Tenra Bansho ZeroA Japanese-language science fantasy RPG¸ set on a distant planet in the far future called ""Tenra"". The title is a play on the phrase ""Shinrabansho""¸ which means ""Everything in Earth and Heaven""¸ or ""All of Nature"". Humans were exiled there centuries ago¸ and developed a feudal culture similar to Sengoku era Japan -- though with advanced technology and magic. It includes samurai¸ cyborg footsoldiers¸ taoist demon-summoning wizards¸ medicine men with colonies of useful insects inside their bodies¸ and magically-enhanced mecha powered by innocent children. It uses a d6-based system¸ and includes hero points (""Aiki Chits"") which are earned by good role-playing and spent on improving abilities¸ strengthening Fates¸ or increasing die rolls. - A description from https://darkshire.net/jhkim/rpg/encyclopedia/ with kind permission of John H. Kim
Almost a decade ago¸ Japanese artist and game designer Junichi Inoue sat down to create what was¸ in his own words¸ a uniquely and unmistakably "Hyper Asian" Japanese world: a world of magic and technology¸ of samurai and Taoist sorcery¸ of powerful mecha and cultured geisha. The world was named Tenra¸ and the game was named Tenra Bansho¸ or "Everything in Heaven and Earth."
With a rulebook dripping cover-to-cover with high-quality anime-style art¸ a setting rich in culture both real and fantastical¸ and a revised and simplified rules system that focused with precision on roleplaying and character drama¸ this game took the Japanese tabletop RPG market by storm and spearheaded both a renaissance and revolution in the Japanese gaming industry.
Years later¸ this unique and revolutionary game has finally been painstakingly translated into English for play in the West!TENRA BANSHO ZERO
Tenra Bansho Zero is a unique tabletop roleplaying experience¸ and it features the following:
This product contains two versions of the game:
- The original high-quality art-filled¸ full-color setting and rules books¸ together in electronic tablet-optimized US graphic novel size (700 total pages)
- A text-only indexed version of all of the content of the setting and rules books at US Letter/A4 size for easy reference and printing (510 total pages; with large font and spacing for readability; effectively 150 pages of text for normal book proportions)
Over 300 unique pieces of art appear throughout; there are 33 full-color manga story pages that introduce players to the world and setting features¸ and ten rules explanations¸ also in manga form¸ assist with fast rules retention. The art is done by the formidable hand of Junichi Inoue¸ the fine brush-work of Hiroyuki Ishida¸ the comical impact of Hayami Rasenjin¸ and more!
With layout for the English edition by industry expert Luke Crane (Mouse Guard RPG¸ Burning Wheel RPG)¸ you've never seen a game like this.
Two books: A full-color Setting book and a black-and-white Rules and Play book. The books together boast a page count of almost 700 total pages! The huge amount of art¸ combined with the detailed deep-dive explanations and play advice¸ will give you your money's worth in usable content.
A rich Japanese setting involving a planet in a constant state of war¸ where magic fuels technology and the culture is an analogue of the "Warring States" (Sengoku) era of Japan. Mecha¸ sorcery¸ samurai¸ geisha¸ monks¸ cyborgs¸ annelid-users¸ and more make this game a truly unique - and deeply Japanese - experience.
Quick to Learn
A simple-to-understand rules system utilizing regular six-sided dice¸ cleverly explained in both detailed text examples and amusing full-page manga art. On top of a woven system of skills¸ attributes¸ action¸ and combat is overlaid a deeper system of kabuki theater-style play: Focusing very specifically on play through Acts¸ Scenes¸ and Intermissions¸ the players of this game are both the actors and audience: As actors¸ they focus on roleplay in a scene with other actors; and as audience (much like the audience of a kabuki play)¸ they focus on the drama that unfolds¸ rewarding the players for dramatic actions and cool ad-libbed lines.
An entire campaign¸ a story from start to finish¸ can be told over the space of one to two sessions! You can then choose to play the same characters in another tale¸ or perhaps retire them to look at another facet of life on Tenra.
The original Japanese game had a core rulebook¸ a supplement¸ and later several mail-order-only mini-supplements. The data/rules content and much of the art has been ported and folded into the English book set (originally $145 USD for all of that material if you were to buy it when it came out)¸ including errata and designer suggestions.
This is a truly updated version of the game!