rifle with
an attached bayonet (in the form of an explosive
spiker) for close combat. This is a rare weapon used
in sniping armour on the battlefield. It costs 10
Karma to possess, and has an attribute penalty of
1. It can only be equipped by characters with the
Gunlancer character archetype.
Gunlance Spiker: This is a gunpowder-based
explosive spiker on the underside of the gunlance.
It can be used with the Melee Weapons skill. The
number in parentheses indicates the damage done
when the gunpowder charge is used. This weapon is
included at no extra cost with every gunlance.
357
WEAPONS AND WEAPON CREATION RULES
GUNPOWDER FIREARMS
Name Damage Rate of Fire 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
GUNPOWDER FIREARMS
Gunpowder Firearm Descriptions
Holdout pistol: A small light one-handed pistol,
about the size of a dagger.
Scatter gun: A long gun which fires small pellets
instead of slugs. Colloquially known as a “shotgun
in some warrior circles.
Rif le: The most common gunpowder weapon,
used for both hunting and combat. It has become a
popular weapon due to its relatively low production
costs, although its rate of fire and range is inferior to
both the bow and soulgem guns.
Repeater: A gunpowder rifle-like weapon capable of
automatic fire. Although it is prone to malfunction,
it more than makes up for that drawback in
firepower.
Heavy repeater: A Gatling-style heavy repeater rifle
which uses an ammunition belt. It is generally fired
from a stand and cannot be used as a hand-held
weapon.
Dreadnaught repeater: A brutal heavy machine
gun. This represents the latest in heavy weapons
gunpowder technology.
Great cannon: Used in castle sieges, this cannon is
so large that is must be carried by wagon. It cannot
be used as a hand-held weapon.
UNARMED ATTACKS
UNARMED ATTACKS
Name + Damage Station
Punch/Kick/
Grapple
+0 1
Fist-loaded
Punch
+1 2
Vajra Claws +3 2
Fist-loaded Punch: Punching while gripping a rock,
pole, or other hard object in your fist.
Vajra Claws: Hooked claws of indestructible vajra
steel that attach to the hands. They can also be used
to aid climbing.
358
WEAPONS AND WEAPON CREATION RULES
SOULGEM UNARMED ATTACK WEAPONS
Soulgem Unarmed Attack Descriptions
Soulgem Vajra Claws: Vajra claws that have been
modified to make use of soulgems.
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.
SOULGEM UNARMED ATTACK WEAPONS
Name Damage Mod Rate of Fire Ammo Station
Soulgem Varja claws +3 3 6 2
Soulgem Impact
Gauntlet
+2 3 9 3
White Heat Palm +4 + see text 6
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
modifier point.
GUNPOWDER UNARMED ATTACK WEAPONS
Name Damage Mod Rate of Fire Ammo Station
Impact Gauntlet +2 (+5) 1 1 2
Forearm Thruster +2 1 3 3
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 user’s strike.
359
SAMPLE
CHARACTERS
PLAYING FOR THE FIRST
TIME
As we suggest elsewhere in the book, if this is
your first 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 first time playing, you should not edit
the character too much: Just use the character as-is
for your first 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
different 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
character’s 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 (O)
For example, Evasion: OO
All general skills start at a rating of 1: One dot is
already filled in on the character sheet. If the sample
character in this chapter shows a general skill like
Melee Weapons: OOO” (Melee Weapons is a
general skill, so it already has one dot filled in on
the character sheet), simply fill in two more dots
for a total of three filled-in dots. Do not add three
additional dots to the first, 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
360
SAMPLE CHARACTERS
represents a special weapons maximum possible
damage, if it is activated and the maximum
number of soulgems spent: An armour’s 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-
filled 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 first 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).
