[Touhou PnP System] Danmaku Yuugi -Flowers-

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    Dio
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    [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Tue Aug 03, 2010 5:01 am

    Corebook Download
    Gensokyo
    Mediafire
    (The Missing) Page 10

    Synopsis
    Danmaku Yuugi -Flowers- is a d6 system designed around the premise of allowing Game Masters and Players to engage in simple strategic skirmishes as of the concept of converting Touhou Danmaku Battles from Video Game Masochism into a easy to use Tabletop Game.

    Reccomended number of players as shown in the rulebook is 3 players and one acting game master. The system works for both PvP skirmishest and GMvP/Campain type sessions.

    The system is comparible to two other series, one being another PnP System and the other being a japanese video game. First off the stats and skills reportedly resemble the infamously silly 'Maid RPG' system, secondly the actual danmaku skirmishes themselves resemble a scaled down version of Super Robot Wars (or S.R. Taisen if you prefer).

    The system features both customisable player created characters, assorted classes and races (Though only staple ones have rules, GMs may introduce more), rules for inserting canon Touhou characters into your campain, a battle-grid and player/GM created 'spell cards'.

    ----

    If people are intrested I can do a tutorial for character creation. :)
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Syaoran on Fri Aug 06, 2010 9:59 am

    touhou!!!!!
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Fri Aug 06, 2010 5:05 pm

    Aye, it's the system that the Akushi adventure has been using;
    It's actually slightly unrefined since it's still a initial version of the system but the creator is actually working on a version 2 of the system.

    Pretty sure it included more racial rules for the likes of Tengu to differentiate the major species of Youkai from the not-quite-sure-what-species that allot of Youkai tend to be.
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Syaoran on Thu Aug 26, 2010 2:17 pm

    TOUHOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Thu Aug 26, 2010 5:20 pm

    jfh009 wrote:TOUHOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    You said that last time!!
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Syaoran on Sat Aug 28, 2010 8:15 am

    LIES!!!
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dr.Nanashi on Thu Oct 28, 2010 7:05 pm

    this sounds epic ... and drunk ...JUST HOW I LIKE IT
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Fri Oct 29, 2010 3:07 am

    Ran a trial game with just me and my bro,
    some of the spell ranges are broken as hell; as in, why you would use anything but them it questionable since they have longer and wider attack paths, might be worth restricting them to a. boss cards or b. only one large spread per party member.

    Apparently there is a revised version 2.0 so to speak out there which may or may not fix some of this junk, but i've yet to check if it's been translated.
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Wed Nov 03, 2010 7:27 am

    ==================
    Character Creation
    ==================

    1. Pick Main Style / Flower Card
    --------------------------------
    Rose
    Str: 4, Ins: 3, Int: 2, Cha: 0
    Skill: Victory to the Swiftest!

    Peach
    Str: 3, Ins: 4, Int: 1, Cha: 1
    Skill: Wish

    Lily
    Str: 2, Ins: 2, Int: 2, Cha: 3
    Skill: Echoed Chant

    Peony
    Str: 3, Ins: 0, Int: 2, Cha: 4
    Skill: Karma

    Sunflower
    Str: 1, Ins: 3, Int: 3, Cha: 2
    Skill: Longing

    Clover
    Str: 0, Ins: 3, Int: 2, Cha: 4
    Skill: Orator

    Iris
    Str: 1, Ins: 1, Int: 4, Cha: 3
    Skill: I saw something!

    Forget-Me-Not
    Str: 6, Ins: 1, Int: 2, Cha: 0
    Skill: Erudite
    --------------------------------

    2. Pick Race
    --------------------------------
    Human
    Str: 1, Ins: 3, Int: 2, Cha: 1
    Skill: Old Bloodlines

    Youkai
    Str: 2, Ins: 1, Int: 2, Cha: 2
    Skill: Vainglory

    Fairy
    Str: 2, Ins: 3, Int: 1, Cha: 1
    Skill: Naivety

    Ghost
    Str: 3, Ins: 2, Int: 1, Cha: 1
    Skill: Phantom

    Demon
    Str: 1, Ins: 3, Int: 2, Cha: 1
    Skill: Immortality
    --------------------------------

    3. Distribute 2 bonus points to 'Natural' stats.
    Natural Stats: Strength, Insight, Intelligence, Charisma.

    4. Calculate secondary stats.
    --------------------------------
    Reflex: (Power + Insight)
    Perception: (Power + Intelligence)
    Will: (Insight + Charisma)
    Tact: (Intelligence + Charisma)
    --------------------------------

