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By Flamefist96

Email: Flamefist96@gmail.com
0. Preface
a. What is banchō?
b. Rumors to Spread
c. What do you need to play?
1. The World of Delinquents
2. Delinquents
a. Choosing a Playbook
i. Rep playbook
ii. Style playbook
b. Look
c. Cred
i. Connection
ii. Cunning
iii. Brawn
iv. Guts
d. Respect
e. Toughness
f. The Gang
g. Rumor Mill
3. The Moves
a. Hold your Ground
b. Beat The Shit out of them
c. Hear about a Rumor
d. Use your Brain
e. Speak with Words
f. Stand strong
g. Get someone
h. Use Your Legs
i. Understand a situation
j. Flex your Muscles
4. The Reps
a. The Chill
b. The Hero
c. The Hot Head
d. The Gopher
e. The Gruff
f. The Scary
g. The Selfish
5. The Styles
a. The Accidental
b. The Big Guy
c. The Cheapshot
d. The Loud Mouth
e. The Natural
f. The Spirited
g. The Trained
6. Playing the game
a. Miscellaneous rules
b. Advantage
c. End of Session Rules
d. The rumor mill
7. Raising Your Notoriety
8. The Headmaster
a. Agenda
b. Principles
c. GM moves
Chapter 0: The Preface
a. What is banchō?
What is banchō? Well, banchō is the Japanese term that means “Leader of a
group of Delinquents”. Thus the game named after this position in the school.
The life the banchō follows is that of a delinquent, or rather a group of them. The
ages of these young people are in a very tenuous spot, ages to young to be part
of real gangs, to join the yakuza, but old enough for independence. They have
free range in what direction want to go, and how they live their lives. The words
of adults no longer holding as much weight as they used to now that a different
world is in front of them. The world of delinquency, a world where pride, strength,
and your gang are all that matters. Where the strongest delinquent, the banchō
was at the top, and their crew would find themselves involved in a myriad of
situations. Teachers trying to rid them from the school, getting into fights with
other schools, troubles with the law, getting caught up in yakuza nonsense, or
the pressures of high school. All of those and more are what banchō have to deal
with.

banchō is a Tabletop Roleplaying game in using the Powered by the Apocalypse


Engine, made to emulate the Manga about these students. Where you get to play
that bad student lifestyle, skipping school, being the kind of person who
communicates with others through your fists, Rebelling against those who claim
something you’re against. Inviting the players to tap into the delinquent they have
somewhere in their heart.

The fun of banchō, as is with every “powered by the apocalypse system” made
by D.Vincent Baker, is that you and your friends tell your own story. Each of you
working together to move the story forward in your own way. Advancing your
characters as they grow up. Each of you working to make a manga where none
of you can expect it may go next. In order to facilitate that, and keep the game
interesting. You have the banchō ruleset.

After all, what's the fun of knowing where the story goes? banchō invites you to
figure out the story of your Delinquent, as they manage their rep and get into
fights.

b. Rumors to Spread
banchō’s concept and stories come from a number of older manga that have
told the stories of various delinquents throughout Japan. With varying levels of
comedy, drama, and action:
○ Clover
○ Kyou Kara Ore Wa
○ Angel Dentsu
○ Holy Land
○ Hareluya II Boy
○ Drop
○ Worst
○ Ocha Nigosu
c. What do you need to play?
○ In order to play banchō, all you need to play is two six sided dice, and
some paper, and between 4-6 players. 1 player takes on the role of the
“Headmaster” or the GM who creates the threats and runs the players
through their experience.
Chapter 1: The World of Delinquents
a. School
i. Types of Schools
In the world of Delinquents there are generally three types of schools that
exist. The types of schools will denote the type of campaign you’ll be
playing in, and what sort of reasonable expectations you should have of
the number of delinquents in the school, and what they can get away with.
1. Private
Private schools are the first type of school in the world of
delinquents, these private schools are normally for rich kids, and
kids of higher status. When you go to a private school there should
be an expectation held by both the GM and the players that
Generally the adults are people to be avoided. They actually care
about the delinquency, and thus will react as such to seeing
delinquents. In addition, the students of the school shouldn’t have
more than a handful of delinquents. It should be noted that people
who go here might have good connections that make them
terrifying to mess with, by having bodyguards to fight for them. Or
might be good marks due to having a lot of money.
2. Public
Public schools are the most common type of school in the
delinquent world. Public schools don’t really have a general
expectation you should be having for the school. They can want a
school free of delinquents, or allow them to exist. However, the
important difference between them and the other two schools is the
prevalence of normal students, whose opinions would be easily
swayed based on what your characters do.
3. Delinquent
Delinquent schools are the last type of school in the delinquent
world, and the least common and prevalent of the three. Their
schools where it’s little more than a high school diploma mill. The
students attend, and the teachers take roll, and everyone does their
own thing. That’s it. Due to this only people in the school are
delinquents.
ii. unofficial
1. The banchō
The banchō as it has been said, is the head of the delinquents in a
school. The title is normally earned by being the strongest guy in
the school, though it might just be the gang leader of the school
instead. Or it might be still a hotly contested place and there are
multiple people that contend for the spot of banchō. Regardless of
who is accepted to be the banchō. The times dictate exactly what
their role was in the school.

Back when delinquency was still fresh, they were considered the
guardians of the school. There was a kind of social contract
between them and their school. They were allowed to do as they
pleased, skip class, get into fights, and bully other students. As long
as they made sure that others didn’t do the same to the students,
and made other schools pay for doing so, they were protected.

In later years this has become closer to being the leader of the
school as a gang. Their job being able to just rangle in all of the
students and rally them, but didn’t have that same protection of
yesteryear. Though at the same time didn’t have the same
responsibility.
2. Upperclassmen
In banchō like in much of japan seniority has a lot of power when it
comes to interactions. Generally speaking the weight of reputation
is a lot higher as you go along further in years. Being older comes
with experience and size, so when entering into a new school more
often than not delinquents will meet with their upperclassmen
delinquents of the school. Either to claim dominion, announce
presence. Several different possible things, but meeting them is a
usual must otherwise it’s seen as disrespect.
3. Underclassmen
In banchō eventually your characters will get older, or maybe you’ll
start the game at an older age. When these characters appear, it’s
important to understand what they bring. They bring the opportunity
of new issues. They’re characters that either look up to, or wish to
fight your characters who have accumulated respect and cred.
They’re hungry, and looking to prove themselves just like your
characters were before. If you are the upperclassmen, they are the
ones who meet you.
iii. Official
1. Teachers
In banchō teachers hold a very interesting position. What they look
to do and change really depends on the type of school. In a private
school they may default to punishments and threats, or they may
decide to go for helping cover up issues. In public schools it can
vary wildly, but they have a lot less worry for their public perception
in comparison to private, so there’s plenty of wiggle room. The
delinquent school teachers however are basically considered
glorified baby sitters, they sit in class, and that’s about it.
2. The Physical Education Teacher
In banchō and just in general, the Phys ed teacher is usually
considered to be the strongest teacher. They’re not necessarily a
power house but unless there’s a specific security position, or head
of discipline usually dealing with delinquents gets pushed onto
them whether they like it or not.
b. Cities
i. Other Schools
In banchō it is really important to remember that cities have other
schools. These other schools will be the very bread and butter of
your opponent base. They’re the people that your players will fight
against. All other delinquents and the like come from other schools.
While it will generally very from place to place. An unspoken rule
among delinquents is to close ranks against other schools.
ii. Gangs
1. Motorcycle Gangs
Banchō is a game primarily focused on school delinquents, but it is
capable of running games for Motorcycle gangs. Motorcycle gangs,
or the Bozoku are as they are in western media, they’re trouble
makers who ride motorcycles around the city, raising hell and doing
whatever they hell they please.
2. Yakuza
The Yakuza in Bancho are the big scary people, they’re the kinds of
people that even delinquents don’t want to mess with. As they’re
the eventual evolution. Graduated from school and actually scary
with connections and weaponry. Many of them are strong physically
and experienced. If ever messed with they take the respect and
tradition very seriously, and will retaliate heavily in many
circumstances.
c. Unspoken rule
In banchō there is an unspoken rule that most players must follow, mainly
because it’s logical, and mainly so it keeps the game in a place where it
stays in line with the genera the best. That is no killing. In general bancho
is about feuds and respect. Unless you’re playing a game where things
have escalated exceptionally far, killing should never be on the table for
anyone save for a mad villain that is clearly off their rocker. That sort of
action is saved for the yakuza.

Chapter 2: Delinquents
a. Choosing Playbooks
When you make a character in banchō, they are part of a group of delinquents,
the other players. Your Playbooks are the outline for your character, and have for
the two parts. Their Rep, and their Style, which will be explained later.

The group then has each player, choose two playbooks, one Rep Playbook, and
One Style playbook. Combining the two to make the outline of their character.
Two players can have the same style, but two people having the same rep within
the group aren’t allowed, which will be explained why below. If two people want
the same rep, they should work it out between the two of them, or have the
Headmaster arbitrarily decide who gets the Rep playbook.

Do understand that you’re Rep Playbook, and your Style Playbook doesn’t define
your character, instead, they identify the kind of rep your character has and
directs you to figure out why they have that Rep. Each Rep playbook has its own
positives, and negatives, similarly with Each Style playbook.
Rep Playbook
A character's Rep, short for reputation, is something that represents how the
people in the character's normal places to hang see them. Whether that be
school, the arcade, or just their hood. Rep Book represents the character's
reputation which is based on a bit of the truth, but a lot more on word of mouth.