361
SAMPLE CHARACTERS
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, we’ll 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 9 (10)
SEN 7 (10)
Vitality: 9
Soul: 24
Armour Vitality: 14
Wounds: 3/2/1/1
Armour: 7/4/2/1
Skills
Notice O
Interface OOOO
Etiquette OOO
Art of Rule OOO
Weapons
Dagger (Damage: +2; Rate of Fire 2; Range:
—; Ammo: 6)
Armour Weapons
Yoroi Tachi (Damage: +9; Rate of Fire: 6;
Range: —; Ammo: 12)
Dragon Howler Cannon (Damage: +9: Rate
of Fire: 4; Range: 4km; Ammo: 6)
Explosive Spiker (Damage: +7 (9); Rate of
Fire: 1; Range: —; Ammo: 9)
Fates
Emotion: Love Towards Your Yoroi Armour
OOO
Emotion: Loyalty Towards the Domain
OO
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 armour’s 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 fi 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 find 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
family’s 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 first 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
362
SAMPLE CHARACTERS
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 battlefield, but
their creatures are extremely useful in non-combat
situations as well. If there’s something that needs to
be known, or needs brainpower to figure out, most
likely the onmyoji will come to the answer first.
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 OOOO
Information OOO
Strategy OOOO
Etiquette OOO
Art of Rule OOO
Weapons
Iron Fan (Damage: +2; Rate of Fire: 1;
Range: 5m; Ammo: 1)
Fates
Goal: Satisfy Your Intellectual Curiosity
OOO
Emotion: Hatred of War
OO
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 offby
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 first 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
fulfill one single overarching purpose
Zero Act Ideas:
• The first time you summoned a shiki, perhaps
entirely by accident
• 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 first day at an onmyojutsu academy, having
been effectively cast out by your family
363
SAMPLE CHARACTERS
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 OO
Melee Weapons OOO
First Aid OO
Marksman OO
Notice OO
Pursuit OOO
Information OOO
Willpower OOO
Performance OO
Pillow Arts OOO
Weapons
Kunai (Damage: +2; Rate of Fire: 3; Range:
10m; Ammo: A lot)
Soulgem Great-sword (Damage: +5; Rate of
Fire: 3; Range: —; Ammo: 12)
Fates
Emotion: Hatred of Weakness
OOO
Misfortune: Death of Your Most Precious
Thing
OO
Equipment: Large gemblade katana, garish/
loud kimono, damaged and worn breastplate, 10
additional soulgems
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)
• Soulfind 1 (in samurai form, the samurai can
sense all living things in a 10 meter radius)
• Possession 1 (no effect, required for samurai
surgery)
Roleplay Ideas:
• A powerful and energetic warrior who wishes to
drink deep of everything the world has to offer
• 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 confident but kind person who protects the
innocent and smites the wicked regardless of honor
or station
• A youth turned into a samurai to fulfill 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
364
SAMPLE CHARACTERS
match so that your opponent, trained in the style
sponsored by the lord, saves face in front of that lord
• You wake up floating 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
365
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 “fifth wheel” who simply follows the others.
Archetypes: Buddhist Monk, Fist of Alaca
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 OOOO
Buddhist Magic OOOO
Persuasion OOO
Art of War: Fist of Alaca
OOO
Weapons
Fist (Damage: 4; Rate of Fire: —; Range:
—; Ammo: A lot)
Fates
Taboo: Fighting
OOO
Taboo: Disobeying the Precepts
OO
Notes: Refer to the Buddhist magic chapter of the
rules for the effects 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
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 first 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 first time you used your hands to defend
yourself or another innocent person from harm
366
SAMPLE CHARACTERS
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 OOO
Evasion OO
Melee Weapons OOO
First Aid OO
Marksman OOO
Notice OO
Information OOO
Willpower OOO
Weapons
Vajra Claws (Damage: +3[8]; Rate of Fire: 3;
Range: —; Ammo 6)
Grudge Blade (Damage: +5 [10]; Rate of
Fire: —; Range: —; Ammo: —)
Five-barrel Gatling (Damage: +3; Rate of
Fire: 5; Range: 20m; Ammo: 30)
Fates
Emotion: Sympathy Towards the Weak
OOO
Emotion: Ambition
OO
Equipment: A partially eaten riceball, scarred
breastplate and kabuto helmet
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 finest sake, eats the finest foods, beds the finest
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 off a larger
strategy
• Th e 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 fi ght until death
• A lord asks you personally to pursue having your
body replaced with mechanica
367
SAMPLE CHARACTERS
KONGOHKI
This character has the most combat power of all the
sample characters, but it’s 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 character’s 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
Skills
Unarmed Combat OOO
Movement OO
Melee Weapons OOO
Stealth OO
Marksman OOO
Notice OO
Weapons
Gemblade Katana (Damage: +3, Rate of
Fire: 3; Range: —; Ammo: 6)
Double-Edged Sword (Damage: +2; Rate of
Fire: 2; Range: —; Ammo 6)
Hooked Fang Dagger (Damage: +1; Rate of
Fire: —; Range: —; Ammo: —)
Shuriken (Damage: +1; Rate of Fire: 5;
Range: 10m; Ammo: A lot)
Fates
Kongohki: Sealed Memory
OOOO
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. Th is 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 first 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 flashback
scene from your former life. The flashback consists
of dreamlike, fragmentary images like a movie
trailer.
