Western Roses Rule-set

Western Roses Rule-set v0.6


Basic rolls

All rolls in this game are based on 6-sided dice. Using dice to determine the outcome of a situation is known as a check. Unless otherwise stated by the rules, one die is rolled for every three points in a stat. For example, if you have two characters, a pony with a power of 12 and an oni with a power of 18 both making a check to lift a heavy boulder, the first character would roll four dice (abbreviated as 4d) while the second character would roll six (6d). In most checks the goal will be to roll above a certain number. Continuing from our example from before lets say that the difficulty to lift the boulder is a 25. Both characters would have to roll higher than 25 in order to life this boulder. Because 24 is the highest that can be rolled on four dice, the first character would not be able to lift the boulder. The second character could, but would have a difficult time. In the case that a character has a number that is not evenly divisible by three, round down to determine the number of dice that will be rolled.


Rolls may also have modifiers attached to them . These modifiers can come from anything from skills and advantages to the whim of your DM. Modifiers are added to or subtracted from your roll and abbreviated with a + or a -. Let’s say our pony had a strength spell cast on her earlier, giving her a +4 to her power rolls. This would be abbreviated as 4d+4 meaning that she could now roll between 8 (four ones +4) and 28 (four sixes +4). This gives her a fighting (albeit slim) chance to lift that boulder. Let’s also say that our oni is absolutely plastered, giving her a -4 to her power rolls (6d-4). Now the highest she can roll is a 32, which still gives her a better chance of lifting that boulder than her pony friend. In other words, although modifiers can be (very) helpful, they are no substitute for being able to roll more dice. In many cases multiple modifiers will effect your rolls at once. For example, four dice with a +4 and -2 modifier would be abbreviated as 4d+2.

Degree of Success and Failure

The difference between your roll and your target is the degree to which you have succeeded or failed. For example, rolling an 8 on a target of 15 gives you a margin of failure of 7, and rolling a 15 on a target of 8 gives you a margin of success of 7. This margin of success or failure may be used to determine what happens in certain situations or with certain skills and abilities.

Critical Success and Failure

So back to our example from the beginning, our poor little pony has no chance of lifting that boulder without any modifiers because she can’t roll a 25 on four dice. Well, not quite. A roll within 3 of the maximum that can be rolled is almost always successful. For our pony this means a 22, 23, and a 24 are all considered a success. This is called a critical success and has an unusually good effect. In the case of our pony it means that she manages to lift this enormous boulder even though it should be impossible for her. However, if a critical success is still 10 or more lower than the target number, even a critical success is considered a failure. This rule also works in reverse. A roll within 3 of the lowest that can be rolled is always a failure (for our pony, a 4, 5, or 6). Just as a critical success has an unusually good effect, a critical failure has an unusually bad effect up to the DM’s discretion.


On rare occasion you may have to multiply, divide, or apply a percentage to a number. In these cases, if the result has any decimal places, the result is always rounded up to the next whole number.

Target Numbers

In the case of contests, the goal is simply to roll higher than your opponent. However, in many cases character’s will be rolling against things such as looking for hidden objects, making a ladder out of a bunch of sticks, etc. In these cases what the player rolls in order to be successful is not so obvious. In most cases, the DM will need to decide upon a target number that the player must beat in order to succeed in her roll. The more difficult the task at hoof, the higher the target number in question will be. A good rule of thumb for the DM to keep in mind is that a 12 is the ‘average’ for any given stat. This means that 4d will be rolled (12/3=4) which means that the ‘average’ roll will be somewhere around a 12. Using this as a basis can be helpful to determine just how difficult you want a particular task to be. A particularly easy task such as searching for a very poorly hidden doorway would have a target number lower than 12 while a particularly difficult task would have a target number higher than 12 (possibly much higher) such as our boulder example above. How much higher or lower the target number will be is completely up to the DM but should relate to the relative difficulty of the task in question.

Versus Checks

There will be times at which two or more characters stats must be compared in order to determine a winner (a group of ponies lunging for an object at the same time, an attempt to attack and dodge, etc). In this case the two players will roll against each other to determine the outcome of the situation. Each character involved makes a roll. If there is a target number (as in lunging for an object) and one player succeeds while all others fail then the winner is obvious. If more than one character succeeds then the winner is the one with the greatest margin of success. If everypony fails then either no one wins or the winner is the character with the lowest margin of failure. In cases when there is no target number (usually two stats being compared), the higher roller wins. What happens depending on who won and lost will change depending on the situation and DM discretion.


Every character has stats that determine how proficient they are at certain things. These stats are divided between Major Stats which effect a wide range of rolls, skills, and the like and sub-stats which are mostly used in battle.

Major Stats

There are four major stats: Power (PWR), Charisma (CHA), Intelligence (INT), and Insight (INS). Each of these are used in checks throughout the game. Power and Charisma are physical stats while intelligence and insight are mental stats.

Power – Your physical strength and ability. Strength is used to determine how much physical damage you do as well as in checks against physical prowess such as lifting, climbing, and the like.

Charisma – Your physical comeliness and personality. Charisma is used in deflecting and dodging physical attacks as well as in checks against persuasion or appearance. Charisma is also used in checks against physical feats involving speed or finesse such as jumping, running, and the like.

Intelligence – Your mental capacity and capability. Intelligence is used to determine how much danmaku damage you do as well as in checks against knowledge and mental ability.

Insight – Your mental acuity and basic senses. Insight is used to dodge danmaku attacks as well as in checks for learning, and picking up on things through trial and error.


Your sub-stats are values that are used mostly during battle. Unlike your base stats they are not used in checks and are neither physical nor mental.

HP – the amount of damage you can take before collapsing or dying.

Speed – determines the attack order during battle and the number of spaces you can move in one turn.

Range – The number of spaces away you can reach with your danmaku attacks.

Character Creation

Creating a character can be a lengthy process due to the customization available in aspects such as spellcards and options. If you would rather skip this section you may use a template provided later in the supplements (or at least you will be able to once the rules are finalized). Templates are of canon characters in the series, so original characters will have to be created from scratch. When creating a character, keep in mind that almost all Touhou characters are female and these rules are written under the assumption that all player-characters are female and your DM may not allow male characters in her/his campaign. Character creation follows the following basic steps.

  1. Shot-type – Shot-type determines your basic stats and sub-stats while also providing you with an ability

  2. Race – Your race will give you certain abilities, bonuses and penalties

  3. Profession – Similar to classes of other games, your profession determines certain abilities for your character and may also allow or disallow certain kinds of spell cards.

  4. Elemental Affinity – Choose an elemental affinity for your character and danmaku attacks

  5. Stats – Apply bonus points to your four mane stats

  6. Skills – Apply bonus points to your skills

  7. Abilities – Pick a passive ability for your character

  8. Spellcards – Design your spellcard deck card by card

  9. Options – Design the options you gain as you gain spell power (not yet implemented)


Shot-types provide you with your basic stats as well as a passive ability unique to each shot-type which plays to its strengths.

Spectrum Mystery – Not excelling at any one thing in particular, Spectrum Mysteries prefer to split their skills up, letting them do a little bit of everything. Their ability to do so is actually quite impressive. As their name implies, Spectrum Mysteries are often mysterious and aloof.

PWR: 6 – CHR: 7 – INT: 8 – INS: 7

HP: 100 – Speed: 4 – Range: 4

Lucky: Once per battle you may re-roll a roll of your choice

made this turn, using the new roll as your result.

Homing Amulets – The ability to make danmaku that seeks out your target with extreme prejudice is the specialty of those with homing amulets. In order to do this, however, they must concentrate, decreasing their area of attack and letting down their physical defenses. However, the extreme mind training they under-go helps in reacting quickly and dodging danmaku.

PWR: 5 – CHR: 6 – INT: 9 – INS: 8

HP: 100 – Speed: 5 – Range: 3

Homing Danmaku – Any attack spell card which requires a to-hit roll

receives a +2 modifier. All attempts to dodge your danmaku

attack suffer a -2 penalty.

Magic Missile – Those who pursue magic must make sacrifices. In many cases, these sacrifices are physical ability. This is exemplified by those who use magic missiles, strong danmaku but weak power and lower HP is typical.

