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  • File : 1299049455.png-(944 KB, 816x1056, aestheticsucks.png)
    944 KB Tale of Phantasmal Land Discussion Thread OP !UzszwKUWrA 03/02/11(Wed)02:04 No.14096871  
    We did a decent job at discussing and picking apart the Tale of Phantasmal Land RPG system in our last thread, at least in the first half. Then everybody became gullible, lost their self-control, and started feeding the obvious troll, but we can avoid that next time.

    Last archived thread:
    http://suptg.thisisnotatrueending.com/archive/14077407
    http://archive.easymodo.net/cgi-board.pl/tg/thread/14077407

    To celebrate the announcement of Touhou 13: Ten Desires (where unkempt hair Youmu is a PC), I'd like to present to you all a Touhou tabletop RPG system, Tale of Phantasmal Land! It's an independently made system, different from (and hopefully much more playable than) Flowers.

    http://wgs.no-ip.org/trpg.pdf

    Tale of Phantasmal Land is an exclusively d6-based, story-focused RPG system. It's 182 pages long, but 43 of those are setting material. This RPG allows you to play as humans and youkai in the fantasy realm of Gensokyo, engage in wacky adventures ("incidents") therein, engage in spell card duels, and sit down for tea afterwards. Enjoy!

    Unfortunately, it doesn't contain any youkai species or notable profiles from Subterranean Animism or Undefined Fantastic Object. So if you're a fan of the crew of the Palace of the Earth Spirits or the Palanquin Ship who wants to play a psychic satori or a shapeshifting nue, you'll have to wait until a distant update.

    If you know how to use IRC and want to discuss the game, come to the #Touhous channel on irc.thisisnotatrueending.com on ports 6667 or 9999.

    Some of the things we accomplished last time are pointing out the parts of the system that needed to be streamlined/removed, suggesting house rules for races and other rules, and even making our own fanmade race.
    >> OP !UzszwKUWrA 03/02/11(Wed)02:05 No.14096881
    >>14096871
    Let's try and focus on improving this system however we can, instead of making a whole new system. Below are some notable posts from the last thread:

    Summary of weak areas of the RPG:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095228

    Assorted criticisms:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095228
    http://suptg.thisisnotatrueending.com/archive/14077407/#14079914
    http://suptg.thisisnotatrueending.com/archive/14077407/#14080316
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084173
    http://suptg.thisisnotatrueending.com/archive/14077407/#14092383
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084455

    Assorted fixes:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14083575
    http://suptg.thisisnotatrueending.com/archive/14077407/#14089049

    Why Aesthetic sucks, and how to fix it:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14081441
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084012
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084653
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084949
    http://suptg.thisisnotatrueending.com/archive/14077407/#14085968
    >> OP !UzszwKUWrA 03/02/11(Wed)02:06 No.14096890
    >>14096881

    Why the starting stat system needs a revision:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14080375
    http://suptg.thisisnotatrueending.com/archive/14077407/#14081874
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084653

    Why the RPG needs less focus on mundane items and buying them:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14081136
    http://suptg.thisisnotatrueending.com/archive/14077407/#14081250
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084012

    Fixing free FPs from self-drawn art/self-composed music:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084653
    http://suptg.thisisnotatrueending.com/archive/14077407/#14084412
    http://suptg.thisisnotatrueending.com/archive/14077407/#14085571
    http://suptg.thisisnotatrueending.com/archive/14077407/#14085578
    http://suptg.thisisnotatrueending.com/archive/14077407/#14085582
    http://suptg.thisisnotatrueending.com/archive/14077407/#14085591

    Fanmade satori race:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095142
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095150
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095186
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095199
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095211
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095232

    Anyone want to start off with other suggestions on how to improve this RPG?
    >> Anonymous 03/02/11(Wed)02:37 No.14097091
    I posted a ton in the last thread and most of those fixes are mine. I also actually playtested it a bit to find out if any of them worked.

    I withdraw my previous criticisms about weapons. The fact that all melee attacks are ranged counterbalances them with spells, and with decent spell support, you can get all sorts of different elemental attacks while using your mastery trait, so they're really not a bad deal.

    The choose your own aesthetic/s thing just works better. What can I say?

    Poltergeists are still a tad bit weak but better than before. Artifact spirits suck dick and need work. Vampires should be in bat form all the damn time and should never specialize in weapons.

    Finesse used to outfly or outdeke people works fine.

    60 is really too low for generating stats with points unless you have a big group. Having lower stats than the named characters seems fine until you realize they're getting buffs from their stage too.

    Using magic spells as spellcard effects is nifty but I fucked up the FP values for them and they're horribly balanced. Also 2 card points for 1 FP is way too little.

    While amusing, clothes and mundane items should probably just be lumped into a miscellaneous "and here's a general idea of the economy" section. The starting money thing is awful.

    +1 to hitbox rating while flirting death as a half phantom is . . . odd.

    ALSO NEEDS GENERIC YOUKAI, DEMONS, AND CELESTIALS.
    >> Anonymous 03/02/11(Wed)02:41 No.14097113
    >More Phantasmal Land discussion

    \(^ ^)/

    Yatta!
    >> Anonymous 03/02/11(Wed)02:43 No.14097126
    >>14097091
    Oh and I forgot the biggest thing. Starting EACH STAGE instead of EACH INCIDENT with lives/bombs based on your might/charm and having them remain constant in the stage without bomb counter resets is MUCH more playable. The system in place is jsut trying too hard to be like the games. Doing it this way makes might and charm useful stats comparable to will, resolve and finesse, retains the flavour while not turning the game into a rush against the clock to use as few spellcards and expose yourself to as little danger as possible to conserve your limited resources. It also makes it easier for the Gm to go harder on the players, use more than 6 stages, or have longer, multipart stages because nobody is afraid of using spellcards, which is retarded and should never happen in a touhou game. I just based the FP scoring at the end as 10, - 1 for each life lost, and +1 for each enemy spellcard they survive without bombing as a capture bonus in reference to the games. Points and shit give a bonus life or bomb that doesn't regenerate between stages. What can I say? I like the competitive sort of nature to it, though I'd strongly recommend handing out GM fiat FP too based on how the fans reacted to the characters actions as well, so as not to penalize playing in a way other than a power gamer. heroic self sacrifice gets points to make up for the life lost. Fans sympathize with the character who had horrible luck to make up for points lost there, etc.
    >> Anonymous 03/02/11(Wed)04:15 No.14097898
         File1299057325.png-(684 KB, 487x900, 3af9283d1aa05a512c0bdfbc4a3dc7(...).png)
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    >Fanmade satori race:
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095142
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095150
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095186
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095199
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095211
    http://suptg.thisisnotatrueending.com/archive/14077407/#14095232

    Satori don't look that good because of that enormous social penalty of theirs. It defeats the point of being a mind reader (being awesome in social situations), doesn't it? It gets worse when you stack them up against the other top tier youkai like night sparrows, fox beasts, insect beasts, vampires, and oni.

    Maybe give them +1 Initiative and let them use Animal Handling for any social roll against any beast youkai?

    >>14097091
    >I also actually playtested it a bit to find out if any of them worked.
    Got any logs?

    >Artifact spirits suck dick and need work.
    Maybe they should get +1 Might and the ability round up their Might for determining Lives? Steel and wood are stronger than flesh. So it goes that youkai steel and wood are stronger than youkai flesh, right?
    >> Anonymous 03/02/11(Wed)04:17 No.14097915
         File1299057449.jpg-(494 KB, 650x920, c0299025e15f4cc607811b9e0ca6d1(...).jpg)
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    >>14097898

    >>14097091
    >Vampires should be in bat form all the damn time and should never specialize in weapons.
    Bat form shouldn't upgrade speed at all, and it should be usable for only one round in combat. Creature of the Night shouldn't give any bonus during night, and give only a -1 penalty in daylight. Vampires should get +1 Might. That'd make for a more balanced and less wonky vampire race.

    >Finesse used to outfly or outdeke people works fine.
    Finesse to outmaneuver, yes. Plain outflying, that should be Might, because that's a matter of using raw athletic ability and endurance to propel yourself onwards with all your strength.

    >60 is really too low for generating stats with points unless you have a big group. Having lower stats than the named characters seems fine until you realize they're getting buffs from their stage too.
    I like the suggestion of an 8/6/5/4/3/2 array. Nobody has to fiddle with allocating points or being a generalist or specialist. 9/6/5/4/3/2 is a good alternative for a stronger array.

    >Also 2 card points for 1 FP is way too little.
    Spell cards are waaaaaaay expensive. I don't see why they should be even more expensive during chargen.

    >>14097126
    Honestly, I think trying to emulate the Touhou games was one of the major downfalls of this system. A vertical shooting game just doesn't TRANSLATE to the tabletop experience. Why bother?

    I still can't wrap my head around the stage/incident rules myself, and the miniboss and boss system doesn't make any sense to make. Shouldn't the canon characters already be juggernauts against starting PCs even before any miniboss/boss bonuses?
    >> Anonymous 03/02/11(Wed)04:20 No.14097954
    entire thread goes by with people talking about point costs and surface issues with gear and nobody realizing the central mechanic problem is a starting character variance from +2 to +8 with a die mechanic that averages to 0

    talking about race problems without addressing that a starting oni can have +8 strike, +8 evade and +2 hitbox all the time provided they carry a stash of liquor
    >> Anonymous 03/02/11(Wed)04:29 No.14098001
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    red columns = relevant issue
    >> Anonymous 03/02/11(Wed)04:35 No.14098056
    >>14097954
    Trust me when I say that even with an average of 0, a range of -5 to +5 will fuck all sorts of easy rolls up. Even with a very significant advantage over another character rollwise, it's extremely easy to get shafted by bad luck, and general trends of who's stronger are difficult to differentiate.

