Must be Monday. New podcast! Just click on the fancy logo below.
Tenra Bansho Zero
is a Japanese Tabletop RPG
created by FEAR (not to be confused with F.E.A.R.
the video game series) and was published in Japan in 2000, Zero
is the second edition of a tabletop game called Tenra Bansho
, which was released in 1997. Zero
refers to this second edition being a rework of rules, also known as starting from zero. The game's creator refers to it as "Hyper Asian Fantasy".Tenra Bansho Zero
takes place in the distant future, where humans have colonised the distant planet of Tenra. After many wars, the world has become an Anachronism Stew
: of feudal Japan and anime-like science fiction future, in which katana-wielding robots stand shoulder to shoulder with spirit-powered monks.
As of October 2012, Kotodama Heavy Industries has translated the books into English. As of February 2013, the game is available in PDF format
This game provides examples of:
- 108: If your Karma stat exceeds this number by the time the session is over, you become an Asura. Time to create another character!
- Action Girl: Player characters and NPC can be this, at the GM choice.
- Awesome McCoolname: On par with a anime style RPG, players are free to give there characters one, in case of the Kongohki they almost always have fearsome descriptive names, like Red Hawk or Black Pedal.
- Badass Longcoat: In a game fueled by rule of cool, a Longcoat is easily a viable option.
- Badass Normal: Itīs fully possible to avoid the fancy archetypes like being a magic monk or a cyborg and just be a really skilled and/or well armed badass normal human.
- Because Destiny Says So: all characters are bound to a fate, often used as a plot hook and a way to drive a character forward towards a goal.
- BFS: Greatswords, from the standard type to the soul fueled kind that could cut a man in two like a rag, the supposedly beefiest is actually a modified mecha shortsword.
- Body Horror: Annelidists
- The Corruption: Kiai is literally a measurement of your passions and your ability to channel them...and using it is explicitly a bad thing in the long run, since the more Kiai you spend, the higher your Karma gets. The more Karma you have, the crazier you are and the less you are willing to stop at to achieve your goals. Hit the 108 mark, you become an Asura, who is called out as being unplayable as their utter lack of scruples means their morality is utterly unrecognizable as anything human.
- Chainsaw Good: tho there is no flat out chainsaw like weapon, chainswords are mention as example weapons at least once in the books and with the weapon creation rules and a willing GM, a player can create a fitting chainsaw weapon.
- Creepy Good: Annelidists, feared for being living bug colonies, desperately needed in a setting that has little or no other avenues of medical care.
- Cyborg: Kijin, humans who have had parts of their body replaced with cybernetics. They have to be wary with not going overboard, because Cybernetics Eat Your Soul.
- Deadly Dodging: The Empty Fist Art of War is all about redirecting your enemies attacks towards them-self, this include you making attacks and rolling damage with your enemies weapon bonus!
- Diagonal Cut: This is how the best skill of the True Illusion Style Art of War works, you make a attack then designate a time after the strike, which can be anything from a minute up to three years! You can even choose to apply the damage over time or let it all hit in a instant.
- Enlightenment Superpower: Monks are all about seeking enlightenment and this leads to some developing powers from the search.
- The Fair Folk: The Ayakashi, spirits who are so alien the rulebook doesn't cover then completely.
- Fantasy Counterpart Culture: well Sc-fi counterpart, the major one is feudal Japan but there are others ones.
- Fantastic Racism: Most notably against Oni, with a major economic motivation keeping it going.
- Forever War: The default setting.
- Good Old Fisticuffs: the Unarmed skill, a few limited Arts of War enhances Unarmed skill and allows you to pull of great feats.
- Gilded Cage: Most Kugutsu will spend their lives as the pampered pets of powerful warlord, until another warlord decides to claim her as their own.
- Gun Kata: The Art of War called Black Wing Gun Style is all about this, at higher ranks the player can parry melee attacks and counter other peoples ranged attacks with there guns.
- Guns Akimbo: Black Wing Gun Style also provides this, as itīs built around the user having a gun in each hand. People can go akimbo without the style, but get very little out of it compared to those that posses the above Art of War.
- Half-Human Hybrid: part of the Archtype system, players can be half human half X race, or even be one half race X one half race Y.
- Hand Cannon: None in the standard loadout, but thanks to the weapon creation rules a player can give a gun enough damage to be one. Another way to make a real cannon out of a gun is to apply the rules for scaling it up to be used by the games mecha!
- Helmets Are Hardly Heroic: lots of artwork follows this trope, tho itīs also partly adverted since players can pilot mecha with helmet shaped heads and other minor examples.
- Human Resources: Rubber Forehead Alien resources, actually, but heart engines are precisely that-the hearts of oni, the native species of Tenra. Indeed, this is the core reason for Fantastic Racism against them: It's a lot easier to pretend the people you are murdering to power your war machines are monsters than it is to admit that you're committing genocide to fuel war.
- Humongous Mecha: Armours, comes in two flavours, the specially crafted, old ones that can only be piloted by a child with a innocent mind and the mass produced cheap kind thatīs inferior, but can piloted by anyone with training.
- Karma Meter: A literal one. It goes up whenever you do certain things, and goes down only rarely, when you willingly give up your characters Fates. Letting it get too high is a bad thing.
- Killer Robot: Kongohki, combat robots piloted by the brainwashed soul of a dead person, known to sometimes go Ax Crazy if the soul starts to remember itīs past.
- Laser Blade: Oni, the natives of Tenra can learn to focus their power into a sword shaped beam of light they can wield.
- Lightning Bruiser: Both the Lightning Strike Style and the empty Mind Style is all about striking fast over striking hard.
- Low Culture, High Tech:
- Martial Arts and Crafts: The Arts of War, martial arts styles that ads new and powerful options to your standard use of unarmed or melee weapons.
- Mix-and-Match Weapon: Swords comes in a Gunblade style like the ones in FF 8, the weapon creation rules also have a option to do this, mixing all kinds of weapons.
- Names to Run Away From Really Fast: With a setting like this, players and GM are welcomed to give characters these kind of names.
- Ninja Pirate Zombie Robot: thanks to the Archtype system there are few limits to mixing up things found in this trope.
- Rule Of Cool: Woven into the rules, the game allows players to reward the acting player with points that can be used later to boost dice roles or use in the same way as EXP to permanently improve the character. Promoting players to act out there character and preform daring and fun actions.
- Slave Race: Kugutsu. Almost all are sold off to the highest bidder for prices that can reach the equivalent of billions of dollars in in-setting currency.
- Powered by a Forsaken Child: Inverted. Yoroi Armour needs it's pilot to be as a be as innocent possible. Played straight by heart engines
- What Measure Is a Non-Human?: A major theme, nearly every splat is either functionally human in terms of emotion, mental and spiritual capacities but is the target of some sort of prejudice or was once a human and has been radically altered past the point of being human.
- World of Badass: Normal human range for attributes is 1 to 3. Normal range for PC's and important NPC's starts at 4 and goes up from there.