PWR: 5 – CHR: 5 – INT: 9 – INS: 9

HP: 80 – Speed: 4 – Range: 6

Efficiency – All spell cards cost 10 less power to activate. This

can bring the cost of a spellcard down a minimum

of 10.

Fourth Strike – The number four is related to death as its pronunciation, ‘shi’ is close to that of dying, ‘shinu’. So in some ways the fourth strike can be considered the deadliest. Those who pursue this path of thinking train their bodies endlessly, increasing their physical speed and stamina, but at the loss of magical ability. Those who follow the path of the Fourth Strike value the number four, seeing it as giving them strength. It can almost be related to a religious symbol.

PWR: 9 – CHR: 9 – INT: 5 – INS: 5

HP: 120 – Speed: 4 – Range: 2

Training – All physical attacks receive a +4 to damage.

Tip of Death – Often ruthless and power hungry or simply insane, those who seek the Tip of Death put raw power before everything else, destroying the opponents quickly and leaving little in their path. However, balancing on the edge of a knife is a dangerous position because although you put your enemies in extreme peril, you place become that much closer to death yourself.

PWR: 11 –CHR: 5 – INT: 11 – INS: 4

HP: 60 – Speed: 5 – Range: 4

Power-Hungry – You gain twice the normal amount of

power from all power-gaining actions.

Charge of Virtue – As a charge of virtue, nothing is more important than justice. You want to see wrong-doers punished, evil thwarted and selflessness rewarded. Although your methods may not be as direct or powerful as evil’s, you are just as resilient and undying as the justice you represent.

PWR: 5 – CHR: 7 – INT: 5 – INS: 8

HP: 140 – Speed: 4 – Range: 3

Resilience – you take 5 less damage from all attacks.

You still take at least 1 damage from any successful attack.

Slow Sound – Calm, calculated movements and slow but deliberate action exemplify the path of slow sound. Those who follow it tend to be level-headed even in dire situations and wait to strike until their opponent shows an opening. Appreciating music and the sound of the world around them, many who follow this path are also musicians.

PWR: 7 – CHR: 5 – INT: 8 – INS: 6

HP: 100 – Speed: 2 – Range: 8

Stunning Note – On a successful attack, inflicts a

2-turn stun if the defender does not succeed

her charisma roll (see status effects).

Tengu Gale – As swift and graceful as the tengu themselves, those with the tengu gale are always full of energy, flitting from place to place with little effort and a care-free attitude. Strong, direct attacks are not in their style. Instead they prefer to dodge their opponent’s while returning quick, but weaker strikes.

PWR: 4 – CHR: 9 – INT: 5 – INS: 10

HP: 90 – Speed: 7 – Range: 2

Fleet Hooves – You may move for your full speed once

per turn without taking an action.

Misdirection – Illusion and deception are the craft of misdirection, confusing and manipulating one’s opponent into defeating herself. Those with misdirection lie in wait, just out of reach, letting their opponents strike and miss before returning with a flurry of their own attacks.

PWR: 5 – CHR: 7 – INT: 4 – INS: 8

HP: 100 – Speed: 6 – Range: 6

Quick Strike – You may make an attack once per

turn without taking an action.

Night Dance – Dark but elegant, nocturnal but refined, night dancers embrace the darker side of the world but are far from what could be called evil. Grace, beauty, and elegance define a night dancer and are also what they hold dear.

PWR: 8 – CHR: 10 – INT: 4 – INS: 6

HP: 100 – Speed: 6 – Range: 2

Embrace of Night – Night Dancers receive a +2 to all

stealth and dexterity checks.


Your race plays a part not only in how your character looks but also gives bonuses and penalties to certain stats, skills, abilities, or even checks.

Poniesrepresent a relatively small portion of Gensokyo’s population and are usually fairly weak and powerless. However, either by natural means or years of study some can become close to or even as powerful as youkai. Most ponies live in one place, known simply as the Pony Village.

-Pony Ingenuity: The short life span of ponies requires them to be clever in order to survive. They suffer no penalties from the use of improvised tools and weapons, which is useful in a world where true weapons are uncommon. Additionally, ponies receive a +4 to all improvise rolls.

-Stat bonuses: None

-Other bonuses: Ponies receive an additional ability at creation

Fairiesare the embodiments of nature and the elements, eternally foal-like creatures with simple motivations but unpredictable actions. Fairies are often teased for being stupid because they don’t seem to learn very quickly, or even at all. However, this is due more to their lack of experience or common sense than a lack of intelligence. As a vital embodiment of nature, fairies don’t die. Rather, when their bodies are destroyed they are re-incarnated.

-Short-term Memory: Fairies are not good at remembering things and occasionally even forget to feel pain. Keep track of all damage you take in a round, but do not apply that damage. When your next turn comes around, roll a d6. On a 1 or 2 you forget you even took damage and all damage accrued over the last round goes away with no effect. Otherwise, take all the damage you accrued over the last round. This takes place before you take any actions.

-Diminutive: Fairies are small creatures and can be difficult to hit. All physical attacks against them suffer a -2 penalty on to-hit rolls.

-Stat bonuses: CHR +2, INT -1, INS -2

-Other bonuses: Fairies suffer no penalties from using improvised weapons. However, they suffer normal penalties from using improvised tools (unless being used as improvised weapons).

Oni, powerful youkai that can drink even tengu under the table. Oni love to drink and hold festivals and parties. In fact, oni probably love celebrations and merry-making even more than ponies. However, this love of parties does not make the oni any less terrifying. A single strike from an oni could rend a normal pony in two. But now most oni live together in a single village deep underground. On rare occasion, though, oni have been witnessed on the surface.

-Iron Blood: Oni automatically succeed all checks to remain conscious from drinking unless heavily drunk or higher. When heavily drunk or higher they still receive a +4 to all attempts to remain conscious. Additionally, oni do not receive any penalties from being drunk as long as they are below heavily drunk.

-Stat bonuses: PWR +3, INT -1

-Other bonuses: Oni can detect the presence of any alcohol within 40 hooves of themselves. If the alcohol is sake then they also know the exact location.

Tengu, the fastest of the fast and some of the most curious creatures in Gensokyo. Tengu are known to use their speed for jobs such as messengers and delivery fillies, but most are reporters for various newspapers with… varying levels of factual reliability. They serve under Lord Tenma, one of the few stallions in a position of power in Gensokyo, and are very heavy drinkers. Hitting a Tengu is about near impossible, making swarms of danmaku a much more reliable weapon against them.

-Kaze Sake: Tengu automatically succeed all checks to remain conscious when at drunk. They also receive no penalties from being drunk or tipsy. Tengu do not receive the normal bonus to power from drinking. Rather, they receive a bonus to speed instead (+1 at tipsy, +2 at drunk, and +4 at heavily drunk).

-Stat bonuses: SPD +2, PWR -2, CHR +2

-Other bonuses: Tengu do not suffer from adverse conditions caused by high altitudes such as mountains (this includes thin air and freezing cold as long as they are the result of being high up).

Lunarians are the pony descended inhabitants of the moon. Living on the moon has freed them of the impurities of the earth and allowed them immortality as well as immense power. Because of this, most lunarians choose to remain on the moon. However, some lunarians, be it from morbid curiosity or more personal reasons, choose to travel earth and, in particular, Gensokyo. The travel of lunarians from the moon to earth has become more common since the exile of Kaguya Houraisan, the princess of the moon, to Gensokyo. Lunarians are exceptionally beautiful and intelligent, but tend to be fairly racist.

-Moon Purity: Although their power is much more limited while exposed to the impurities of earth, lunarians still retain some of their abilities on earth. Lunarians receive +2 to legends and dexterity. At night they also receive +2 to stealth. During the full moon they also receive +2 to sense.

-Stat bonuses: CHR +2, INT +2, INS -2

-Other bonuses: None

Moon Hares are the indigenous lifeforms of the moon. However, some have been known to travel Gensokyo either alone or in groups. Some have even made close friends with their earth-kindred, the rabbits. There are even a few moon hares residing in Eientei. Timid and cowardly but loyal by nature, moon hares are often kept as pets by the lunarians and are used as the mane forces in the war for the moon. When not threatened, moon hares tend to be friendly and care-free (if a little simple), but surprisingly perceptive.