    As it is though, Onis are seemingly supposed to be overpowered as fuck, but have very limited lives as their drawback. No comment on if that's a good idea, but it makes sense they'd have high rolls. They're goddamn Onis afterall, and this is a game where vampires are physically as strong as humans.

    >>14097915
    Outfly was meant more of in terms of skill. Outflying someone in pure long distance is kind of silly because Gensokyo isn't really big enough for that, and unless you have superior flight, running is better anyways.

    Vampires are a little ridiculous int he right circumstances, but that kind of proposed nerf is just a ball shatterer. +1 might is like half a life, and no benefits at all at night with huge penalties during the day may as well be a very bad thing (which honestly sunlight weakness should be anyways). Bat form is grossly overestimated. It's a +2 to evade and the ability to flee from combat. That's it. The only reason I said vampires should never leave it is because it's free and infinite to maintain. Once a combat makes it useless.
    >>14097898
    The general idea seems to be deliberately avoiding stat bonuses. I honestly think the ability for ghosts would fit constructs better, since they should be easily repairable, but constructs are just regular weak. Artifact spirits are AWFUL. I think the artifact spirit should probably have some kind of bonus to skill or combat rolls based on what they originally were. The spirit of an ancestral sword gets a bonus to strike, while an old doll gets bonus to aesthetic or house skills.
    >> Anonymous 03/02/11(Wed)04:43 No.14098107
    >>14098056

    you're pretty dumb if you think the aesthetics system is a more critical flaw than a player going 'I should make a smart and tough touhou' and scrimping on their finesse so that any enemy that can reasonably hit a +6 will hit them 80-90% of the time (and similarly hits the oni 20% of the time, and the oni's hitbox ignores 5/6 hits anyway)

    when all the players are going to be engaged in murdering (or danmakuing) you don't let their primary murder numbers be so hugely different, it would be akin to starting 4e characters where one has a +4 to hit and the other has a +16
    >> Anonymous 03/02/11(Wed)05:08 No.14098267
    >>14098107
    If they went and made a tough touhou then most of those attacks they should be grazing anyways. If they sunk that into might, they have more lives to take the abuse, and invincibility every turn they lose one. If they sunk it into charm they can just bomb away the hits. Etc. Pretty much every stat plays a pretty big role in combat. If evading is really that big of a deal, they can just use the playing it safe option. Either way, if you literally left your finesse at 2, the absolute lowest it can go, when 4 is the average for a stat, you should not be at all surprised you are being hit 85% of the time. Yes the gap between +2 and +8 is rather large with a dice mechanic with a range of 11 and an average of 0, but that's the entire point of scaling stat costs, something that character gen is currently lacking. Having that +6 striking costs nearly three times as much as just sinking a couple points into finesse and suddenly being +6 vs +6 when in focus. It's an issue, but one that could very likely come out marginalized to the point of nobody caring once the other issues are addressed, and so nobody is going ahead and overhauling the dice mechanic just yet. And if push comes to shove and it absolutely needs to be changed, it's not exactly hard to just up the size of the range.
    >> Anonymous 03/02/11(Wed)05:15 No.14098308
    >>14098267

    The gap between +2 and +8 is sufficient to make it around a 5% chance to hit

    white wolf xp scheme is a non-issue by comparison, deal with it
    >> Anonymous 03/02/11(Wed)05:21 No.14098352
    >>14098308
    Considering that an almighty god level artifact that cannot be bought and is wielded by one of the most powerful characters in the game confers a whole +3 to strike, not to mention the fact that the highest stat of any character in the book is a 9, I'd say the problem is more the fact that it is so easy to get an 8 at character creation to ruthlessly fuck everyone else with. The entire power scale from wriggle to yukari goes from +2 to +9. That is not at all an unreasonable difference of lowest level possible to highest level that is ever seen. Instead of making the clumsiest and slowest possible touhou be capable of routinely dodging the attacks of the biggest powerhouse, a much better solution is to fix the fact that the entire power gamut can be jumped from start to finish right out the door with any old character, hence the stat scheme is relevant. If anything, the bonuses that matter are the stage bonuses, but if you're up to stage 6 with 2-4 players all spamming massive amounts of spellcards on one person, that character probably needs a 95% dodge chance to live.
    >> Anonymous 03/02/11(Wed)05:22 No.14098358
    >>14098352
    Actually that and the ludicrous bonuses that vampires and oni get. Forgot that part.
    >> Anonymous 03/02/11(Wed)05:35 No.14098435
    Why it would not just be possible to tone the oni's racial bonuses down to +1 to three stats and +2 to two stats and call it a day?
    >> Anonymous 03/02/11(Wed)05:43 No.14098471
    >>14098435
    Probably something like +2 to might/will and resolve. Anything else is a bit silly.

    Actually another thing I don't get is that if onis still take penalties from being drunk, what's the point of the whole three drink thing?

    Actually pretty much both onis and vampires are pretty meh until you hit their specific criteria in which they become rape machines. Vampires at least have the decency to sport penalties. Look at Remilia Scarlet's stats. Then apply the inevitable bat bonus or gungnir bonus. Then apply the stage 6 boss bonuses. Then the creature of the night bonuses. That is some scary shit right there
    >> Anonymous 03/02/11(Wed)05:53 No.14098510
    Need sleep. Don't you die on me thread.
    >> Anonymous 03/02/11(Wed)06:53 No.14098763
    >>14098471
    Give oni a +1 bonus to Might, Finesse, Will, and Resolve while plastered and no penalties for alcohol. Call it a day
    >> Anonymous 03/02/11(Wed)07:33 No.14098917
         File1299069238.jpg-(623 KB, 900x621, fe4a80f37f25f776a6577598eee02a(...).jpg)
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    Alright, let's get down to fixing some youkai races, /tg/. I'll start off with the oni race, since it's been brought up already. Toss out all of their existing abilities and replace them with the following.

    Racial Ability: Might of the Horned Juggernaut
    Oni are really, really strong, and it shows in their bearing. Oni exude an aura of strength, and even the tiniest oni can wrestle an elephant to the ground! An oni gains a +1 bonus to her Might.
    This is not taken into consideration for the purpose of allocating statistics during base character creation or upgrading Might using Fandom Points. For these purposes, treat the +1 bonus as being nonexistent. For all other purposes, including Contests, Heroic Feats, and prerequisites, take the bonus into account.
    An Oni can never take the Small or Tiny special ability, but her height can be between 71 to 130cm anyway. If she takes the Big advantage, she needn't actually be big, and she can still be between 71 to 180cm in height.

    Racial Ability: Dutch Courage
    Oni can hold their drinks uncannily well, and after having enough, she feels like she can take on the world! In her mind, at least. Oni never take any penalties for drinking alcohol.
    Additionally, after having consumed at least three liters of at least 70 proof alcohol in a fifteen-minute span (GM's discretion on how fast your character can do this, taking into account Might and Finesse), an oni gains a temporary +1 bonus to her Resolve for a number of minutes equal to her Might - 1. Another full three liters must be downed to regain this bonus, and any new application resets the duration instead of stacking.
    >> Anonymous 03/02/11(Wed)08:56 No.14099277
         File1299074212.png-(1.21 MB, 800x1131, ec6fc037a971cc05e71fa9ce7db814(...).png)
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    Next up is vampires.

    Racial Ability: Flight
    Whether their wings produce an anti-gravity field or defy the laws of physics and bear the vampire aloft, Gensokyo's vampires are natural fliers. A vampire gains Flight as a bonus special ability.

    Racial Ability: Vigor in Undeath
    The unliving, internally necrotized flesh and sinew of a vampire brims with resilience and potence to match an oni's. A vampire gains a +1 bonus to her Might.
    This is not taken into consideration for the purpose of allocating statistics during base character creation or upgrading Might using Fandom Points. For these purposes, treat the +1 bonus as being nonexistent. For all other purposes, including Contests, Heroic Feats, and prerequisites, take the bonus into account.
    A vampire can never take the Small or Tiny special ability, but her height can be between 71 to 130cm anyway. If she takes the Big advantage, she needn't actually be big, and she can still be between 71 to 180cm in height.

    Racial Ability: Bat Form
    A vampire can metamorphose herself, along with all clothing and items on her person, into a bat at will! While in bat form, she is considered to have the Tiny special ability (this is an exception to the rule in Vigor in Undeath), gaining a +2 bonus to her Evasion, but her Might is not limited. However, a vampire cannot attack or use spell cards while in bat form. She can also squeeze into openings a bat could fit through, but unlike a true bat, she still relies on conventional hearing.
    This ability is of restricted use in the chaotic and stressful environment of combat. Once per combat, at the end of the vampire's turn, she can transform into a bat regardless of any actions she had taken during her turn. She remains in bat form until the start of her next turn.
    >> Anonymous 03/02/11(Wed)08:58 No.14099282
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    >>14099277

    Racial Ability: Tireless
    As an undead creature, a vampire never feels comepelled to sleep. She is capable of maintaining her regular activities day in and day out without the need for rest.

