...I think all of MoTK is going to be converted.
IT'S CLASSES TIME!
Y'know, you probably noticed how most classes were either broken or insanely weak and useless. Not anymore! I've tweaked things AND created a whole bunch of classes, including special ones that allow veterans to heavily change their gameplay.
I'll skip over the classes that haven't changed at all, so unless specified, I haven't taken out any classes in the game.
Nekomata: Added bonus; Any form of dark magic receives a +2 roll, excluding attacks.
Rabbit Youkai: Changed the cooldown from 1 day to x time. It depends on your style of playing; You can stick to the Touhou style (barely a day for an incident) or a full blown out campaign. (several days) and change it according to it. I recommend once per few hours.
Spider youkai: Same as the rabbit youkai, the cooldown is subject to change.
Artifact Spirits: They now are unique as they don't need any form of food nor drinks, aren't affected by the weather or general exterior factors. On the other side, they need to feed off a particular emotion from humans.
Poltergeist: They had no powers. Now they can create illusionary sounds at will. (Like the spell, but with no cooldown)
New challenger: Nagashi-Bina (Curse Doll)
Ability: Wheel of Sorrow: During battle or in a very crowded area, can spend a turn collecting misfortune around them (or an hour if out of battle). Every misfortune collection gives them a misfortune counter. They are unnaffected by penalties caused by luck and turn the penalty into a misfortune counter. (For example, if a rabbit youkai uses their power on them, they gain +2 misfortune counter and are unaffected). They can use their misfortune counters to give people around them penalties on their rolls. They can spend as many counters in one shot as they wish. Each counter adds a -1 penalty. The maximum amount of misfortune counters available is the same as their Might stat.
Playstyle: It's meant to be a direct counter to luck based abilities, and a bane for dice rolls. They'll bring despair wherever they appear and will make every dice throw a real nightmare. They certainly need help to do so, as a -2 penalty requires 2 wasted turn. Defensive, they are meant to be played carefully.Ghosts: Since continues aren't widely used, they also gain a new power: They can phase through solid walls that weren't exorcised to prevent any ghosts from approaching it. That gives them a whole new way to explore the world to their whims.
Half-Ghosts: They had no powers. It was sad. They now have one! They can attack twice per turn, once physically with their human half, once magically with their ghost half. A powerful ability, it also has many drawbacks; for one, their human half MUST be at melee range to attack and two, they must pay 1.5 times what others pay to increase the number of basic attacks they can do.
Humans: A whole new class, in a way. Forget everything about the Phantasmal land. Humans are meant to be some sort of Hard Mode, or a peaceful mode. (It's an oxymoron, hah!) Humans start with only 8 stat points to spend in their character creation and cannot use danmaku, thus must find various ways to attack from afar or using spellcards. On the bright side, if they turn into youkais later, they get +6 stat points to spend. Humans also have a big advantage; They start as a member of the human society (unless the player does not wish so), and usually with a job. Thus, humans can start with a journeyman-like level in a specific skill (like making food, or gardening) and with a job that actually gives them income. It's closer to real life than Touhou.
IMPORTANT: Mikos are NOT classified as humans. Please read on.
New challenger: Shrine Maidens
Abilities: Divine Link: Shrine Maidens start the game with no spellcards, spells or abilities. They must go on a pilgrimage to find a god that they will bind themselves to, and become their shrine maiden. Every god gives different bonuses and powers, along with a theme for their spellcards. The GM can make up gods and make up bonuses for already existing ones. Furthermore, the God class for players (explained later) will allow God-player to link themselves with a Miko-player, something that will be extremely useful for both of them.
Gameplay: Mikos are meant to act as servants to their gods and will act on their behalf. The class itself is impossible to define because of the infinite amount of gods available and multiple powers and bonuses they give. This class can become tremendously fun if they bind themselves to a god-player, allowing a bond of trust to be made between the two.New Challenger: Celestials
Abilities: Poisonous Blood: A trivial skill, it makes every youkai who drinks a Celestial's blood from its veins lose a life and fall unconscious for an hour.
Iron Skin: Celestials cannot be harmed by non-combat attacks. This means every natural hazards or traps will become trivial and barely cause a scratch, allowing them to take a landslide to the face without any life loss, or get a tree branch in the face without any harm.