Style playbook
Your style playbook represents how your character deals with flights, the simple
fact of the matter is if you are a delinquent you have at least some kind of
capability to be an active participant in a fight, even if you aren’t good. Your style
playbook represents that.

b. Look and name


With your playbook selected, you’ve got to determine your name, and your
nickname if you have one. Like from Kyou Kara Ore wa, Mitsuhashi is
“Mitsuhashi the Cheapshot” Or Angel Dentsu has “Kitano the Immortal”. Though
not every delinquent has a fancy epithet, if you don’t have one then you might
just be known by your school, like “Itou of Nan High”. However you choose your
name, it’s up to you. Just keep in mind that most delinquents don’t get to pick it.
They end up with it after having garnered a reputation. Some people might even
choose not to start with one, and you’ll make one over the course of the game.

Regardless of the name you pick, there’s another section to think about which is
your look. Describe how your character looks, and make sure to pay attention to
the elements that make up your character’s rep and style. You can’t be a pretty
boy as a scary, and to be a big guy you have to be big.

c. Cred
Cred, is the word we use in this system to refer to stats. Your cred is indicative of
the actual abilities your character possesses, as it’s the credibility that afforded to
your reputation. In banchō, there are 4 pieces of cred to your character's
reputation. You find your cred by adding together the values from your style and
your rep.
- Connection - this piece of your cred represents how well your character
can connect with others. This is both getting people to feel empathy with
your character and like them, and your character’s ability to understand
others.
- Cunning - this piece of your cred represents how crafty your character is.
It’s their ability to think creatively and find their way out of situations.
- Brawn - this piece of your cred is how strong your character is. Whether
the reason for this is the ability to fight, or physical strength.
- guts - this piece of your character is how passionate your character is.

When creating a character you can choose one of the following options
- You can have a +1 to any cred, and +1 toughness
- you can have +1 to two cred and a -2 to toughness
- You can have a +2 to one stat, and a -1 to one cred
All the cred for all of the classes are on this sheet
d. Respect
Respect is the weight your reputation has accrued. Every playbook accrues
respect in different ways, selected when you choose your rep, and you can
spend that respect in order to have effects, as defined by the playbook moves.
Or can be spent in order to achieve playbook specific bonuses
e. Toughness
Toughness is the measure of how much damage your character’s body can take
before they are in danger of being knocked out. This is determined by adding
together the sum of both of your playbooks. When the amount of pain you have
exceeded your toughness, roll to stand strong. If you have more pain than double
your Toughness, lose consciousness and end up in the hospital.
f. The Gang
The Gang is the section of the playbook that has a list of possible relationships
you can have with the other members of your group. You should ideally find, and
assign some kind of relationship between you and every other member of the
group. It’s fine if the relationship isn’t considered the same by both sides so long
as both sides agree with how they're being perceived.
g. Rumor Mill
The Rumor Mill is the section of your application that is your background. It’s a
list of questions about your character to help define them, and the sort of
reputation they have. The Rumor mill is split into two parts when answering them,
the Rumor, and the truth. The rumor is what other people say about your
character when asked the question, the truth though is what your character says
when asked the question.
h. Playbook moves
Each playbook comes with a set of moves that are special to the playbook, and
customize their play. Each playbook will tell you if any moves are required, and
how many you may pick.
Chapter 3: The Moves
Moves in banchō are a bit different from other PbtA games. They have three tiers
to hits. They have Strong hits 13+, hits 10-12, and partial hits 7-9.

a. Hold your Ground (Guts)


