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Touhou RPG Stat Sheet Compilation

Summary:

This is a compilation of character sheets me and a friend (AyoItsYoEmm) made for roleplay purposes to treat combat encounters to be more game-like. I had the idea to bring this in AO3 when we started to amass a collection of these for various characters. Characters that already have sheets will be prioritized to be uploaded, but I don’t mind taking requests to create sheets for other characters. But if one already exists, then that character will likely be prioritized. And if you, dear reader, want to try a hand at this and create a character sheet for a Touhou (or Touhou OC or fangame chara), then you can DM me on Discord (plasmy).

While most of these submissions are final, some stat sheets may receive balance changes from time to time. Yes, you read that right. Balance changes. In a fanfic. Expect “patch notes” of anything that is changed/added in the respective chapter’s End Notes (note: changes may not have the chance to be reflected. Sometimes, forgetting is just an inevitability).

A final note, there WILL be potential character duplicates and OCs. We have different ideas of how certain characters work and maybe some OCs here and there.

Chapter 1: Sample Stat Sheet, Battle Flow, and Terminologies

Chapter Text

Sample Sheet

Use this character sheet to view as reference to help understand the Battle Flow better.

Jane Touhou, Sample Character

“It is I, Jane Touhou. The best Touhou character known to man.”

HP: 20[1]

ATK: 3d4+3[2]

DEF: 4d2+4[3]

EVD: 2d2+6[4]

– Specials

  • Danmaku Sign “Peashooter”:[5] Attacks a target with a 4d2+6, inflicting Bleed[6] on hit. 3 Turn Cooldown[7].

– Passives

  • The True Touhou Protagonist:[8] Gain 1 DMG Up, 1 Protection, and 1 Final Power at the start of each turn.

 

1.) This is the character’s HP. Of course, when the number reaches zero, this character is defeated.

2.) This is the character’s ATK stat. This is used for basic attacks, dealing damage based on the value if left unopposed.

3.) This is the DEF stat, used for defending from incoming attacks. Attacks will have their damage reduced based on the DEF’s roll. So if Jane Touhou blocks an attack that rolled for 14 with a DEF roll of 10, the attack will deal 4 DMG instead of 14. Attacks can only deal a minimum 1 DMG. During a character’s turn, they can choose to focus on defending instead of attacking to gain +3 DEF ADV (Advantage).

4.) The EVD stat is used for evading. Upon a successful evade, they take no damage and avoid On Hit status inflictions. During a character’s turn, they can choose to focus on evading instead of attacking to gain +3 EVD ADV (Advantage).

5.) This is a Special. Specials are either offensive, defensive, or supportive actions that come with special bonuses. This for example is an Offensive Special.

6.) This is a Status Effect. Most status effects are inflicted through Specials. Some however can be inflicted through Passives.

7.)  Most specials will be in cooldown after being used. For example, if this special was used in Turn 2, they will have to wait until Turn 6 for them to be able to use it once more.

8.) And lastly, this is a Passive. Passives come with passive benefits for characters. These are mostly self-explanatory as long as you fully read it out.

Battle Flow

Each battle will start with a dice-roll to determine turn order. Most often there are two opposing parties involved, resulting in a 1d2 or a coin flip to determine who goes first. The dice’s max-roll increases the more factions are involved. See below for an example of four factions in a single game (not that THAT many are going to be in a single one most of the time…)

There are four factions: Team Hakurei, Team Moriya, Team Scarlet, and Team Chireiden. As such, the dice that will be used is a 1d4. Assuming Hakurei is 1, Moriya is 2, and so on, the dice first rolls a 3. This means Team Scarlet will move first, and the dice used next is a 1d3. The dice rolls a 2, resulting in Team Moriya moving next, and it becomes a 1d2/coinflip between Hakurei and Chireiden. The winner of the coin flip moves third, and the loser will move last. For our purposes, lets say that Team Hakurei won the coinflip, meaning they move third whilst Team Chireiden moves last. I hope this was a clear enough explanation.