The contents of the flashback are up to the GM. If a
flashback 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
368
SAMPLE CHARACTERS
Zero Act Ideas:
• Most kongohki Zero Acts will involve receiving
their mission from whomever owns them
• Protecting your lord from a vicious assassination
attempt
• Destroying another kongohki who went renegade,
a kongohki you once trusted and followed
• A nightmare from a past you don’t remember
• A flashback to who you were before, vague
memories of flesh and blood
• Seeing a child in the street during a war parade or
procession, and triggering a flashback
369
SAMPLE CHARACTERS
SHINOBI
Shinobi characters are great for players who like
the idea of controlling dark power, infiltrating
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 OOO
Movement OOO
Melee Weapons OOO
Criminal Arts OO
Marksman OOOO
Notice OOOO
Forgery OO
Pursuit OOO
Ninjutsu: School of the Shore
OOOO
Weapons
Ninja sword (Damage: +3; Rate of Fire: —;
Range: —; Ammo: —)
Shuriken (Damge: +1; Rate of Fire: 5; Range
10m; Ammo: A lot)
Fates
Misfortune: Property of the Clan
OOO
Emotion: Hatred of Hipocracy
OO
Equipment: Ninja stealth gear, costume changes,
merchant’s clothing, 500 mon and 8pieces of silver,
Shinobi dark arts (4)
Notes:
Dark Arts: reduces ninjutsu ability costs by 4 Soul
down to a minimum of one.
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, Shadowfl ight, 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 find it burned,
destroyed, or simply… gone
• You hunt down a runaway ninja and deliver the
final 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 he’s
gone too far this time
• You encounter a commoner in town on a plain-
clothes mission, and it is love at first sight
• Your clan elder gives you one final mission, a
sacred clan scroll, and tells you to never return
370
SAMPLE CHARACTERS
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 OOOO
First Aid OO
Notice OOO
Information OOO
Perform OOO
Persuade OO
Pillow Arts OOO
Etiquette OOO
Weapons
Great Soulgem Katana (Damage: +5, Rate
of Fire: 5; Range: —; Ammo: 8)
Fates
Secret: No One Knows You're a Kugutsu
OOO
Taboo: Killing People
OO
Notes: The Butterfly Dream
Roleplay Ideas:
• A naive kugutsu, experiencing life away from
extravagance and servitude for the first time
• A worldly kugutsu on the run, jaded but still
finding 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 first 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 flee his
mansion once complete rather than find a life in
service
• Your master is insane, and tries to complete your
sword-training by killing an innocent person he’s
tied up and brought to the mansion
• You find 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
371
SAMPLE CHARACTERS
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 OOOO
First Aid OOO
Notice OO
Information OO
Willpower OO
Weapons
Talonfang Bugs (Damage: +5; Rate of Fire:
—; Range: —; Ammo: —)
Mouth Creeper (Damage: +1 [poison]; Rate
of Fire: —; Range: —; Ammo: —)
Fates
Goal: Protect the Weak
OOO
Emotion: Affection for Annelids
OO
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 diffi
culty of 2: Failure means paralysis for two rounds;
otherwise no effect
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
• 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 “
372
SAMPLE CHARACTERS
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 OOO
Melee Weapons OOO
Stealth OOO
Criminal Arts OO
Marksman OOO
Forgery OO
Resonance OOOO
Art of War: Southern Seas One-Blade Style
OOOO
Weapons
Large, wicked axe (Damage: +5; Rate of
Fire: —; Range: —; Ammo: —)
Kunai (Damage: +2; Rate of Fire: 3; Range:
10m; Ammo: a lot)
Fates
Goal: Coexist with Humans
OOO
Emotion: Hatred of Hipocracy
OO
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 fiercely traditionalist oni who needs to overcome
her hatred of humans in order to find 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 flying ship
Yamato-Takeru during the Kikoku domains oni
rebellion. You single-handedly kill the captain, but
his last words haunt you
373
SAMPLE CHARACTERS
MIKO or GYOSHI
This character is a Miko shrine maiden or Gyoshi
Shinto priest. Th is 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 differ from the agent’s agenda or wishes. Th ese
make interesting and fitting scenarios for agent
characters.
