Touhou TRPG Project
This page is dedicated to the evolving rules and supplements to Western Roses, a tabletop RPG based in the Gensokyo universe and loosely based on other systems. Please post any comments, suggestions, or critiques here so that these rules can continue to be improved.
Rules last updated 4-2-11
Current Rule-set: v0.6
-Almost a complete overhaul of the rules. Very little has stayed the same, so listing what all has changed is a bit of a waste of time.
-added a section mentioning that percentages are always rounded up
-added the Character Creation section. Everything under that heading is new. Several systems in character creation have not been implemented yet, however, most notably being skills, abilities, and spell cards.
-added a section under combat talking about the ‘arena’ on which danmaku battles are fought.
-added do nothing as an action in combat. Probably implied but figured I should specifically write it out anway.
-danmaku attacks no longer have to make an aiming roll. Rather, once an attack is declared, the target simply rolls to dodge. Physical attacks are still a versus check between the attacker’s power and the defender’s charisma.
-damage table has been deleted. Damge is now based upon a completely different system depending on your stats and the weapon you are using.
-added a weapon table for weapons I used in the test scenario. Weapons that are likely to be common will be added in future versions.
-added rules for the status effects knockdown, knockback, and freeze
-in light of the fact it is easier to multiply and divide by two, elemental strengths are now 2x damage and resistance is now 1/2x damage.
coming in the next version
-racial advantages and disadvantages
-skills and abilities
-basics for the spelldeck system
-Now operates upon 4 d6s rather than 3.
-Versus checks have been simplified.
-Dexterity has been replaced by Charisma as a stat. Other base stats have had their functions changed.
-Strength has been renamed power.
-Senses have been done away with, replaced with basic checks to themanestats.
-Sub-stats has been boiled down to HP, speed, deck size, and range.
-Turn order in combat is now based completely upon speed.
-You are now allowed 3 actions per turn rather than 1.
-Actions have been boiled down to move, attack, concentrate, or use of abilities.
-Attacking and dodging has been changed. Danmaku attacks still use the old system, but physical attacks are now a versus check against the attacker’s power and the defender’s charisma.
-Grazing is now a check against insight.
-Injury has been boiled down to mortal wounds, unconsciousness, death, and utter destruction.
-HP is now mostly positive rather than falling into the negatives as before.
-Mortal wounds now occur at below 1/4 max HP.
-Death now occurs at below 0 HP.
-Utter Destruction now occurs at -1xHP.
-Damage table has been updated to correct typos and make danmaku attacks weaker than physical attacks. It is still likely to be changed completely in the next version.
-Intro to Power section has been re-worded, explanation at bottom now mentions custom-creatable options which will be implemented in a later version.
-Sense checks are now based on insight, will checks on intelligence.
-Fear and stun have been reworked to differentiate one from the other.
Coming in the next version
-New damage table