When someone tries to intimidate or provoke you, roll +Guts to hold your
ground. On a hit, it doesn't show on your face. Then, On a 13+ choose one of
the following:
● You feel confident, take a +1 forward against them
● You get them a bit, pick three questions from “get someone”, they will
answer one
● You get your second wind, recover 2 pain.
On a 10-12, You don’t rise to their intimidation or provocations
On a 7-9, pick one of the following
● They freaked you out, take a -1 forward against them, until you hit them in
a good spot.
● They pissed you off a little, got you off your game, the next time you roll to
beat the shit out of them, you cannot choose to dodge or block to reduce
the pain
b. Beat The Shit out of (Brawn)
When you use you try to beat the shit out of another person, roll +Brawn. On a
hit leave yourself open to an attack, and deal two pain, pick one from the list
below. On a 10-12 pick two, On a 13+, deal two additional pain and pick two.
● You Hit them in a good spot, inflict two additional points of Pain
● You take something from them
● You get ready to block or dodge, and reduce the next pain you take before
the start of the next turn back by 2.
● Communicate a feeling you can’t express in words
● Make it difficult for them to move
● Make an opening for someone else
● Make them lose their hold on something
c. Hear about a Rumor (Cunning)
When you search your memory about a rumor on a particular subject that the GM
considers high profile and know their name, roll +Cunning. On a hit, the
headmaster will answer two questions you pick from the list below, On a 7+, the
headmaster will pick one to lie about. On a 10-12 Pick an additional one. On a
13+, The headmaster does not tell you a false rumor.
● What’s their modus operandi?
● Who's the scariest guy they beat the shit out of?
● Where are they in their school’s hierarchy?
● What’s their title and why do they have that title?
● What school do they go to?
● What kind of backup can they call?
● Who do they give a shit about?
● Do they do drugs, which ones?
● Are they related to ____?
● Where do they hang out?
d. Use your Brain (Cunning)
When you try to use your brain in order to deal with a situation, roll +Cunning.
On a 13+ hold 3, on a 10-12 hold 2, on a 7-9 hold 1. You can spend your hold to
do any of the following. Let go of this hold when you “See Stars”, or at the end of
the scene
● Find an opening to take advantage of
● Ask the headmaster one of the following questions he will answer
truthfully:
○ What’s the best way to limit their numbers against me?
○ What’s the best way to get out of here?
○ What can I use as a weapon?
○ What’s the trick they’re using?
○ What isn’t adding up?
○ What should I watch out for?
○ How Strong are they?
● Pick apart their insult or provocation, negating having to pick one from the
7-9 range on a hold your ground.
● Use what you know about them to be more targeted with your words, +1 to
your next speak with words
e. Speak with Words (Connection)
When you speak with words in order to piss someone off, bluff, or Convince
someone of something, roll +Connection. On a 13+ pick one of the following or
three from the lower list:
● They fall for it, or are shaken up by it seriously, take +1 against them till
the end of the scene
● Tell them a rumor they now believe to be true about someone in the scene
● They do exactly as you want
● You inspire them, give them a +1 forward until the end of the scene (not
available to be used against who did it)
On a 10-12, pick two of the following, on a 7-9 pick one of the following,
● They’re tricked for a moment, gain a +1 to your next action
● You’re words ring true, give them a +1 to their next action
● They stumble and give you an advantage
● They do what you want, but give you a condition to follow
● You get them to reveal which rumor about them was false.
● You piss them off and get them to target you
f. Stand Strong (Guts)
When you start feeling the pain get to you, and your pain exceeds your
toughness roll +Guts to stand strong. Regardless of your roll take a -1 to your
next stand strong roll. On a 13+, pick none of the following, On a 10-12 you pick
one of the following, On a 7-9, pick one of the following and pick the take a -1
option.
● They got you better than you’d like to admit, take an extra two points of
pain
● They got another shot off on you, take another two points of pain.
● You stumble giving them an opportunity
● You lose something important to you
● Take a -1 to stand strong rolls for the rest of the fight. (this stacks every
time taken)
If you miss, lose consciousness as you can’t block out the pain anymore.
g. Get someone (Connection)
When you try to understand someone else, and get an impression of them roll
+connection, on a hit look at the list below, Pick three questions, and on a 13+
the target will answer all of them. On a 10-12, the target will answer two of the
three, and on a 7-9, the target will answer one.
● What could I say to piss them off?
● What part of themselves are they proud of?
○ Why are they mad?
● What are they afraid of?
● What could I do to get them to _____?
● Would he honor a deal?
● What’s their goal?
● What do they want out of me?
● How can we resolve this peacefully?
● Do they like _____?
● What does your character’s beef with _____?
● What does he really mean?
h. Use your Legs (Cunning)
When you try to move quickly or quietly in order to gain an advantage, roll
+Cunning. On a 13+, pick two of the choices below, on a 10-12 pick one, on a
7-9 pick one and the headmaster will tell you what it’s going to cost you to gain
that advantage.
● Move the fight to where you want
● Put distance between you and someone else
○ Widen the distance between you and them enough to getaway
● Tire them out
● Enter into a fight from elsewhere
● Take a blow for someone else
● Catch up to someone before they can getaway
● Gain an advantageous position
i. Understand a situation (connection)
When you enter into a tense, strange, scary, or unusual situation, roll
+connection to try to understand what is going on. On a hit Pick one of the
following and take a +1 forward to acting on that information:
● You have an idea of how strong everyone in the room is relative to each
other
● You get what misunderstanding is happening between those in the room
● You have an idea of how to calm down the situation
On a 10-12, pick one of the following in addition, On a 7-9 pick two of the
following in addition.
● You make the situation a little worse
● Your understanding of the situation is incomplete, there’s a detail you’ve
missed
● You draw attention to your entrance
j. Flex your Muscles (Brawn)
When you flex your muscles and show off your strength with a feat of strength, or
Try to do a particularly strenuous action roll +Brawn. On a 13 + pick two of the
following, On a 7-12 pick one of the following,
● You manage to do what you set out to do better than you were expecting
● You manage to impress or frighten someone watching
● You create an opportunity by surprising or distracting them.
On a 7-9, Also pick one from the list below:
● That was particularly tiring though, take a -1 forward
● You strained something, take two pain
Chapter 4: The Reps
a. The Chill
You’re the best friend, the chill guy, the cool guy. People Know
you, people like you. You’ve got plenty of old friends, and are
pretty good at making new ones. The only reason why you're
even really considered a delinquent is because for the most
part, you are too cool for school.
● Associated Cred: Connection / Cunning
● Respect
○ Gain Respect when
■ When you stop a fight without violence or intimidation
■ Inspire, or cheer someone up
■ Make friends with someone you’ve fought
○ Spend Respect on
■ When you Get Someone, spend 1 to get the answer to,
“Why are they mad” even on a miss.
■ Spend one to raise the success category on a speak with
words roll, can’t choose to “Piss them off, and get them to
target you”.
■ To know someone in a group of people, they may not be
present, but you have their number and can call them
● The Gang
○ You’ve been friends with ______ since elementary school, ask
them how you met.
○ You made friends with _______ after they got into a fight with one
of your friends.
○ You met ________ somewhere, and you guys just started hanging
out.
○ You’re in the same class as ________ and it’s been a good
skipping class together.
● The Rumor Mill
○ You did something pretty cool that made you well known around
the school. What was it?
○ Back in middle school you and your friends back then pulled an
epic prank. What was it?
○ You’ve got a buddy at another school whose pretty well known.
Who is he?
● Playbook moves
Choose 3 below
○ Pep Talk
■ When you speak with words, Add the following to the list for
a 13+:
● Your words make them forget about their pain, they
recover 4 pain
and add the following to the 7-12 list:
● Your words make them feel a bit better, they recover
2 pain.
○ “You wouldn’t believe me if I told you”
■ When you roll to hear a rumor, you can choose two
additional questions, and the GM will choose one and
answer it truthfully
○ “Chopper”
■ You own a motorized vehicle, car, motorcycle, or scooter,
and always know and have the funds to fix and maintain it. In
addition, you are particularly skilled. If you or your party are
near your vehicle. You and your party can escape a fight
without fighting.
○ “Musical Skill”
■ Your musical skill is something to behold, you choose some
kind of musical talent, and you are unmatched in it and going
places. You’re actually decently well known in the local
scene, thanks to your band.when you put on a performance
roll +connection, on a 7-9 it goes well, and the music sounds
awesome. on a 10-12 choose one below, on a 13+ choose
two
● You make a good amount of money from it
● You Draw a pretty good crowd
● You get an offer for a gig
○ “Reliable”
■ Gain One respect when you make a promise to a friend, and
you follow through on it, take a +1 forward on all efforts
made directly towards to fulfill that promise. You may only
have one promise at any time.
○ “Best Friend”
■ __________________ Write the name of another PC on the
line, get a +1 to all connection rolls for them.’ You can spend
1 respect, to change who your best friend is. You may not do
this more than once a session.
○ “My place and Hang?”
■ Gain one respect when you and your friends go back to your
pad to hide out during or after a stressful situation. Your pad
is a safe place that the police and other gangs cannot attack
for some reason.
b. The Hero
You know you might not actually be a delinquent if you didn’t
find yourself getting into fights all the time and going to class,
but we both know you could not ignore what’s happening
around you.
● Associated Cred: Guts
● Respect
○ Gain Respect when
■ When you take vengeance for someone else
■ When you end up in the hospital for someone else's sake
■ Do something for someone you don’t know because it’s “The
right thing to do”
○ Spend Respect on
■ Spend one to make a dynamic entry against all odds.
■ Spend one to reroll a, Stand Strong
■ Spend one to push a, Hold your ground roll up a result level,
if you do you cannot choose to get your second wind.
● The Gang
○ You’ve saved ______ from bullies before
○ When you transferred in _____ was assigned to help show you
around.
○ You beat the crud out of this person ______, they’ll tell you what
they did to make you think they deserved it.
○ _____ had your back.
● The Rumor Mill
○ You beat the crap out of someone pretty well known, who was it?
Why?
○ Back in Middle school, you weren’t that much of a punk, what
injustice made you into one?
○ You came to class pretty beat up after a fight one time, and they
asked you what happened. What happened?
● Playbook moves
Choose 2 below
○ “Make sure I Stay down”
■ When you fail to Stand Strong, and fall unconscious. Hold
one, Spend this hold to get up and choose one of the
following below:
● Take one hit for anyone
● Roll to beat the shit out of someone
● Take something from the other person
If you do, regardless of your pain, fall back unconscious and
wake up in the hospital.
○ “Pick on someone your own size”
■ Gain one respect when you interrupt a fight and get the
instigator focused on you, you may take two pain to allow
whoever you save a chance to get away without trouble.
○ “Heroic Charisma”
■ When you attempt to speak with words to inspire someone,
roll +Guts instead of +Connection
○ “Heroic Last Stand”
■ If you’re the last member of the group left standing, you can
turn any fail on a Stand Strong into a 7-9, if you do you must
choose to take they got you in a good spot, and to take
another blow. If you don't go down, you can spend one
respect to Impress or Frighten someone, as if you had flexed
your muscles
○ “Fair Play”
■ Gain one respect when your group has an advantage of
numbers, and you get them to stand back when challenged
to a one on one. During this one on one, you gain a +1 to all
Stand Strong rolls.
○ “That’s Fucked up!”
■ When you see an injustice, roll +Guts to get yourself fired up,
about it, on a hit get a +1 forward against the person who
caused it, on a 10-12 pick one of the ones below, on a 13+
pick two.
● You’re hyper focused now, Hold two as if you’ve
rolled to use your brain.
● Get a +1 to your next Stand Strong roll
● Your anger has dulled the pain, Recover 2 pain
On a fail, your anger is too much and you’re going to make a
mistake at a critical juncture.
○ “Help from the helped”
■ The first time you ask an NPC you’ve saved to help you, you
can spend one respect to get them to, no strings attached.
c. The Hot Head
You’ve got guts, whether that be because of your temper, your
bravery, or your desire to not back down. One thing’s for sure,
you aren’t thinking about what you’re going to do next.
● Associated Cred: Guts
● Respect
○ Gain Respect when
■ When you pick a fight while you’re vastly outnumbered.
■ When someone has to stop you from going to far
■ When your temper lands you in hot water with adults
○ Spend Respect on
■ To roll guts to flex your muscles, when you do this you
cannot choose to do better than you expected.
■ Spend one to automatically pass a hold your ground roll,
even after rolling. If you do, it’s a 7-9, and you must pick they
pissed you off.
■ Spend one to add “communicate something you can’t
express with words” when you roll to beat the shit out of
someone, even on a miss.
● The Gang
○ ______ pissed you off, but you guys became friends afterward
○ You and ______ had a misunderstanding that brought you to
blows, they will tell you what it was.
○ _______ is your rival, and you want to kick their ass one day.
○ _______ is awesome and gets ya.
● The Rumor Mill
○ You lost your temper at someone before, and it became a big deal
in school who was it? And Why?
○ You got into a misunderstanding with someone before, and it
caused a problem, what was the problem?
○ You managed to win a fight where you were at a disadvantage and
you knew you would be. What was the situation?
● Playbook moves
Choose 3 below
○ “Bad Temper”
■ Whenever someone is trying to piss you off and you succeed
a hold your ground roll, you can instead choose to fail and
gain one respect. Deal 2 additional pain on the first attack