Archetypes: Miko, Onmyoji Apprentice, Travelling
Performer
Attribute Cost: 0
Karma: 10
Meikyo Karma: 45
Attributes:
BOD 3
AGI 5
SEN 3
KNO 7
SPI 6
EMP 8
STA 6
Vitality: 9
Soul: 26
Wounds: 3/2/1/1
Skills
Evasion OO
Notice OO
Onmyojutsu OO
Information OO
Interface OOO
Perform OOO
Etiquette OO
Shinto OO
Weapons
Kodachi (Damage: +2; Rate of Fire: —;
Range: —; Ammo: —)
Fates
Emotion: Longing for a Family
OOO
Emotion: Loyalty to the Priesthood
OO
Equipment
Meikyo mirror, interface helm, Amafuda
pass, flute, Shinto ceremonial equipment
Talisman Containing the shiki spirit
"Demon Eyes"
Creation Points 20
Soul Cost 10
Soulnd 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
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
374
SAMPLE CHARACTERS
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
offto 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.
375
SAMPLE CHARACTERS
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, we’ll see if
the hunter can overcome her hatred, or have it
reaffirmed.
Archetypes: Former Armour Rider, Armour 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
Skills
Movement OOO
Melee Weapons OOOO
Marksman OOO
Information OOO
Interface OOO
Etiquette OO
Art of Rule OO
Weapons
ZAKT-8 Ultimate Edge (Damage: +6; Rate
of Fire: 8; Range: —; Ammo: 8)
Shortsword (Damage: +2; Rate of Fire: —;
Range: —; Ammo: —)
Fates
Emotion: Hatred of Yoroi Armours
OOO
Emotion: Look Up to the Strong
OO
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 flesh
• 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 battlefield
• 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 first 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 off for the first time against a yoroi
armour on the battlefield, undoubtedly piloted by a
child much like you once were
376
SAMPLE CHARACTERS
AYAKASHI
A mysterious figure, the ayakashi appears to others
as a normal human being in appearance, but
something is a little… off. 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 efforts
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 difficult to integrate with the
rest of the characters, because they are so unusual
and come from such a different background.
However, keep the ayakashi grounded as a type who
is profoundly interested in people and culture, and
there shouldn’t 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 OO
Notice OO
Marksman OOO
Information OO
Buddhist Magic OOO
Persuasion OO
Perform OOO
Willpower OOO
Weapons
Iron Shakujo Ringed Staff (Damage: +2;
Rate of Fire: —; Range: —; Ammo:
—)
Fire Summoning (Damage: +15; Rate of
Fire: 9; Range: 100m; Ammo: —)
Fates
Emotion: Curiosity Towards People
OOO
Emotion: Longing for Family
OO
Equipment: Shakuhachi (thick wooden recorder/
flute) or Nohkan (thin flute), monks robes, archaic
clothes, traveling bag
Special Abilities:
Projectile Attack (4): Part of your body can be used
as a ranged weapon (summon fire)
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
377
SAMPLE CHARACTERS
• 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 fire. 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
378
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... There’s 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 don’t 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 fi rst laid eyes on this person, you knew
they were dangerous. Better keep an eye on them, just
in case…
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 you’ll 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.
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?