-Lunatic Gaze: Simply looking into a moon hare’s eyes causes them to see the moon as the Moon Hares do. This has been known to cause insanity in many less powerful beings, particularly the weak-willed. Moon hares can choose to use Lunatic Gaze on any character that looks into her eyes, causing the victim to immediately make a will save or gain the insanity status effect.

-Hallucinations: A moon hare also has the ability to create minor illusions such as a never-ending hallway, disguising a treasure chest as a rock, etc. These hallucinations effect everypony (except those with specific immunity) as long as the moon hare is within sight of whatever illusion she is creating. A character only rolls against these hallucinations if she suspects she is hallucinating or if she is making a sense check.

-Stat bonuses: SPD +1, PWR -2, CHR +2, INT -1, INS +2

-Other bonuses: None

Magiciansare a form of youkai with great magical affinity who often spend most of their time studying magic and seeking ways to refine their powers. Ponies have been known to become magicians through magical means.

-Magic Spirit: Magicians are practically one with magic, allowing magic-type skills and danmaku to be cast more powerfully. All magic skills and attacks deal an additional 2 points of damage.

-Stat bonuses: PWR -1, CHR -2, INT +3, INS +2

-Other bonuses: Magicians can detect the presence of any and all magic within 40 hooves of themselves as well as the general purpose of that magic (element, vague description of what the magic is used for, etc), magicians begin the game in possession of a grimoire

Youkaimake up the vast majority of Gensokyo, mostly because any creature that isn’t a pony or fairy can probably be considered a youkai. It therefore goes without saying that the more generic youkai still come in a variety of forms with varying strengths, though most are humanoid animals, plants, or living objects. Some youkai eat ponies, but now most youkai have resorted to eating meat as pony-eating youkai are often subject to the wrath of the shrine maiden of Hakurei shrine. Jokes about eating ponies are very common, however.

-Hardy: The powerful blood of youkai makes them more resilient to status effects, giving them +2 to all rolls to avoid status effects such as freeze, stun, etc.

-Stat bonuses: PWR +2, INT-1, INS +1

-Other bonuses: Youkai choose a natural weapon (teeth, claws, tail, etc) at creation. This weapon cannot be taken away from the character but the body part in question can be restrained or removed.


Professions are similar to classes in other games. They offer different skills and abilities relating to the activities of that profession but may also place restrictions on or open up new opportunities for different types of spell cards. Occupation also determines what equipment you begin with.

Carefree Soul – A very balanced occupation with no real strengths or weaknesses, Carefree Souls are no so worried with who asked them to do what or other worldly concerns. They do what the want because they want to and can be impulsive and seemingly random. Carefree Souls are a good match for any race and shot-type. Only Carefree Souls can use impulse spellcards.

-Salary: Carefree Souls rarely stay employed and thus do not have a regular salary. However, they are well suited for carrying out odd jobs that don’t require long attention spans.

-Starting Equipment: basic clothing, improvised weapon, 1000 yen

Level 1 – Carefree Souls may not be very reliable, but their travels have lead them through a great number of experiences making them both wiser and stronger. Carefree Souls receive +1 to all four mane stats.

Shrine Maiden – Shrine Maidens are the servants of the goddesses. Their duties include maintaining a shrine in worship of their patron goddess as well as dealing with the problems of the goddess’s faithful. For many Shrine Maidens this means youkai ‘extermination’ and solving incidents. When creating a Shrine Maiden, choose an element for your patron goddess. Only Shrine Maidens can use divinity spellcards.

-Salary: Shrine Maidens are rarely paid for their work (as accepting bits for required duties is considered dishonorable by most goddesses), but as long as the Shrine Maiden maintains her shrine she will occasionally receive donations there. Shrine Maidens may also go around collecting donations in populated areas, but such activities are generally frowned upon and the more often a Shrine Maiden does so the less likely she is to receive anything.

-Starting Equipment: Shrine Maiden outfit, gohei, 400 yen

Level 1 – A Shrine Maiden may heal a target for 2d at will twice per day. She can also declare any of her basic attacks (physical or danmaku) to be of the element of her goddess rather than of the Shrine Maiden’s own elemental affinity.

Witch – A magic-user occupation based upon nature and elements, not yet implemented

Librarian – Those who seek to accrue massive amounts of magical knowledge (magicians in particular) will often end up with many, many books some of which may even be rare or one-of-a-kind. As a result, they often tend to be pestered by many would-be magicians. Some spend their entire lives attempting to hoard their knowledge away from the rest of the world. However, some accept those with a desire to learn, casting themselves in the role of librarian to the vast numbers of tomes they own. A Librarians library is usually a physical place housing all the magical books she has acquired during her life, but some who have managed to come upon bags of holding or other dimension-altering items have the ability to carry their libraries with them, making them a force to be reckoned with. Librarians are the only occupation that can use Magic Theory spellcards.

-Salary: Although access to most libraries is free, Librarians of magic tomes will usually charge membership fees from those wishing to access their libraries.

-Starting Equipment: a normal-sized book, basic clothing, 500 yen

Level 1 – Librarians can hold an additional 5 cards and 1 spell card kind in their spellcard deck. Additionally, librarians may activate two spellcards in the same turn with a single action.

Guardian – Guardians are those who are sworn to protect and defend. Guardians are focused upon taking the impact of blows so that others do not have to. Every Guardian has a charge (be it an item or another character) that they must protect at all costs. If harm comes to this pony or object, the Guardian loses all Guardian-related powers (including the ability to use Guardian-specific spellcards) until their charge is no longer injured. There also exist Guardians that are sworn to protect certain locations, but they rarely leave those places and thus are not generally suitable for player characters. Being the guardian of an object means that harm is less likely to come to that object, but some Guardian abilities and spellcards can only be activated when the Guardian’s charge is under attack. They are also the only occupation that can use protection spellcards.

-Salary: A Guardian’s work is thankless and she is not paid for her important duties. However, because of their excellent ability to absorb damage, Guardians are often hired as body guards by the nobility and travelers.

-Starting Equipment: minor armor, minor weapon, 100 yen

Level 1 – Guardians have the unique ability to wear armor (they retain this ability even if their charge is injured). They are also exceptionally hardy and begin with an additional 20 HP.

Combat-Maid – Often mistaken for simple house servants, combat-maids are actually self-employed. They will often contract out their services to a particular pony, often the owner of a large mansion, but although housekeeping is among their list of tasks it is not the mane focus of their employer. Rather, they are under contract for their skill with throwing weapons such as knives, throwing axes, shuriken, needles and the like. As such their mane duties are usually as body guards for hire or personal assassins. A Combat-Maid’s loyalty is to the holder of her contract only and she will generally not end her contract except under extreme circumstances (such as the contract holder being unable to pay her). Combat-maids are the only characters that can use lethal spellcards.

-Salary: Combat-Maids will often receive jobs from their contract holder which are worth different amounts based on their difficulty. Failing to carry out multiple jobs for the contract holder may lead to the termination of the contract forcing the Combat-Maid to find a new employer.

-Starting Equipment: maid uniform, 20 of a basic throwing weapon, 200 yen

Level 1 – Combat-Maids retrieve twice as many used thrown weapons after a battle as they would normally find. Additionally, all successful attacks with thrown weapons deal an additional 1d damage.

Scout – An occupation based upon peppering an area with light attacks and then getting the hay out of range, not yet implemented

Drunken Master– An occupation best suited for heavy drinkers, particularly oni, Drunken Masters have the unique ability to become more powerful when they are heavily drunk. When sober, a Drunken Master cannot dodge any attacks, meaning physical attacks hit as long as the opponent succeeds her roll and danmaku attacks automatically hit. However, when they are drunk Drunken Masters become much more difficult to hit and their punches become more powerful. The more drunk she becomes, the more powerful she becomes. Only Drunken Masters can use drinking spellcards.

-Salary: Drunken Masters do not normally receive pay for studying their ‘art’, but may perform demonstrations of their skills for tips at the local pub. These displays normally only yield around 100 yen or so, but are a good way for the Drunken Master to get some quick drinking bits.