you make against the person who pissed you off.
○ “Reckless”
■ Whenever you charge into a situation without a plan, and
without listening to the others in your group you gain one
respect and hold one. This hold can be used to raise any roll
by one success category, or, if you slow down to use your
brain, two success Categories.
○ “Grudge”
■ Whenever you’ve been knocked out, you can state you have
a vendetta against that person, gain a +2 pain and +1 to all
beat the shit out of roll against that person until you knock
them out.
○ “Rival”
■ At the start of every session, you can state another PC to be
your rival. Always roll +1 in attempts to show up your rival.
○ “The Button”
■ You have a button, a keyword, an insult, an action, that sets
you off. Write it is on the line below. If this is used you must
try and beat the shit out of them, no matter how many there
are. Gain the following until they lose consciousness, you
lose consciousness
_____________________
● +2 pain to all attacks
● +1 pain received from all sources
● +1 to stand strong
● -1 to all +cunning roll
○ “Language of Fists”
■ Whenever you roll to beat the shit out of someone, if you
choose to communicate something to them without words,
you can also choose one question from “Get someone” to
ask them.
○ “Fired Up”
■ Whenever you fail to hold your ground, you can choose to
roll to fire yourself up with a +guts roll. On a hit you gain two
hold. On a 10-12 gain tgree. On a 13+, gain four. You can
spend your hold once per action on any of the following
below
● Do +1 additional pain
● Lower your pain by 2
● +1 to your next hold your ground roll
● +1 to your next Flex, your muscles roll
d. The Gopher
These guys are your friends, and you’ll do anything for them.
Maybe others think that they're bullying you, or taking
advantage of you, but you know that’s not the case. You are
friends.
● Associated Cred: Connection
● Respect
○ Gain Respect when
■ When you do something for someone else that’s a bit risky,
dangerous, or illegal for a friend just cause they asked
■ When you take the blame for one of your friends
■ When you take the blame for someone else so they can
avoid punishment
○ Spend Respect on
■ Spend one to automatically pass a hold your ground roll,
even after rolling. If you do, it’s a 7-9, and you must pick they
freaked you out.
■ Spend one to open an opportunity for yourself in a fight, as
they underestimate you
■ Spend one to be unrecognized
● The Gang
○ _______ is your bud and watches out for you
○ _______ used to be your bully, ask them why you’re not anymore
○ You and _____ are partners in crime
○ You owe _______ quite a bit and help them out because of it.
● The Rumor Mill
○ Someone saw you giving something to one of the others before,
what was it? Why were you giving it to them?
○ You got beat up by one of the other guys before, why? What
happened?
○ You were involved in a fight that happened, but got taken out pretty
quickly, why did that happen?
● Playbook moves
Choose 3 below
○ “Purchasing power”
■ You can always afford to get little things for the group, food,
beer, cigs, money, either because you have change to
spare, or you have a mastery of the ‘five-finger discount’.
You can spend one respect to get any item the group needs,
provided it can be purchased or stolen.
○ Peer Pressured
■ When you do something that you don’t want to do because
your friend is pressuring you to do something, Hold one per
person pressuring you, to a max of the players in the game,
spend 1 to gain a +1 to your next roll.
○ “Who are you?”
■ The other guys in your group draw all the attention, and your
left forgotten a lot of the time. That’s ideal in your case,
though whenever you do something that makes someone
say they’ll remember you gain 1 respect. Unless you do
something to directly blow your cover, you cannot be
identified in relation to your school or your gang.
○ “They’re my friends!”
■ When anyone tries to intimidate you into revealing
information that would harm a friend, roll +connection
instead of +guts to hold your ground.
○ “Unnoticed”
■ When the cops cause a fight to scatter, a group fight breaks
out, or another big spot of dangerous trouble breaks out, and
you are not the center of attention, you may instead escape
from the fight without rolling.
○ “Favor”
■ You may hold up to three names on the lines below. Each
time you do something another delinquent you may write
their name on the line below. Their names can be listed
more than once. When you make a speech with words roll to
convince them to help you, you may raise your roll by +1,
after the roll by erasing their name.
● ____________
● ____________
● ____________
○ “Return on Friendship”
■ When you’re saved by a friend from a dangerous situation,
gain one respect. If you choose to stick around, your friend
can take any pain directed at you instead of you if they wish.
e. The Gruff
You’re rough, quiet, and stubborn, and that’s because you take
this more seriously than anyone else. You take it seriously
because this is. Others know you think that, and know not to
mess with you because of that.
● Associated Cred: Brawn
● Respect
○ Gain Respect when
■ When you successfully de-escalate a situation, because it is
beneath you.
■ When you ignore a fight that you aren’t involved in because
it’d be a pain, but stop it when it goes too far.
■ When you properly show other groups head or
representative proper respect
○ Spend Respect on
■ Spend one to roll a hold your ground with +Brawn, if you do
you cannot “get them a bit”
■ Spend to not pick one from the 7-9 list when you Flex your
muscles.
■ Spend one to roll any +connection roll with a +Brawn instead
● The Gang
○ _______ is your right-hand man.
○ You’ve got ______ ‘s back.
○ _______ does stuff for you and you appreciate it.
○ _______ is interesting, and you keep them around because of it.
● The Rumor Mill
○ You used to hang out with some guys who looked worse than the
guys you hang out with now. Who were they?
○ You beat someone up before in a pretty public place, where was it
and why did you do it?
○ You were there when one of the biggest incidents happened in
school, what was the incident, and how involved were you?
● Playbook moves
Choose 2 below
○ “People don’t die so easily”
■ You know the limits of how far you can go with someone
when beating them up when you’ve knocked out someone
you can roll +Brawn to make sure they aren’t coming back
anytime soon. On a 13+ you’ve hurt them just bad enough
they don’t need serious medical attention but they’ll need
some time before they even think about messing with you
again. On a 10-12 pick one below, on a 7-9 pick two.
● They were hurt pretty bad and you’ll be getting a call
from an adult
● You’ve gone a hair too far, and even you feel bad
about it. Take a -1 forward to all Stand strong rolls
related to them until you do something to make it up
to them.
● They won’t be back anytime soon, but they will be
back for sure
● Spend one respect, as this has cemented our rep just
a bit more.
○ “Connected”
■ You know people. Maybe a Yakuza connection, a member of
a Biker Gang, or a Senpai from your school. You helped
them out with their stuff, and now you can call them. Roll
+Brawn, on a 13+ they come to help you out no questions
asked, even as manpower. On a 10-12 pick one below, on a
7-9 pick one but with strings attached.
● They’ll answer one question without giving you any
false info
● They’ll give you something you need
● They’ll cover your costs
● They’ll give you a place to hide out
○ “Weight of Reputation”
■ When you speak with words using your name and title to
lend legitimacy to what you say legitimacy you can roll
+Brawn instead of +connection
○ “Serious business”
■ When you roll to understand a situation, you can roll +Brawn
instead of +Connection, if you do you cannot choose to
“Know what misunderstanding is going on in the room”
○ “Gang Pride”
■ When someone messes with a member of your gang, your
turf, or people your protecting, and you make them pay for it
gain one respect. So long as the fight is on your turf against
someone who isn’t on your side, gain a +1 against them.
○ “One on One”
■ When you challenge someone to a One on One to settle
everything roll +brawn, on a 13+ they accept and no one will
interfere. On 10-12 pick one below, on a 7-9 pick two.
● They don’t want a straight fight, something different
● They will accept but want someone else on your side
to fight in a one on one as well
● Their group will not accept it, they’ll leave your fight
alone, but everyone else around you will still be
fighting
○ “Man of your word”
■ When you make a deal with someone else, and hold up your
end of the bargain, regardless of their actions, gain one
respect. If they fail to hold up their end of the bargain, then
gain a +1 for all actions against them until they’ve either paid
to your satisfaction, been knocked out by you, or fulfill your
end of the bargain.
f. The Scary
Your looks scare the crap out of people. Whether or not you
choose to be one, others see you as a delinquent. Probably why
you ended up with a bunch of them as friends.
● Associated Cred: Brawn
● Respect
○ Gain Respect when
■ When you scare a group of people larger than yours into
running away
■ When you do something that gets the bystanders around
talking about you in whispers
■ When someone picks a fight with you because of your
appearance
○ Spend Respect on
■ Spend one to intimidate someone, and open up an
opportunity for yourself
■ Spend one to clear a path for you through a crowd, even if
it’s a fight.
■ Spend one to pick “Impress or frighten someone watching” in
addition, when you flex your muscles, even on a miss.
● The Gang
○ ______ isn’t afraid of you, they’ll tell you why
○ You and ______ have been friends for a while despite how you
look
○ _______ and you are well known as a pair
○ _______ is secretly afraid of you, they’ll tell you why.
● The Rumor Mill
○ You got a group of delinquents to run away from you once, how did
you do it?
○ You found yourself looking at a pretty well known guy in the area on
the ground. How did you do it?
○ You did something to one of your classmates what was it? And why
did they run?
● Playbook moves
Take the Move below
○ “Evil Facade”
■ You have an evil-looking, intimidating face, imposing body, a
certain look to how you appear, or some other feature.
Define it on the line below. Pick One Cred, listed next to it.
You may roll speak with words when attempting to intimidate
them with that cred instead.
____________________________
If you choose connection, then Gain +1 to all speak with
words and Flex your muscles rolls that are made using your
facade to intimidate someone.
Take two moves below
○ “Not As bad as you look”
■ When someone calls you a good person, despite how you
look, gain one respect. Even if it was all just a trick. Gain a
+1 to all connection checks to convince someone you’re a
good person.
○ “Memorable Face”
■ You’ve got a face that most people remember. It draws
attention, sometimes too much, and you know it. When
you’re present for an incident. You can make it so no
bystanders can remember any of your sides' faces, but
yours. In addition, you may add the following to the “Speak
with words choices”
● Everyone listening will remember what you said
Verbatim.
○ “Hard to read”
■ Your expression and face are difficult to read unless you
want them to most people cannot even guess at what you’re
thinking. Only possible people that could are your friends,
and even then they have trouble doing it, if another PC tries
to Get you, you can tell them a half-truth as an answer for
one of your questions.
○ “Bluff”
■ When using your evil looks to bluff about something you
can’t actually do, or didn’t actually do, you can roll +cred
selected for Evil Facade, to convince them you did it, on a hit
gain a +1 forward to actually do what you bluffed. Then on a
13+ Hold 2, on a 7+ hold 2, Spend one to pick one of the
options below,
● Raise the success category of a Flex your muscles
roll by 1
● Raise the success category of a speak with words roll
by 1
● Gain a +1 even after the roll to a Beat the shit out of
the roll
On a 7-9, choose one of the following options,
● They believe you, but this bluff is going to spread, and
cause a problem later
● They believe you, but someone here is more fired up
and wanting to fight because of your bluff
● They believe you, but that makes it harder for you to
get them now that they’re a bit afraid of you, take a -1
to your next “get someone” roll against everyone who
saw you do that
On a failure, no one believes you can, did, or will do that. Or
they’ll call your bluff.
○ “I didn’t mean that!”
■ When you scare someone to the point of tears, or running
away, intentionally or not, gain one respect. When you do
this hold one, this can be used the next time you run into
them to have them run away from you.
○ “Holy shit!”
■ Whenever you create an opportunity through intimidation or
fear, get +1 to all rolls against that person until the end of the
fight. You may give up this +1 to raise the success category
of one roll, before rolling.
g. The Selfish
You’re what people think about when most people think about
delinquents, selfish punks. Who take what you want and do
what you want because it’s about you, and that suits you fine
doesn’t it?
● Associated Cred: Cunning
● Respect
○ Gain Respect when
■ When you push a fight onto a friend, and they handle it for
you
■ When you resolve a fight between a friend and you caused
by your selfishness
■ When you manage to get someone else to take the blame
for a deed you did, against their will.
○ Spend Respect on
■ Spend one after you roll to hear a rumor to ask a clarifying
question of the headmaster relating to both the rumor and
yourself.
■ Spend one to reveal that you have an item that belongs to a
friend
■ Spend one to add +1 to your “Use your head roll”, even after
the roll.
● The Gang
○ ______ gets you stuff, nobody fucks with your wallet
○ You steal ______ stuff all the time, they’ll tell you what the last thing
you stole is.
○ ______ is your friend, they give you stuff from time to time
○ You use _____ as your muscle.
● The Rumor Mill
○ People think you stole something from school, did you? What was
it?
○ You yelled at someone in class for some reason, what was it?
○ There’s something you like, that everyone in school knows you like,
what is it? And why do they know that?
● Playbook moves
Pick two below
○ “Sneaky Thief”
■ Whenever you create an advantage with use your brain you
can steal something without them noticing and the
headmaster will grant you another advantage as well
○ “Ally Block”
■ When you Roll to use your legs, add the following to the list
● Position yourself in such a way that you can get an
ally to get hit instead of you.
○ “I don’t give a fuck”
■ When you’re caught in the act of doing something that you
shouldn’t be, but then continue to do it anyways without
concern of the person who caught you, gain one respect.
You may spend one respect to immediately finish whatever it
is so they can’t stop you.
○ “Escape Artist”
■ You’re quite adept at getting away from situations, whether
that’s a fight, or paying the bill you’re able to get out of there.
When you roll to use your legs you don’t need to put