1 2 3 4 5 6
10
Unsettled
Mind
Acquaintance Desire Pursuer Nostalgia Annihilation
20
Loyalty They Hate
You
Like Your
Child
Dark Dreams Admiration Hmmmm...
30
Hatred I Am Salvation A Warning! Deep
Impression
Rival Companionship
40
Purity/
Innocence
Killing Intent Love at First
Sight
Fear Like a Brother/
Sister
Unstable
Emotions
50
Soulmate Master Shock Goodwill Chains of Fate Strange Interest
60
Deja Vu Chaos Worth Rival Thirst For
Your Blood
Blood Relative A Dark Flame
108 FACTIONS OF THE LORDS OF LIGHT 189
222 THINGS TO DO IN TENRA 310
AD-LIBBING 134
ACQUIRING WEAPONS 351
ACTING PL AYERS 100
ACTIONS 63
ACTS 5, 98
ADVANCED ARCHETYPES 346
ADVICE FOR GAME-MASTERS 299
ADVICE FOR PLAYERS 296
AFTER-GAME DISCUSSION 107
AIKI 41, 43, 47, 87
AIKI AS KIAI 47
AIKI CHITS 47
AIUCHI ATTACK 76
ALU 235
ANATMAN PHASE 53, 106
ANCIENT STYLE-LIGHTNING STRIKE 261
ANNELID IMPLANTATION 18
ANNELID LIST 227
ANNELID RULES 227
ANNELIDS 148
ANNELIDS AND WORMCHARM 74
ARA-MITAMA 241
ARCHETYPE CREATION 349
ARCHETYPE LIST 326
ARMOUR 144
ARMOUR CREATION EXAMPLE 153
ARMOUR CREATION RULES 145
ARMOUR DAMAGE 153
ARMOUR GEAR 150
ARMOUR REPAIR 145
ARMOUR WEAPONS 158
ARMOUR WOUND TRACKS 75
ART OF KI MANIPUL ATION 258
ART OF WAR 252
ASURA 5, 51, 131
ATTACK ACTION 63
ATTACKING AND DAMAGE 65
ATTACKS 81
ATTACKS WITH RANGED WE APONS 79
ATTRIBUTES 13
ATTRIBUTES FOR KONGOHKI 206
ATTRIBUTES FOR ARMOUR 145
AUDIENCE 6, 43
AWESOME 26
AYAKASHI 241
AYAKASHI PCs 250
AYAKASHI RULES 241
BACKGROUND 58, 266
BASIC ACTION SUMMARY 25
BASIC COMBAT 62
BENDING THE RULES 142
BENDING THE SETTING 126
BLACK WING GUN STYLE 264
BUDDHIST MAGIC 74, 185
BUTTERFLY DREAM 78, 225, 285
CELESTIAL FORM KUNG-FU 191
CHALLENGE RATING 25
CHARACTER CREATION 11, 93
CHARACTER DEATH 125
CHARACTER INTRODUCTIONS 96
CHEER ON 64
CHIMER A 165
CHOICES AND CONTRADICTIONS 126
CLARITY OF HEAVEN STYLE 254
COMBAT 62, 90
COMBINATION WEAPONS 353
CONVERTING KIAI 119
COUNTERATTACK 66, 68, 81
CRESCENT MOON BLADE TACTICS 257
CURTAIN CALL AND EPILOGUE 106
CUSTOMIZED WEAPONS 352
DAMAGE 66
DAMAGE BONUS FOR RANGED WEAPONS 79
DAMAGE EXAMPLE 71
DARK ARTS 18, 215
DEAD BOX 70
DESCRIBING THE SETTING 306
DESTINIES 5, 42, 52, 108, 110, 111, 122
DICE 7, 27
DII 235
DOCTRINE OF NO-SELF 106, 111
DRAGON AND TIGER UNDER ONE SKY STYLE 256
DRAINING WEAPONS 244
DRAMATIC SITUATIONS 123
EMOTION MATRIX 49, 96, 108, 113, 115, 378
EMOTION MATRIX AND PCS 115