    5. Danmaku
    Highest Natural Stat

    6. Dodge
    (Intellect + Reflex) /2

    7. Speed (Initially 2)
    8. Weapon
    9. HP (Defauly 25)
    10. Skills
    --------------------------------------------------------
    Achievement Multipliers Costs
    Rank 1Rank 2Rank 3 Rank 1Rank 2Rank 3
    +1+3+5 136
    -1-3-5 136
    /2/3/4 3610
    x1.5x2 2040
    Dice Addition Cost
    Rank 1Rank 2Rank 3 Rank 1Rank 2Rank 3
    123 4812
    Tension Gain Cost
    Rank 1Rank 2Rank 3 Rank 1Rank 2Rank 3
    +1+2+3 4816
    Spellcard Cost Reduction Cost
    Rank 1Rank 2Rank 3 Rank 1Rank 2Rank 3
    -2-4-6 3610
    Moment Speed Cost
    Rank 1Rank 2Rank 3 Rank 1Rank 2Rank 3
    +1+2+3 3610
    Perception Gain Cost
    Rank 1Rank 2 Rank 1Rank 2
    +2+4 510
    Reflex Gain Cost
    Rank 1Rank 2 Rank 1Rank 2
    +2+4 510
    Will Gain Cost
    Rank 1Rank 2 Rank 1Rank 2
    +2+4 510
    Tact Gain Cost
    Rank 1Rank 2 Rank 1Rank 2
    +2+4 510
    --------------------------------------------------------

    11. Recalculate Stats
    12. Equipment
    13. Name/ Nickname
    14. Spellcards

    ==========
    Spellcards
    ==========

    1. Card Type
    Attack (A)
    A card for instantly damaging foes.
    Duration must be instant. Action Type.

    Defense (D)
    A card to counter enemy spellcards
    Duration must be instant. Counter Type.

    Support (S)
    A card to lay down support fire.
    Duration must be Sustained. Action Type.

    Special (X)
    Special 1; Counter Timing, Cost 20
    The enemy attack heals you instead of damaging you.

    Special 2; Action Timing, Cost X
    Move n squares. n*3=X

    Special 3; Action Timing, Cost 20
    The GM will tell you the current HP of any one foe in the battle.

    Special 4; Action Timing Cost X.
    Converts n HP into +X Achievement Value, where 2*n=X.

    Special 5; Action or Counter Timing. Cost 30.
    Recover 10 HP.

    Special 6; Action Timing. Cost 20
    A trap is set for two turns, Anyone passing through the square is stopped.
    Remember to write down trap co-ordinates.

    2. Determine spell duration length for support cards, and add cost.
    Cost: ((n-1) * 4 + 2), where n is the number of turns.

    3. Determine maximum targets for spell, and add cost.
    Cost: ((n-1) *2), where n is the number of targets.

    4. Determine range of the spell, and add cost.

    5. Determine Bonus Achievement Value, and add cost.
    Cost: (N*2), where n is how much achiement value will be affected.
    The value can be positive or negative.

    6. Determine dice count, and add cost.
    You roll 2 dice by default for all cards, any additional dice costs an additional point of tension. After rolling you take the values of the highest two dice and discard the rest as though they were not rolled.

    7. Calculate total tension cost for the card based on range, duration, achievement bonus, extra dice added. Do NOT equate character skills into the card cost; this will cause confusion of you trade the card.

    8. Name, Number and comment on the card.

    ==========
    Judgements
    ==========

    Judgements are used for skill checks and attacking.
    The basic equation is: (2d6 + Ability Value)+[Skill] = Achievement Value.

    When in combat and attacking or defending follow this pattern;
    1. Roll 2d6 (Or more for spellcards).
    `- If you rolled 2 sixes you get a +10 to your tension.

    2. Add Ability and Skill scores to roll.

    3. Compare your total to the opponent's total.
    `- Are the Results Equal? Tension + 8
    `- Are did you roll 3 or less higher than the opponent? Tension + 4
    `- If neither of the above questions apply. Tension + 2

    4. Decide the victor for the situation based on who has the higher roll.
    In a draw situation, the 'defending' party wins the judgement.
    The winner gets the full tension noted for the situation as calculated, the loser of the judgement gains half the tension gained by the winner (Rounded down).
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Wed Nov 03, 2010 10:16 am

    Hey guys, how do we make this system better?
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dr.Nanashi on Wed Nov 03, 2010 11:12 am

    >.> well this looks like its gonna be a pain to learn.
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Wed Nov 03, 2010 11:25 am

    Neko-Neko wrote:>.> well this looks like its gonna be a pain to learn.

    It helps when you see the character sheet, the system is actually reletively simple.
    It doesn't even have any 'skills' as per normal, the 'skills' in this are things similar to feats/talents from other systems.

    Rogue Trader for example has skills for Carousing and Blathering,
    to put that into perspective it's a game set in the warhammer 40k universe.
    Heck, they even have a lip reading skill you can put ranks in.

    The lack of skills is one of my major grumbles with the system actually,
    and the talents/feats could be done in a far better and less confusing way.
    Please note the chart I made is all you need, however there is 3 pages after that of pointless crap.
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dr.Nanashi on Wed Nov 03, 2010 3:31 pm

    well i got the gist of it no i only need to test all it out now. well that and make 4 more spell cards
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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

    Post  Dio on Thu Nov 04, 2010 8:28 pm

    I'm currently pondering how we could get a skill system without converting it to a non d6 based system.

    Possibly something like Rogue Trader's tier based skills, where first rank lets you get 1/2 your ability score, rank 2 lets you have the full, then you get a +10 for 3 and more for 4.

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    Re: [Touhou PnP System] Danmaku Yuugi -Flowers-

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