Tenra Bansho Zero

Tenra Bansho Zero is a "hyper-Asian" fantasy game made by some Japanese folks and recently translated. So we're going to give it a try. It's got some odd mechanics like the whole aiki chit thing which may not work too well in IRC, but since we interject with OOC commentary all the time anyway, should be fine. Or we use a scene judge and avoid anything of the sort.

Vega will be running a game when he has an idea of what sort of story to make. Worst-case scenario, it'll either be trying to get a unique artifact sword for some reason, blatantly ripped-off Touhou plot, or rival ninja clans whose clothing seems to have terrible luck in combat.

Rules and other bits

In which the rules of the game will be summed up in a nutshell, plus some general notes and reminders.

The setting is magitech Sengoku Japan. The Shinto Priesthood is everywhere and sort of a major authority. They've invented giant robots controleld by magic mirrors, and said magic mirrors can also connect to a spiritual/magical internet or some shit. Bhuddist priests are pretty badass. Ninjas are everywhere. People can become magitech cyborgs, or worse. If it makes sense in a period drama, Sengoku Basara, or any anime like Ninja Scroll, it'll make sense here.

Karma System
The Karma system is a rather complex way of managing character XP and so-on. I'll summarize it more completely later, but the gist of it, for now:
Anyone can give a player Aiki chits when they're particularly clever, say something cool, or play up one of their Fates (The GM can also straight-up bribe a player with them to have them enter a scene or move around on the Emotion Matrix). Think of it as similar to Exalted's stunt system in that way. Aiki chits are converted into Kiai by Fate rolls. Kiai is your ability to bend the world to your character's will. Spend it to get bonus dice on actions, temporarily improve your skill for a roll, or get automatic successes. You also spend it like XP to permanently improve a character's skills, attributes, or get them gear and other such things. Spent Kiai becomes Karma during the intermission.

Karma represents your ties to the world, through your Fates and actions. If your Karma score ever goes over 108 and stays there when an Intermission ends, you become an Asura and that character becomes an NPC. Karma is reduced by either changing or sublimating Fates. Note that this system can't e gamed, as explaining what the changes to a character's Fates mean pretty much fixes any issues by itself.

A character's Fates are essentially Intimacies in Exalted. They're the things a character cares strongly about and tend to define their actions a bit. Fates are how you get Aiki chits and how you turn them into Kiai, and changing or removing them is how you reduce your Karma.

Dice Mechanic
Rolls are generally written/stated as Attribute:skill. You roll a number of dice equal to the attribute, and your skill determines the threshold for success. A die must be equal to or below your rating in the skill to be a success. More successes, the better the action ,but as usual in this sort of system paradigm, you only need just the one to do most tasks outside of combat.

General reminders and little fiddly bits

  • This game's combat round is one minute, not six seconds. So if you wonder how a ninja can prepare one of their techniques or an onmyouji can write out a talisman to make a shikigami in one round, that's how.
  • Every defense is a counterattack. If you want to attack multiple enemies in a round, and feel you're badass enough, position yourself to counter them all.
  • A good benchmark for starting PCs is somewhere in the 70-90 Karma range.


Put yer PCs in here. If you've got any plot suggestions, toss them somewhere, too. Everyone should be ninjas or someone who'd fit in in a ninja village.

Onaraku Played by scribblefag. A silver white haired ninja apprentice with more ninjitsu than a girl her age should have. Very hyper active with an odd laugh. Otherwise friendly enough.

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