EMOTION MATRIX AND THE POWER OF THE DICE
117
EMOTION MATRIX AND NPCS 115
EMOTION MATRIX ROLL 109
EMPTY FIST 263
EMPTY MIND STYLE 256
EPILOGUE 107
EQUIPMENT 15, 29
FAILURE 138
FATE 5, 11, 52, 58, 96
FATE CREATION 54, 97
FATE ROLLS 48, 64, 96, 106, 111
FINAL INTERMISSION 107
FINISHING BLOW 72
FIRST AID 74
FISHING TECHNIQUE 141
FIST OF ACALA THE IMMOVABLE LORD OF LIGHT
190
FIST OF THE CELESTIAL KONGOHKI 259
FRACTIONS 7
GAME DAY PREPARATION 88
GAME DISCUSSION 111
GAME MASTER 88
GAME PREPARATION 84, 88
GEMBLADES 354
GENERAL ARCHETYPES 326
GETTING INTO CHARACTER 112
GM AS JUDGE 57
GM VICTORY CONDITIONS 7
GUNPOWDER WEAPONS 352
HALF-ACTIONS 65
HANDS OF MERCIFUL KANNON THE THOUSAND-
ARMED 190
HEALING 73, 246
HE ART ENGINES 308
INJURY AND VITALITY 68
INTERACTION PHASE 62, 65
INTERMISSION 5, 48, 98, 104
INTRODUCING THE WORLD OF TENRA 306
KARMA 5, 21, 42, 51, 147, 207
KARMA AND MEIKYO 17, 59, 144, 203
KARMA COST 12
KARMA EXPLANATION 42
KARMA RULES 61
KIAI 5, 41, 48, 81
KIAI USES 48
KIJIN RULES 192
KIJIN TRANSFORMATION 192
KIMEN ARMOUR 144
KIMEN KONGOHKI 61, 203
KIMENKYO 60
KI-PRESENCE 39
KONGOHKI 78, 203
KONGOHKI AND HEALING 75
KONGOHKI MEMORIES 204
KONGOHKI OVERDRIVE 17, 204
KONGOHKI WEAPONS 212
KUGUTSU BUTTERFLY DREAM 19, 225
LEAVING A SCENE 103
LIVING ARMOUR 146
LONG CAMPAIGN 132
MAKE FAILURE EXCITING 139
MANGA 293
MECHANICA 148, 192, 207
MECHANICA ARMS 194
MECHANICA HEAD 192
MECHANICA LEGS 199
MECHANICA OTHER 200
MECHANICA RULES 192
MECHANICA TORSO 197
MEDIA RESOURCES 291
MEIKYO 17
MEIKYO AND ASURA 60
MEIKYO AND FATES 60
MEIKYO BONUS 59, 144, 203
MEIKYO CLEANSING 60, 188
MEIKYO K ARMA 59
MIGAWARI-STYLE SCHOOL OF MARKSMANSHIP
258
MOMENT OF TRUTH 63, 108, 118
MOVEMENT 62
MOVIES 291
MULTIPLE ATTACKS 79
MULTIPLE COMBAT ACTIONS 49
MULTIPLE SUMMONERS 172
NAMES 318
NAMES, ARISTOCRATIC 322
NAMES, BUDDHIST PRIEST 323
NAMES, COMMONER 320
NAMES, KUGUTSU 323
NAMES, ONI 322
NAMES, PLACE 318
NAMES, WARRIOR FAMILY 321
NAMES, YOROI AND KONGOHKI 324
NINJA SCHOOLS 222
NINJUTSU LIST 216
NINJUTSU SCHOOLS AND ARTS 224
NINPOU TECHNIQUES 220
NPC CREATION 95
NPCS 127
ONI 308
ONI RESONANCE 18, 235
ONMYOJUTSU RULES 160
OPPOSED ACTIONS 29
OVERLAPPING SKILLS 13
PERMANENT SUMMONING 170
PILOTING ARMOUR 145
PL AYER KNOWLEDGE 92
PL AYER or PC 5
PL AYER VICTORY CONDITIONS 7
PL AYING FOR THE FIRST TIME 359
PL AYING IN THE PAST 110
POISON 173
POSSESSION 174, 247
PRAYER STRIPS 161