-Starting Equipment: basic clothing and an empty tankard, 100 yen

Level 1 – Every level of drunkenness starting at buzzed that a Drunken Master attains adds an additional chance to dodge each attack, at a maximum of 4 rolls to dodge any given attack at Heavily Drunk. Additionally, every level of drunkenness starting at buzzed adds an extra 1d to the damage from a Drunken Master’s attacks with bare fists, for a maximum of 3d at Drunk. When plastered, a Drunken Master enters a sort of all-or- nothing gamble. Her power is treated as halved for all attack rolls (the -4 to power does not count for attacks), but a successful roll results in X2 damage. In the case she is using her bare fists this means her damage is 3dX2.

Mechanic – A specialty class involving the creation of machine minions and augmentation of skills and abilities through technology, not yet implemented

Doll Master – Also known as puppeteers, doll masters are those who have devoted their lives to controlling hordes of small dolls rather than honing their personal strengths. They focus on creating an army of moderately-able fighters, preferring to avoid direct involvement with battle themselves. Whatever their reasons for pursuing their craft, many doll masters choose to live reclusive lives away from the hustle of cities and other ponies. It is speculated that the impressive, although very mysterious, work of Alice the Seven-Coloured Puppeteer is what led the prevalence of this occupation. Only Doll Masters can use Doll spellcards.

-Salary: Because of their reclusive nature, Doll Masters are usually self-sufficient, growing or foraging for their own food and creating or doing without other necessities. However, some choose to perform with their special set of skills, putting on shows for foals or re-enacting famous wars with their dolls.

-Starting Equipment: basic clothing, sewing needles, a small amount of fabric, and four dolls.

Level 1 – Doll Masters are focused upon bringing their dolls into battle and as such their intelligence and power stats are treated as halved for the purposes of basic attacks. They may focus their will to bring a doll to action for the cost of 20 power at any time (although if done during battle it will count as an action). However, they cannot summon more dolls than they have in their possession or dolls that are damaged. Once activated, a doll remains active until it is incapacitated or deactivated (which the controller can do at any time for no cost). The power of the dolls is relative to the number of dolls that are active. If one or two dolls are active, they have stats equal to the controller’s. However, if there are three or four then all four mane stats have a -4 penalty. In addition, they have a -20 to HP. If more than four are active, then all dolls have stats equal to half the controller’s stats. In addition, any doll the controller does not feel a deep emotional connection with has all its stats halved. It is assumed that the controller has an emotional connection with all dolls she creates herself. Activated dolls can be given actions by their controller at the cost of one of the controller’s actions. When choosing to take an action to control the dolls, every doll is given an action. In other words, the controller can choose to take one or both of her actions to take an action with each of her active dolls (each doll does not have to choose the same action as any other doll). Dolls can only move their full speed if they begin within their controller’s range. Otherwise, their speed is treated as halved for the sake of moving. Dolls are not treated as alive and as such cannot be effected by status effects, do not gain spellpower or have spellcards. However, if the controller is inflicted with any mentally-altering status effects then the dolls are assumed to suffer the same status effect as long as their controller is inflicted. Any doll whose HP drops below 0 is considered incapacitated and can no longer take any actions. It must be repaired before it can be activated again. Similar to a character, if a doll’s HP drops below -100 it is treated as destroyed and cannot be recovered or repaired.

Elemental Affinity

Choose a single elemental affinity of the 8 available elements (fire, water, wind, wood, metal, darkness, light, or spirit). This is your character’s elemental affinity and the damage you take is effected by the elements you are strong and weak against (see elements section). Your danmaku attacks are all of this element unless otherwise noted by abilities, spell cards, etc.

Bonus Points

Once you have chosen a shot-type, race, and style and know your stats you receive 20 points to be put into any of your 4 mane stats as you desire. These points may only be added to your 4 mane stats, not to your HP, speed, or range.


Skills are the specialty capabilities of a character and are used for a variety of rolls (most of the things the mane stats don’t cover). All skills have a base (relatively low) value. Your character receives an additional 10 points that can be added to augment any of these skills.

Mental Skills – skills that rely on a character’s mind, usually intelligence and insight based. Mental rolls are made by the DM so the character does not know whether or not she succeeded.

Intuition – This is a character’s ability to perceive the correct course of action in a given situation. The result of a successful intuition roll is largely up to the DM. Base intuition is equal to a character’s insight. Intuition can also be used to tell whether or not a character is telling the truth (or at least believes she is) or is hiding something.

Legends – This is a character’s knowledge of both well-known locations and ponies in Gensokyo as well as the commonly known myths and legends surrounding the world. Base legends is equal to a character’s intelligence.

Sense – This is a character’s ability to see or detect hidden things (including sneaking characters). Base sense is equal to a character’s insight.

Will – This is a character’s ability to resist mind tricks and certain status effects. Base will is equal to a character’s charisma plus their insight divided by 2.

Physical Skills – skills that rely on a character’s physical prowess, usually power and charisma based. The effects of physical skills are immediately obvious, so they are rolled by players.

Dexterity – This is the ability to perform actions that require intricate finger movements such as knitting, untying knots, disabling traps and the like. Operating machinery also counts. Base dexterity is equal to a character’s charisma plus their power divided by 2.

Flying – This is a character’s ability to become and remain airborne. Flying checks are not needed for hovering above the ground, but are needed for things such as attempting to fly across a chasm or to take to the air during a fight. Base flying is equal to a character’s charisma.

Improvise – This is the ability to create tools and weapons on the fly with different (and usually inferior) materials to what would normally be used. Base improvise is equal to a character’s charisma plus their insight divided by 2.

Stealth – This is a character’s ability to hide and move unseen. Base stealth is equal to a character’s charisma.


Abilities are bonuses a character receives. On creation a character can pick a single ability (ponies can pick two abilities on creation).

Skill Focus – Choose a single skill (excluding spell deck skills, and power rate). All rolls with this skill receive a +2 bonus. For example, a character with an intuition of 12 and Intuition Focus has an effective intuition of 14.

Ley Lines – You gain an additional 4 power at the beginning of each of your turns

Curvy Lasers – All attempts to graze your attacks suffer a -4 penalty.

Shoot and I’ll Move – In a flash! +2 to all attempts to dodge a danmaku attack.

Graze Points – +4 to all attempted graze checks.

Frilly Clothing – For whatever reason, your clothing seems to be even more intricate and detailed than everypony else’s. You receive +1 to your charisma as long as you are wearing all of your standard clothing and none of it is covered by additional clothing (jackets, scarves, etc).

Keen Senses – +2 to both sense and intuition.

Well-Read – +2 to both will and legends.

Grimoire – You can carry an additional 5 cards and one card type in your spell deck. If you did not already have one, you are now in possession of a grimoire. If you were in possession of a grimoire, that grimoire gains this ability. If you lost your grimoire you lose the ability to use your additional 5 spell cards and additional spell card type until you re-acquire it. If you have five cards of the same type then you may remove those five cards from your deck to fulfill both requirements (until you reclaim your grimoire).

Brute Force – +5 to all power-based damage.

Hard to Kill – WHY. WON’T. YOU. DIE?! +20 to maximum HP.

Manipulation abilities – Manipulation abilities are common in Gensokyo and allow the user a certain amount of control over certain elements or objects. Manipulation powers only allow for a moderate amount of control over the chosen element or object, and any use of manipulation can be deemed too powerful for a character to handle at the DM’s discretion. This is for the most part to keep players from completely overrunning an encounter or battle with little to no effort. Only one manipulation ability can be taken for any character, and a character can only take an elemental manipulation of the same type as her elemental affinity (except under certain situations also at the DM’s discretion). Manipulation abilities that have the ability to ‘create’ things cannot be used to create them inside of other creatures or solid objects.

Manipulation of Fire – Those with the ability to manipulate fire have the ability to perform feats such as moving flames which can be used to keep fire from spreading to an area or to attack enemies (use standard burn damage in this case). It can also be used to superheat the air creating a small amount of fire. This fire will not grow bigger or spread regardless of the presence of oxygen or other fuel.

Manipulation of Water – Those with manipulation of water can control water to a small degree. Although they cannot cause tidal waves or tsunamis without augmentation they can do things such as create moderate-sized whirlpools, freeze or boil (but not thaw) moderate amounts of water, float a moderate amount of water through the air, and even pull moisture out of the air to create small amounts of water when needed. However, ice and steam cannot be manipulated. Manipulation of water is not manipulation of blood or flesh, regardless of similarities and cannot be used to kill ponies through dehydrating them, pull water out of blood, etc.