Attacking

After deciding the turn order, the battle begins with the first faction to move. Here, they can choose to attack, use a special, or prepare to defend or evade which grants bonuses to the respective defensive action. Upon attacking a target through a special or a basic attack, the target can either evade or defend in response. After everyone in Team Scarlet has completed their moves, it will be Team Moriya’s turn to attack next. And then after that, Team Hakurei, and then finally Team Chireiden.

Defending

When on the defense, characters have the option to either defend to reduce incoming damage, evade to avoid damage and the potential status effects an attack may inflict, or use a defensive special.

Turn End

Once every team has finished attacking and just before the turn ends, any damaging Status Effects will trigger before reducing their duration by 1. After which, it then proceeds to the next turn. This cycle will repeat until eventually, there is only one team left standing.

Terminology

Some useful terms to keep in mind while reading character sheets that won’t appear in the Status Effect Compendium.

Action Slot – How many times a character can act in a single turn. Most characters are stuck to 1 Action Slot, with a select few being able to gain more.

Advantage/ADV – Increases the dice’s roll by the specified number.

Battle Modifiers – While not seen in character sheets or the Status Effect Compendium, Battle Modifiers are shown at the beginning of the battle, often giving modifications or events in the ongoing fight.

Boss Sheet – Stat sheets that are bulkier, balanced around being alone, and facing against multiple opponents.

Breakthrough - Attacks that can't be blocked and deal no damage.

DefensiveSpecials that cannot be used offensively, and only defensively. Also refers to actions taken during defensive turns that result in Defending or Evading.

Elite Sheet/Elite Character – The strongest possible stat sheet characters have. Used for extremely high-stakes battles.

Impure Being – Characters that are impure to the core.

Multihit – A basic attack or action that attacks multiple times. Modifiers that increase damage dealt will only affect the dice that rolls the highest.

Non-Serious Sheet – The weakest stat sheet a character possesses. Used for casual fights, or other matters that won’t require them going all out.

Offensive – Refers to basic attacks and specials that deal damage to a target.

Pure Being – Characters that are filled with purity.

Serious Sheet – Stat sheets commonly used for incidents and other appropriate matters.

Stats – Refers to a character’s ATK, DEF, and EVD.

Subspecials – Subspecials are specials used instead of a specific special. These specials are often activated through certain conditions.

Swift – These are specials that do not consume an action slot on use, allowing the character to still act after using a special that has swift.

Undodgeable – Attacks that cannot be evaded, but can be blocked.

Unfocused – Attacks that randomly targets several units. Rolls are XdY, where X is the number of attacks and Y is the number of targets in the field.

Unopposed – Attacks that cannot be blocked or evaded, but often roll low. Damage modifiers can only raise the damage of unopposed damage to a maximum of 6.

Chapter 2: Status Effect Compedium

Notes:

(See the end of the chapter for notes.)

Chapter Text

Status Effects

Status effects are effects that either damage, buff, or debuff the character inflicted with it through on-hit with specials or through other means. The statuses listed below are common status effects that are shared by other characters. Certain characters have status effects that are unique to them and will not be listed here.

Status Resistance

Through their passives, characters can resist being inflicted with certain status effects, which have four varying stages. When characters are inflicted with a status effect, they must roll a die depending on their resistance to that specific status effect. Rolling a Nat 1 will inflict the status. These four resistances are:

  • Somewhat Resistant: Roll a 1d2 to inflict the status.
  • Resistant: Roll a 1d3 to inflict the status.
  • Very Resistant: Roll a 1d4 to inflict the status.
  • Immune: The status cannot be inflicted through normal means.

Status Vulnerability

Being the opposite of Status Resistance, characters can be vulnerable to certain statuses, however rare this vulnerability is. There are three different tiers of vulnerability that increases how long a status effect lasts. The following tiers are:

  • Somewhat Vulnerable: Increase status duration by 1.
  • Vulnerable: Increase status duration by 2.
  • Very Vulnerable: Increase status duration by 3.

Status Effect Compendium

Damaging Status Effects

Burn

Roll a 1d3 at the end of each turn, then reduce Burn by 1. Being hit by an attack that inflicts Dampened (Unique Dampened) decreases Burn by 1.