distance between you and the person you can just run away.
○ “They were pissing me off”
■ When you save a friend or someone you like from an
opponent by getting yourself involved, when you could’ve
run away, but claim there was some other reason for doing
it. Gain one respect. Whenever you inadvertently save
someone because they were pissing you off, hold one, next
time you run into them you can spend that hold to get a favor
from them.
○ “Liar”
■ When you roll to speak with words to lie to someone about
yourself or something you did, roll +cunning instead of
+connection. Whenever your lies are revealed, you get a +1
to your next roll the person who revealed it.
○ “Magnificent distraction”
■ Your ability to make people focused on you is good, roll
+cunning to make a distraction for someone. On a 13+
everyone you wanted to distract is distracted. On a 10-12
pick one below, on a 7-9, pick two.
● One person you wanted distracted isn’t distracted
● You draw the attention of someone you didn’t want to
draw the attention of
● You’ve worked yourself into a corner, making it
difficult to get away from here.
● You lose contact with the person you were putting the
distraction on for
Chapter 5: The Styles
a. The Accidental
You aren’t quite sure how it happened, but you’re the only one
still standing in the fight. You didn’t even mean to hit anyone,
everything just kinda happened.
● Associated Cred: None
● Respect
○ Gain Respect when
■ When you win a fight, despite trying your best to not fight the
entire time
■ When you manage to accidentally knock someone out,
starting a fight unintentionally
■ When someone tells you to stop fucking with them, due to
how you fight
○ Spend Respect on
■ Spend one to raise your success category when you roll to
beat the shit out of someone, when you do this take two
additional pain.
■ Spend one to give any roll -1.
■ Spend 1 to deal back 2 additional pain to someone who
deals pain to you.
● The Gang
○ ______ thinks you can fight, and trusts you have their back.
○ You accidentally dragged ______ into a fight before.
○ You’ve accidentally knocked out ______ before, but explained what
happened.
○ _____ Knows how clumsy you are.
● The Rumor Mill
○ People think your a delinquent cause of something you did to a
teacher, what did you actually do?
○ People keep saying you did something the other day, what is it,
what were you actually doing?
● Playbook moves
Pick three below
○ “Pratt Fall”
■ When you roll to beat the shit out of someone, and take any
pain in retaliation you can choose to be knocked far away
from the fight, making it easy to run away.
○ “Lucky Son of a bitch”
■ Your ability to dodge is out of this world, whenever not
fighting in close quarters, you can ignore any attack that
would deal one point of pain. Spend one 1 respect to
completely negate ranged pain.
○ “How the….”
■ Whenever you fail a Flex your muscles roll, in addition to
whatever negative effect you receive from that,you may take
two pain, to beat the shit out of someone in the scene as if
you’d successfully have rolled a 7-9.
○ “Oww!”
■ Whenever you succeed in a roll to beat the shit out of
someone, you instead inflict 1 Pain on your target and any
pain you can not be reduced below 1. Whenever you inflict
pain you may allow the Headmaster to pick your options
from the list and, when doing so, they will select one
additional option. You may take one pain to deal an
additional point of pain, even on a miss.
○ “Used to Bad Luck”
■ Whenever you accidentally knock out one of your friends,
gain one respect. Whenever you deal damage to another pc
you may choose to deal an additional 2 pain, and whenever
a PC is knocked out from failing to stand strong you may
spend one respect to wake them back up.
○ “Dodge?”
■ Whenever you’re rolling to beat the shit out of someone, you
can always take resist or dodge their blows, even on a miss.
○ “Underestimated”
■ Whenever you to beat the shit out of someone who is
underestimating you, roll +cunning instead of +brawn in
order to do it. You can no longer use this move if your
opponent no longer underestimates you, you successfully
roll to flex your muscles, or you manage to hit your opponent
in a good spot, and deal 2 additional pain.
b. The Big Guy
In a fight, you’re big. That’s your big weapon, bigger, stronger,
and tougher than those other punks.
● Associated cred: Brawn
● Respect
○ Gain Respect when
■ When you intimidate a group of people into running away
with a single feat of strength
■ The first time in a fight you let someone hit you, and take the
pain without concern
■ When you use something far too large to normally be used
as a weapon to beat the shit out of someone
○ Spend Respect on
■ Spend one to raise your Use your legs roll up one success
category, if you do you cannot pick you put distance
between them and you.
■ Spend one to make someone see stars when you roll to beat
the shit out of someone, even on a miss.
■ Spend one to raise your flex your muscles roll by one
success category if you do you cannot pick to distract or
surprise them and create an opportunity.
● The Gang
○ ______ Knew you from when you were younger and smaller.
○ You and ______ work out together regularly
○ ______ is your Bud, and no one fucks with them.
○ ______ is smarter than you, and you ask them for help.
● The Rumor Mill
○ You were this big back in middle school, why did people know you
back then?
○ When you got to highschool your size drew attention, what
happened, and why did that get you known?
● Playbook moves
Pick 2 below
○ “Your fists ain’t shit”
■ You take less 1 less pain whenever hit, and can spend 1
respect to reduce the pain by two more.
○ “Brute”
■ You can use one of your picks in a Beat the shit out of them
roll to choose the option, “You impress or frighten someone
watching” from flex your muscles.
○ “Force”
■ You can add the following to the list of choices for beat the
shit out of them
● You hit them full strength, deal an additional two
points of Pain.
○ “Tough”
■ You do not need to roll to stand strong until your pain
exceeds six more than your toughness. However, when your
pain exceeds twice your toughness, you are still done and
wake up in the hospital, as normal.
○ “Ouch my fists”
■ Whenever you don’t take damage from a blow, you deal the
person who dealt no pain, two points of pain.
○ “Smash”
■ When you roll a 13 or above on a “Beat the shit out of them
roll”, you can spend one point of Respect, and deal two
additional points of pain on top of everything else.
○ “Weaklings”
■ When you end a fight where you were outnumbered without
having to stand strong, gain one respect. Reduce the pain
you get from groups of enemies larger than your own by 2.
c. The CheapShot
You’re a delinquent, why the fuck do half these guys think the
answer is to fight with honor? Nah, you use your brains cause
screw a fair fight, you’ll take every advantage you can take.
● Associated Cred: Cunning
● Respect
○ Gain Respect when
■ When you get the opponent to call you dirty for a trick you’ve
pulled on them
■ When you reveal a carefully crafted “plan”, that you’ve
prepared for a fight
■ When someone tries to fight dirtier than you, and you tell
them even you wouldn’t stoop that low.
○ Spend Respect on
■ Spend one to gain one hold for use your brain.
■ Spend one to push your “Use your legs” up one success
category, if you do you cannot choose to run away
■ Spend one to get a +1 to speak with words, even after the
roll.
● The Gang
○ _______ knows you fight dirty and respects it, they’ll tell you why.
○ _______ hates how dirty you fight and thinks you can do better.
○ You Respect ______ 's judgement on manners, you’ll tell them
why.
○ ______ respects your judgement, and will tell you why.
● The Rumor Mill
○ You pulled a pretty good prank on a teacher, what was it?
○ There’s a big name delinquent who doesn’t like you, what did you
do to them?
● Playbook moves
Pick Three Below
○ “Hidden Weapons”
■ You can add the following options to the list of choices for
use your brain
● Reveal a weapon of some kind that you possibly
could have stolen, brought, or made recently. Usually,
allow an additional 1-2 pain per hit.
● Reveal that when you take damage you had
something to block it. Take 1 less damage and deal 1
pain back.
○ “Surprise Mother F*cker”
■ When you Use your Legs to put distance between you hold
1, you can spend this hold to use an option from use your
brain, or to roll + cunning
○ On A 7+ You can spend the hold to hide somewhere
out of sight when they come after you, allowing you to
create an opportunity.
○ On A 10+ You can spend the hold to hide
somewhere, but are able to find the right timing to
leave to leverage your advantage even better, pick an
additional choice on your beat the shit out of them roll
even on a miss.
○ On A 13+ You can spend 1 respect to find the perfect
spot, and catch them completely off guard, you take
no pain in retaliation for your beat the shit out of them
roll.
○ “Hidden intentions”
■ When you speak with words to gain an advantage through
deceit, threats, or lies, you can spend 1 hold from use your
brain to roll +cunning instead of +Connection. When you use
your words to trick them this way, you can replace “They’re
tricked for a moment and gain a +1 to your next roll with”
● You f*ck with their head for a moment, gain a +2 to
your next roll.
Replace “You piss them off and get them to target you” with
● You piss them off and get them to target you in an
obvious manner, take -2 to the next pain dealt.
● You piss them off good and directly their anger at one
of the members of your group.
○ “Chance!”
■ When you fail a roll to beat the shit out of someone, you can
spend 1 hold from use your brain to choose a ”beat the shit
out of them” option, due to a dirty trick.
○ “Strategery ”
■ When you roll to use your Brain, on a hit, hold an additional
1.
○ “Cheap shot!”
■ When you take advantage of an opportunity to choose one
of the ones below:
● Replace the option “you block or dodge their blows”
with “you redirect the next 2 pain they deal to you
onto someone else”
● Gain a +1 to the roll
● Gain Distance From them
○ “It’s ‘Legit’ strategy”
■ When you use your ‘tactical’ mind and make a plan for your
group to follow, that gives you the upper hand despite how it
makes you look, and they follow it to the best of their
abilities. Gain one respect. They gain a +1 for their first roll to
enact the plan.
d. The Loud mouth
You talk a lot of shit, maybe you have what it takes to back it up,
maybe you don’t. One thing is for sure, your trash talk game is
on point.
● Associated Cred: Connection
● Respect
○ Gain Respect when
■ When you pick a fight with another group of delinquents, and
it turns into a brawl
■ When you declare you’re going to do something very specific
to someone during a fight, and you follow up
■ When you put your money where your mouth is, and do
something you’re scared to do because of your own words.
○ Spend Respect on
■ Spend one to get the answer on a, “Get someone roll” to the
question “what would piss them off?”
■ Spend one to push you’re “Speak with words” roll up one
success category. If you do, you cannot pick to be inspiring,
or have your words ring true.
■ Spend one to get a +1 to use your legs, even after the roll.
● The Gang
○ _______ Thinks your pretty funny, and likes you around because of
that.
○ _______ is someone you try to not lie to.
○ _______’s nickname was because of you, they’ll tell you how you
gave them that nickname.
○ ______ thinks your full of shit, and tries to make you live up to your
boasts.
● The Rumor Mill
○ You told everyone about something you did, what did you do?
○ You’re words got you into big trouble once, what was it? How did
you get out of it?
● Playbook moves
Pick three below
○ “Full of Shit”
■ When you first meet a group of people who don’t know you,
you can talk up your accomplishments. If you do, roll to flex
your muscles with + connection. If you succeed you cannot
choose to do better than you expected. On a 7-9 you instead
must choose the option.
● Someone in the group is suspicious of you.
○ “I'm friends with....”
■ When you try to name one of your friends and use their
reputation to get yourself out of a fight roll +connection. On a
hit they believe you, on a 13+ pick two from the list below, on
a 10-12 pick one from the list below.
● You feel the leverage you have now, take a +1
forward
● You scare them enough, that they give you an
opportunity of some kind
● It keeps them hesitant enough for you to get a lead
when you try to run away
● You’re able to convince them that you were somehow
involved in one of your friends exploits
○ “Do or Die”
■ When you make a declaration to an entire fight that you are
going to beat up a particular person in the fight, take +1
forward to doing so. If you manage to beat them gain 1
respect.
○ “Threats, jokes, and deception”
■ When you roll to speak with words you can add the following
options to the list
● What you said was unreasonably funny, and you got
everyone to laugh
● You can get them to believe that you’ll do as you say
● Replace “They fall for it, take +1 against them till the
end of the scene” with “You get in their heads, you
take +1 against them, and they take -1 against you.”
○ “Panda's incoming!”
■ If you get away from a fight, you can return with a group of
authority figures in tow, you end the fight, but now everyone
involved must roll to use their legs to run away or be caught.
○ “Hold up! Time out!”
■ You can roll +connection to yell over a crowd and stop for a
time out. On a hit, everyone stops fighting for a couple of
moments. On a 13+ pick two from the list below on a 10-12,
pick one.
● They’ll listen to what you have to say
● The mood’s been ruined so they decide to pin the
fight for next time you meet
● You buy a moment for your friends to breath, and they
recover 1 pain.
● You buy an opportunity for your friends to take
advantage of
○ “Pissed them Off Good”
■ When you piss someone off, you get +1 to all speak with
words, and get someone, rolls against them, but cannot calm
them down no matter what. You can spend one respect once
per fight against someone you’ve pissed off to raise any roll
by one success category.
e. The Natural
You’ve always just been good at this stuff. Fighting comes
naturally to you just like how school comes naturally to others.
You can fight just as well as enemies who are bigger, trickier, or
more skilled than you.
● Associated Cred: Brawn
● Respect
○ Gain Respect when
■ When you successfully land a fighting move that confuses
somebody watching
■ When you steal a move from someone, and use it against
them.
■ When you find a weakness in their style you can exploit
○ Spend Respect on
■ Spend one when you roll “to beat the shit out of them” to
gain one hold to use your brain.
■ Spend one to reroll a “Beat the shit out of them” roll.
■ Spend one to roll +guts instead of +connection, to
understand a situation, if you do you must choose to
understand everyone’s relative power levels.
● The Gang
○ _______ is someone you try to one up.
○ You like to fight with ______ watching your back.
○ ______ is someone who you don’t want to fight.
○ ______ is your goal, you want to beat them one day, you’ll tell them
why.
● The Rumor Mill