Manipulation of Ice – Manipulation of ice allows a user to freeze or thaw water at will. They can also freeze water in the air to create small amounts of ice. Manipulation of ice also freezes their target on any critical basic attack (physical or danmaku, but not skills or abilities). Manipulation of Ice requires a water affinity.

Manipulation of Wind – The user can manipulate wind to create small gusts or change the direction wind is blowing. Manipulation of wind also allows for minor temporary changes in the weather. This can also be used to do such things as cause a small and temporary rainstorm inside a building.

Manipulation of Wood – Manipulation of wood relates to manipulation of plants. Those with manipulation of wood can cause plants to grow larger or to progress through their seasonal cycle (trees losing leaves, then growing them back, etc). Manipulation of wood can even be used to return life to plants provided the plants have not been dead for long and were not killed magically.

Manipulation of Metal – Manipulation of metal allows for exactly what it says. It can allow a user to do such things as create openings in metal containers or weld metal pieces together. Manipulation of metal also gives the user a certain amount of knowledge of the inner-workings of machines, particularly machines with metal components.

Manipulation of Spirit – Manipulation of spirit is a subtle art that has more to do with emotion and intangible concepts than other manipulations. Spirit manipulators have the ability to boost the morale of uncertain allies or ruin the morale and fighting will of their enemies. Enemies being manipulated must make a will save or immediately become demoralized. Anypony having their morale boosted does not have to make a roll against will unless she wants to.

Manipulation of Darkness – Those with the ability to manipulate darkness can create small fields of darkness within 40 hooves of themselves. This darkness is impenetrable to all light, regardless of their source. However, it is not physical and does not prevent creatures or objects from entering or leaving the fields. A manipulator of darkness can also create a field of darkness slightly larger than herself, but only centered around herself. This field follows her as she moves, but is so impenetrable that even the manipulator herself cannot see through the shroud. This can be used for stealth in very dark areas (granting a +4 to all sneak rolls), but makes the user stand out in bright or moderately-lit areas (giving a -4 to all attempts to sneak). Only one field of darkness can exist per manipulator. Summoning a second one causes the first one to suddenly disappear.

Manipulation of Light – Manipulation of light allows the user to summon light from seemingly nowhere. This can be used to light dark areas but can not penetrate magically created or manipulated darkness. A manipulator of light can also create a bright flash and anypony who sees the flash must make a reflex save or become blind for a single turn.

Manipulation of Earth – A manipulation of earth allows a character to move moderate amounts of dirt as well and small stones without touching them. This can be used to do such things as create land bridges, flatten uneven terrain and the like. It also allows the user to detect hollow areas underground. Manipulation of Earth is not an elemental manipulation.

Manipulation of Poison – Manipulation of poison allows the user to cure anypony from all but the most potent poisons, providing the victim of that poison has not been poisoned for more than a few hours. Users can also shroud themselves in poison (provided they have a source such as suzuran flowers to draw poison from) forcing anypony who makes physical contact with them to make a charisma save or become poisoned. The strength of the poison is equal to the source it was taken from. Finally, manipulation of poison can be used to temporarily draw poison out of poisonous objects and creatures or poisoned areas or to temporarily create an opening in poisonous clouds allowing safe passage.

Manipulation of Sound – Those with the ability to manipulate sound can make their voice appear to come from a location within their line of sight. They can also make a will check to avoid any effects caused by skills, spellcards, attacks and the like which are sound-based. This is in addition to any normal saves that can be made to avoid or otherwise decrease the effect of these abilities.

Manipulation of Electricity – Those with manipulation of electricity can draw already- existing electricity to or from a location close to themselves. They can also call a lightning bolt from the sky once per day striking a single target who must make a charisma save to dodge or immediately take 4d6 damage.

Special Ability Mainly to Manipulate the Floor – This manipulation ability allows the user to manipulate the floor. This includes things such as changing the color and pattern of floor tiles, flipping tiles and other floor covering over (so long as nothing heavy is on top of them) and the like. This effects artificial floors only, not natural ground such as dirt and uncarved stone.


Spellcards are the backbone of any Gensokyan’s abilities. They are personalized spells that are activated using spell power gained in battle. In general, more powerful spells require more spell power in order to activate. Choose a single skill from each section (unless otherwise specified in the rules) and add up the cost of all the individual skill to determine the final cost of the spellcard. This is the amount of spell power needed to activate it in game. The lowest cost a spellcard can have is 20 spell power. Any card with a lower cost costs 20 spell power to activate instead. There is no upward limit on how much a spell card can cost, but keep in mind that a character can only hold a maximum of 400 spell power at a time.

There are four types of spellcards: attack-type, defensive-type, bombs, and special. Attack spellcards attempt to deal damage to an opponent, defensive spellcards grant buffs to the user or her allies, and bombs are a more expensive variation on the first two. Finally, special spellcards are split into multiple categories, generally one for each occupation. These spellcards will generally mention specifically whether they follow the same creation rules as an attack or defense type spellcard or have their own special creation rules. In general, special spellcards cannot be made into bombs. However, some specific skills can be. These skills will mention specifically in the description that they can.

The number of spellcards in a character’s spellcard deck is 15 plus an additional 5 cards per character level (20 for level 1, 25 for level 2, etc). These decks can contain up to a character’s levelx4 different cards. (4 different kinds at level 1, 8 at level 2, etc). And can only contain up to 5 of the same card in a single deck.

Type – The type of spellcard effects its potential abilities.

Attack-type – Attack-type spellcards are those meant to deal damage to opponents. They have attack power and cannot have defensive-type buffs or skills.

Defensive-type – Defensive-type spellcards apply buffs to a character or allow a character to be healed. Defensive-type spellcards do not have an attack power.

Bomb – Bomb cards can be attack-type or defensive-type and are built the same way as their respective types. However, a bomb card can only be activated when the potential caster has been successfully hit by an attack (be it a physical, danmaku, spellcard, or other type of attack). When activated the bomb cancels out any damage or other effects the caster would have taken and targets the opponent who would have dealt damage to the caster. Bomb cards can only be single-target, however they can have AOE. The costs of a bomb card is twice the original cost of the card. For example, an attack-type card that costs 20 spell power would cost 40 as a bomb.

To-Hit – By default, a spellcard does not require a to-hit roll. However, you may take one in order to decrease the overall cost of the card. Keep in mind that 20 is the lowest cost a spellcard can have.

Burst – Cost: 0 Danmaku is sent out in a dense pattern avoiding the need for a to-hit roll.

Roll against intelligence – Cost: -10 A failed roll means the card does not hit regardless of the target’s roll.

Roll against power – Cost: -10 A failed roll means the card does not hit regardless of the target’s roll.

Targets – The number of targets that you spell card can effect. A target can be an opponent, an ally, or even an empty space. AOE effects the number of spaces outside the target as the number of the skill. For example, AOE 1 effects the target space and the four spaces adjacent to it. AOE 2 effects the target space as well as two spaces away in each of the four directions from the target space. Any AOE skill automatically includes the single target skill, but higher target skills may be taken for the combined cost of the AOE skill and twice the cost of the target skill. In this case, each target is effected by the same AOE. For example, if a spellcard has an AOE of 3 spaces and two targets, the total cost of those two skills would be 70 (50 for AOE 5 and 10×2 for two targets). The user chooses two spaces to be effected. The spellcard effects the full area around both of these spaces (3 spaces around both targets in this case).

Self – Cost: 0 This spellcard can only be used on the caster herself . Any card that targets self cannot have a to-hit skill.

Single Target – Cost: 10

Two Targets – Cost: 20

Three Targets – Cost: 50

Four Targets – Cost: 80

AOE 1 – Cost: 40

AOE 2 – Cost: 60

AOE 3 – Cost: 100

AOE 4 – Cost: 120

AOE 5 – Cost: 150

Duration – The length of time a spell card lasts. These skills also determine whether a spellcard stays on the same space or follows a character that moves through that space. In the case an attack-type card follows a character, that character gets an insight roll to avoid damage every turn the spellcard lasts. Duration ends after the allotted number of rounds have passed and only carry out their effect at the beginning of the turn of the caster. For example, a 3 round spellcard would carry out its effects 3 times (first when it is cast, then again on the caster’s next turn. Then, when the caster’s turn comes around again the spellcard activates again and then dissipates).