    Very Bad Thing: Vampiric OCD
    Gensokyo's vampires suffer from a handful of the weaknesses of mythological vampires. Firstly and most iconically, if a vampire is exposed to sunlight, she experiences discomfort and is weakened, giving her a -1 penalty to all of her rolls. The shade of a parasol, the thick curtains of a windowed room, or storm clouds removes the discomfort, but still causes the weakening and the penalty. The magical spell, Light, does not count as sunlight for this purpose.
    Secondly, a vampire suffers from discomfort and weakening while drenched in rain heavier than a drizzle, imposing a -1 penalty to all of her rolls. Staying under a parasol, or any other covering, does prevent this penalty.
    Thirdly, while crossing or flying over a canal, a creek, a river, a stream, a sea, or an ocean and for an hour afterwards, a vampire suffers a -1 penalty to all of her rolls.
    Fourthly, a vampire who has gone for more than 48 hours without having consumed a liter of human or youkai blood suffers a -1 penalty to all of her rolls until she satiates her thirst with a liter of said blood.
    Fifthly, a vampire cannot willingly come within 5 feet of a shattered holly branch.
    All penalties from this Very Bad Thing stack, except for the penalties from the second and third weaknesses, which do not stack with each other. A vampire definitely doesn't want to be outside on a rainy day while being blood-deprived!
    >> Anonymous 03/02/11(Wed)09:02 No.14099303
    Can we have bridge trolls next?

    They don't even need the bridge modifier.
    >> Anonymous 03/02/11(Wed)09:03 No.14099312
         File1299074634.jpg-(1.17 MB, 1500x2059, 1274328760795.jpg)
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    >mfw my homebrew will never get this much attention to detail
    >> Anonymous 03/02/11(Wed)09:06 No.14099324
    >>14096871
    Hey OP, your examples near the end section of the PDF are blacked out. I can C&P the text but I can't read it directly from the PDF.
    >> Anonymous 03/02/11(Wed)09:07 No.14099326
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    Samefaging sagefags inbound. Ignore them
    >> Anonymous 03/02/11(Wed)09:08 No.14099333
    >Touhou, the game series, goes to /jp/.
    >Touhou, the official/unofficial doujin manga and anime, goes to /a/.
    >Touhou, the CCG, goes to /tg/, as does any traditional roleplaying game based on the franchise.
    >THIS IS A QUICK REMINDER that there are global rules. Trying to argue that stuff in public will get you banned.
    >> Anonymous 03/02/11(Wed)09:11 No.14099348
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    HAHA where are my yukkuri stats!
    >> Anonymous 03/02/11(Wed)09:12 No.14099357
    >>14099340

    You don't see video games on /v/ either.
    >> Anonymous 03/02/11(Wed)09:33 No.14099472
    Archived.

    Is it just me or are the good trolls missing? I only see a faggot EZ moding.
    >> Anonymous 03/02/11(Wed)09:33 No.14099477
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    Poltergeists next. They receive the two standard construct racial abilities, Immunity to Poisons and Tiring, plus the following.

    Racial Ability: Flight
    A poltergeist's spectral nature lends it supernatural buoyancy. A poltergeist gains Flight as a bonus special ability.

    Racial Ability: Born of Art
    A poltergeist is an artificial being crafted with primarily form in mind, because it absolutely must look like another youkai or human. This attention to artistic detail in its creation rubs off on the poltergeist. A poltergeist gains Rembrandt as a bonus special ability.

    Racial Ability: Ghostly Dexterity
    Poltergeists are renowned for their ability to manipulate objects without touching them. Some of them can even express their artistic abilities using their telekinesis, playing the piano or drawing an illustration without ever laying hands on the tools! A poltergeist gains Telekinesis as a bonus special ability, and she can use it to manipulate objects weighing up to three and a half pounds. She can even use it during combat, but without any applications that could gain her a direct advantage or impose a direct disadvantage on her enemies.
    >> Anonymous 03/02/11(Wed)09:51 No.14099571
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    Artifact spirits, here we go. They receive Immunity to Poisons and Tireless, as all constructs do. Their Blank Slate is axed in favor of the following.

    Racial Ability: Born of Wood and Steel
    Wood and steel are generally more formidable than flesh. Youkai wood and youkai steel are generally more formidable than youkai flesh. Artifact spirits are made of youkai wood and youkai steel. You do the math. An artifact spirit starts each Incident with an additional Life.

    Racial Ability: It Takes an Object to...
    As youkai who were once objects, crafting and tending to other objects comes naturally to an artifact spirit. She gains Artificer and Stitch in Time as bonus special abilities.
    >> Anonymous 03/02/11(Wed)10:50 No.14099909
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    And now it's time for an all-new race: celestials. I won't bother with a tl;dr writeup on them. Read about them in Perfect Memento yourself.

    http://en.touhouwiki.net/wiki/Perfect_Memento:_Celestials

    Celestials have the following racial abilities.

    Racial Ability: The Scourge of Heaven
    As a form of self-defense against any youkai with the audacity to lay a hand upon a most exalted celestial... or perhaps just as a method of being mean to youkai... a celestial can envenom a youkai by touch. Once per Stage, when a celestial touches a non-celestial, non-construct youkai (or vice-versa), the celestial's target loses 1 Life. This ability functions even through clothing and armor, so as long as direct physical contact is made.
    This ability is of limited use in combat. If a celestial wishes to use it offensively, she must be adjacent to her intended target and use an attack or a spell card against the target. If the result is a graze, the target loses 1 Life, but if the result is a hit, it has no additional effect as both the poison and the attack would both consume the same Life.
    If the celestial wishes to use this ability in combat defensively, there would have to be a youkai ignorant enough to use an attack or a spell card while adjacent to a celestial. In that case, if the result is a hit, the foolish youkai loses 1 Life after the hit is resolved.

    Racial Ability: Flight
    Whether by riding atop a cloud or cruising on a set of heavenly stones, celestials can achieve liftoff. A celestial gains Flight as a bonus special ability.

    Racial Ability: No Work for Heaven's Nobility
    Working for your keep? Never heard of it, those celestials have. A celestial gains Prodigy as a bonus special ability.

    Racial Ability: Nothing to Fear
    As enlightened beings, celestials are difficult to cow or frighten. A celestial gains a +2 bonus on any rolls made to not be scared, intimidated, or otherwise cowed.
    >> Anonymous 03/02/11(Wed)11:26 No.14100098
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    >>14098917
    >Racial Ability: Dutch Courage

    I didn't think this all the way through. There are already rules for how long it takes to down a drink (are you telling me that an oni CAN'T chug three liters in less than fifteen minutes?). Resolve is one of those stats you want even-numbered, so that'd be problematic. It's tied to Awareness, Herbalism, and Fishing, and it boggles my mind how being drunk would make an oni better at those. Will should make more sense. It's not an "I want this even-numbered" stat and it's keyed to Animal Master, Games of Chance, and Intimidate, which is a better fit.

    Let's add in a reference to oni mastery of zen and bump up the duration too.

    Racial Ability: Dutch Courage
    Oni can hold their drinks uncannily well, and after having enough, she feels like she can take on the world! In her mind, at least. Other oni feel as though they achieve a sublime state of zen while plastered. Oni never take any penalties for drinking alcohol.
    Additionally, after having consumed at least three liters of at least 70 proof alcohol in a fifteen-minute span (an oni can do this in a number of minutes equal to 15 - her Might), an oni gains a temporary +1 bonus to her Will for a number of minutes equal to 15 + her Might. Another full three liters must be downed to regain this bonus, and any new application resets the duration instead of stacking.
    >> Anonymous 03/02/11(Wed)13:43 No.14100888
    >>14100098
    >>14099909
    >>14099477
    >>14099282
    >>14099277
    >>14098917
    Going for no very bad things anywhere? I'm still pretty sure that the OP doesn't want generic +X to stat, but I can't exactly speak for him.

    Poltergeists look pretty sweet. I still like the idea of artifact spirits with free skills, but that's pretty good too. Oni drunkenness looks fine, though I'd dare to add a little resolve to that because drunk Onis grazing and flirting with death instead of trying to dodge just seems right. Vampires still seem like they're getting the shaft. The weaknesses VBT should probably be there just for the sake of correctness, but I'm not even sure Gensokyo vampires really are tireless, and +2 evasion for one turn once a combat where you do nothing else and half an extra life just doesn't really seem like an attractive enough bonus after all those penalties. Likewise, Oni might being doubled can probably stay, since it doesn't effect lives. Outside of determining lives, might doesn't really have much of a use at all. Celestials are pretty baller though.

    And I still can't help but think that dust and shadows should be a construct abilities while one of us fits ghosts better.
    >> Anonymous 03/02/11(Wed)16:22 No.14101764
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    What stats should a dragon have?
    >> Anonymous 03/02/11(Wed)16:53 No.14102010
    >>14101764
    >meiling
    >dragon

    Oh lord here we go.

    And just in case you're serious, a dragon would be a being of such retarded extra-deific strength that statting them would be pointless. You might as well fill in NU-UH and INFINITE EVERYTHING for its stats.
    >> Anonymous 03/02/11(Wed)16:59 No.14102053
    >>14100098
    >(are you telling me that an oni CAN'T chug three liters in less than fifteen minutes?)

    Hmm. I can chug 3 liters in 15 minutes and survive, assuming the brew isn't overly carbonated, even if it's rather the waste, as flat beer always is. But according to my memory, drinking fast always leads into wanting to drink even more just as fast, which is the path to downfall. Of course, it's just my two cents, but there should be a cumulative chance to crash on following turns of taking dutch courage.
    >> Anonymous 03/02/11(Wed)17:01 No.14102068
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    >>14101764
    That's Mokou, not Meiling.
    >> Anonymous 03/02/11(Wed)18:17 No.14102671
    On further reflection, in the interests of un-gimping the power scale; since we can't exactly change the dice size due to the original intent of the OP being to make it playable with d6 for Japanese gamers, a stat array rather than a point buy likely is the more solid idea, though the one listed is probably too powerful. Something like 6 5 4 4 3 2 would be more reasonable. To keep everyone from winding up with 8s and 9s in no time flat, purchasing stat upgrades should probably use the square of the new number rather than the new number. Like going from 2-3 costs 9 FP instead of 3 FP. It gets pretty ridiculously expensive, but no more so than spellcards, and actually makes the latter viable over multi attacks because of the stat requirements associated with them. If possible I'd just increase the die size to d10 but whatever. There should probably be a rule for guaranteed failure/success roll too.

