PoIR Battle System Rules

Once approved, characters' spellcard decks for use with the forum's battle system will be posted here by the mods.

Introduction

Postby Suika Ibuki » 11 Jun 2011 11:17

Introduction
妖怪同士の決闘は小さな幻想郷の崩壊の恐れがある。
With every spell between youkai, there is the slight fear of Gensokyo's decay.

だが、決闘の無い生活は妖怪の力を失ってしまう。
However, if it is not used, a youkai's power will gradually vanish.

そこで次の契約で決闘を許可したい。
Therefore, I propose the following contract for spell card use.


-Hieda no Akyuu, Perfect Memento in Strict Sense

---------------------------

For the youkai of Gensokyo fighting and showing off their power is as natural as eating and sleeping is for humans. Yet with so many powerful beings gathered in such a small area, letting their powers run freely would spell disaster for them all. To prevent the unrestrained power of Gensokyo's inhabitants from shattering the Hakurei barrier and Gensokyo with it, the maiden of the Hakurei Shrine created the spellcard rules.

Since then the nature of conflict in Gensokyo has changed and the culture of the land with it. Where battles were once brutal fights to the death, the spellcard rules have tamed them, turning them into duels with a set end that leaves no one suffering serious damage. It is thanks to this that peace has settled over the land, creating a truce between humans and youkai despite centuries of open warfare between the two races.

Today, fighting in Gensokyo has become a sports-like contest where the participants face each other in magical contests of skill and beauty. The participants of these duels are many, from those who are protecting people important to them, to those simply looking to relieve themselves from boredom. What they have in common is that spellcard duels offer those in the surrounding area to spectate and appreciate the skill of the contestants and the beauty of their spells. This, in the end, gives personal recognition to those skilled at dueling.

As conflict is an inevitable and integral part of the roleplaying experience and given the central position spellcard duels hold in the culture of Gensokyo, these duels are supported at PoIR, represented by a set of simple rules for how to resolve conflict between characters. The basic principles behind the PoIR spellcard rules are:

    *The free exercise of one's abilities are restricted.
    To ensure a fair fight between both competitors and protect bystanders the free use of both special abilities and sheer physical and magical power is restricted to limits set by the rules of spellcard duels. A further consequence of this limit is the prohibition on attempting to seriously injure your opponent, duels are purely a test of skill in battle and not of one's physical durability.

    *Every spellcard is unique and has a meaningful name.
    To use a spellcard, it's owner must first announce it by its full name. In the games you will find these names bracketed in the upper right corner next to the name and health bar of the boss you are facing. While you should try to use the card your character has in canon, you can create your own cards if canon does not provide enough or if you have an especially good and thematic idea for a card.

    *If you run out of health you are defeated, no matter your strength.
    As part of ensuring a fair fight exceptionally strong characters are denied their full ability to withstand damage. Once they reach a point they have set in advance in accordance with the spellcard rules, they are obligated to accept defeat. Remember to respect the outcome of the duel and roleplay it appropriately according to the personality of your character. Remember, few, if any, in Gensokyo would be willing to risk the consequences of not respecting a defeat!
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Suika Ibuki
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Basics

Postby Suika Ibuki » 11 Jun 2011 11:20

Basics of the System
ルールの無い世界では弾幕はナンセンスである
In a world without rules, danmaku is nonsense.
- Marisa Kirisame, The Grimiore of Marisa

This battle system focuses on the use of dice rolls to determine the outcome of battles. While a good bit of the system focuses on the luck of the roll, it isn't all purely chance. The good choice can determine who wins or loses in a match. Please remember, however, that this system isn't meant to be taken TOO seriously. It's just meant to be a fun way of helping with roleplay and story progression.

-Statistics-

Before you actually go about participating in spellcard battles on the board, there is the task of setting up your character's stats. When choosing stats, it's a good idea to take into account your character's fighting preferences and battle habits.

Health Points (HP) - This is the stat that decides who wins or loses spellcard battles. Players start at their max HP and lose HP as they take damage. The first person to reach or get below 0 loses the duel. While we say "health points", this does not mean that this stat only counts towards a character's well being. Using Th12.8 - Fairy Wars as an example, one's HP could be their motivation or drive to continue the fight. Other examples include, but aren't limited to:

  • How far one is from reaching an set battle condition. (ex. Yuugi reaching 0 HP means spilling all her sake)
  • How much energy someone has left to fight. (ex. Patchouli reaching 0 HP has a asthma attack and is unable to continue)
  • Traditional danmaku shmup method. (i.e. Reaching 0 HP means a direct hit with a bullet. This does not mean your character goes *pichuu~n* unless they happen to be a fairy, in which they revive shortly after.)

Attack (Atk) - This stat is used to increase the damage of a player's attack roll by adding the set attack stat to the damage roll. The attack stat does NOT measure how strong a character is. It's meant to be an indicator of how offensive your character prefers to be. Someone who favors attacking over defending or evading will most likely have an increased attack stat.

Defense (Def) - This stat is used to increase the total of the defense roll, thus decreasing the damage one takes to a greater degree. Characters who are naturally defensive, or are known to take a punch, would end up increasing this stat.

Evasion (Evd) - This stat is meant to improve the chances of completely avoiding an attack all together. Evd is used to measure ones speed and response time. Characters that are quick on their feet or tend to avoid getting hit at all would go about increasing this stat.

-Setting Up Stats-

Eveyone starts off with base stats of 30 HP, 0 Attack, 0 Defense, and 0 Evasion. Players are then given two bonus stat points to affix to whichever stat they want. HP increases by 5 for each bonus point added to it. Furthermore, players can subtract one point from one of their base stats to give them use of three bonus stat points instead of the normal two. However, please note that no stat can have more then two bonus stats added to them. Also, players are required to use all of the bonus stats given to them.

Examples:

Suika's Stats
HP: 30
Atk: +2 Def: +1 Evd: -1

Here, Suika has subtracted one from evasion, allowing her to have up to 3 bonus stat points. She then goes about spreading out the points, using 2 for attack and 1 for defense.

Alice's Stats
HP: 25 (-1)
Atk: +1 Def: 0 Evd: +2

Here, Alice does the same, except she subtracts one point from her HP. In doing this, she loses 5 health points, starting out with 25 HP instead of the normal 30. She then uses 1 point on attack and 2 points on evasion.
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Dice & Damage

Postby Suika Ibuki » 11 Jun 2011 11:20

Dice & Damage
意味の無い攻撃はしてはいけない。意味がそのまま力となる
Do not attack without reason. Reason becomes its own power.
- Hieda no Akyuu, Perfect Memento in Strict Sense

-Dice Rolls-

During the course of a match, players will have to go about rolling different number-sided die for different types of rolls. A players stats will affect the outcome of certain rolls, so it is important to have these memorized since you will be rolling a good number of die.

Attack Roll: 2d6+Atk
Defense Roll: 1d6+Def
Evasion Roll: 1d10+Evd

There are two methods to which damage is calculated:

[When Defending Against an Attack...]
| HP - (Attack - Defense) |
In this case, the person defending will take damage equal to the difference of the attacker's roll and their defending roll. The remaining difference is then subtracted from the defenders health points. Please note, however, that the minimum amount of damage that can be taken from defending is 1, not 0. This means that no matter how much higher the defense roll is in comparison to the attack roll, the defender will always take at least 1 damage.

Example:

Suika's attack roll is 8
Alice's defense roll is 5
Alice loses 3 HP

Example 2:

Suika's attack roll is 4
Alice's defense roll is 6
Alice loses the minimum of 1 HP

[When Evading an Attack....]
| Evasion > Attack = No Damage |
In this case, the person rolling for evasion is trying to get a result that is higher then the attacker's roll. In successfully doing this, the person evading takes no damage at all. However, if the evasion roll is equal to or less than their opponent's attack roll, the evader takes damage equal to the full attack roll.

Example:

Suika's attack roll is 5
Alice's evasion roll is 9
Alice takes no damage

Example 2:

Suika's attack roll is 7
Alice's evasion roll is 4
Alice loses 7 HP
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Spellcards

Postby Suika Ibuki » 11 Jun 2011 11:21

Spellcards
美しさと思念に勝る物は無し。
There are no things superior to beauty and thought.
- Hieda no Akyuu, Perfect Memento in Strict Sense

Spellcards are a recurring theme in the Touhou series. Not only are they used to gain or help keep the advantage in spellcard duels, but to they give a grand and majestic display of a person's true abilities. In the system, we have incorporated two major aspects to which help display spellcard use: spirit power and spellcard effects.

-Spirit Power-

Spirit power is used to regulate the use of spellcards in a duel. Spirit Power can be thought as a character's resolve, energy, or even their focus in the duel, but does not HAVE to be considered as part of the role play. At the beginning of every duel, players begin with 0 SP. Whenever it is their turn, players get 1 SP. In addition, they also get another 1 SP if they fulfill one of the following three conditions each turn:

  • Player's attack roll, made during her previous turn, beats her opponent's evasion or block roll by 3 or more.
  • Player's evasion roll beats her opponent's attack roll by 3 or more.
  • Player's defense roll is equal to or greater than her opponent's attack roll.

-Effect Types-

When going about making spellcards, a player will get to choose from a list of preset effects to add onto their spellcard. There are two different types of spellcard effects: offensive and defensive. Offensive type effects can only be used during the attack phase of someones turn while defensive type effects can only be used during the defense phase.

-Assigning Effects to Spellcards-

Players can choose to have spellcards with up to two effects. However, each character must have a total of 8 different spellcard effects in their deck, distributed amongst 4-8 spellcards. This means that effects for spellcards can only be chosen once. Same effects for different spellcards is not allowed. A character must also choose at least 3 defensive effects and 3 offensive effects in their deck. The remaining two effects may be defensive or offensive, as they prefer.

-Using Spellcard Effects-

A player can only use a spellcard effect once they have enough SP in relation to the effect's SP cost. In using the effect, the player loses SP equal to the SP cost. If a spellcard has two effects, a character may only select one of it's effects to be used, even if they have enough SP to activate both effects. Once a spellcard has been used, it may not be used again for the rest of the match. This holds true even if the spellcard has two effects.
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Spellcard Effect List

Postby Suika Ibuki » 11 Jun 2011 11:33

-Spellcard Effect List-

The following are the effects that can be assigned to a character's spellcards. Along with name of the effect, what the effect does, and how much SP the effect uses, there is a short description to give clarity as to what the spellcard effect does. The description acts only as a guide to help players in assigning spellcard effects. We realize that not every touhou character has spellcards that fall under every effect on the list. Please do not feel limited in assigning whichever effect you want on a spellcard.

Offensive Effects

Name: Focus Type
Effect: (Target) -2 Defense this turn.
Cost: 3 SP
Description: Focus type does what it says; it focuses it's attack on a certain area so as to go about doing more damage then if firing wildly.

Name: Spread Type
Effect: (Target) -2 Evade this turn.
Cost: 3 SP
Description: As opposed to focus type, spread type attacks with a wider attack range, making it much harder to evade.

Name: Homing Type
Effect: (User): Roll attack twice, use the higher roll.
Cost: 3 SP
Description: Spellcards that home-in on the target, having a higher chance of landing a hit on them.

Name: Guard Break Type
Effect: (User) +2 Attack if opponent defends next attack.
Cost: 3 SP
Description: Spellcards that have the potential to break through shields, magic barriers, and the such.

Name: Trick Type
Effect: (User) +2 Attack if opponent attempts to evade next attack.
Cost: 3 SP
Description: Spellcards that fool the opponent into misinterpreting the next attack. This could be in the form of an illusion or a feint.

Name: Damage Type
Effect: (Target) At the start of each turn, lose 1 HP. Lasts 3 turns.
Cost: 4 SP
Description: Damage type's situations can vary greatly. Spellcards that poison, burn, or possibly drain at the opponent's life can be thought to have this effect.

Name: Restrict Type
Effect: (Target) Cannot evade the next attack.
Cost: 4 SP
Description: Spellcards that bind a character in some shape or form to prevent them from moving and/or evading the attack.

Name: Pressure Type
*Effect: (Target) Spellcards cost 2 SP more to cast. Lasts 3 turns.
*Cost: 4 SP
Description: Spellcards that are meant to keep pressuring the opponent so they themselves can't declare a spellcard.

*Name: Spirit Drain Type
*Effect: (Target) Lose 1d6 SP.
*Cost: 4 SP
*Description: Spellcards that weaken an opponent's gathered spirit, so they must recover their lost energy before they can use spellcards.

Name: Critical Type
Effect: (User) Gains +3 Attack if attack roll is 8 or higher, not counting your Atk stat.
Cost: 4 SP
Description: Spellcards that do a good bit of damage when used to it's desired potential. This can mean landing a combo attack perfectly without messing up at the end or landing an attack with 100% accuracy.

Name: Destructive Type
Effect: (User) +3 Attack this turn. Take 1d6 direct damage.
Cost: 4 SP
Descriptions: Spellcards that push the user to their limit, be it physically or spiritually. Attacks that put a strain on the user in return for more power would fall under this effect.

Name: Dense Type
Effect: (User) Attack roll becomes 2d10 this turn.
Cost: 5 SP
Description: Spellcards that are near impossible to break through. Such examples include beams, lasers, and other things that, at best, could only be redirected.

Name: Full-Power Type
Effect: (User) Attack roll becomes 1d6+6 this turn. If opponent's defense roll is lower then half the user's attack roll, opponent takes +1 extra damage.
Cost: 5 SP
Description: Spellcards that don't hold back. Attacks of this nature could be considered as a character's trump card.

Name: Lunatic Type
Effect: (User) Attack roll becomes 3d6 this turn.
Cost: 5 SP
Description: Spellcards that fall under the saying "All-or-Nothing". An attack saved for when you must get desperate and keep attacking with everything you have!


Defensive Effects:

Name: Barrier Type
Effect: (User) +2 Defense this turn.
Cost: 3 SP
Description: Spellcards that help to defend against any sort of attack.

Name: Speed Type
Effect: (User) +2 Evade this turn.
Cost: 3 SP
Description: Spellcards that make it hard for the opponent to hit you.

Name: Stance Type
Effect: (User) Roll for both Evade and Defense. Select either roll for this turn.
Cost: 3 SP
Description: Spellcards meant to be used with the utmost concentration. Spellcards that require some sort concentration pose could have this effect.

*Name: Graze Type
*Effect: (User) Take no damage if your evasion is equal or higher than your opponent's attack. Lasts 3 turns.
*Cost: 3 SP
*Description: Spellcards that improve your evasion, so that you can avoid attacks which would have narrowly hit you.

*Name: Armor Type
*Effect: (User) Take no damage if your defense is equal or higher than your opponent's attack. Lasts 3 turns.
*Cost: 4 SP
*Description: Spellcards that reinforce your defense, so that you take absolutely no damage from weak attacks.

Name: Protection Type
Effect: (User) +4 Defense this turn. -2 Defense for the next 3 turns.
Cost: 4 SP
Description: An upgraded version of barrier type that uses more power, but at a cost of making it harder to defend later on.

Name: Acceleration Type
Effect: (User) +4 Evade this turn. -2 Evade for the next 3 turns.
Cost: 4 SP
Description: An upgraded version of speed type that uses more energy, but at a cost of making it harder to move later on.

Name: Healing Type
Effect: (User) Recover 5 HP this turn.
Cost: 4 SP
Description: Spellcards that help the user to recover from wounds or lack of energy.

Name: Counter Type
Effect: (User) If evasion is successful, add half of your opponent's attack roll, rounded down to the nearest whole number, to your attack roll this turn.
Cost: 4 SP
Description: Spellcards that are best used after the opponent is left wide open after attacking.

Name: Nullify Type
Effect: (User) Reduce damage from opponent's last attack roll to 0. Skip your next attack roll.
Cost: 5 SP
Description: Spellcards that tend to overcome the opponent's attack completely. This can mean perfectly parrying an attack, reflecting it, or just making it disappear in some way.

Name: Border Type
Effect: (User) Defense roll becomes 2d6 this turn.
Cost: 5 SP
Description: Spellcards that focus purely on defending against an on coming attack.

Name: Survival Type
Effect: (User) Evasion roll becomes 2d10 this turn.
Cost: 5 SP
Description: Spellcards that help to keep the user alive by avoiding the attack completely.

*= Changes made since the last revision.
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Suika Ibuki
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Sample Spellcard Submission Format

Postby Suika Ibuki » 11 Jun 2011 11:37

-Sample Spellcard Submission Format-

The following is a sample spellcard application form. To those who wish to submit their own, they can use this as a guide. We ask people not to make the fighting style description too long or too short. Just a good, general idea of how and why your character fights.

Describe your character's fighting style and abilities. Make sure to include how they incorporate their unique skills or powers into their fights and a general idea of their mentality towards them:

Suika Ibuki
Little Pandemonium

For Suika, a fight is nothing but enjoyment. Whenever she's in a fight, you can be sure that she's doing it just for the thrill of it. It is because of the spellcard rules that Suika can have fun with any level of fighter, be it fairy or goddess. However, even with the spellcard limitations, the little oni can be a destructive handful. Since the Deva favors her fists over spells and danmaku, the restraints of the spellcard system hold little meaning to her. However, even with this being the case, Suika makes sure to adjust her power accordingly when in battle. The weaker her opponent is, the more she focuses on using danmaku and spellcards. When it comes to those who can fight on the same level as the pandemonic oni, fists are gonna fly.

When it comes to a no-holds-barred battle, a completely new side of the oni awakens. Her eyes give off a look that screams demonic, her carefree nature replacing with an insane excitement. Fighting all out for Suika is an all new type of pleasure for the little oni. Since Suika doesn't get the many opportunities to go all out, it is when she IS allowed to that she finds herself unable to keep a normal state of mind. Destruction is imminent when fighting the untamed deva. Suika releases her full physical force in an attempt to bash her opponent into the earth. While most of the time it's all in good sport, it is not to say that someone doesn't risk dying when fighting Suika in this state.

Suika's manipulation over density gives her a variety of options when it comes to fighting styles. Whether using it offensively such as increasing size and gathering energy, or going about defensively by dispersing incoming attacks or becoming a fine mist, one better be prepared for anything when fighting this demon. While Suika could choose to avoid everything though becoming a mist, such tactics are viewed as under handed to the little oni. Being the honest oni that she is, Suika will always go about fighting fairly, as fair as she thinks fair is. Because of this, Suika will be known to take hits directly instead of run away. An oni's skin is like a diamond. Even most swords won't be able to puncture Suika's skin. It is no surprise why this battle maniac could be viewed as a masochist when it comes to prolonged battles. Even after getting beaten, bruised, cut, and blown up, in the end Suika's still smiling, drinking from her gourd.

HP: 30/30
Atk: 2|Def: 1|Evd: -1|

Drunk Sign [Art of Oni Binding]
An unbreakable chain that constricts the body and drains away energy.
Offensive Effect: Restrict Type (Target) Cannot evade the next attack. (Cost 4 SP)

Mist Sign [Gathering and Dissipating]
A dense mist that blocks both vision and bullets.
Defensive Effect: Nullify Type (User) Reduce damage from opponent's last attack roll to 0. Skip your next attack roll. (Cost 5 SP)
Defensive Effect: Counter Type (User) If evasion is successful, add half of your opponents attack roll, rounded down to the nearest whole number, to your attack roll this turn. (Cost 4 SP)

Oni Sign [Massacre on Mt.Ooe]
Suika grabs her opponent and slams them into the ground, shaking the earth!
Offensive Effect: Lunatic Type (User) Attack roll becomes 3d6 this turn. (Cost 5 SP)

Will-o-wisp [Superdense Conflagration]
Large orbs of lava rises burst from out the earth's crust, setting ablaze anything it touches!
Offensive Effect: Guard Break Type (User) +2 Attack if opponent defends next attack. (Cost 3 SP)
Offensive Effect: Dense Type (User) Attack roll becomes 2d10 this turn. (Cost 5 SP)

Great Oni [Missing Purple Power]
An increase in not only her size, but her strength and destructive power.
Offensive Effect: Full-Power Type (User) Attack roll becomes 1d6+6. If opponent's defense roll is lower then half the user's attack roll, opponent takes +1 damage. (Cost 5 SP)
Defensive Effect: Border Type Defense roll becomes 2d6 this turn. (Cost 5 SP)

Be sure to email all spellcard applications to poirrp (at) gmail.com, or just send them to the "Touhou RP" account via board pm.
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Suika Ibuki
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The Flow of Battle

Postby Suika Ibuki » 11 Jun 2011 11:39

The Flow of Battle

-Before the Fight-

Once both characters agree to a spellcard duel and have decided on who will attack first, both players have to go about putting up the pre-duel information. This includes the character's stat block and spellcards. Characters are only allowed to choose up to 4 spellcards for use in that particular duel.

Example:

Shanghai
Animate Doll of Blue
HP: 25
Atk: 1/Def: 0/Evd: 2

Spellcards:
Magic Sign "Shanghai Beam"
Razor Sign "Beheading Marionette"
Magic Cloak "Puppet Concealer"
Doll Dream "Shanghai Wonderland"

-Steps in Battle-

Making the first attack:

    Step 1: Write the body of your post.
    Step 2: Post your statblock. Your HP is at max.
    Step 3: Add 1 SP to your statblock.
    Step 4: Select four spellcards that you will use for the match.
    Step 5: (Optional) For added fairness, use the hide code to prevent your opponent from seeing which spellcards you're choosing and to lock your spellcards from being changed during the match.
    Step 6: Roll attack.
    Step 7: Wait for your opponent's turn.

Making the second post:

    Step 1: Roll defense or evasion. Check result.
    Step 2: Go back to editing your post. Post your statblock. Subtract damage taken from your total HP.
    Step 3: Add 1 SP to your statblock, plus an additional 1 SP if you beat your opponent's attack roll while evading (by 3 or more) or defending (equal or greater).
    Step 4: Select four spellcards that you will use for the match.
    Step 5: (Optional) For added fairness, use the noedit code to lock your spellcards from being changed during the match.
    Step 6: Write the body of your post.
    Step 7: Roll attack.
    Step 8: Wait for your opponent's turn.

Making a post after the second:

    Step 1: (Optional) Activate defensive spellcard. Note the SP cost of your card.
    Step 2: Roll defense or evasion. Check result.
    Step 3: Go back to editing your post. Post your statblock. Subtract damage taken from your remaining HP and subtract spellcard costs from your SP.
    Step 4: Add 1 SP to your total, plus an additional 1 SP if you beat your opponent's attack roll while evading (by 3 or more) or defending (equal or greater), or if your attack last turn beats your opponent's evade roll or defense roll by 3 or more.
    Step 5: Write the body of your post.
    Step 6: (Optional) Activate offensive spellcard. Note the SP cost of your card. If you have already used a defensive spellcard on this post, you may not activate an offensive spellcard.
    Step 7: Roll attack.
    Step 8: Wait for your opponent's turn.
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Suika Ibuki
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FAQ

Postby Suika Ibuki » 11 Jun 2011 11:39

Frequently Asked Questions

Q: My character doesn't have many canon spellcards! What do I do?!
A: Be creative! As long as they are deemed reasonable by the mods, fan-made spellcards are acceptable.

Q: My character has plenty of canon spellcards. Can I still come up with my own?
A: While PoIR strives to be a community that focuses deeply on canon, we have decided not to restrict players with Window Touhous to having only canon-made cards. We do, however, ask that you limit the number of fan-made spellcards in your deck. If your character is a stage 5 boss with plenty of canon spellcards, we do not expect to see 4 canon spellcards and 4 fan-made spellcards.

Q: I want to start a battle with a certain amount of HP/SP/etc. Is that allowed?
A: Go ahead. As long as both you and your opponent are okay with it, go ahead and change up how you fight! Remember, the system is here not only to help with battle role play, but for people to have fun with!

Q: What happened to the previous battle systems?
A: Suika ate them. It was delicious with sake.

Q: Am I allowed to change my spellcards after submitting them?
A: Sure thing. We just ask that you resend in your spellcard application with the changes made, be it a change to the spellcard name or the effects itself.

Q: How do I incorporate spirit power into role play?
A: All up to you. You don't necessarily have to add it to the role play since it's more of a OOC thing then a IC thing.

Q: What about team and handicap battles?
A: At the moment we're still working out the kinks in making stuff like 2v2 and 2v1 battles fair and balanced. For the moment, we can only ask that you wait and see!

Q: What does it mean when an effect says "(____ stats not included)" at the end?
A: This means that while you calculate the damage normally (dice roll+stat), you do not take the stat into account when applying the effect. For example, when rolling for the Pressure Type effect, you roll damage like normal, but only subtract SP from the opponent equal to the initial dice roll. Therefore, if someone used Pressure Type and rolled a 5 and had +2 Atk, that would subtract 5 SP while having a potential of 7 damage.
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Suika Ibuki
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Special Thanks

Postby Suika Ibuki » 11 Jun 2011 12:53

Special Thanks

Yoshika Miyako
For developing the basic mechanics of the system and designing spellcard effects.

Sanae Kochiya
For helping with making spellcard effects.

Patchouli Knowledge
For initial playtesting and assisting Yoshika in developing the spellcard mechanics.

Alice Margatroid
Coming up with the battle system introduction and assisting in the final wording of the rules.

ZUN
Gotta give props to The Almighty Creator.

And you...
For giving feedback on the battle system in development, using the battle system, and for just being awesome members of PoIR. We love you!


If there are any questions or comments about this battle system, please send a PM to anyone of PoIR's mods!
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Suika Ibuki
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