Instantaneous – Cost: 0

2 Rounds – single space – Cost: 20

3 Rounds – single space – Cost: 50

4 Rounds – single space – Cost: 100

5 Rounds – single space – Cost: 200

2 Rounds – homing – Cost: 50

3 Rounds – homing – Cost: 100

4 Rounds – homing – Cost: 200

5 Rounds – homing – Cost: 300

Attack Power – Attack power effects how much damage an attack-type spell card can do. Defensive-type cards cannot have attack power.

1d – Cost: 5

2d – Cost: 10

3d – Cost: 15

4d – Cost: 20

5d – Cost: 40

6d – Cost: 60

7d – Cost: 80

8d – Cost: 100

+1 modifier – Cost: 10 per +1 added to the damage (up to +5)

+1 modifier – Cost: 20 per +1 added to the damage (+6 and above)

Elemental Affinity – The elemental type that the spellcard has. Giving a spellcard the same elemental affinity as your character is free, but it costs additional to give it a different element. For example, a character with a spirit affinity can create spirit spellcards at no additional cost, can create dark and light spellcards at the cost of an additional 10 spell power, and can create a card of wind, wood, metal, water, or fire at the cost of an additional 20 spell power. Unless otherwise specified, only attack-type spellcards have elemental affinity.

Elemental Affinity of the caster – Cost: 0

Elemental Affinity in the same cycle as the caster’s – Cost: 40

Elemental Affinity in the opposite cycle as the caster’s – Cost: 80

Impulse Skills – Carefree Soul special spellcards are based currently upon the Carefree Soul’s attention span which can shift violently. When it does, however, she has an impressive ability to make what she want to happen happen. Impulse skills are their own cards, disallowing any other skills to be chosen for a card to which they are applied.

DIE. – I’m sick of this battle. Cost: 200 I just want it to be over. Roll 10d damage immediately. Your target takes this damage immediately with no chance to dodge. This card can be made into a bomb (making the cost 400).

I wanna be over there – So I am. Cost: 40 Choose a space within 2x your speed. You are now on that space. This card must be activated during your turn, but activating it does not cost an action.

What was I doing again? – Cost: 20 This card is a bomb by default (but still only costs 20 spellpower!). It does nothing but negate the damage you would have taken.

Stay still! – Cost: 40 The target of this spellcard becomes stunned for 1-turn. This stun cannot be avoided unless the target is immune to the stun status effect.

I don’t wanna be painful anymore – Cost: 40 Heal yourself by 2d HP. This card can be made into a bomb (making the cost 80).

But dying is no fun… – Cost: 200 Heal yourself back to full. This card can be made into a bomb (making the cost 400).

Divine Skills – Shrine Maiden special spellcards are divine in nature, often drawing power from the goddess the Shrine Maiden serves. Only Shrine Maidens may add these skills to their spellcards.

Healing spellcards – These spellcards restore HP to the target and follow the normal creation rules for defensive-type spellcards.

1d hit points – Cost: 20 (double if duration is not instantaneous)

2d hit points – Cost: 40 (double if duration is not instantaneous)

4d hit points – Cost: 100 (double if duration is not instantaneous)

Recover – Cost: 40 Remove any status effects from the target

Divine Wrath spellcards – Call down the wrath of the goddess upon those disbelievers! Divine Wrath spellcards follow the normal creation rules for attack-type spellcards.

Goddess’s Element – Cost: 0 This card has the element of your goddess instead of yours. Best of all, it’s free!

Divine Insight – Cost: 20 Roll your insight in order to determine damage

Stay where you are! – Cost: 40 Successful hit causes 1-turn stun that cannot be avoided (even if the target is immune to stun)

Divine Fire – Cost: 80 Choose 3 spaces within your range. These spaces catch on fire for the next 3 turns, dealing damage to anypony who is on them when your turn begins each round this card is active. This skill can only be combined with an attack power skill.

Magic Theory Skills – Librarian special spellcards are based upon the solid foundation of years and years of study.

Danmaku Magic – There’s more to the magic behind danmaku than you would ever care to know. Danmaku Magic spellcards have their own attack power, but are otherwise created the same as other attack-type cards.

Intelligent Design – Cost: 80 Roll 2x your intelligence to determine damage.

Study – Even on the battlefield, studying can yield powerful effects. Study spellcards stand alone and are not compatible with any other skills.

Read a book – Cost: 80 +6 intelligence for the next 3 turns.

Summon Familiar – Cost: 200 Summon a familiar to accompany you. It’s stats are half yours, rounded up and it does not have any spellcards. However, it gains twice the spellpower you would for all power-gaining actions. It does not become more powerful by gaining spellpower and can only hold a total of 200, but that spellpower may be used in addition to you own in casting spells. Your familiar can also teleport to you for the cost of 20 power. This power must come from your familiar’s spellpower pool. You may only have a single familiar. If you familiar is already summoned, then using this spellcard again will simply desummon your familiar in its current location and resummon it at the position of your choosing. Your familiar’s element is your choice, but must be chosen when you create this spellcard and cannot be changed.

Protection Skills – Guardian special spellcards focus on protecting the innocent, particularly the guardian’s charge.

Defender – Defender cards are cards that carry out a certain effect on the Guardian’s charge. The target of these cards is always the Guardian’s charge.

Body-shield – Cost: 20 Used like a bomb, but only when the Guardian’s charge would have taken damage. When this card is activated, the Guardian takes the damage her charge would have taken in place of the charge.

Shield – Cost: 50 The Guardian’s charge takes half damage from all attacks for the duration of this card.

Soul Transfer – Cost: 20 The Guardian chooses an amount of her HP to give to her charge. The charge is healed by this amount and the Guardian is injured by this amount.

Training – These cards allow the Guardian to increase her own capabilities. The target of these cards is always self.

Sturdy – Cost: 50 +50 maximum HP for the duration of this card.

Other Stuff – I’m being uncreative at the moment!

Power Transfer – Cost: 20 The Guardian chooses an amount of spellpower to give to a target within her range. The target gains this amount of spellpower and the Guardian loses this amount of spellpower.

Taunt – Cost: 20 The Guardian taunts the target (or targets), attempting to provoke them into attacking her. Those effected must make a will save. If they fail, they will do everything in their power to attack the Guardian on their next turn. However, they can only attack the Guardian if they are able. If they are incapable, because of a status effect, being too far away, etc, then they simply try to move as close to the Guardian as they can. This card can be given a duration skill to make the taunt last longer than a single turn.

Lethal Skills – Combat-Maid special spellcards are capable of dealing deadly amounts of damage very quickly and from a distance. All damage from lethal spellcards is treated as physical.

6d damage – Cost: 30

7d damage – Cost: 40

+10 damage – Cost: 20 per 10 points

Drinking Skills – Drunken Master special spellcards help her do exactly what she does best: drink.

Drunk as I please – Cost: 20 Immediately go up one level of drunkenness. This card can be made into a bomb (making the cost 40). The target for this card is always self.

Have a drink! – Cost: 50 Target immediately goes up one level of drunkenness. This card can be made into a bomb (making the cost 100)

Bob and weave – Cost: 20 This card is a bomb (do not double the cost of this card). You take no damage from the attack that would have hit you and gain +1 charisma for the next three turns.

Doll Skills – Doll Master special spellcards are different from most spellcards in that most of them take a doll as the target. Their focus is on buffing or dealing damage with your dolls.

Doll Swarm – Cost: 120 The Doll Master immediately summons four dolls on the four spaces adjacent to her. In addition, each doll immediately gets a free action. If the Doll Master does not have four dolls to activate, then she activates as many as she has available.

Doll Cremation – Cost: 20 (choose an attack power to go with this card) Choose a doll under your control. It immediately explodes, becoming incapacitated. It deals damage to all characters within two spaces of itself.

Dual Strike – Cost: variable (10 per active doll, minimum of 20) Each doll under your control immediately takes two actions.

Hive Mind – Cost: 40 Choose a target within range of one of your dolls. All dolls within range as well as all inactive dolls make an attack against this target (inactive dolls have stats equal to half their controller’s).