    What I'm more worried about now instead of disparity in numbers, is how easy it is to pump the hitbox rating into the stratosphere and never be hurt ever. Currently 8 resolve is piss easy to achieve, and bonuses such as the maple shield or the moon rabbit's ability make flirting with death a ridiculously safe option, which means that only 1 in 36 attacks will actually harm you. The fact that in ties, the attacker wins on strike vs evade but the defender wins in hitbox isn't exactly helping. Maybe every 2 points of cunning could boost your hitbox roll by 1 or something? It's kind of the only useless stat as is.
    >> Anonymous 03/02/11(Wed)19:51 No.14103561
    Why are the example character stats at the back of the book so fucked? There are a bunch of cases of characters with different combat scores than they should actually have.
    >> Anonymous 03/02/11(Wed)21:49 No.14104950
    >>14102671

    How about 6/6/5/5/4/2? Adds up to 67 FPs if you consider 2 to be the starting point.
    >> Anonymous 03/02/11(Wed)22:11 No.14105220
    >>14104950
    654432 was chosen because that's a 12 stat point distribution, so the default core level, but I guess you could use that for a higher powered game. Personally I'd prefer more room to raise the stats, as much as I find it difficult to resist putting 6 in everything at character creation. Especially seeing as 4 means average.
    >> Anonymous 03/02/11(Wed)22:46 No.14105625
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    I don't like how moon rabbits are set up. They're not beast youkai when they clearly should be, their telepathy is too limited, and their One of Us comes out of nowhere and is too good in combat.

    So here's my take on the moon rabbit racial abilities. They should be considered beast youkai, so they receive Flight as a bonus special ability.

    Racial Ability: Lunar Codec
    A moon rabbit has mastered the science of telepathy to better communicate with her compatriots in the field of battle. She gains Telepathy as a bonus special ability. She can even use it during combat, but only to communicate, not to transmit any special effects that could directly help her in the fight.

    Racial Ability: Mind Bullets
    In the event that a moon rabbit loses her gun, that's okay, she can resort to attacking with psychic thrusts.
    >> Anonymous 03/02/11(Wed)22:48 No.14105651
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    Racial Ability: Tacticool
    A moon rabbit has been thoroughly drilled on the usage of firearms and is intimately familiar with their workings. She can turn one invisible to smuggle it anywhere, and psychically generate ammunition for it too! A moon rabbit even has a knack for picking a gun up from just about anywhere, be it from the kappas or Kourindou.
    A moon rabbit who takes the Weapon Master special ability can choose "firearms" as her mastered weapons, applying the ability to any firearm she wields.
    A moon rabbit gains a +2 bonus to any rolls made to identify, know about, talk about, conceal, craft, assemble, repair, modify, maintain, dismantle a firearm.
    A moon rabbit can turn up to two firearms on her person invisible. If she does so, the only ones who can see the firearms are herself and other moon rabbits. Muzzle flash is effected too, and ejected brass stays invisible for up to an hour, but bullets, slugs, and shot are fully visible.
    A moon rabbit can instantly reload any firearm she's holding with psychically generated ammunition. This way, she never needs to fuss with reloading or managing cartridges or shells!
    Lastly, in between incidents, if a moon rabbit has less than two firearms in her possession, she can opt to simply acquire one (if she has currently has one) or two (if she currently has none) non-enchanted firearms of her choice, be it a 1911, a Garand, or a Kalashnikov... somehow. She need not pay any Yen for this, but her honor as a lunar soldier prevents her from having them sold.
    >> Anonymous 03/02/11(Wed)22:51 No.14105694
    >>14105651
    >>14105625
    Just so you know, a lot of that is technically useless, but the whole thing is pretty badass all the same.

    Plus that frees up hitbox shenanigans to go with ghosts or half phantoms. Especially appropriate seeing as in the coming TH13, Youmu's special ability is only firing while unfocused, and an extremely small hitbox while focused.

    Also I'm thinking maybe 5 CP per FP. 2 is just lolno.
    >> Anonymous 03/02/11(Wed)23:15 No.14105930
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    >>14105220

    What about 6/6/5/3/2/2? 12 point stat distribution, adds up to 51 FPs.

    And I wouldn't consider 4 "average." I'd consider it "average for a youkai or heroic human in Gensokyo."

    >>14105694
    The meat of their racial abilities is Flight, Telepathy, Ghost Bolt, and a +2 bonus to firearms-related stuff. Everything else in Tacticool is just glorified flavor.

    I don't think ANY race should get a hitbox-related benefit. It's just too good, and it's difficult to justify why only that race has such a superior hitbox.
    >> Anonymous 03/02/11(Wed)23:47 No.14106258
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    >>14100888
    >Going for no very bad things anywhere? I'm still pretty sure that the OP doesn't want generic +X to stat, but I can't exactly speak for him.
    I don't think it'd be right for oni or vampires to NOT get a Might bonus. Besides, this way, they can be as short as Suika, Remilia, or Flandre and still be able to lift a boulder.

    >Oni drunkenness looks fine, though I'd dare to add a little resolve to that because drunk Onis grazing and flirting with death instead of trying to dodge just seems right.
    I'm playing on the safe side for Dutch Courage, so it's just +1 Will for now.

    >but I'm not even sure Gensokyo vampires really are tireless
    If they weren't, Remilia would have no reason to head outside under a parasol when she could just sleep throughout the day and stay up throughout the night. It balances out the weaknesses, I think.

    >+2 evasion for one turn once a combat where you do nothing else
    I'm pretty sure I wrote it so that turning into a bat happens at the END of your turn, so it doesn't stop you from attacking during your turn.

    >And I still can't help but think that dust and shadows should be a construct abilities
    I dunno, a living doll doesn't just pop back to life like a phoenix.

    >>14102053
    Oni don't crash. They don't take penalties for drinking alcohol. They're goddamn oni.
    >> Anonymous 03/02/11(Wed)23:55 No.14106332
    Do the people on Something Awful know you're being a traitor by posting on 4chan?
    >> Anonymous 03/03/11(Thu)00:22 No.14106654
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    Two problems I've noticed with the combat system:

    1. Multiattacks are too cost-effective. Don't let any attacks in Assault stance past the first gain any bonuses, even from description.

    2. Hitboxes are too reliable as Hitbox Rating goes up. There's no way to improve your chances of actually hitting it with an attack (except for elemental weaknesses), so there'll be more and more misses as Hitbox rating goes up. To make things more fast-paced, make it so that matching the Hitbox Rating with your Set result causes a hit.
    >> Crix !!nLvSV/0cRma 03/03/11(Thu)00:25 No.14106706
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    >They're not beast youkai when they clearly should be

    Why? They're either aliens or literal space marines, not spiritual myths at all.
    >> Anonymous 03/03/11(Thu)00:37 No.14106861
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    >>14106706
    Reisen is listed down as a beast youkai in Perfect Memento.

    Not the most accurate source possible, but it's the best we have.
    >> Crix !!nLvSV/0cRma 03/03/11(Thu)00:40 No.14106890
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    >>14106861
    Well it's completely wrong and

    >perfect memento
    >anything other than sensationalist anti-youkai propaganda
    >> Anonymous 03/03/11(Thu)00:45 No.14106957
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    I would like to play a Western, minor boundary youkai with the power to flip the boundary between earth and sky, which is more or less reversing gravity. The character will be named Viridian Cavanagh, have viridian hair, and have a weakness to stationary spikes.

    How would I do this in Tale of Phantasmal Land?
    >> Anonymous 03/03/11(Thu)00:57 No.14107098
    >>14106957
    RAW, you wouldn't

    I think it would be pretty easy to convince the GM to give every one a power
    >> Anonymous 03/03/11(Thu)01:10 No.14107245
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    I really, really don't like the idea of the Caduceus and the Dragonfly Slicer. They basically say "spend 12 FPs and gain a +2 bonus to all of your attack rolls!" They don't add anything special to the game and are really just flavorless must-haves for combat. The same goes for the Silver Throwing Knives (4 FPs, +1 bonus to all attack rolls), and a hundred times worse, the Maple Shield. 8 FPs for +1 Hitbox Rating is godly. Just axe them from the game and call it a day.

    Speaking of axes, Kintaro's Axe is really overpriced, isn't it? It's not worth the 16 FPs.

    It's kind of strange that the Sword of Hisou isn't in here when so many magic weapons that aren't in Touhou are.

    I'd also suggest limiting characters to starting with one, UND ONLY VUN, Precious Thing. Balance, you know?

    >>14106957
    Generic youkai (like boundary youkai) aren't playable in ToPL yet. There aren't any rules for unique special abilities either.

    You're out of luck.
    >> Anonymous 03/03/11(Thu)02:21 No.14108071
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    And now we push onwards to a rewrite of the half-phantom racial abilities! I'm worried that they might be a bit too strong. How do they look?

    Racial Ability: Fetch Me a Beer, Myon
    A half-phantom's ghostly half can't contribute particularly well in combat, but conveniently enough, it can physically fiddle with things. A half-phantom gains Telekinesis as a bonus special ability, and she can use it to manipulate objects weighing up to three and a half pounds. She can even use it during combat, but without any applications that could gain her a direct advantage or impose a direct disadvantage on her enemies. However, she must send out her ghostly half to manipulate the object, so its usage is visually obvious.