PRE-MADE CHARACTERS 94
PR EV IEW 111
PREVIEW OF THE NEXT ACT 104
PROTECT, TAKE THE BLOW 49, 81
PUPPETEERS AND KONGOHKI SERVANTS 205
RAISE ATTRIBUTES 50
RAISE FATE LEVELS 55
RAISE SKILLS AND ABILITIES 50
RAISING DESTINIES 113
RANGED ATTACK 175
RANGED WEAPONS 78, 159
REACTION SCENES 101
RECOMMENDED ARCHETYPES AND DESTINIES
123
RECOMMENDED ATTRIBUTES 14
RECOVERING FROM WOUNDS 75
REDUCING MEIKYO KARMA 60
REGENERATION 175
RENZOKU-MONO 133
RESONANT BLADE STYLE 260
RESOURCES 307
REUSING A TALISMAN 169
REWRITE FATES 55
ROLE-PLAYING 90
ROLE-PLAYING GAMES 295
ROUNDS 62
RULES JUDGMENTS 90
RUNAWAYS AND CHIMERA 165
SAMPLE CHARACTERS 359
SAMURAI ABILITY 18, 77, 182
SAMURAI CREATION 18
SAMURAI LOADOUTS 182
SAMURAIZATION SURGERY 169
SCARLET STEEL SOULGEMS 307
SCENARIO 86
SCENARIO ADVICE 133
SCENARIO CREATION 121
SCENARIOS AND DESTINIES 123
SCENE 5, 97, 103, 108, 127
SCENE JUDGE 6, 46, 114
SCENE JUDGE BONUS 106
SCENE PLAYERS 100
SEIZAN MOUNTAIN SPEAR TECHNIQUE 262
SENKI-MONO 132
SENSE LINK 167, 175
SESSION LOG SHEET 95
SHA 289
SHIKI ABILIT Y LIST 172
SHIKI ABILITY SCORES 162
SHIKI CRAFTING 160, 164
SHIKI CREATION POINT CHART 160
SHIKI LIST 176
SHIKI, SHIKIGAMI 160
SHIKIGAMI CRE ATION 160
SHINTO RULES 238
SIMPLE NPCs 130
SITTING AT THE TABLE 95
SKILL 12, 32, 40, 162
SKILL GROUPINGS 39
SKILL LIST 32
SNEAK ATTACK 76
SOCIETY AND SOCIAL CLASS 11
SOUL 15
SOULGEM WEAPONS 77, 354
SOULGEMS 307
SOUTHERN SEAS ONE-BLADE STYLE 253
SPECIAL CHARACTERS AND POWERS 16
SPECIAL EQUIPMENT 16
SPECIES ARCHETYPES 344
STAGE PLAY: THE PRODUCTION 97
STARTING FATES 16
STARTING KIAI 50
SUBLIMATE DESTINY 107
SUBLIMATE FATES 55
SUCCESSES 27
SUMMONING RULES 160
SUMMONING SHIKIGAMI 176
TAE-RAYI 236
TAKE A BREAK 106, 111
TALISMAN CRAFTING 168
TALISMAN CREATION 165
TALISMAN SHIKIGAMI 178
TENRA 8
TENRA GLOSSARY 284
TENRA RULES LEXICON 4
THE GREAT TENRA CONTRADICTION 134
TRUE ILLUSION STYLE 255
TWENTY-EIGTH CHAMBER XX
TYPHOON RIDER STYLE 261
UNARMED AND MELEE WEAPON NOTES 158
USING A MEIKYO 172
VITALITY 15, 149, 208
VITALITY AND SOUL REPLENISHMENT 74
VOLUNTARY ASURA 52
WAIT 62
WEAPON 351, 352
WEAPON LISTS 353
WEAPONS OF TENRA 351
WHEN DO PLAYER CHARACTERS DIE? 72
WOUNDS 69, 71, 185,
WOUNDS AND THE WOUND TRACK 15, 231
YOHJUTSU 243
YOROI ARMOURS AND HEALING 75
ZERO ACT 5, 108
ZERO ACT AND DESTINIES 121
ZERO ACT COMBAT 109
ZERO ACT INTERMISSION 110
ZERO ACT SCENES 108
ZERO SYSTEM 84