Buff – Cost: 300 All active dolls gain +9 to their power and intelligence when rolling for basic attacks or damage for the next three turns.

Dollmageddon – Cost: 400 All inactive dolls immediately become active at the location of the controller’s choosing. They immediately take two actions then become inactive again, returning to the controller. All dolls activated in this way have stats equal to their controller’s.

Name – Give the spellcard a name. This is mostly to make it easy to tell different cards apart, but can also be used to add personal flair to a character’s capabilities.


Options have not yet been implemented.


Turn Order

Combat is divided between turns and rounds. A turn is the action of a single character or player. A round is the duration from one character’s action until play returns to that character. Each round is considered to last a single second of in-game time with all character’s actions more-or-less happening at the same time. Turn order is determined based upon speed. The higher a character’s speed, the sooner they take their turn. If two or more characters have the same speed then they make a versus roll against their speeds. The winner goes first. In the case of a tie, roll again.

The Arena

Battles take place on a 2D grid referred to as the arena. The arena is simply a grid of squares that extends across the battlefield. There is no limit to how far the arena can extend, though the DM may place restrictions on how far the players can move away in order to avoid too much confusion. At the beginning of the battle, the position of the characters and their opponents will be decided based on where everypony was before battle began, though is mostly left up to DM discretion. Most battles are fought near the ground with the characters on or floating slightly above ground-level. They must make a flying check in order to take to the sky or go over obstacles.


During your turn you are given 2 actions. You may use all, part or none of them at your discretion. Your choice of actions is as follows.

Do Nothing – Do absolutely nothing.

Move – Move a number of spaces less than or equal to your speed.

Attack – Make a physical or danmaku attack against a target of your choice within range. Resolve the attack as explained below in the attacking section.

Concentrate – Do nothing and concentrate, raising your spell power. You gain spell power equal to the amount you gained at the beginning of your turn.

Use an Spell Card – Expend the marked amount of power and discard a spell card in order to activate it. Follow the rules written for that spell card.

Use an ability – If you have a race or occupation ability that requires activation, it requires an action in order to use during combat.

Attacking and Dodging

When attacking, a target must first be within range (1 space for physical attacks, less than the range stat for danmaku attacks). If the target is within range, then the attacker declares their attack and the intended target.

For physical attacks, a quick versus check is made against the attacker’s power and the defender’s charisma. If the attacker wins, roll for damage as below.

However, danmaku attacks are a different case. Danmaku is sent at the target in dense patterns and thus aiming is not necessary. When a danmaku attack is declared, the attacker immediately rolls for damage. But, the target may make a roll against her insight in order to dodge the attack. If the insight roll succeeds, the attack has been dodged and the target may then attempt to graze if she wishes. If the target fails her insight roll, then she takes the damage that was rolled. Base difficulty to dodge an attack is 12.


If you successfully dodge an attack you may attempt to graze it. In order to graze make a roll against your insight. If you succeed, you gain TWICE as much power as the damage you would have taken. On a failure you take half the damage you would have taken if you had been hit. On a critical failure you take damage as if you had not dodged the attack.


As you battle you may take so much damage that you simply cannot continue on. In these cases, follow the rules below.

Mortal Wounds – Once your HP drops below ¼ of your max, you are mortally wounded. When you become mortally wounded you must make a will check to continue functioning. If you fail, you fall unconscious. You must make this roll at the beginning of each of your turns following this until you are healed above ¼ of your max HP or you fall unconscious.

Unconsciousness – While you are unconscious you are unable to act for five full rounds. On your sixth turn after falling unconscious, make a roll against your charisma on each of your turns in order to awaken. If you are healed above your mortally wounded level while unconscious you regain consciousness immediately.

Death – You die when your HP drops below 0. Once dead you can do nothing until you are resurrected or return to the world of the living (see Death section). You cannot be healed once you are dead, only resurrected.

Utter Destruction – At -100 your body is completely and utterly destroyed leaving nothing to be resurrected. The only way to return to life after this is to escape Hakugyokurou or be favorably judged by Shikieiki (neither of these mechanics has been implemented yet).


When a battle begins, any character that has no cards in here hoof immediately draws a card from the top of her spelldeck. Every character has a spell-meter, and they draw a single card for every five points in this meter. Actions that increase the meter as as follows:

-Performing a basic attack (physical or danmaku) – 1 point

-Taking damage from an attack – 3 points

-Being hit by an attack from an opponent that does not deal damage – 1 point

-Concentrating – 2 points

If your spell-meter ever exceeds 5, a card is drawn and then the meter is reset to 0 with the additional points added to it. For example, if you have 4 points in your spell-meter and you are successfully hit by an attack that deals damage your spell-meter would have 7 points in it. In this case you would simply draw a card and then subtract 5 from the total, leaving you with a spellcard and a spell-meter with 2 points in it. At the end of battle, any remaining points in your spell-meter disappear leaving you with an empty spell-meter. However, all drawn (and unused) cards remain in your hoof until you choose to use them. If you were on the winning team for the battle then any spellcards that were used during the battle are shuffled back into your spelldeck.

Dodging for spellcards is similar to dodging for danmaku. However, the base difficulty to dodge a spellcard attack is equal to the attacker’s intelligence or power (whichever is higher). For example, if the caster has a power of 10 and an intelligence of 15, then the base difficulty to dodge their spellcard would be 15.

Damage Rolls

When an attack successfully hits an opponent, you will need to roll to see how much damage it deals. Damage rolls are a bit different than other rolls in that how many dice are used and what modifiers are applied are based upon the player’s weapons and stats (power for physical attacks and intelligence for ranged (danmaku) attacks). For physical attacks, roll the number of dice your weapon allows (see item section below) and add a modifier of +1 to the roll for every 2 points of power your character has. The result is the damage you deal. In the case of danmaku attacks, roll 1d for every 3 points of intelligence your character has. The result is the damage you deal. Spell cards may define specifically how many dice and what modifiers are used for them.


As a character adventures through the world of Gensokyo she will come into possession of different items. Characters also begin with some basic items depending on their race and occupation. These items will effect their stats as well as their adaptation to temperature and the like.


Clothing can effect a character’s stats, but more importantly it effects her temperature tolerance.

Basic Clothing – Any type of normal clothing be it skirt and blouse, dress, shirt and pants or the like. Warmness: 1, no stat bonuses

Shrine maiden Outfit – Special robes worn only by shrine maidens. Provides the protection of the gods to those who wear them. Warmness: 0, all damage is decreased by 1

Maid Uniform – Pretty self explanatory. It’s a uniform worn by maids. Warmness: 0, allows throwing weapons to be hidden allowing the character to retain them even if she is captured and other equipment is taken from her.

Natural Weapons

Some characters have natural at their disposal such as fists, teeth, claws and the like. These items cannot be unequipped from the character, but the body parts in question can be bound or removed.

Bare Fists – Every character has her very own natural weapon – HER FISTS! Range of 1, 1d damage

Claws, teeth, or other basic natural weapons – Range of 1, 2d damage


True, honest to goodness weapons such as swords, throwing knives, bows, and the like are actually fairly rare in Gensokyo. Many forms of youkai are skilled with their bare fists, claws, or teeth and with the prevalence of danmaku the need for weapons is simply not felt by most of Gensokyo. However, there are those who have trained with traditional weapons and through them are able to deal more damage with their physical attacks.

Swords – Basic weapons that deal moderate damage. Although weapons are rare, swords are still the most common form of traditional weapon. Range of 1, 3d damage

Maces – Basic weapons meant to smash. Remember, it’s not enough to bash in heads. You’ve got to bash in minds. Range of 1, 2d damage, successful attack can cause 1-turn stun

Spears – Basic weapons to keep your enemies away from you, useful for those who don’t like to get too close to their prey. Range of 2, 2d damage

Throwing Weapons

Weapons intended to be thrown are uncommon, but still more prevalent than more traditional weapons. There are even those such as the Combat-Maids who specialize in throwing weapons. After battle has been won, any character on the winning side that has used thrown weapons can choose to roll a certain number of dice (depending on the weapon) to determine how many of those weapons she has retrieved. She must specifically state that she is retrieving weapons and then roll before leaving the area in which the battle has taken place in order to take advantage of this.