    Racial Ability: Half-Baked
    A half-phantom exists in a state of twilight between humanity and youkaihood. For the purpose of effects that depend on whether the target is a human or a youkai, a half-phantom is considered half-youkai, half-human. The GM should adjudicate this as fairly as possible.
    For example, if a rabbit beast youkai blesses a half-phantom, she receives a +3 bonus. If she were to be cursed instead, she would receive a -3 penalty.
    If a celestial attempts to envenom a half-phantom with the Scourge of Heaven, the half-phantom rolls a d6. On a 1-3, the poison pushes through as normal. On a 4-6, the poison fails to take effect, the celestial is considered to have expended the use of her Scourge of Heaven, and the half-phantom becomes aware of the attempted poisoning.
    >> Anonymous 03/03/11(Thu)02:22 No.14108083
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    Racial Ability: Half-Life
    Half-phantoms are a resilient lot, having trouble being pushed to the brink of death. A half-phantom therefore gains half of a Life at the start of each Incident!
    Actually, no, that doesn't really work. What does happen is that her Might is rounded up for the purpose of determining her additional Lives at the start of each incident, instead of being rounded down.

    Racial Ability: Half-Death
    A half-phantom surges with ghostly adrenaline when she lives life on the edge and takes risks in battle. While she is in a Focused stance and is flirting with death, she gains +1 Evasion.
    >> Anonymous 03/03/11(Thu)02:31 No.14108190
    >>14108071
    >Racial Ability: Fetch Me a Beer, Myon
    Already, I can imagine using it to fumble enemies.
    The ghost half is the same as the live half, in way of being attacked, no?
    >> Anonymous 03/03/11(Thu)02:45 No.14108308
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    >>14108190
    I made Fetch Me a Beer, Myon equivalent to the poltergeist's Ghostly Dexterity, including the part where it can't be used to your advantage in combat.

    I don't remember Youmu as a player character having a bullet-vulnerable Myon. Even if that was how it worked, I wouldn't know how to express it as a racial ability.
    >> Anonymous 03/03/11(Thu)04:53 No.14109432
    >>14108083
    I'm digging this one a lot.
    >>14107245
    Most of the items are that way. It's basically 4 FP for an extra +1 to strike or 8 FP for an extra +1 to hitbox rating.
    >>14106654
    The reverse of the defender attacker tie really does happen in the worst possible place. IMO tied dodge/strike should go to the defender while tied set/hitbox should go to the attacker. Either way, there's very little way to deal with it. Even removing the moon rabbits BS ability, pumping to 8 resolve, getting a maple shield and then flirting with death is not exactly hard. Hence why I suggested earlier that cunning effect hitbox rolls somehow to make it less weak. That and the cost effectiveness of multi attack, as well as the brokenness of resolve, is why I suggested squaring stat costs, lower starts, and 5 CP per FP. Suddenly getting 8 finesse for weapon specialist IV is a real bitch.
    >>14106258
    The problem with just a +1 to might though is it means small onis and vampires are capped out at 6 rather than 5, and then we get back to that white wolf XP problem. I'd be fine with giving vampires the might counts as double for heroic feats ability as well, since they are stated to be the only real match for onis (though technically then they should also have superior flight due to the statement that they're the only things as fast as a tengu). The bat thing is mostly just that +2 evade once a battle just isn't really all that amazingly great.Having it be a reactive action is nice I guess, but even then they'll just wait for you to lose your one turn of bat before hitting you with anything big. I'd suggest something like how in the games Remilia, Flandre and Kurumi invoke supernatural border with it, but that might be a little OP even WITH their mountains of penalties and very bad things.
    >> Anonymous 03/03/11(Thu)05:07 No.14109519
    >>14105930
    Considering all the players will be youkai and heroic humans, that's the best standard to judge by. 4 is Sakuya's might for instance.

    I still can't really comment on the objective value of different arrays. All we're really doing is polarizing or averaging the same numbers. Probably some kind of list going from low power game to lunatic power level game could be incorporated, like D&D's point buy tiers.

    >>14106258
    Herp my derp, I also forgot.

    Ghosts with hitbox abilities makes sense to me because their game related shenanigans involve grazing or going through stuff, and because a ghost being harder to lethally attack without just blazing through it (with "flirting with death" being extra ironic) seems pretty representative; though dust and shadows isn't a BAD ability for them. I feel like it'd be better for constructs though simply because after being blown to pieces they can keep ticking due to being youkai machines, and simply repair themselves later with minimal effort, representing free continues and the ability to get right in harms way.
    >> Anonymous 03/03/11(Thu)05:17 No.14109566
    . . . durr. Upon closer inspection, the answer to hitbox issues appears to be the fact that big and huge bullets add +1 and +3 respectively to hitbox rolls. Who'd have thought spellcards would have been the answer to something that is hard to hit?
    >> Anonymous 03/03/11(Thu)05:39 No.14109702
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    >>14105625
    >Racial Ability: Mind Bullets
    >In the event that a moon rabbit loses her gun, that's okay, she can resort to attacking with psychic thrusts.

    I'm an idiot who hurfdurfed and forgot to add the actual ability.

    Racial Ability: Mind Bullets
    In the event that a moon rabbit loses her gun, that's okay, she can resort to attacking with psychic thrusts. A moon rabbit gains Ghost Bolt as a bonus magical spell.

    >>14109432
    >The problem with just a +1 to might though is it means small onis and vampires are capped out at 6 rather than 5, and then we get back to that white wolf XP problem.

    That's pretty much why I included this for both vampires and oni:
    >This is not taken into consideration for the purpose of allocating statistics during base character creation or upgrading Might using Fandom Points. For these purposes, treat the +1 bonus as being nonexistent. For all other purposes, including Contests, Heroic Feats, and prerequisites, take the bonus into account.
    >An Oni can never take the Small or Tiny special ability, but her height can be between 71 to 130cm anyway. If she takes the Big advantage, she needn't actually be big, and she can still be between 71 to 180cm in height.

    I don't like the "Might counts double for heroic feats or contests" because it makes success more or less a foregone conclusion.
    >> Anonymous 03/03/11(Thu)06:13 No.14109900
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    >14109519
    I'd rather not hand out any hitbox bonuses because of just how fucked the Hitbox Rating system is.

    Dust and Shadows makes more sense for ghosts in my mind, because of how it involves memories. I think we already have a good set of racial abilities down for artifact spirits anyway.

    >>14109566
    I should've noticed that earlier. Looks like that's the main selling point for spell cards! Looks like Wide Beams make Hitbox Rating mean nothing, at the cost of a hefty 10 card points.

    Speaking of those, I haven't been able to find anything on their targeting (single, multi, friendly fire, no friendly fire). Fucking spell cards, how do they target?
    >> Anonymous 03/03/11(Thu)07:42 No.14110499
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    I've been thinking about it, and a clothing-based Aesthetic system COULD work if it was massively streamlined. Right now, players have to wade through 5 pages (with 3 tables) of fashion articles, many of which don't do anything for Aesthetic at all.

    Here's how I'd do a streamlined, clothing-based Aesthetic system. You have five slots, plus the option for a one-piece:

    Head: An average-quality head accessory costs 1 Yen. A high-quality head accessory costs 5 Yen.
    Top: An average-quality top article costs 2 Yen. A high-quality top article costs 10 Yen.
    Bottom: An average-quality bottom article costs 2 Yen. A high-quality bottom article costs 10 Yen.
    Feet: An average-quality feet article costs 1 Yen. A high-quality bottom article costs 5 Yen.
    Miscellaneous: An average-quality miscellaneous accessory costs 1 Yen. A high-quality miscellaneous article costs 5 Yen.
    One-Piece: A one-piece article takes up both the top article and bottom article slots. An average-quality one-piece article costs 4 Yen. A high-quality one-piece article costs 20 Yen.

    An average-quality item adds +1 to an Aesthetic of your choice. A high-quality item adds +2 to an Aesthetic of your choice, as it is constructed of superior materials, has more intricate and visually pleasing tailoring, and maybe has more frills. A one-piece article doubles these bonuses, to counterbalance its high cost and how it takes up two slots.
    >> Anonymous 03/03/11(Thu)07:43 No.14110508
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    >>14110499

    Then comes a tables for examples:

    X Axis: Noble, Tradesman, Educated, Warrior, Scoundrel
    Y Axis: Head, Top, Bottom, Feet, Miscellaneous, One-Piece

    Examples of both Western clothing and Eastern clothing are given. Like so.

    Noble, One-Piece: An elegant and poofy-shouldered Victorian dress.
    Noble, Miscellaneous: A gemstone brooch atop an ascot with a lace trim.
    Educated, Top: The kind of dress shirt and vest that you'd expect a librarian to wear.
    Tradesman, One-Piece: A maid uniform.
    Tradesman, Miscellaneous: A prim and proper necktie.
    Warrior, Feet: Single-toothed tengu geta.
    Warrior, One-Piece: A suit of armor befitting a knight. The kind of austere kimono you'd see in a Kurosawa samurai flick.

