Western Roses

Touhou TRPG Project

This page is dedicated to the evolving rules and supplements to Western Roses, a tabletop RPG based in the Gensokyo universe and loosely based on other systems. Please post any comments, suggestions, or critiques here so that these rules can continue to be improved.

Rules last updated 4-2-11

Current Rule-set: v0.6

Read online



-Almost a complete overhaul of the rules. Very little has stayed the same, so listing what all has changed is a bit of a waste of time.


-added a section mentioning that percentages are always rounded up

-added the Character Creation section. Everything under that heading is new. Several systems in character creation have not been implemented yet, however, most notably being skills, abilities, and spell cards.

-added a section under combat talking about the ‘arena’ on which danmaku battles are fought.

-added do nothing as an action in combat. Probably implied but figured I should specifically write it out anway.

-danmaku attacks no longer have to make an aiming roll. Rather, once an attack is declared, the target simply rolls to dodge. Physical attacks are still a versus check between the attacker’s power and the defender’s charisma.

-damage table has been deleted. Damge is now based upon a completely different system depending on your stats and the weapon you are using.

-added a weapon table for weapons I used in the test scenario. Weapons that are likely to be common will be added in future versions.

-added rules for the status effects knockdown, knockback, and freeze

-in light of the fact it is easier to multiply and divide by two, elemental strengths are now 2x damage and resistance is now 1/2x damage.

coming in the next version

-racial advantages and disadvantages

-skills and abilities

-basics for the spelldeck system




-Now operates upon 4 d6s rather than 3.

-Versus checks have been simplified.

-Dexterity has been replaced by Charisma as a stat. Other base stats have had their functions changed.

-Strength has been renamed power.

-Senses have been done away with, replaced with basic checks to themanestats.

-Sub-stats has been boiled down to HP, speed, deck size, and range.

-Turn order in combat is now based completely upon speed.

-You are now allowed 3 actions per turn rather than 1.

-Actions have been boiled down to move, attack, concentrate, or use of abilities.

-Attacking and dodging has been changed. Danmaku attacks still use the old system, but physical attacks are now a versus check against the attacker’s power and the defender’s charisma.

-Grazing is now a check against insight.

-Injury has been boiled down to mortal wounds, unconsciousness, death, and utter destruction.

-HP is now mostly positive rather than falling into the negatives as before.

-Mortal wounds now occur at below 1/4 max HP.

-Death now occurs at below 0 HP.

-Utter Destruction now occurs at -1xHP.

-Damage table has been updated to correct typos and make danmaku attacks weaker than physical attacks. It is still likely to be changed completely in the next version.

-Intro to Power section has been re-worded, explanation at bottom now mentions custom-creatable options which will be implemented in a later version.

-Sense checks are now based on insight, will checks on intelligence.

-Fear and stun have been reworked to differentiate one from the other.

Coming in the next version

-Character creation

-New damage table


Basic rolls

All rolls in this game are based on 6-sided dice. Using dice to determine the outcome of a situation is known as a check. Most checks will use 4 dice, abbreviated as 4d, although the number of dice used may fluctuate based on the circumstances. In most checks the goal will be to roll lower than a certain number. For example, if your character had an intelligence of 10 and you were to make an intelligence check you would try to roll equal to or lower than a 10 on four dice.


Rolls may also have modifiers attached to them. This modifier effects the number you are trying to roll on the dice and is abbreviated with a + or a -. For example, perhaps you are in a dark room and unable to see anything. This might give you a modifier of -4 to your roll, abbreviated as 4d-4. Using the example above, this would mean you would need to roll a 6 or lower rather than a 10. These modifiers can come from anything from skills and advantages to DM’s whim.

Degree of Success and Failure

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

Critical Success and Failure

So what if your target to roll is above 24 or below 4? This should mean it is impossible to fail or succeed respectively. Well, not quite. A 3, 4 or 5 is ALWAYS successful. This is a critical success and has an unusually good effect. Alternatively, a roll of 22, 23 or 24 is ALWAYS a failure. This is a critical failure and has an unusually bad effect. Additionally, any roll of 10 or more HIGHER than your target roll is a critical failure (rolling a 15 or higher on a target roll of 5, rolling a 17 or higher on a target roll of 7, etc).

Versus Checks

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


Every character has stats that determine how proficient they are at certain things. These stats are divided between Major Stats which the player directly picks and sub-stats which are effected by character creation choices.

Major Stats

There are four major stats: Power (PWR), Charisma (CHA), Intelligence (NT), and Insight (INS). Each of these are used in checks throughout the game.