Throwing Knives – Basic throwing weapon favored by most. Range equal to ½ the character’s range stat, 2d damage, 2d recovery-rate

Throwing Axes – Basic throwing weapon used by those who prefer heavy objects. Range equal to ¼ the character’s range stat, 2d damage, 4d recovery-rate

Shuriken – Basic throwing weapon that doesn’t pack much of a punch but can be thrown really far. Range equal to 2X the character’s range stat, 1d damage, 2d recovery-rate

Needles – Powerful throwing weapons that are difficult to find in haystacks. Range equal to the character’s range stat, 4d damage, non-recoverable

Improvised Weapons

The majority of weapons used in Gensokyo are considered improvised weapons. These include household objects such as books and broomsticks and even occupational items such as goheis. Improvised weapons can be used by anypony, but damage rolls with improvised weapons suffer a -2 on to-hit rolls and a -4 to damage rolls.

Basic Improvised Weapons – This includes most objects such as soup ladles, frying pans, books and large sticks. Range of 1 space, 2d damage

Broom – Range of 2 spaces, 2d damage

Grimoires – Range of 1 space, 2d damage, successful attack can cause 1-turn stun

Gohei – Range of 1 space, 2d damage, successful attack destroys buffs

For example, a character wielding a gohei with a power of 8 and intelligence of 13 would deal 3d+8 damage for physical attacks and 6d damage for danmaku attacks. A character using her bare fists with power of 9 and intelligence of 14 would deal 1d+9 physical damage and 7d danmaku damage.


Like weapons, armor in Gensokyo is rare and very few actually know how to use it preferring to simply dodge their opponents attacks. However, a select few such as the Guardians have chosen to train with armor allowing them to better defend themselves at the cost of mobility.

Leather Armor – basic armor often worn by new Guardians. Warmness: 3, reduces all damage taken by 3 to a minimum of 1. Applies a -1 penalty to all rolls to dodge attacks.

Spell Power

As the characters progress through battles they will gain spell power. Spell power is unstable and temporary, but can be used to activate special abilities and spellcards. Every character begins with 50 spell power and may hold a maximum of 400 at a time. NPCs may begin with more or less at GM discretion. Spell power can be gained in one of three ways.

-At the beginning of her turn each character receives spell power equal to her insight plus any modifiers from abilities, spell cards, etc.

-Through grazing (see Grazing above)

-Once a character falls unconscious or dies they drop all spell power they were holding.

Spell power can then be collected as an action by any character within six yards on their

next turn unless somepony else has already collected spell power.

3 spaces away – ¼ of dropped power

2 spaces away – ½ of dropped power

1 space away – ¾ of dropped power

0 yards away – All dropped power

Once a certain amount of spell power has been collected it begins to increase the characters abilities manifesting itself in the form of options. Options will be able to be custom-made with character points in a later build of the rules. For now, every 100 points the character has collected she receives +1 to damage for both physical attacks and danmaku attacks as well as +1 to range for danmaku attacks, for a maximum of +4 damage and range.

Status Effects

Blind – A blind character suffers a -6 to all to-hit rolls. Standard danmaku (and other guaranteed hit attacks) are not effected by this penalty. Duration of blindness depends on what inflicted it.

Fear – A normal will roll is used, but if it is failed then the character becomes terrified and must make a will check at the beginning of each turn in order to regain control. If the character fails she must run as far as she can from the source of her fear taking no other actions. On a critical failure, the character is paralyzed in place, doing nothing. On two consecutive failures, the character faints and falls unconscious.

Stun – If there is a chance of being stunned, the target must make a check against their charisma. If they fail, they become stunned. A character who is stunned cannot take any actions for the duration of the stun.

Knockdown – A character that has been knocked down by a powerful blow falls through the air toward the ground. She must make a charisma save or else hits the ground on her next turn, losing all her actions for that turn as she returns to they sky and also taking 2d damage from the impact. At the beginning of a turn spent returning to the sky a character still gains spell power at the beginning of her turn. Any spell card effects on the space she is on do not effect her until the beginning of her next turn.

Knockback – A character that has been knocked back is moved one space in a straight line away from the attacker.

Freeze – A frozen character cannot act and must roll against her power every turn in order to thaw. After a successful roll has been made, she loses her next 2 turns while she thaws. She may also be thawed by another character provided that character has a significant source of heat and spends two actions thawing the frozen character.

Insanity – The character has lost her grip on reality and things that normally seem crazy now seem perfectly normal to her. This is mostly for role-playing purposes and how the character suffers is largely dependent upon what the DM decides to throw at her. A character suffering from insanity must roll against her insight at the beginning of each of her turns to return to reality. When a character first gains insanity she must make a roll against her insight to determine whether or not she gains the berserk status effect for the duration of her insanity. A failed roll means she is berserking as long as she remains insane.

Berserk – A berserked character attacks the nearest character to her regardless of that’s character’s affiliation with the berserking character. In the case that more than one character is the same distance away, roll a die to determine which character gets attacked. If a character is also insane while berserked she makes a roll against her insight (after rolling to get rid of insanity). A successful roll means she attacks the nearest character. A failed roll means she attacks the most attention-grabbing inanimate object within her movement range.


Drinking is a sort of art form in Gensokyo, and there are very few that do not drink. Very heavily in fact. However, drinking does impair a character’s abilities and the more drunk she becomes the more her cognition fails her. Oni and tengu, however, have the strange ability to be able to resist (or even be empowered by) large amounts of alcohol. A character’s alcohol level drops one level every two hours. A character suffering from shock or fear automatically drops down to sober.

When drinking, a character makes a roll against her power. On a success, the character holds her alcohol. However, a failure causes her to increase one level upon the drunkenness scale. When a character becomes drunk (or higher) she must make a roll against her charisma in order to remain conscious. This roll becomes more and more difficult the more drunk she becomes.

Sober – Completely sober. Are you even trying? No effects.

Buzzed – You feel the alcohol just a tiny bit. This is supposed to be the fun part, right? No effects, although you do feel a little reckless.

Tipsy – Stallion, this stuff is surprisingly good. And everypony in the room is looking slightly more attractive. You receive -1 to all cognition-based rolls (intelligence, insight, will, intuition, etc), but a +1 to your power rolls.

Drunk – You’re not nearly as think as everypony drunks you are, but you still get a -2 to all cognition or physically-based rolls except power which has a +2. Make a roll against your charisma. A failed roll results in you falling unconscious for the next five minutes.

Heavily Drunk – And then, and then…! What was I talking about? Something about a -4 to all cognition-based rolls and -2 to all other rolls except power which has +4? Yeah, maybe… Make a roll against your charisma -2 (total of -4). A failed roll results in you falling unconscious for the next ten minutes.

Plastered – ……….. -6 to all cognition-based rolls, -4 to all other rolls. Make a roll against your charisma -2 (total of -6). A failed roll results in you falling unconscious until your drunkenness level drops to heavily drunk or you are awoken by a recovery spellcard.

Weather and Temperature

Weather, temperature, and the like effect the capabilities of different characters. For example, rain will impair the effective line-of-sight and range of most characters but won’t effect races such as the kappa. Extreme cold has the chance to inflict the freeze status effect on characters that are not dressed warmly enough (although races such as tengu and yamabiko are immune). This section is not yet implemented.

Elements Affinities

Danmaku attacks and abilities may have elemental affinities added to them. The element of a character’s danmaku attacks as well as the character’s personal elemental affinity are decided at character creation and do not cost any points. There are eight total elements on two separate cycles. The first cycle consists of Fire, Water, Wood, Metal, and Wind.

Water douses Fire and is absorbed by Wind.

Fire melts Metal and is doused by Water.

Metal cuts Wood and is melted by Fire.

Wood blocks Wind and is cut by Metal.

Wind absorbs Water and is blocked by Wood.

The second cycle consists of Light, Darkness, and Spirit.

Light casts out Darkness but is outshined by Spirit.

Darkness corrupts Spirit but is cast out by Light.

Spirit outshines Light but is corrupted by Darkness.

The two cycles are unrelated and do not effect one another. Each element deals twice as much damage to and receives half damage from the element it is strong against. It still deals and receives normal damage from its own element.