○ You fought someone in a 1 vs 1, and came out on top? Who was it,
and why are they coming back?
○ On your first day in school you got into a fight, why?
● Playbook moves
Pick two below
○ “Learn from loss”
■ Whenever you lose against an opponent, the next time you
fight them, Roll +Brawn, for your next fight against them on a
13+ pick three below, on a 10-12 pick two below, on a 7-9
pick one.
● You know how to block or parry them, take one less
damage when fighting them
● You know where their weak points are, whenever they
give you an opportunity, deal an additional 1 pain.
● You have an understanding of how they fight, Start
the fight holding three for “Use your Brain” against
them.
● Any time they try to take advantage of an opportunity,
you can deal one pain back.
○ “Copycat”
■ After seeing a special move, technique, or trick that another
person has as part of their arsenal, you may write the name
of that trick or attack on one of the lines below, and select a
choice from the “beat the shit out of list”. You may spend 1
respect to use that trick, everyone who sees it, and has seen
the other person use that trick before can instantly recognize
you copying them. You gain a +1 to one beat the shit out of
roll using that trick and get the option you choose when
writing it down in addition to the normal effects, even on a
miss.
________________---_____________
________________---_____________
________________---_____________
You may only use this each copied technique once per fight.
You may replace any technique with another one. If you do,
you must see the technique you replaced again to put it back
on your list.
○ “Instinct”
■ You replace "You block or dodge, and reduce the pain you
take back by 2" from the Beat the Shit out of them list with
the following:
● You instinctively fend off your opponents blows and
reduce the pain by 3
Additionally, you cannot be caught in a surprise attack no
matter what before a fight starts. When someone tries to
ambush you, you always manage to escape harm but, once
a fight begins, all bets are off.
○ “Fighting Brain”
■ Whenever you attempt to use your brain in a fight, you can
roll +brawn instead of +brain, but if you fail, choose one of
the following and if you do it gain 2 hold,
● You see something of worth in their fighting style and
invite them to hit you again to watch their move
● You lose control of your emotions in some way, as
something about this has brought out the worst in you
● You misinterpret the situation and gain one profound
misunderstanding about the situation, unrelated to the
fight
○ “Sweet Shot”
■ You replace “You hit them in a good spot, and deal 2 points
of pain” from the “beat the shit out of them” l ist with the
following:
● You got them in a Sweet spot, Deal 3 points of pain
Additionally, whenever someone tries to get a read on how
strong you are, they always come back with the feeling as
strong, or stronger than them.
○ “Crazy Move”
■ When you attempt to use or re-enact a crazy stunt you saw
somewhere that shouldn't normally be effective, roll +brawn
instead of +cunning to use your legs. If you do, you can't
pick to run away or put distance in between you and
someone else, but add the following to the list:
● You broke something they were holding, wearing, or
carrying, it’s not getting fixed anytime soon.
● They’re shocked and don’t know how to react, giving
you an opportunity carry 1 forward to take advantage
of it.
● You don’t know how, but you’re now on top of
something very large and out of their reach.
○ “Understanding”
■ When you and an opponent mutually decide to stop fighting
mid-fight due to understanding one another, Gain one
respect. Take a +1 forward to connection rolls against that
person until you fight again.
f. The Spirited
You’ve never been that great at fighting ……. or thinking…… or
talking. Though one thing is for sure you don’t know when to
quit.
● Associated Cred: Guts
● Respect
○ Gain Respect when
■ When you hold your ground alone against a group of people
that far outnumber you.
■ When you get up and continue the fight, even after your
opponent has called it over
■ When you beat an opponent who has beaten you before
○ Spend Respect on
■ Spend one to push your hold your ground up one level, if
you do, you cannot pick to feel confident and get a +1
forward.
■ Spend one to get a +1 to stand strong, even after the roll
■ Spend one to roll +guts to beat the shit out of someone, if
you do, you cannot choose to dodge or block their blows.
● The Gang
○ ______ knows how to fire you up real well.
○ You don’t want to lose to _______ in anything.
○ You’ll get ______ to respect you.
○ _______ and you make a good duo.
● The Rumor Mill
○ You got sent to the hospital, but you took out the guy who did it to
you. Who was it? And why were you fighting them?
○ People were surprised when you got back from the hospital, why?
● Playbook moves
Pick Three below
○ “Acknowledged”
■ When you’re able to get your opponent to acknowledge your
strength or guts after they’ve beaten you into the ground.
Gain one respect. If you get them to acknowledge you no
matter how much pain you took during the fight you don’t
end up in the hospital and instead can come back the next
day at the top of your game.
○ “Just a Day”
■ When you end up in the hospital, you can still choose to
escape and meet up with your friends. If you do start with
pain equal to your toughness. You heal pain at a rate of 4
higher than the healing rate of your game.
○ “I’m still moving”
■ You do not lose consciousness until your pain exceeds six
more than your double your toughness. However, when your
pain exceeds your toughness, you must still roll to stand
strong and if it exceeds double your toughness then you will
need proper medical attention afterward.
○ “Try to Beat me up”
■ So long as you willingly let someone beat the shit out of you,
let them deal an additional 3 points of pain to you. After
doing so next time you roll to beat the shit out of them, you
may do so with +1 and deal an additional +2 pain. The first
time a fight this bonus damage would force you to roll to
stand strong, you can increase the success category of your
roll by one.
○ “Stamina Monster”
■ Your Stamina is insane, while you still can get knocked out
like other people. It makes it nearly impossible to wear you
out. No matter how much you’re forced to run, or perform
you cannot get tired. Whenever you try to try to flex your
muscles you cannot choose “That was particularly tiring
though, take a -1 forward”, instead you have the option
“You’ve become unreasonably sweaty and gross, take a -1
to all speak with words rolls”
○ “Take it Better”
■ Whenever you take 4 pain or more, you can throw some part
of your body at them to meet their blow, increase the amount
of pain dealt to you by 2, at the same as taking the pain, you
strike back with a “beat the shit out of them” roll, as if you'd
rolled a 10-12, or spend respect to make it a 13+, increase
any pain dealt this way by 2.
○ “You Can’t keep me down”
■ When you roll a 13+ to Stand Strong, immediately recover 3
pain. When you roll a 7-12 recover 1 pain. The recovered
pain cannot bring you back up to the threshold where Rolling
to Stand Strong is no longer necessary.
g. The Trained
Unlike these other punks, you’ve got training, you’ve learned
how to fight. These other guys are mostly unpracticed
wannabe’s but you you’re the real deal. A real fighter.
● Associated Cred: Brawn
● Respect
○ Gain Respect when
■ When you beat someone else with Martial arts training, in a
one on one duel
■ When you end a fight preemptively, for their sake or the sake
of honor
■ When you teach someone else a martial arts move to use
○ Spend Respect on
■ Spend one to get a good estimate of their strength.
■ To push your Beat the shit out of them Roll up one success
category
■ Spend one to Reduce the Pain in addition to blocking or
dodging their blows, even on a miss when you roll to beat
the shit out of them.
● The Gang
○ _______ is learning from you, and they’ll tell you why.
○ You lost to ______ before, and now you want to beat them.
○ _______ used to go to your dojo, and now they don’t, they’ll tell you
why.
○ Your favorite sparring partner is _______.
● The Rumor Mill
○ People know you’ve trained in a dojo, tell me about your martial
arts style?
○ How far have you gotten in official tournaments? Why do you no
longer participate?
● Playbook moves
You have the following move
○ “Stance”
■ When you select this move, choose a stance from the list
below, whenever you take this stance to gain the benefits it
denotes. This move may be selected more than once to get
additional stance you know how to do.
● Deal one additional pain, and take one less pain.
● Get a +1 to all beat the shit out of them rolls
● Add: "Redirect two points of their pain onto an enemy"
to your beat the shit out of them list
● You can always choose to make it difficult for them to
move when you beat the shit out of them, even on a
miss
You Pick one additional one below
○ “Dojo”
■ You have access to a dojo that has a space for you and the
guys to practice and hang out in. Even hide out if need be,
with a sensei there that can help you learn, and can prevent
others from getting you there.
○ “Always armed”
■ You’ve trained in the usage of a particular melee weapon,
and while they won’t let you carry around an actual bladed
version of it, you always have a blunted version on you.
When you wield weapons of this type increase the pain delt
by 1.
○ “Signature Technique”
■ On a 13+ when you roll to beat the shit out of someone, you
can choose to perform your signature technique choose one
of the following below to add to the choices you make
● Deal 2 additional pain, to a single target
● Spread the pain you inflict as you please amongst the
people nearby
● You get them in a lock or hold that will be near
impossible to escape from
● You break something of theirs
○ “Evolving Style”
■ Whenever you fight a strong opponent and overcome a
challenge that their fighting style presents to your style, gain
one respect. Whenever you do this, you can change what
stance you’ve selected.
○ “Sensei”
■ You are learning to teach your martial arts to others,
whenever you take time out of your life to teach someone a
martial arts move, the first time they use that move they can
roll your brawn instead of their own.
○ “Trained Eye”
■ When you see another group of fighters, you can always
identify the people with formal training, which ones have
weapons,. You also can identify any members of the group
that have had notable accomplishments in martial arts fields.
As well as identify those working as a group in a crowd.
Chapter 6: Playing the Game
1. Miscellaneous Rules
a. Double 1 rule
If you roll two ones, no matter how much + 's you have, you fail.
b. Toughness, rolling to stand strong and losing
consciousness
If you get hit, and your pain after adding pain to your current total is higher
than your Toughness, roll to stand strong. If it equals or exceeds double
lose consciousness and wake up in the hospital
c. Raising your notoriety
Your respect doubles as your Experience, Whenever you spend 8 respect,
gain an advancement, every time you level up increase this by 2.
d. Once per scene rule for Respect
You can only gain respect from the same source once a scene
e. Hospital Stays and healing
banchō uses the idea of pain in order to simulate how tough your
delinquents are. Though as tough as they are if they go down they need to
heal up, the amount of time it takes is dependant on how realistic your
game of banchō is. Based on this your gm will determine a hospital stay
length, a healing rate for how fast you recover afterward.
- Realistic - 2 weeks, 1 pain
- Average - 1 week , 2 pain
- Comedy - 3 days, 4 pain
If you leave the hospital before the hospital stay length is up, you start at -
2 from your hospital visit limit. If you stay the whole length then your pain
is set to half your toughness, going down at a rate equal to the game’s
healing rate per day.
f. Using Weapons
Generally using weapons increases the amount of pain dealt. Depending
on the item it can range, but increase the base from two based on the
weapon. Most improvised weapons only add +1, to pain a proper weapon
like a baseball bat, a wooden sword can add +2-+4. Big knives and Guns
used with the intent to kill on the other hand don’t even rate on the pain
scale, the first time you just roll to stand strong when hit and end up in the
hospital on fail, the second time you just end up in the hospital.
g. Advantage
Advantage is a nebulous term, but it means what you can get some sort of
bonus to your next roll. The gm will determine what it is. It can be a
narrative advantage like
● being able to limit the number of people fighting you at once
● Being able to find a way to end the fight sooner
● Being able to do something you couldn’t do before for some reason
● They can’t find you
Or it can be a mechanical advantage
● You get a +1 to your next roll
● Your next attack deals bonus pain
● You roll three dice and keep the highest two
● Get Satisfaction and heal some pain
Any of these are possible and denote different sorts of things, but all of
them are an advantage in the situation. One choice made by the GM.
2. End of Session move
a. At the end of every session go around the table,
i. Did I prove this session I had your back?
ii. Did I help solve the problem this session?
iii. Are we good now?
If you get a yes to to all questions by at least one person each gain 1 respect. If
you get a yes for all three questions from everyone, gain 2 respect.
3. The Rumor Mill
The Rumor mill is the first part of your first session after everyone has completed
their characters they should have filled out their questions with the truth, and
given it to the Headmaster. When the session starts, the master will talk to the
player on the right of the player he’s telling the rumors of. That player will then
explain the same thing to the next player, and so on until it reaches the original
player. You’re encouraged to add onto the mystery and embellish it when telling
the story
Chapter 7: Raising your Notoriety
Whenever you spend 10 respect, select one advancement option below.
The Advancement list
● Take another move from your Rep Playbook [] []
● Take another move from your Style Playbook [] []
● Take any one move (only available after 3 advancements) []
[] [] []
● Improve a Stat by +1 [] [] [] [] (Max +5 in any stat)
● Increase your toughness by 2 [] [] []
Chapter 8: The Headmaster
Agenda
● Make the city your game takes place in feel active
● Make the player's characters feel like their pride is in jeopardy
● Play to find out what changes
Principles
● Describe the atmosphere
○ Never just say what’s going on in a scene. What’s happening with
delinquents isn’t about what you see, but about the atmosphere,
they create around themselves. Sometimes you can just hear the
arrogance in how they talk. Sometimes you’ll notice how the
delinquents will affect the surrounding adults, but they’re too
intimidated to do anything. Sometimes someone is just talking shit
and making things unpleasant. Sometimes you’re hanging out with
the others and having a good time when someone else comes in
and ruins the atmosphere.