Gameplay: Due to their abilities, they are meant to cancel out non-battles tricks, making them only defeatable through a danmaku duel. Fair play is the name of the game when you're a celestial.New Challenger: Hakutakus
Ability: History Manipulation: Once every night (and this is not debateable), Hakutakus can prevent a dice roll before it actually happens and decide the outcome completely. (The GM has the rights to refuse a certain change, however)
Gameplay: A class that will look over-powered at first, then weak in practice, its potential depends heavily on the user; this ability can cause life-changing events... or a mere annoyance.New Challenger: Kashas
Ability: Nekoromancy: Once per scenario, a Kasha can resurrect a corpse as a faithful servant. The corpse will copy the player's stats -1, including lives. They will not have any bombs nor spellcards. If a player is reduced to 0 lives, the Kasha can resurrect them as if they were a corpse.
Gameplay: A very strategic class, it all depends on how you manage your minion; If you make him run straight into a fight, your once-per-scenario ability is ruined. If you carefully plan your moves, it can be a very useful ally. The flaw in this ability is the need for a corpse in your surroundings, and of course, people's reaction to Necromancy.New Challenger: Tanukis
Ability: Transformation: Tanukis can, once per hour, change their appearance, which will function exactly like its spell counterpart. A very simple spell with many possibilities.
Gameplay: Simple as simple can be, Tanukis are meant to be what they are; Tricksters using their shape-shifting abilities. In the hands of a skilled player, the tanuki can be scarily strong, if not in the way you'd expect them to be.New Challenger: Nues
Ability: Non-Identification: Their ability allows them to change an object into another every hour, tricking every 5 senses into thinking it's actually what it seems to be. It cannot act like the object it's meant to look at, though, making it dangerous to use.
Gameplay: Works like a more complicated version of the Tanuki, it allows the player to cause mischief in many ways. The wits of the player will directly affect the power of this race.SPECIAL CLASSESThose classes require the GM permission, as they require maturity and experience.
Satori
Abilities:
- Mind Reading: Players who are satoris will carry a notepad with them. Whenever they're close enough to someone, they will write whatever they want to know on the paper and the other player is forced to answer to every questions truthfully without taking out any details. This ability is impossible to prevent in any way, and allow the player to know every person he faces perfectly.
- Recollection: Once per day, a Satori can cast a spell which, during their turn, will recollect every memories of a player, allowing them to copy someone. Either they copy all of the target's spellcards, or all of the spellcards of a foe the target has fought in the last day.
Drawbacks:
- Satoris are hated through all of Gensokyo, preventing them from ever making any allies or friends, unless a very special case comes up. The GM must and will make sure that no other players can ignore this problem and befriend the Satori.
- They do not have any spellcards, leaving them powerless if they cannot find someone to recollect.
Gods
Abilities:
- Faith Meter: Gods cannot level up or gain stats through any means aside from this power. Gods' strength will go up as their faith meter goes up, giving them 1 stat point to spend for every 5 faith points they have. Every followers the God will have will grant them a faith point. The goal of every gods is thus to gain followers. The player starts with an initial 10 faith points.
- Miracles: Gods can spend their Faith Meter to cast powerful spells, called Miracles. The strength of the miracle will depend on the faith used, and it will require the player to discuss with the GM to define its cost. Miracles MUST be directly related to the god's domain. A fire god can thus only accomplish fire miracles.
Drawbacks
- You will lose followers if you do anything rash or cause harm to the human community, and you will thus require a shrine maiden to accomplish certain tasks should the need arise. Miracles are also meant to be used to help those who pray you and give you their faith.
- If your faith meter reaches 0, your character will be erased forever without any chances of getting it back or to create a similar character. You will officially be banned from the God class as well.
Youkai
Abilities: None. That's right. The youkai class is a blank sheet for players, allowing them to unleash their creativity and to make a unique character. No limits, no restrictions. They will start the game with a bonus 5 fan points for their customization needs. Obviously, it requires experience and imagination to use such a class.
Drawbacks: None, except that if the player lacks creativity, this class can quickly turn into a disaster of OOC-ness and horrible characterization. The GM has the right to refuse this class to you if he judges you are not imaginative and mature enough to make your own race.
NEWBeast Youkai
Abilities: Similar to the youkai class, it's simply giving the player the chance to pick their favorite animal and make a youkai class out of it. They do have default abilities though.
Animal Form: Allows the player to switch to their animal form, giving some form of bonus, but preventing any actions.
Animalistic Ability: A bonus ability based on the animal you were before. Must be discussed and defined along with the GM.