Unique Burn

Heavy Burn – Roll a 1d3+2 at the end of each turn, then reduce Heavy Burn by 1. Being hit by an attack that inflicts Dampened (Unique Dampened) decreases Heavy Burn by 1.

Bleed

Roll a 1d3 at the end of each turn, then reduce Bleed by 1.

Unique Bleed

Deep Wound – Roll a 1d3+1 at the end of each turn, then reduce Deep Wound by 1.

Laceration – Roll a 2d2 after moving offensively, then reduce Laceration by 1.

Soul Cut – Roll a 2d2+1at the end of each turn, then reduce Soul Cut by 1. Ignores Bleed (Unique Bleed) Resistances, but cannot be applied to non-organic characters.

Dampened

Roll a 1d2 at the end of each turn, then reduce Dampened by 1. Attacks that inflict Paralyze (Unique Paralyze) deal +2 DMG. Attacks that inflict Frostbite (Unique Frostbite) will instead inflict Freeze.

Unique Dampened

Drowning – Roll a 2d2+1 at the end of each turn, then reduce Drowning by 1. Attacks that inflict Paralyze (Unique Paralyze) deal +2 DMG. Attacks that inflict Frostbite (Unique Frostbite) will instead inflict Freeze. Gain -2 Final Power while this is in effect.

Frostbite

Roll a 1d3 at the end of each turn, then reduce Frostbite by 1. EVD gains -1 Advantage while this is in effect.

Unique Frostbite

Biting Cold – Roll a 2d3 at the end of each turn, then reduce Biting Cold by 1. ATK and EVD gains -1 Advantage while this is in effect.

Paralyze

Roll a 1d3 at the end of each turn, then reduce Paralyze by 1. EVD gains -4 Advantage while this is in effect.

Unique Paralyze

Heavy Paralyze – Roll a 1d3+2 at the end of each turn, then reduce Heavy Paralyze by 1. EVD gains -4 Advantage while this is in effect.

Shock – Roll a 1d2 at the end of each turn, then reduce Shock by 1. Gain -2 Final Power while this is in effect.

Poison

Roll a 1d3 at the end of each turn, then reduce Poison by 1. Deal an extra 1 DMG if the inflicted has Bleed (Unique Bleed).

Unique Poison

Heavy Poison – Roll a 1d3+2 at the end of each turn, then reduce Heavy Poison by 1. Deal an extra 1 DMG if the inflicted has Bleed (Unique Bleed).

Rupture

On hit, take damage based on the amount of Rupture on the target, then purge all Rupture. When hit by attacks that inflict Rupture, the target does not take Rupture damage but instead increases the amount of Rupture on the target.

Non-Damaging Status Effects

Bind

The target is bound by an external source of some kind and is unable to act until they break free. At the end of each turn, they will roll their ATK stat against the inflictor’s DEF to be able to break free. After passing two checks, they are freed from their bindings. 

Blind

Enemies hit with this have -4 ADV to all stats as long as it lasts. Beings that rely on hearing, or have similarly sensitive senses, will have their stats lowered by -2 ADV. At the end of each turn, reduce Blind by 1.

Charm

Targets inflicted with this status will fight for the opposing side. They will stop being charmed once they take 10% of their HP in damage (rounded down).

Unique Charm

Obsessed – The opponent is obsessed with the unit that inflicted this status. Targets with this status effect will defend the one who inflicted it with their life, but will not fight for them. It can be undone if the opponent loses 20% of their HP.

Confusion

The target is confused and may attack an ally of theirs (if any) or may hit themselves. Roll a 1d3 (or a 1d2 if there are no allies) before attacking. A 1 attacks themselves, a 2 attacks an enemy, and 3 attacks an ally. Being attacked by somebody else will undo Confusion. At the end of this turn, and if the inflicted acted during their offensive turn whilst this status is in effect, reduce Confusion by 1.

Unique Confusion

Drunk – Gain +4 ATK ADV and -3 EVD and DEF ADV while this is in effect. At the end of the turn, and if the inflicted acted during their offensive turn whilst this status is in effect, reduce Drunk by 1.