In banchō it’s important to get that atmosphere across, to make it


so that the players can get the same level of annoyance it’d give
their characters. banchō is about starting fights cause someone is
making you angry, or someone is annoyed with you guys and they
start a fight.
● Address the Delinquents, not your players
○ The delinquents are who we’re here to follow the adventures of, not
the players. They’re the ones fighting, the ones who your trying to
offend. They’re the ones whose pride is on the line so talk to them,
not the players. This means trying to piss the characters off not the
players,
● Make your move, but never speak its name
○ Whenever something happens, don’t say what move you’re using.
Describe what happens, the effect it has on the atmosphere, how
the tone and movement of people are thanks to that move.
● Show them the Freedom they have, but make them pay the price
○ The attractive thing to characters, and really the attractive thing to
most characters about being a delinquent is the freedom it gives.
You get to do what you want, and not care about what others think,
or the consequences of your actions.

So let them do what they want, short of murder they’re actually


rather free to be mean, and do as they please. Though as the world
is just as alive as they are means that the world has consequences
too.
● Make Authority figures dismissive or supportive, but never involved
○ The important thing to understand about banchō is the relationship
between Authority and Delinquents. They have pull, the ability to
arrest and get them into trouble that would get delinquents to back
down. Though they don’t get involved unless delinquents want
them to, and they don’t try to get involved. Unless you have real
irrefutable proof, they won’t even try or they will be dismissive.
When you bring them into a situation you should be ready for it to
get resolved usually with someone leaving the game, whether that
be NPC or Player. It’s the least interesting thing that could happen
and thus usually should be avoided.
● Make them fight for their Pride and Respect
○ Pride is and respect are a big part of what makes Delinquents,
Delinquents. Their peers and adults can respect them, same with
people from other schools, but the thing is you shouldn’t make it
easy, they have to fight to get that respect. As well as have them
fight to keep the things their prideful about unblemished.
● Be unfair, but give them a chance to right that
○ The fact of the matter is while delinquents have “pride and respect”
this doesn’t mean they have the same sense of what that means.
More often than not, they’ll fight unfair, gang up on one person
when they arrive somewhere alone.

Part of banchō is having the world around them be unfair to them.

Though never forget to give your delinquents a chance to get their


payback, whether they go after them themselves, or place the
enemies somewhere where they’re at a disadvantage. Or even put
them into a place where it’s an even fight.