    Well?
    >> Anonymous 03/03/11(Thu)08:00 No.14110607
    >>14110499
    >>14110508
    You forgot to mention that lacking head decoration will cause the immediate death of a Touhou girl.
    >> Anonymous 03/03/11(Thu)08:18 No.14110752
    >>14110607

    There's already the rule for losing a Life if you don't start an Incident with a head accessory.
    >> Anonymous 03/03/11(Thu)08:54 No.14110992
    >>14110752
    Oh, my bad for missing that. I only skimmed the book because it's not a final version.
    >> Anonymous 03/03/11(Thu)08:56 No.14111004
    Am I the only one who thinks that not having this game be played on a hex grid is a waste of potential? I mean, with all the bullet patterns and so on, it seems like the effort of moving bullet tokens around wouldn't be too huge a drawback to the complicated and brilliant strategy that it would present.
    >> Anonymous 03/03/11(Thu)09:08 No.14111071
    >>14111004

    This RPG's combat system is so sloppy and cryptic that I don't think it can be played with OR without a grid.
    >> Anonymous 03/03/11(Thu)09:14 No.14111132
    >>14111071
    I hate to admit it but, yeah, I agree.
    I'm not just hatin', but this seems like it's Flowers all over again...
    >> Anonymous 03/03/11(Thu)09:38 No.14111310
    >>14108071
    >Racial Ability: Fetch Me a Beer, Myon
    >A half-phantom's ghostly half can't contribute particularly well in combat

    Some of Youmu's spellcards in PCB have "myon" turn into a second body for her, used in a double attack.
    >> Anonymous 03/03/11(Thu)09:41 No.14111324
         File1299163288.png-(373 KB, 900x600, 07ef9c41758753e96c1d80be07561f(...).png)
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    I'd like to sound off a character concept here for an artifact spirit youkai and get some feedback.

    In 1965, archaeologists in Norway were baffled when they had uncovered the tremendous, skeletal remains of a serpentine dinosaur. The find was unlike any they had ever seen before. Years were spent in vain trying to decipher and classify the mystery beast. The fossil was passed from university to university around the world, and as the carbon datings and attempted reassemblies went on, rumors of the bones being those of a dragon began to appear. They were spoken only jokingly at first, and even when a few scientists began to consider them seriously, they would be scoffed at by their peers. Then, after a resounding "There's no way dragons could exist" from a truck driver on the way to Tohoku University, the bones were mysteriously lost in transit.

    Decades later, a bronze-haired, pale-skinned youkai emerged from the soil near the base of Youkai Mountain, with a four-foot long bone in hand. She laid it on the ground, dove back into the earth, and reemerged with another bone. Then another, and another. From one set of bones, she wrought a helm to flaunt her heritage. From another, a shield to ward herself, and from the first and sturdiest bone, a club to serve as a symbol and instrument of her might. She stood proud before the stalwart mount, gathered all her will, and unleashed a triumphant cry amidst a gout of flame.

    "FUS-ROH-DAH!"

    Fusouda Sorashuuen, the Dragon Bone Noone Wanted to Believe

    Her first spell card will be Truth Sign "Dawned in Fire." God help me, what have I done.
    >> Anonymous 03/03/11(Thu)09:44 No.14111342
         File1299163448.jpg-(429 KB, 928x1196, a6321b4044cf307334371988323ad6(...).jpg)
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    >>14111324

    So, this?
    >> Anonymous 03/03/11(Thu)09:45 No.14111353
    >>14111324
    Bored me half to sleep, leaving me drowsy.
    >> Anonymous 03/03/11(Thu)09:46 No.14111363
    >>14111310

    I think we all know that, and that's what the 'particularly' is supposed to mean. It's not something anyone else couldn't accomplish with an option (as in the extra shooter).
    >> Anonymous 03/03/11(Thu)09:51 No.14111392
    >>14097915
    >Honestly, I think trying to emulate the Touhou games was one of the major downfalls of this system.

    A Touhou RPG that doesn't emulate the Touhou games would be a meaningless exercise, just like a Star Wars RPG that doesn't attempt to emulate the movies would be.

    You can argue that it goes too far in trying to replicate the "levels and bosses" structure, but not trying to emulate the games at all would rob ToPL from whatever point it may have.
    >> Anonymous 03/03/11(Thu)10:05 No.14111480
         File1299164736.png-(822 KB, 704x679, fusrohdah.png)
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    >>14111342
    I was actually going for this guy (I just find the first half of the trailer so hilariously cheesy and awkward), but that works too.

    >>14111392
    I think he meant "emulate the Touhou GAMES."

    Of course a Touhou RPG has to be patterned after Touhou and its setting of Gensokyo, but styling it too much like the main games, with the levels and the bosses, isn't really key for a Touhou RPG.
    >> Anonymous 03/03/11(Thu)10:07 No.14111491
    >>14111342
    Your pic just gave me a bone-r.
    >> Anonymous 03/03/11(Thu)10:09 No.14111508
    >>14111491
    Awesome pun, but horrifying when you consider the story behind cubone.
    That's a traumatized girl wearing the bones of her mother.
    >> Anonymous 03/03/11(Thu)10:18 No.14111571
         File1299165506.png-(2.75 MB, 2000x2000, f1e432e23223711556c90f3ae9080c(...).png)
    2.75 MB
    >>14110499
    >>14110508
    Oh, and remove the rule that cancels out all of your Aesthetic bonuses if you try to pursue more than one.

    It doesn't make any sense at all, and it's impossible to gain more than 10 Aesthetic under this new and streamlined system anyway.

    You can choose between going for a basic benefit and an advanced benefit (pursuing one Aesthetic), or two basic benefits (pursuing two Aesthetics).
    >> Anonymous 03/03/11(Thu)10:21 No.14111608
    >>14111392
    >just like a Star Wars RPG that doesn't attempt to emulate the movies would be
    You mean one that emulates the Star Wars games or books instead?
    >> Anonymous 03/03/11(Thu)10:35 No.14111703
    >>14111571
    Is it bad that I really wish I could rock that outfit?

    I'm pretty sure that badass outfit just turned me into a trapfag.
    >> Anonymous 03/03/11(Thu)10:53 No.14111882
    What race should I work on next. Hell cats (kasha)? Hell ravens?
    >> Anonymous 03/03/11(Thu)10:57 No.14111912
    >>14111882
    Fixing the broken core mechanics should come first.
    >> Anonymous 03/03/11(Thu)11:03 No.14111950
         File1299168223.jpg-(124 KB, 522x700, eb95495fc5c5a6b349f8021f660412(...).jpg)
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    >>14111912
    I'm a human, not a miracle worker like Sanae.

    I can work on races and maybe try to improve Aesthetic, but I can't unfuck this game's 2d6 system by myself. I'm not good with curve math and statistics.
    >> Anonymous 03/03/11(Thu)11:12 No.14112023
    >>14111950
    Statistics is fairly simple when it's all 2d6... it's just a bell curve. Plain and simple, always a bell curve. +/- values shift the bell right or left, but it's always the same shape.
    >> Anonymous 03/03/11(Thu)11:24 No.14112112
         File1299169461.jpg-(86 KB, 564x547, ac41630ff9abf57979b356ceb99bf0(...).jpg)
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    >>14112023

    I am familiar with FATE systems and the fudge dice they use.

    I even tried my hand at a homebrew FATE touhou game.

    The d6-d6 way of rolling works like fudge dice... but the key is to make results of -5 and +5 be considered 0 to
    standardize the math.

    It becomes a bell curve with chances that match fudge dice more that way.

    Sounds good, right?
    >> Anonymous 03/03/11(Thu)11:25 No.14112127
    >>14112112
    >>make results of -5 and +5 be considered 0

    No. That's gay.
    >> Anonymous 03/03/11(Thu)11:40 No.14112234
         File1299170401.jpg-(722 KB, 1000x1000, 7c1d2cd585c59b0f20cc4f86a5b280(...).jpg)
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    Why limit the dice to d6s? If d10s or something will make the math easier, why not switch to those?

    "But d6s are easy to find!" you say? Well come on, answer me this: Will this game ever be played in person?

    It's ridiculously unlikely. It's going to be played over the internet (can you imagine how neckbeardy it must be to play as flying little girls at a live table?), so the dice rollers can accomodate your d10s and whatever.

    If it ever IS played at the table, everyone's going to be enough of a neckbeard to supply gaming dice other than d6s.
    >> Anonymous 03/03/11(Thu)11:42 No.14112261
    >>14112234
    Um... I can serve as an example counter to that. If the system is solid, I'd like to play it with a group of people. Problem is, I only have my own set of dice. d6s can be nabbed from anywhere... everyone having their own dice speeds up rate of play by a shocking degree.
    >> Anonymous 03/03/11(Thu)12:23 No.14112580
    >>14111912

    What's wrong with the dice rolling mechanic? Is it how, because it's curved, the way it interacts with low and high stats is weird and unbalanced?
    >> Anonymous 03/03/11(Thu)12:26 No.14112602
    >>14112261
    >Pay $10 for 5 lbs of dice of your choice from your LGS
    >Problem solved
    >> Anonymous 03/03/11(Thu)12:45 No.14112779
    >>14112602
    >>14112234
    OP already said in the book that he wants it to be playable in case Japanese gamers ever pick it up (lol Japanese people playing tabletop) (lol Japanese people using something designed by a baka gaijin) and apparently in Japan gaming dice are super bitching hard to find or something.

    Honestly the more I work on this and try to fix it, the more it just makes my head hurt, but I'm going to soldier through it for OP's sake and hope v1.0 gives us something to actually work with. Or maybe I'll just make my own but we all know how many times /tg/ has said that before. I'm inclined to give this guy credit for actually getting off his ass and doing so.