Insanity - The target is plunged into insanity and attacks become Unfocused albeit mostly restrained to Basic Attacks, with a small chance (1/4) of using Specials at random. The target also gains +3 to ATK Final Power, but -2 to DEF and EVD Final Power. If attacked, the target will counter the attacker with their ATK Stat instead of evading or defending, taking full damage in the process. At the end of the turn, and if the inflicted acted during their offensive turn whilst this status is in effect, reduce Insanity by 1.

Sleep

The target is put to sleep when inflicted with this. They are unable to act until they wake up and can be attacked freely. Being attacked will wake them up.

Unique Sleep

Deep Sleep - The target is put into a deep slumber when inflicted with this. They are unable to act until they wake up and can be attacked without retaliation. Unlike normal sleep, they will need to be attacked three times before waking up.

Nightmare - The target is put into a nightmare and suffers 2d3 at the end of each turn. This will continue unless woken up by an ally or damaged by an enemy.

Fear

The target is inflicted with a sudden fear of the one who inflicted it. Gain +2 DEF/EVD ADV when defending against the inflictor, but become unable to target them and take 2 extra damage from them. At the end of each turn, and if the inflicted acted during their offensive turn whilst this status is in effect, reduce Fear by 1.

Freeze

The inflicted cannot move offensively or defensively but all incoming damage is by 60% while this is in effect. Being hit by an attack decreases Freeze by 1, while being attacked with attacks that inflict Burn (Unique Burn) decreases Freeze by 2. When Freeze expires, gain -2 EVD ADV for 2 Turns.

Luck

The target feels luckier than usual. Gain +2 ATK/DEF/EVD ADV while in effect. At the end of each turn, reduce Luck by 1.

Unique Luck

Bad Luck – The target feels luckier than usual. Gain -2 ATK/DEF/EVD ADV while in effect. At the end of each turn, reduce Bad Luck by 1.

Marked

The inflictor deals +2 DMG against the inflicted. At the end of each turn, reduce Marked by 1.

Rage

Gain +3 DMG Up, but be unable to use Specials. Gain +3 ADV when evading against targets with Rage. At the end of each turn, and if the inflicted acted during their offensive turn whilst this status is in effect, reduce Rage by 1.

Silence

Unable to use Specials. At the end of their offensive turn, reduce Silence by 1.

Stun

Unable to act during offensive turns. At the end of their offensive turn, reduce Stun by 1.

Undetectable

Become invisible and untargetable for however long the status lasts. This effect automatically expires right before one attacks. Enemies gain a -3 Disadvantage defending or evading against those who had just come out of Undetectable. Defensive/buffing actions will not remove Undetectable.

Buffs and Debuffs

Aura

Increase damage dealt and reduce incoming damage based on the amount of Aura on self. Expires at the start of a character’s turn.

Haste

Move first at the start of the turn. If opposing units have Haste, turn order is decided based on faction turn order. At the end of each turn, reduce Haste by 1.

DMG Up/Down

Increase/decreases damage dealt based on the amount of DMG Up/Down on self.

Final Power

Increases or decreases a dice’s final power.

Fragile

Increases damage taken based on the amount of Fragile on self.

Protection

Decreases damage taken based on the amount of Protection on self.

Notes:

Patch Notes (01/10/25) (Plasmy):
- Adjusted certain effects that only trigger via a character acting to not be reduced at the end of the turn if they are inflicted after the inflicted had already acted. Affected status effects are:
-- Confusion (All Unique Confusion)
-- Fear
-- Rage

Patch Notes (18/09/25) (Emm):
- Added a new Unique Confusion (Insanity).
- Added a new Non-Damaging Status Effect (Undetectable).
- Adjusted the alphabetical order of Rage and the names of statuses that begin with 'S'. Since that was something Plasmy missed before.
- Removed Herobrine.

Chapter 3: Reimu Hakurei, Shrine Maiden of Paradise

Chapter Text

General Information

Reimu Hakurei, the Shrine Maiden of Gensokyo. The woman responsible for keeping and enforcing Gensokyo's delicate balance.

Stat Sheet

Reimu Hakurei, Shrine Maiden of Paradise (Non-Serious)

"Jeez. Can’t we get this over with already?"