This extends through to more than fighting though. Be unfair and let
people who don’t know your delinquents judge them based on their
reputations. Make it so that way they are unfairly seen through
tinted lenses, to begin with. Then give them a chance to right it if
they want to.
● Give each Delinquent Identity
○ Every delinquent isn’t just their title, they have a name an attitude
and a reason for who they are outside of their title. Make sure they
have an identity to go with their reputation. Even more than this,
make sure that your players in the game have their characters
affected by their rep.
● It’s never really over until they’re satisfied
○ This is on either side, whether the heroes won the fight against the
enemy school. Or lost the fight, and ended up in the hospital. The
fact of the matter is the fight between the two of them is never really
over. The heroes don’t need to accept it as over, and villains won’t
ever really accept it as over. At least not so easily, it only ends
when both sides are satisfied. Feuds between schools get
perpetuated as part of these things and should always be
continuing and escalating until satisfaction is reached.

If you bring in a rival school and you finish a fight against them, and
it doesn’t feel satisfying to the players, then it’s not a satisfying end
to the fight. Bring them back, with more numbers, or with dirty
tricks.
● Bring some characters to understandings
○ It’s important that with delinquents while they keep going until their
satisfied, there should always be some who can see reason and
come to understandings. They’ll understand and respect why your
players did something, and on the flip side of things
● Be a fan of the characters
○ Remember the game is a story about the characters, not about the
npc’s you create. Make sure that you’re a fan of your player's
characters, and try to make the story about them.
● Think about the other Groups
○ A big part of banchō to remember is that the other groups lives will
go on even after the end of their arcs. Shakeups in other school
paradigms will mean that people will try to use your players to gain
status or will reignite old feuds.

Make sure to always have the various groups of the city ever-
changing. From the delinquents to the other gangs, to motorcycle
gangs. They’ll react to the pc’s doing things, and cause things to
ripple out.
● Escalate quickly to blows, but make going further take forever
○ When you make people fight in this system always escalate quickly
to a physical one. The nature of hot-blooded delinquents makes it
easy to get ther, but actually going further than knocking them out
usually isn’t a thing most delinquents would do, or at least easily.
Going further than that should take a long time so long as you’re
just fighting. If the PC’s escalate, that’s a different story, but most if
not all others should not try to escalate to the next level of violence
beyond knocking them out easily.
● Let their actions become rumors
○ One of the biggest things to remember about banchō is that none of
their actions exist in a vacuum. When they take action, when they
do things, people hear about that. People want to get in on it, take
advantage, and use their actions to their own ends.
Headmaster Moves
● When to make a Headmaster Move
○ When their asking for it
○ When they fail a roll
○ When there is a moment of quiet
○ When things need to escalate
○ After a player takes an action in combat
● General Headmaster Moves
○ Soft Moves
■ Start a fight
○ Delinquents fight. A propensity for violence is part of
what makes them delinquents. They can’t help but
fight, others might take swings at them, ambush them,
they might have a grudge and start arguing. Fighting
is part of the daily life of Delinquents.
■ Piss them off
○ Delinquents simply won’t always be in the mood to fight.
Many don’t even like to fight, but end up fighting because
to them the situation demands it. Do something to make
them angry, something that annoys the character
purposefully. An adult doing something like locking the
door to their favorite hang out spot, or having another
delinquent group start insulting them. Many delinquents
are just easy to piss off.
■ Ruin their good time
○ See the thing about delinquents is that they like to
have fun. Really speaking being a delinquent is about
living how they way they want to. So small things can
ruin a good time, the walls in their karaoke place
being to thin, and hearing the bad singing from the
other side, a cop taking their cigs, or maybe some
other delinquents appear in the same family
restaurant and are loud and obnoxious.
■ Ambush them
○ Grudges and Reputation are good reasons that
delinquents get targeted, or target each other.
Someone beat up your friend, someone from your
school needs something back. When their walking
home or in a restaurant, ambush them. Have more
people, a bigger person, or let them get a jump on
your delinquents.
■ Bringing them together
○ Delinquents aren’t always hanging out in a group
together. Sometimes there are various reasons they
could be split apart from one another. Different
classes, different things to do on saturday, a date.
Have them happen to run into each other. Bringing
them together can be a perfect way to ruin something
that they have going on.
■ Separate them
○ Sometimes they’ll be together but that won’t be ideal
for what you want to happen. Or maybe they have
people after them that are waiting for them to be apart
from each other. Seperate them, show a reason for
someone to head off on their own, let time progress
till they leave each others sides.
■ Bring in reinforcements
○ When you get into a fight, sometimes things aren’t
that simple. One of them will go to get reinforcements,
more people. Delinquents have a lot of friends, and if
they think their losing, then they’ll get numbers to
back them out. Don’t just bring them in, have
someone get away during the fight to call
reinforcements. So that way they know their coming.
■ Show grudges and feuds that will be made
○ Even if they are successful. A valid way to make them
worried about what’s happening is to show the
feelings on the faces of the people they met. The
words they use. Show that they both want to and
planning to come back.
■ Show the people getting ready for revenge
○ Sometimes the trouble isn’t the stuff happening
around them. They resolve the situation. Their just
enjoying their daily life with each other and messing
around. If that’s what they’re doing then you can show
the others getting ready to come back at them.
■ Give them what they want but at a price
○ Delinquents can get what they want even when they
fail. Though sometimes that means it’s not free. They
can get the motorcycle they want but need to win a
baseball game. They can get money out of someone's
pocket but it means that someone else saw them do
it. Give them what they want, but make it have a price
tag.
■ Have an Npc make assumptions
○ Part of being a delinquent is being expected to be a
bad person, or having your reputation precedes you.
Adults will treat you badly, normal students will treat
you as bad or worse than the rumors, other
delinquents will expect things from you. Have them
make assumptions, and act on them.
■ Turn their move back on them
○ If they make a move, a valid option is to take the
move and twist it back to them. They hear rumors, but
only false ones, they try to run away but only run into
the reinforcements. They try to beat the shit out of
someone only to miss and get hit harder. Turning their
action into one that makes things worse on
themselves.
■ Mess with their reputation
○ A lot of delinquents love the fact that their respected.
They enjoy the attention. They like the idea that they
are feared. They use it to get things they want. It’s
because of this that many care when you mess with
their reputation.
■ Make people they don't want hear rumors they wouldn't
like
○ Sometimes delinquents have things they’ve done they
would rather not want certain people to know. You
don’t want that cute girl to learn that you’re delinquent
that beat the crap out of her brother, you don’t want
your mother to know that you punched a middle
schooler, and you don’t want people at your school to
hear about you running around without pants on.
■ Bring back an old enemy
○ Revealing that an old enemy, a grudge, a feud partner
is back, and trying to get revenge is an excellent way
to ratchet up the tension in a scene.
■ Plant the seeds for a bad rumor
○ Planting the seeds for a bad rumor isn’t really having
them do something it’s laying the grounds for them to
be put into a situation where they’ll have to do
something that’ll create a bad rumor. A middle
schooler wanting to fight them, someone losing
something valuable and them having found a wallet
earlier. It’s about incriminating them.
■ Make fighting not an option.
○ Sometimes the best thing to do is make it so fighting
isn’t an option. Even if technically speaking it always
is an option. Making it so the delinquents don’t want
to do it is a valid choice. Put a girl who hates fighting
in the area, bring their parents nearby, have a cop be
watching them, make the feud be with a teacher.
There’s dozens of ways to make it so that fighting isn’t
a good choice and forcing them to find a different
course of action.
■ Play to their respect
○ Their respect gainers are something most players are
going to want to accumulate as soon as possible.
Because they want to accumulate respect quickly, it
means if you present them with options to gain it.
They’ll normally take it. Put them in situations where
their respect is played against each other, or in order
to make it worse for themselves willingly in order to
gain that respect.
○ Hard Moves
■ Inflict Pain
○ Inflicting pain is usually the most common option that
you’ll do to a player. Whenever they roll to beat the
shit out of someone, they’ll be in a prime position to
have pain inflicted on them.
■ Ask them to Hold their ground
○ When you put put delinquents into a situation.
Sometimes you’ll think that it’s scary enough to
warrant asking them to stand strong. Fighting a few
other punks isn’t bad, but when your fighting a guy
five times your size, and outnumbered 3 to 1. If you
want to not be intimidated asking them to hold their
ground is a good thing to do to see if they can hold
themselves together.
■ Ask them to Stand Strong
○ While most of the time asking them to stand strong is
the result of their toughness being exceeded by pain.
There’s also situations where their jumped and they’re
hit hard. So hard you might rule skipping the fight
phase and going straight to see if they stand strong.
Playbook Specific Advice
● The Chill
○ When Running a game with a chilled the importance of them being
a good friend, and by extention somewhat charismatic. The reason
for this is that generally speaking they’re friendly and they get
people. It’s why the have the respect earners, “When you stop a
fight without violence or intimidation” and “Make friends with
someone you’ve fought”. Though it’s just as important to
remember that it’s not just with people their against, but their role in
the group as the friend that people talk to, and chill with is
important, They are a best friend, which is why they have that
move, “Reliable”, “My place and chill” and gain respect when
they “Inspire, or cheer someone up”

Depending on the version of the skill

When you play with them here are a few moves to consider
especially for them.
■ Strain a friendship
■ Bring in a new person to be a friend
■ Reveal an old friend
● The Hero
○ When running a game with a hero the big thing to do for them is
really give them the chance to stick their nose into other peoples
business. They are a hero because that’s what they do, they get
involved even if they aren’t going to benefit directly
■ Injustice
■ Ask for help
■ Point out hypocrisy
● The Hot Head

■ Blatantly manipulate him
■ Disrespect him
■ Tell him to do something he wants to
● The Gopher

■ Downplay his friendship
■ Insult friends
■ Make his friends pay for him
● The Gruff

■ Challenge him
■ Reimpress how serious it can be
■ Use his pride against him
● The Scary

■ Demonize him
■ Reduce him to his looks
■ Make people misunderstand him
● The Selfish

■ Tempt him
■ Brag to him
■ Give someone else something better
Chapter 9: The First Semester
Chapter 10: Rumors & Legends
Chapter 11: Custom Moves

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