Professional Documents
Culture Documents
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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.
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.
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.
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”
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