HP: 23

ATK: 3d3+2

DEF: 2d5+4

EVD: 3d3+5

– Specials

  • Aura Burst: Swift. Increase Aura by 3. 2 Turn Cooldown.
  • Fantasy Seal: Unfocused (5dY), Undodgeable. Summon five balls of energy that seek out random opponents to hit, each dealing 1 Unopposed damage. When there are 2 or fewer enemies in the field, use Fantasy Seal ~ Blink instead. 4 Turn Cooldown.
    • Fantasy Seal ~ Blink: Summon five balls of energy to attack with five combined instances of 1d3. 3 Turn Cooldown.
  • Hakurei Blessing: Apply a barrier on an ally or to herself, allowing them to absorb two instances of damage. 5 Turn Cooldown. Cooldown is reduced to 3 Turns when there are more than 2 Enemies on the field.
  • Trusted Tools: Multihit. Throw a homing talisman for 2d2+3 (Undodgeable), then throw a batch of persuasion needles for 4d3+4. 3 Turn Cooldown.
  • Sealing Talisman: Roll a 5d3+2 dice to set a sealing talisman on the enemy. On successful attachment, deal no damage but reduce the enemy’s advantages by half and inflict Silence for 2 Turns. Useable at Turn 5. Cooldown of 6 turns; 2 Turn Cooldown on miss.
  • Recollection: Multihit. Reimu uses the Hakurei Orb as she did in the past, kicking it toward her opponent and using her barriers to ricochet it, maintaining continuous pressure. Attack for 3d4+2, 4d3+3, and 5d2+4. Useable at Turn 4. Cooldown of 4 Turns.
  • Duplex Danmaku Barrier: Roll a 3d2+8 dice to attack every enemy in the field. After the attack, allies gain 2 Protection for 3 Turns. Cooldown of 4 turns.

– Passives

  • Hakurei Aura: Roll 1d3 each turn for Aura. Counts Reimu as a Pure Being.
  • Homing Talismans: Reimu’s basic attack cannot be evaded.
  • Motherly Bond: If Rin Satsuki, Gensokyo’s Last Kirin is on the field as an ally, gain +2 DEF Advantage.

Reimu Hakurei, The Crimson Slasher (Serious)

"To tip the balance… I can’t let that happen. Sorry."

HP: 26

ATK: 4d3+7

DEF: 3d4+4

EVD: 6d2+6

– Specials

  • Aura Burst: Swift. Increase Aura by 4. 2 Turn Cooldown.
  • Fantasy Seal: Unfocused (5dY), Undodgeable. Summon five balls of energy that seek out random opponents to hit, each dealing 1 Unopposed damage. When there are 2 or fewer enemies in the field, use Fantasy Seal ~ Blink instead. 4 Turn Cooldown.
    • Fantasy Seal ~ Blink: Summon five balls of energy to attack with five combined instances of 2d2. 3 Turn Cooldown.
  • Hakurei Blessing: Apply a barrier on an ally, allowing them to absorb 3 instances of damage. 5 Turn Cooldown. 3 Turn Cooldown when an ally is on the field.
  • Hakurei Dance: Defensive. Reimu grazes an enemy’s attack and counters them for 1d3. Become immune to counters in the next turn. 2 Turn Cooldown.
  • Hakurei Guidance: Swift. Reimu gives an ally guidance or reminds herself of her own wisdom. Gain +3 EVD Advantage for 2 Turns. 4 Turn Cooldown.
  • Trusted Tools: Multihit. Throw a homing talisman for 3d2+5 (Unavoidable). Then throw a batch of extermination needles for 5d3+5. 3 Turn Cooldown.
  • Staff Crash: Reimu brings the end of her gohei down an opponent’s head for 7d2+5. If this deals 5 or more damage, inflict Stun. 4 Turn Cooldown.
  • Sealing Talisman: Roll a 6d3+4 dice to set a sealing talisman on the enemy. On successful attachment, deal no damage but reduce the enemy’s advantages by half and inflict Silence for 2 Turns. Useable at Turn 5. 6 Turn Cooldown; 2 Turn Cooldown on miss.
  • Recollection: Multihit. Reimu uses the Hakurei Orb as she did in the good old days by kicking it toward her opponent and using her barriers to ricochet it for continuous pressure. Deal 4d3+4, 5d2+7, and 6d2+6 damage to a target. Usable at Turn 4; 4 Turn Cooldown.
  • Expanding Boundary: Roll a 5d2+8 to attack every enemy in the field. After the attack, allies gain 3 Protection for 3 Turns. Cooldown of 4 turns.
  • Prayer of Protection: Usable when Rin Satsuki, Gensokyo’s Last Kirin is an ally. Rin and Reimu come together to conjure a barrier that protects all allies. The barrier has 35 HP. This does not consume Rin’s action slot for this turn. Usable at Turn 4; 3 Turn Cooldown. Cooldown is paused until the barrier is broken.