Power – Your physical power and health. Strength is used to determine how much physical damage you do as well as in checks against physical prowess. Your power also determines the rate at which you recover HP.

Charisma – Your physical comeliness and personality. Charisma is used in deflecting and dodging physical attacks as well as in checks against persuasion or appearance. Your charisma also determines the rate at which you draw cards from your spelldeck.

Intelligence – Your mental capacity and capability. Intelligence is used to determine how much danmaku damage you do as well as in checks against will power. Intelligence also determines the rate at which spent cards return to your deck.

Insight – Your mental acuity and basic senses. Insight is used to dodge danmaku attacks as well as in checks against perception. Your insight also determines the rate at which you gather power.


Your sub-stats are values that are used mostly during battle. Unlike your base stats they are not used in checks.

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

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

Deck Size – The number of spellcards you may have in your deck. The spell deck system will be similar to the fighting games and will be introduced in a later build of the rules.

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


Turn Order

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


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

Move – Move a number of spaces less than or equal to your speed (less any fractions), but take no other actions. You may move for up to 2 of your 3 actions.

Attack – Make a physical or danmaku attack against a target of your choice within range. Resolve the attack as explained below in the attacking section. You may declare attacks for up to 2 of your 3 actions.

Concentrate – Do nothing and concentrate, raising your power. You gain power equal to your insight every time you use this action and may use it for all 3 actions.

Use an Ability – Expend the marked amount of power in order to use an ability. Follow the rules written for that ability. You may only use an ability for 1 of your 3 actions.

Attacking and Dodging

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

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

For danmaku attacks, the attacker makes a roll against her intelligence. If the roll succeeds, then the target makes a roll against her insight. If the insight roll succeeds, the attack has been dodged and the target may attempt to graze if she wishes. If the insight roll fails then the attack hits and damage is rolled as below.


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


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

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

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

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

Utter Destruction – At -1*HP your body is completely and utterly destroyed leaving nothing to be resurrected. The only way to return to life after this is to escape Hakugyokurou or be favorably judged by Shikieiki (neither of these mechanics have been implemented as of v0.1).

Damage Rolls

Damage rolls are a bit different than other rolls in that how many dice are used and what modifiers are applied are based upon the player’s stats (power for physical attacks and intelligence for ranged (danmaku) attacks. Some skills and abilities may define specifically how many dice and what modifiers are used for them. In that case use them rather than the tables below. This v0.2 table is tentative and likely to change by the next version.

Damage Table

ST/INTPhysical DamageDanmaku Damage






















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

-At the beginning of her turn each character receives power equal to her Insight.

-Through grazing (see Grazing above)

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

Power can then be collected as an action by any character within six yards on their next

Turn unless somepony else has already collected power.

5-6 yards away – ¼ of dropped power

3-4 yards away – ½ of dropped power

1-2 yards away – ¾ of dropped power

0 yards away– All dropped power

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

Mental Feats


Sense rolls are made against a character’s insight. Under certain circumstances a second roll may be made to determine whether or not the character understood what they sensed (such as to make out speech or to determine whether a smell was just the scent of a flower or the pollen of a pony-eating flower youkai). This second roll is made against the character’s Intelligence.

Will Checks

Will checks are used to determine whether a character has resisted attacks on their mind or withstood a stressful or distracting situation. Will checks are made against a character’s intelligence.

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

Stun – A character who is stunned cannot take any actions for the duration of the stun.


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

Water douses Fire and is absorbed by Wind.

Fire melts Metal and is doused by Water.

Metal cuts Wood and is melted by Fire.

Wood blocks Wind and is cut by Metal.

Wind absorbs Water and is blocked by Wood.

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

Light casts out Darkness but is outshined by Spirit.

Darkness corrupts Spirit but is cast out by Light.

Spirit outshines Light but is corrupted by Darkness.

The two cycles are unrelated and do not effect one another. Each element deals 25% more damage to and receives 25% less damage from the element it is strong against and deals 25% less damage to and receives 25% damage more from the element it is weak to.

2 thoughts on “Western Roses”

  1. So…hm.If it’s a touhou-based-trpg,does that mean that players can only make female characters?Cuz if we look at the world of Gensokyo,males are not common,especially in danmaku fights and other important events.

    (Just asking,cuz If I make a male character,I don’t want to find out that I can only stay in a shop all day,selling the usless stuff that I got from a “Certain perverted gap-yokai”.)

  2. It’s up to the players, really. These rules are written only using female pronouns, though, under the assumption that all characters are female.

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