    >>14111004
    Moving lots of little bits around=/=complicated and brilliant strategy. Especially when all you have to do is not move into the same space as any of them. As it stands anyways, most touhoufags wont play a game that requires strategy (hell most of them don't play the actual shooters) and even less of them will be getting together to do it in real life, which is why this book even says "internet RPG" on it. Strategy can be done with or without tokens and this game has none of it.
    >> Anonymous 03/03/11(Thu)12:47 No.14112797
    >>14109702
    I read that and that's what I mean by them being capped out at 6 instead of 5. Small limits might to 5, with a +1 bonus that's 6. Even if you shell out for 8 might for some god forsaken reason though, that's a modifier of 16. You'll end up with anywhere from 11 to 21 on a roll. Considering heroic feats are 18 and legendary feats are 21, and various touhou stuff goes on about Onis lifting mountains and vampires hurling those massive redwood trees they bore tunnels through for highways, I hardly think this seems unfair. If you're playing as an Oni, ie: the strongest thing in Gensokyo, I think a might test for breaking down a door sort of SHOULD be a foregone conclusion. Double might with either massive investment, spell enhancement, or both, is pretty much the only way to achieve those legendary feats anyways.

    >>14112580
    It's the fact that it's a system where an enemy having a +3 bonus over you is a battle loser and you can stack +1 and +2 bonuses absolutely everywhere. Rolling becomes pointless and mostly down to who happened to have the most bonuses in that particular area.
    >> Anonymous 03/03/11(Thu)13:01 No.14112897
    >>14112779
    I'm pretty sure OP isn't author.
    >> Anonymous 03/03/11(Thu)13:15 No.14113001
         File1299176157.jpg-(484 KB, 1024x726, 7168690a50eefea0d7f1ffd00cebeb(...).jpg)
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    >>14112779
    >OP already said in the book that he wants it to be playable in case Japanese gamers ever pick it up
    The language barriers alone make that the pipiest and dreamiest of pipe dreams.

    >Honestly the more I work on this and try to fix it, the more it just makes my head hurt
    Me too, what can I say?

    >>14112797
    >I read that and that's what I mean by them being capped out at 6 instead of 5. Small limits might to 5, with a +1 bonus that's 6.
    Yeah, that's what this is for: >An Oni can never take the Small or Tiny special ability, but her height can be between 71 to 130cm anyway. If she takes the Big advantage, she needn't actually be big, and she can still be between 71 to 180cm in height.

    >Considering heroic feats are 18 and legendary feats are 21, and various touhou stuff goes on about Onis lifting mountains and vampires hurling those massive redwood trees they bore tunnels through for highways, I hardly think this seems unfair.
    The problem here isn't the Might of an oni for heroic feats, it's how the same scale for heroic feats is used for skill checks (Stat + Skill + Set results) and raw stat checks (Stat + Set results). Giving a more concrete table on heroic feats for Might would fix that.

    >It's the fact that it's a system where an enemy having a +3 bonus over you is a battle loser and you can stack +1 and +2 bonuses absolutely everywhere. Rolling becomes pointless and mostly down to who happened to have the most bonuses in that particular area.
    Taking away the "hurfdurf you are awesome at fighting" Precious Things and bullshit racial abilities is a start. After that, is the goal to make the curve have a sharper peak so that the average is rolled more often or to flatten the curve and have the extremes roll more often?
    >> Anonymous 03/03/11(Thu)14:11 No.14113395
    Greetings from /jp/. I've never played a table-top game before, but I'd like to give this one a try. From what little I've seen of /tg/, it looks like games can be played out on the image board itself. Is this true? If so, (mods and naysayers allowing, of course) would anyone consider playing it here once it's done? From having tested the water on /jp/, it doesn't look like it'd be particularly well received there, so it might be better off here. Thoughts?
    >> Anonymous 03/03/11(Thu)14:15 No.14113415
         File1299179719.jpg-(166 KB, 470x495, disappoint.jpg)
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    >everyone's obsessed with little anime girls in frilly hats or something
    >> Anonymous 03/03/11(Thu)14:27 No.14113469
         File1299180456.jpg-(487 KB, 1029x823, a01b2ad4e0a5d21be3577f9a229776(...).jpg)
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    >>14113395
    Basically, there are two main ways to play RPGs online: Real-time chat programs, and play-by-post.

    The first is when you and your group hop on IRC, AIM, Google Wave, or a virtual table program like MapTool. Then, you play out the game almost like you would at a real table.

    The second is a more slow-paced method. You create a thread (but multiple threads often become necessary) and play the game at your own pace, responding to each other at intervals of minutes and sometimes hours. If you're unlucky, days.

    In THEORY, you could run an RPG on an imageboard like the one we're on now. In practice... no, just no, it doesn't work. Too much potential for interruption and interference, threads die off too fast. /tg/ isn't the place to literally play RPGs in.
    >> Anonymous 03/03/11(Thu)15:11 No.14113842
         File1299183073.jpg-(419 KB, 1300x919, 92fbb05147be6226d9e17ded8d7045(...).jpg)
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    >>14113395
    It looks like I hurfdurfed again and forgot to include my main point!

    Tale of Phantasmal Land, right now, is really, really, really sloppy. It's unpolished. It's so rough around the edges that it's practically a circular saw. Even if you found a good method of playing it online, you'd still have to contend with the system being only slightly better than Flowers.
    >> Anonymous 03/03/11(Thu)15:29 No.14113982
    >>14113469
    >>14113842
    Well thanks for the help, and all I can say is damn. It'd be easier to rouse interest if it could be played on /jp/, people seem too averse to IRC and the like. Oh well. I'd like to stick around and help polish it, but as I said, I know nothing of table-top gaming and even my lore knowledge isn't all that great. I'd certainly like to try it out once it's done, at any rate. Thanks again.
    >> Anonymous 03/03/11(Thu)15:34 No.14114039
    Is it just me or does it feel like the Dresden Files RPG refluffed would work well for Touhou?

    Humans lack the pure power of some beings but they make up for it by not being as bound by thier nature. Sukia for instance is very powerful but is incredibly bound by her nature as an Oni while Marisa is more versatile.
    >> Anonymous 03/03/11(Thu)16:02 No.14114286
         File1299186158.jpg-(41 KB, 385x415, Koishi In Yellow.jpg)
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    >>14114039
    I remember someone posting here months ago about a Dresden Files modification for Touhou. It really did fit well. Maybe it was >>14112112?

    Anyway, I saved some of the examples he gave:

    Satori [Tier 3]
    Concept: The Girl Even The Evil Spirits Fear
    Trouble: Sickness in Everyone's Heart

    Aspects:
    Sisters Apart

    Master of the Earth Spirit Palace.
    Beloved By Animals, Spurned By People

    Skills:
    Empathy (Superb), Investigation (Superb), Discipline (Great), Leadership (Great), Conviction (Good), Charisma (Good)
    2 Fair
    2 Average

    Powers:
    Read The Surface (Empathy) [-1]
    Supernatural Sense (Minds) [-1]
    Youkai Constitution [+0]
    Demesne (Earth Spirit Palace) [-1]
    Opening the Third Eye [-1]
    Channeling (Spirit) [-2]
    Refresh: 2

    ---------------------------------------------------------------------------
    Keine [Tier 2]
    Concept: Half-beast of Knowledge and History
    Trouble: History Eater

    Aspects:
    Were-Hakutaku
    Schoolteacher and Guardian of Humans
    Mokou's Friend

    Skills:
    Scholarship (Superb)/(Great)
    Alertness (Great)
    Presence (Great)
    Contacts (Good)/(Fair)
    Investigation (Good)
    Fists (Fair)
    Lore (Fair)/(Superb)
    Endurance (Average)/(Good)
    Discipline (Average)

    Powers:
    Scholar (History|Gensokyo) [-1]
    Supernatural Sense (History) [-1]
    Youkai Constitution [0]
    Channeling (History) [-2]
    Human Guise (Full-Moon) [+2]
    Horns [-1]
    Hakutaku Change [-1]
    Ritual (History) [-2]

    Refresh: 1
    >> Anonymous 03/03/11(Thu)16:07 No.14114330
    >>14114286

    Sakuya [Tier 2]
    Concept: Perfect and Elegant Mystery Maid
    Trouble: Dog of the Scarlet Devil

    Aspects:
    Manipulator of Time and Space
    Unending Argent Rain
    Wolf in Maid Clothing
    Skills:
    Weapons (Great)
    Athletics (Great)
    Conviction (Good)
    Presence (Good)
    Empathy (Fair)
    Investigation (Fair)
    Discipline (Fair)
    Lore (Average)
    Rapport (Average)
    Charisma (Average)
    Stealth (Average)
    Endurance (Average)

    Powers:
    Channeling (Time) [-2]
    Ritual (Time) [-2]
    Good Arm (Weapons) [-1]
    Too Fast To Hit [-1]

    Refresh: 1
    ------------------------------------------------------------------

    Rumia [Tier 1]

    Concept: Youkai of Twilight
    Trouble: Attacking humans is a youkai's job

    Aspects:
    Man-Eating Fool
    Manipulation of Darkness
    Thing That Goes Bump In The Night

    Skills:
    Athletics (Great)
    Survival(Great)
    Burglary (Good)
    Rapport (Good)
    Deceit (Fair)
    Endurance (Fair)
    Alertness (Average)
    Lore (Average)

    Powers:
    Channeling (Darkness) [-2]
    Stay Close and Keep Quiet (Stealth) [-1]
    Youkai Constitution [+0]
    Glamours [-2]

    Refresh: 1
    ------------------------------------------------------------------
    >> Anonymous 03/03/11(Thu)16:08 No.14114345
    >>14114286

    Rinnosuke [Tier 1]

    Concept: The Unmoving Used Goods Seller
    Trouble: Marisa Is My Friend

    Aspects:
    One of A Kind
    Know Name And Purpose
    Haunted by Shoplifters

    Skills:
    Lore (Great)
    Scholarship (Great)
    Craftmanship (Good)
    Contacts (Good)
    Presence (Fair)
    Rapport (fair)
    Investigation (Average)
    Endurance (Average)

    Powers:
    Youkai Resilience [+0]
    Supernatural Sense (Purpose) [-1]
    I Know Just The Girl [-1]

    Refresh: 4
    >> Anonymous 03/03/11(Thu)16:13 No.14114389
         File1299186791.jpg-(211 KB, 600x600, f3f3b4509567e5a1da7e0dd746d044(...).jpg)
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    >>14114286

    I'm the Spirit of Gensokyo guy.