– Passives

  • Hakurei Aura: Roll 1d2+1 each turn for Aura. Aura increases damage dealt and reduces damage taken by the amount of Aura. Counts Reimu as a Pure Being.
  • The Hakurei Shrine Maiden: Resistant to Charm (Unique Charm) and Fear (Unique Fear). 
  • Homing Talismans: Reimu’s basic ATK cannot be evaded.
  • Motherly Bond: If Rin Satsuki, Gensokyo’s Last Kirin is on the field as an ally, gain +2 DEF Advantage.
  • To Stand Against Divine Limits: In higher stakes battle, permanently gain +3 Final Power for the rest of the battle that cannot be removed. Become Very Resistant to Charm (Unique Charm) and Fear (Unique Fear), and Resistant to Confusion (Unique Confusion) while this passive is active. Become classified as an Elite Character when this is active.
  • Fantasy Nature - When certain conditions are met, heal to full HP and use the “Untouchable Skies” moveset instead.

Reimu Hakurei, Untouchable Skies (Elite)

HP: 35

Energy: 100

ATK: 6d2+8

DEF: 3d2+13

EVD: ???

– Specials

  • Aura Burst: Swift. Increase Aura by 4. 3 Turn Cooldown.
  • Divine Spirit “Dream Seal”: Unfocused (5dY), Undodgeable. Summon five balls of energy that seek out random opponents to hit, each dealing 1 Unopposed damage and inflicting 1 Rupture on hit. When there are 2 or fewer enemies in the field, use Divine Spirit “Dream Seal ~ Blink”. 4 Turn Cooldown.
    • Divine Spirit “Dream Seal”: Summon five balls of energy and send them to the enemy for 7d2+10 that inflicts 3 Rupture on hit.
  • Omni Arts “Sleepwalk”: Reimu evades an attack sent to her. Evading with this Special does not consume Energy. 2 Turn Cooldown.
  • Hakurei Arts “Bulwark Wall”: Reimu casts a barrier for her allies that’ll absorb 50 damage. Reimu is not protected by this barrier. 4 Turn Cooldown; Cooldown is paused until the barrier is destroyed.
  • Hakurei Arts “Kagutsuchi’s Lament”: Reimu conjures fiery talismans that rain down on two targets for 4d2+14, inflicting 3 Purifying Burn on hit. 4 Turn Cooldown.
  • Hakurei Arts “Barrier Breach”: Reimu stabs her opponent with utmost precision with the butt of her staff for 4d3+12. This ignores any defensive effects on the opponent (Protection, Aura, Barriers, etc). 3 Turn Cooldown.
  • KIRIN Arts “Violent Ensemble”: Reimu manifests copies of Rin’s instruments to attack for 6d3+6, Inflicting Soul Cut and Burn on hit; bypassing Burn Immunity. 4 Turn Cooldown.
  • Transcendant Hakurei Arts “Yin and Yang”: Multihit. Unavoidable. Two large magatamas of Yin and Yang appear beside Reimu, sending inescapable shockwaves for two instances of 10d2+6 across all targets. If it hits a target at least once, inflict Silence for 3 Turns and 3 Rupture to that target. Useable at Turn 3 of entering this stat sheet; 4 Turn Cooldown.
  • Transcendant Hakurei Arts “Keiseki” [ケイセキ]: Multihit. Reimu conjures a large naginata to cleave the earth beneath her, resulting in a large ripple of energy that surge towards a target for a 1d2 (Unopposed)that inflicts 1 Rupture. Then, she follows it up with a slash for 3d2+14 that inflicts 2 Rupture, and then a pierce for 6d2+12 that inflicts 1 Soul Cut. Usable at Turn 5 of entering this stat sheet; 5 Turn Cooldown.
  • Hakurei Arts “Fantasy Nature”: Reimu gathers several orbiting yin-yang orbs to rapidly spew out talismans, hitting all enemies with five total instances of 1d2+1. After 7 Turns have passed since entering this stat sheet, use Transcendant Hakurei Arts “Fantasy Heaven” instead. 5 Turn Coolown.
    • Transcendent Hakurei Arts “Fantasy Heaven”: Reimu gathers several rainbow yin-yang orbs to rapidly spew out a barrage of talismans, hitting all enemies with five total instances of 2d2+2. On hit, inflict Silence and -3 Final Power for 3 Turns. 8 Turn Cooldown.

– Passives

  • Deified Hakurei Aura: Roll 2d4+1 each turn for Aura. If Aura is more than 4, gain an additional (Aura/3) Final Power for that turn (Rounded down). Afterward, Aura is reduced to 3. Aura gained through Aura Burst does not get converted to Final Power.
  • Beyond the Kotoamatsukami’s Touch: Reality itself warps around Reimu, keeping herself beyond the reach of others. Reimu will automatically evade any attack sent to her, including those that cannot be normally dodged. Every attack drains Energy equal to the attack’s final roll value. When an attack drains Energy to zero, the next attack will force Reimu to block the hit instead until Energy is regenerated to 30. Count as an Elite Character. Reimu’s dice rolls cannot be lowered by external sources.
  • Fleeting Existence: When below 100 Energy, gain 5 Energy at the start of each turn. When below 50 Energy, gain 10 Energy instead. When below 10 Energy, gain 20 Energy instead.
  • Bullet Heaven: Talismans rain down on Reimu’s opponents, dealing 2 Unopposed damage to them at the start of each turn. Damage is not affected by DMG Modifiers.
  • The Hakurei Shrine Maiden: Immune to Charm (Unique Charm), Fear (Unique Fear), and Confusion (Unique Confusion).
  • Omni Arts “Skywalker”: Once per turn, have a ¼ chance to evade attack without using Energy.

– Keywords

Purifying Burn: Roll a 1d3+2 at the end of each turn, then reduce Purifying Burn by 1. Impure Beings take 1 extra damage from this status.

Chapter 4: Marisa Kirisame ~ Blazing Black-White Magician

Notes:

Hello, this is Emm, the (currently) only other person behind this... okay I don't quite know what you'd call this work if anything. A compendium, of sorts? It's definitely not a fanfiction, I think, aha.

Ya might know me as the Touhou Genshisai guy. Or something else entirely. I dunno. You're probably more surprised that me and Plas know each other. Dah... other than that, you SHOULD be able to tell which sheets are made by me, which sheets are made by Plasmy, and which sheets are made by anyone else if they decide to join in with making stuff like this.

Speaking of which. If you haven't guessed, the reason OCs have been mentioned is more than likely because of me. So like. Blame me for that. Lmao.

Besides there IS one Genshisai character that I do have planned to post here, given who she is, but she can wait her turn until she's ready to be posted (since whilst I do have her sheets readily available, I need to reformat them to avoid accidentally spoiling Genshisai's story. Sorry~!)

Anywho. Here's Marisa, for ya, made by yers truly!

Chapter Text

General Information

A witch living alone in the Forest of Magic. Known far and wide for both her tomfoolery and 'heroics' in resolving incidents (even if she did steal a lot of things in the process, in the past), and taught by the (in)famous magician Mima, Marisa wears her hard-earned title and prowess with pride.

 

Stat Sheets

Marisa Kirisame ~ Ordinary Magician (Non-Serious)

 

"Oi oi, don't blame me if you get hurt, da ze~."

 

HP: 23

ATK: 4d3+2

DEF: 2d4+5

EVD: 3d2+8

 

- Specials

 

  • Potion Toss - Toss a negative potion at an enemy, causing one of the following specified effects, at Marisa's choosing. 3 Turn Cooldown
    • Charm the opponent with a love potion.
    • Poison the opponent for 3 turns with a bottle of poison.
    • Put the opponent to Sleep with a sleep potion for 3 turns.
    • Make the opponent Confused for 2 turns with mushroom-infused drugs.
    • Damage the opponent for 3 unopposed damage with a potion of harming.
    • Paralyse the opponent for 3 turns with a brewed mushroom.

 

  • Healing Agent - Douse an ally in a healing potion, healing them for 7HP and removing negative status effects. 3 Turn Cooldown

 

  • Non-Directional Laser - Unfocused, undodgeable. Fire a barrage of lasers 5 times at all opponents, dealing a guaranteed 1 damage each. Roll a 5d(number of opponents here). Inflict 1 Burn with each hit. 4 Turn Cooldown

 

  • Strengthening Agent - Swift. Consume, or give one to an ally, a strengthening potion to boost a random stat’s maximum roll value by +3 for 3 turns. Roll a 1d3 to determine the stat. 3 Turn Cooldown

 

  • Sparking Hakkero Burst - Slam the Hakkero into an opponent’s chest and light them ablaze for 3d6+4 with its furnace capabilities, inflicting Burn for 3 turns. 4 Turn Cooldown

 

  • Outta My Way! ~ Marisa does her infamous 'Hip Check' (you know, That One) to an opponent, barging into them for 5d2+6. Inflict Confusion for 3 turns if this hits. Has a slight chance (⅙) of inflicting Charm instead. 4 Turn Cooldown

 

  • Shooting Star ~ Marisa hops on her broom and attempts to ram into an opponent at full speed for 6d2+6. Inflict Stun for 1 turn if this does more than 3 damage. If the target has Burn, this becomes Comet "Blazing Star" instead. 5 Turn Cooldown, usable from Turn 3
    • Comet "Blazing Star" ~ Multi-Hit. Marisa hops on her broom and races forward at ludicrous speeds to ram into an opponent for three separate instances of 6d3+4. With each hit that does more than 4 damage, shoot off miniature stars that target other enemies for 2 guaranteed damage and inflict Burn for 1 turn. If all three hits do more than 1 damage each, inflict Stun for 1 turn and Burn for 3 turns on the original target. 5 Turn Cooldown, usable from Turn 5

 

  • I'll Borrow This! ~ Marisa does what she does best and steals an opponent's power advantages by attempting to hit them for 5d3+3. If this does equal to or more than 3 damage, then steal +3 ADV from all of the opponents stats and apply them to Marisa. The target will only get these back once Marisa is dealt 10HP's worth of damage. 4 Turn Cooldown, usable from Turn 3

 

  • Master Spark - Fire a Master Spark at all opponents for 7d3+6 damage and inflict Burn for 2 turns on hit. Become unable to act offensively next turn. 4 Turn Cooldown, usable from Turn 5

 

- Passives

 

  • Oriental Magician ~ Due to her experience with handling hallucinogens and other things she's found laying around in the forest, Marisa is Resistant to Confusion, Charm, Paralysis, and Poison.

 

  • Ordinary Thieving Witch ~ Whenever Marisa does a basic attack, have a ⅓ chance of stealing +2 ADV from a random stat (decided by a 1d3 (ATK, DEF, EVD)) and applying it to herself. When defeated, return the thieved advantage.

 

  • Hakkero Burst ~ Whenever Marisa does damage to an opponent, have a ½ chance of applying Burn for 1 turn (2 = success).

 


 

Marisa Kirisame ~ Blazing Black-White Magician (Serious)

 

"Aha! Y'know what they say, blast first, ask questions NEVER!"

 

HP: 28

ATK: 5d3+6

DEF: 3d4+6

EVD: 4d2+8

 

- Specials

 

  • Hakkero Readying ~ Swift. Marisa makes sure her Mini-Hakkero can ignite in an instant if it needs to. Gain 4 Hakkero Charge this turn. 3 Turn Cooldown

 

  • