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Spellcards!; touhou time
Topic Started: Apr 22 2017, 07:59 PM (278 Views)
Nedben
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Orzic Nedbens

The Spell Card Rules of Gensokyo are a pretty fun concept, even if they're primarily meant for fighting without too many casualties, so let's make some (usually without those restrictions)!

In general, a spellcard is simply a named attack pattern that uses magical energy (usually stored in a card of magic contract paper for nonlethal duels, though authorizations for non-card use exist) to prevent any harm dealt to either enemy or user from the spell being serious and/or provide a massive boost in offensive and defensive capacity while only using that specific spell (or just using it once per card-use per duel) and the magic lasts. To use a spellcard, activation conditions must be met (for nonlethal duels, this usually consists of agreeing to the use of spellcards in the duel and the type of duel, plus maybe some non-pure-spellcard magical bullet play or conventional fighting under a similar magically-enforced-nonlethality system of the spellcard that can function even unannounced once the duel is on, and for lethal use this generally is just 'have with you any items necessary to perform the attack that the spellcard itself does not generate') and the card must be declared, usually by holding it and saying the name or otherwise activating the ability. A spellcard generally regulates equipment use, time limit, durability limit (if not a temporary invincibility powerup), and what constitutes a win/loss for the card itself and thus what duel types it is allowed in (usually 'the enemy is considered to have won after shooting you X amount and/or surviving for Y time, and loses if they get hit Z amount, with no bonuses if they win after W disqualifiers').

They are usually named under a pattern of thing "quoted title" such as Example Sign「Some Text」, 「Example」, or Name 「Specifier」, possibly with a -Difficulty Level appellation, i.e. Love Sign 「Master Spark」and Throwing Dishes "Mononobe's Eighty Sake Cups", with english or japanese quotation marks as desired. What a spellcard actually does varies intensely, from all sorts of attacks, using complex equipment, capability improvement or buffing, to debuffing the enemy, with all sorts of mundane and magical items involved or sometimes none at all but inherent strength.

In an STG-style situation layout, they generally act for the other side as a large named source of bullet patterns every one or two attack pattern changes to indicate the tactic being used is special/fancy/a character-specific attack (that may even apply special effects to the enemy) beyond magic bullet type preference, instead of simpler just 'I fly there shooting at you with a few variants of the same thing' which doesn't particularly need a name except for reference purposes in technique comparison, and for the adventurer-side as bombs for temporary invincibility and normally bullet clearing and moderate damage.

In a fighting game layout, they act as super abilities for special-condition high-priority high-damage attacks and special movesets for story mode enemies or those who seriously need to outlast the other side.

Additionally encoded into the system are 'system cards' which consist of items/powerups anyone could use or a basic special attack not tied to any particular character, and 'skill cards' which basically cover for automating or simplifying certain more complex not-named patterns or allowing a special attack to execute outside its normal combo setup for nominally less effort or executing things position would not normally allow for.

Now for the copypaste itself.

Code: Card Code
 

[quote=SPELLCARD]
[b]Name:[/b]

[b]Required Equipment/Capabilities:[/b]

[b]Additional Use Conditions:[/b]

[b]Duel Type:[/b]

[b]Durability:[/b]

[b]Timing:[/b]

[b]Approximate Difficulty Level:[/b]

[b]Bullet Types:[/b]

[b]Effects:[/b]

[b]Patterning:[/b]

[b]Description:[/b]
[/quote]


Now for field explanations.

Name: What is the card called?

Required Equipment/Capabilities: What do you need for this spellcard to work? Does it require any equipment that will be used, or require a specific ability like the ability to cast a certain psynergy or spell, or have a definitive 'must be competent in X to use properly' skill requirement the card doesn't grant? Do certain other people or adequately capable representations thereof have to be present, willing, and able to contribute?

Additional Use Conditions: This is for stuff like if you put it in a touhou fighting game would it cost from 1 (just itself) to 5 card slots, or if it's specifically supposed to be used as a counterattack/requires you to be hit to properly activate rather than just posing with card, or is only for lethal fights or only for nonlethal duels, or if it's an attack that the character who normally uses it would not use normally, anything that is less 'I need this to do it at all' and more 'this needs to happen for this to be useful or currently allowed'. If the card is actually unwinnable without some form of bullet cancellation like enemy photographers or other bypass, mention that here.

Duel Type: What types of duel is this supposed to be used in? STG, fighting, lethal/nonlethal, aesthetic contest entry only, photographer deflector, specify all that. If more than one type, please specify any differences that result in other sections (i.e. STG vs. fighter differences)

Durability: low-medium-high rough scale plus 'invincible' for survival cards or 'immediate interruptible use only' for any-hit-breaks how much punishment can the pattern stand before it auto-ends and you get to do something else?

Timing: Give an approximate idea of how long this attack lasts. Is it an instant blast? A second or so of charge and blasting? 60 second pattern? 90 seconds? 120? Longer? Until destroyed or willfully deactivated?

Approximate Difficulty Level: Any combination of stage 1-9 and game difficulty or other metric you want to append goes here, i.e. Stage 1, Stage 1 Easy, Stage 1 Lunatic, Stage 6 Easy, Stage 6 Lunatic, Stage 6, Stage 7/Extra, Very Easy, Phantasm, Extra, Nearly Requires Cheese, Requires Cheese, Is Cheese, etc.

Bullet Types: What types of projectiles fly around during this spell? Do you fling lightning, shoot bullets, drop rice, deploy sentries, fire arrows, drizzle water, what are you using to attack? Are you just slinging a sword at us or punching us in the face really fast?

Effects: Does anything happen to the other character, environment, or get called in a something other than bullets flying around? Are there familiars or specific similarities to other patterns? Does it behave in ways different than other spellcards by being a not-projectile-spammy one that just boosts you specially somehow?

Patterning: Put all those bullets together. Explain what actually happens during the card from a projectile perspective. What gets shot and where does it go? What's static route, what's random, what's aimed and what's it aimed at, discuss the bullet flow!

Description: Tie it all together! Now that you've built the picture of where this is used and what happens, what is it in general, what is actually happening from a perspective of what the things actually are? Do you have any final comments you'd like to attach, or comments on what it would be sensorily experienced as that aren't statistically relevant?


Alright, post your ideas, for the luuulz! I might post some of mine eventually for a sample if requested.
Edited by Nedben, May 6 2017, 09:47 PM.
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Nedben
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Orzic Nedbens

Bumping with a sample to try and nab some attention! Convert some psynergies or something :D

SPELLCARD
 

Name: Five Guardian Gods "Mind Over Matter Intro"

Required Equipment/Capabilities: Patternwise, merely the ability to produce at least 5 bullet-firing familiars capable of making a dense enough stream that simply walking through it would prove too difficult, and changing their aim/shot type. Nedben's version relies on the production of mental beings known as mindforms, then granting each mindform the ability to produce bullets on their own, so it's usually a tactic reserved for powerful psychics who can have a second gunner or few handling things for them, or multiple-minded beings who have already that much issue, but for whatever reason conventional magical familiar cannons are too much effort.

Additional Use Conditions: 2-sphere in fighting games.

Duel Type: STG-intended, though a simplified and shortened version can work fine in fighters.

Durability: Medium. Is neither particularly high or low, but can be interrupted with a reasonable amount of force or making the owner have to step in themselves.

Timing: 30 seconds in STG, but extends to 60 if used at a higher difficulty than planned for. Really just a short card to cover for the owner while they think up a better tactic, or as covering fire during a retreat while focusing on something else. One-shot cycle of blast-then-bullets before expiring when invoked as a one-burst card.

Approximate Difficulty Level: Easy to Medium, Stage 1 or 2 or so.

Bullet Types: Basic energy-football-shaped direct shots in six colors (in Nedben's case, grey, orange, red, blue, purple, and teal-green), composed of weaponized mental energy and simple magic blast spells, plus solid-beam-versions of the same.

Effects: Calls in and grants control to a few familiar systems that normally might not bear that control, but nothing special.

Patterning: A ring of 5 intangible undamageable familiars surrounds Nedben in pentagon formation, pointing upward. Each familiar fires a simple narrow beam in its respective color to the edge of the screen outward, rotates slightly to give the beam a bit better hit range before it expires, then fires a few bullets aimed at the enemy while rotating, then when it reaches the next position in the pentagon point formation they started with, beams again. On normal difficulty or above, Nedben intermittently (but common enough to fire at least once every second, accelerating faster) fires at the player's position or next to the player's position on either side, decided by the card itself, just to keep them busy. In an STG this serves as a useful occupying quick-plan coverage, but in a fighting game it's just a cheap way to hit a good amount of the screen and deals only petty damage.

Description: Nedben's manifestation of imaginary friends as basic covering fire, or a very playful match.


SPELLCARD
 

Name: Zeo Mystic Blue "Mer-Fairy's Blessing"

Required Equipment/Capabilities: Requires a blue ranger energy source, preferably the blue zeo fragment from Hyperwitch Teal's morpher.

Additional Use Conditions: Generally only a good idea to use when damaged or low on energy, since it's a restoration card. Costs only 1 sphere/card in fighters.

Duel Type: Any.

Durability: High. Hyperwitch Teal or whoever she is healing can't be interrupted against her will and heals during the thing, but if you just blast through it or in the case of this spellcard she times out, it's back to square 1 for her.

Timing: Lasts up to 60 seconds in STG and around 10 in a fighter as a usable.

Approximate Difficulty Level: Very high. Unless she's blasted through to defeat, the card ending, or card timeout, it's not gonna stop, so it's very strong.

Bullet Types: Blue fairy-shaped bullets.

Effects: Hyperwitch Teal or whoever she's healing glows with blue light and has their energy reserves and health regenerate and be healed.

Patterning: Blue fairy bullets spawn near the target of healing and move toward them, surrounding them in a mild haze of blue spirits that fix their wounds. Running into them generally hurts, so in an STG where this is important the range they spawn extends from mid-screen randomly to the whole screen randomly to make dodging at least marginally involved.

Description: Hyperwitch Teal heals allies and attacks enemies in one move, using a subcrystal of a blue zeo subcrystal to conjure restoring wisps in the shape of fairies that assist a target before disappearing after the move.

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