    Confession time.

    Spirit of Gensokyo has it's roots in SoTC. It's outdated. It's romhack of FATE can't handle supernatural powers.

    Then, I used the DFRPG to create some characters and a little adventure where Flandre tires of being insane, starts acting sane and goes rampaging through Gensokyo (makes sense in context).

    It worked in both times I playtested it.

    To sum it up: Spirit of Gensokyo is outdated.
    "Hakurei Files", as I call the DFRPG romhack works like a glove, but needs polish.

    I could probably update Spirits of Gensokyo or polish Hakurei Files, splice Legends of Anglerre with DFRPG.

    Think is: a) I lack the drive b) support c) and needs to be playtested on less friendly scenarios than my RL games.
    >> Anonymous 03/03/11(Thu)16:21 No.14114470
    >>14114389

    Can't help with the first but I'm sure I can help a little.
    >> Anonymous 03/03/11(Thu)17:20 No.14115121
    How much of a game is this when any and all danmaku fights are nonlethal? What does "winning" force the loser to do, like conceding to the winner, at least?
    >> Anonymous 03/03/11(Thu)18:21 No.14115766
    >>14115121
    The loser has to go over to the winner's place for tea.
    >> Anonymous 03/03/11(Thu)18:21 No.14115768
    Up you go!
    >> Anonymous 03/03/11(Thu)19:06 No.14116241
    >>14115121
    First off
    >implying danmaku is incapable of causing physical harm
    Second off
    The entire spellcard system is built on resolving disputes without exploding all of Gensokyo. As long as everyone follows it, they can use their powers and fight all they like without having to worry about attracting attention out of their league, getting their ass killed by the shrine maiden, or accidentally a whole Gensokyo. Spellcards are pretty much universally arespected by anyone with an iota of common sense, and the little retards who wont follow the rules get swiftly and brutally done in. It's exactly what it sounds like. A duel. Back when they did pistols at dawn, they didn't kill each other every time. They both put their gentlemanly honour on the line and one now has a bullet in them; two very good reasons to acquiesce to a request. Except in this case it's gentlewomanly honour and about five hundred bullets made of rainbows and fun. The loser of a spellcard duel is not coming out without the shit thoroughly kicked out of them, and if they try to pull something after losing, then they'll get whacked by Reimu Hakurei or someone even worse.
    >> Anonymous 03/03/11(Thu)20:22 No.14117259
    >>14115121

    By that logic, the games aren't games either.
    >> Anonymous 03/03/11(Thu)20:29 No.14117338
    >>14114389

    I would kill to see what you have of this right now. I could combine my love of Dresden with my love of Silly hats.
    >> Anonymous 03/03/11(Thu)20:35 No.14117412
         File1299202523.jpg-(122 KB, 709x555, 54b6a4a03d21f64cb6aa7e488eaaf4(...).jpg)
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    >>14117338

    I'm very embarrassed by the poor quality of my work so far.

    Really, the starting point would be to organize and clarify what REALLY should be approached.

    The example Touhous posted are actually a good sample of most of them.

    Except, for some reason, I just can't make Mystia in Dresden.
    >> Anonymous 03/03/11(Thu)20:37 No.14117432
    >>14117412

    Well, what are the major changes that you make to include Touhous? Anything? I was debating going 'okay guys, options for the next Dresden game is Warehouse 13, one of my pre-made cities, or the Touhou Files'.
    >> Anonymous 03/03/11(Thu)20:39 No.14117468
    >>14117412

    Mystia? That's the bird girl, right? I guess glamours or channeling for darkness, flight, and whatever Youkai stuff is out there.

    also high concept of I AM DELICIOUS
    >> Anonymous 03/03/11(Thu)20:51 No.14117594
         File1299203475.png-(92 KB, 600x600, ece7dabad25c49dd251ec89f3ff611(...).png)
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    >>14117468

    No, that is her Trouble.

    >>14117432

    To sum it up: I ranked them in tiers similar to the bosses they are in the games (so, stage 1 bosses are little more than humans, Ex bosses are fully submerged Dresden characters). Spellcards battle IS spellcasting (evocation, I mean) and routes are spellcards.

    Non-spellcaster touhous can use stunts to use other skills for spellcard battles, and each Touhou may pick a Power Skill (this needs A LOT of work) that works a lot like Invested Power. For example, Cirno would have a Cold Skill, that she can use instead of Lore and Discipline for spellcards, evocation and thaumaturgy... with cold.
    >> Anonymous 03/03/11(Thu)21:15 No.14117939
    >>14117594

    Hmm, interesting. I had been debating making danmaku fights similar to hazards, with people occupying a zone having to resist it each turn for spellcards.
    >> Anonymous 03/03/11(Thu)21:53 No.14118412
         File1299207225.jpg-(146 KB, 672x666, cf55259dda81fc10251e8ba51ffd8b(...).jpg)
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    >>14117939

    That could work. But considering you can use magic in so different ways that could simulate events of a danmaku battle, creating new ones seemed unnecessary to me.
    >> Anonymous 03/04/11(Fri)02:01 No.14121369
         File1299222117.jpg-(245 KB, 744x603, f52957e72966e9ae88c99473a50d8b(...).jpg)
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    I've been reading through this some more and found some things I don't agree with and haven't been covered already.

    - Might, Resolve, and Charm only matter in combat in even-numbered integers. It makes having an odd-numbered stat in any of them bad. It sure doesn't feel exciting raising Resolve from 4 to 5. Isn't there a way to fix this while still keeping them balanced?
    - Cunning doesn't seem so good to me. This is not a game where going first in initiative gives you a huge advantage. Maybe it could give a bonus related to striking a Hitbox instead?
    - In a combat with characters with differing levels of Flight, the one with the fastest level of flight could just kite all her enemies to attack them without getting attacked back, couldn't she? There should be a rule to prevent this.
    - Elemental weaknesses are too harsh. They make the Hitbox Rating not matter at all. Why not have them let the attacker roll twice and take the higher result to confirm the hit?
    - Why do the at-will spells like Ghost Bolt and Wind Razor have a range of 30m? Their range is better undefined, so that it matches up with the undefined range of regular attacks.
    - There's no way to have special abilities. Ability of manipulation of this, power to manipulate that. They're pretty iconic for Touhou characters but they don't show up at all here. They aren't even mentioned! How do I make a character with something small like the ability to manipulate taste?
    >> Anonymous 03/04/11(Fri)02:30 No.14121668
    >>14121369
    >- Might, Resolve, and Charm only matter in combat in even-numbered integers. It makes having an odd-numbered stat in any of them bad. It sure doesn't feel exciting raising Resolve from 4 to 5. Isn't there a way to fix this while still keeping them balanced?
    They still matter for skill rolls and heroic feats. I wouldn't go poking that hive of bees.
    >- Cunning doesn't seem so good to me. This is not a game where going first in initiative gives you a huge advantage. Maybe it could give a bonus related to striking a Hitbox instead?
    That exact thing has been suggested multiple times already.
    >- In a combat with characters with differing levels of Flight, the one with the fastest level of flight could just kite all her enemies to attack them without getting attacked back, couldn't she? There should be a rule to prevent this.
    It explicitly states that a character moving at superior or supreme flight speeds cannot target an enemy moving at flight or ground speeds and must slow down to fight them.
    - Elemental weaknesses are too harsh. They make the Hitbox Rating not matter at all. Why not have them let the attacker roll twice and take the higher result to confirm the hit?
    >- Why do the at-will spells like Ghost Bolt and Wind Razor have a range of 30m? Their range is better undefined, so that it matches up with the undefined range of regular attacks.
    Hell if I know. If they wanted to define that he should have just said all attacks have that range.
    >- There's no way to have special abilities. Ability of manipulation of this, power to manipulate that. They're pretty iconic for Touhou characters but they don't show up at all here. They aren't even mentioned! How do I make a character with something small like the ability to manipulate taste?
    That was brought up already. The consensus appears to be that such a thing is meant to be roleplayed and represented using the character's purchased abilities.
    >> Anonymous 03/04/11(Fri)02:39 No.14121775
    >>14121668
    Missed one
    >- Elemental weaknesses are too harsh. They make the Hitbox Rating not matter at all. Why not have them let the attacker roll twice and take the higher result to confirm the hit?
    Hitbox rating is broken as hell already. Elemental weakness is listed as a VERY BAD THING for a reason. You don't want one precisely because they will fuck you over so damn hard. Even then, there are 6 elements the enemy might possibly be using, and you're only weak to one.
    >> Anonymous 03/04/11(Fri)05:04 No.14123053
    >>14121668
    >That was brought up already. The consensus appears to be that such a thing is meant to be roleplayed and represented using the character's purchased abilities.

    And what if the purchased abilities don't cover it? Take one of the posters above. He just wants a character who can flip the boundary between earth and sky, reversing gravity. How does he do that?
    >> Anonymous 03/04/11(Fri)07:54 No.14124151
    Bump for more FATE material and less of this shitty homebrew!
    >> Anonymous 03/04/11(Fri)12:32 No.14125823
    Why're the rules for Aesthetics so restrictive?
    >> Anonymous 03/04/11(Fri)12:44 No.14125932
    >>14117594
    A Touhou game where Spellcards aren't the one and only option in combat? You are a madman. A wonderful one.



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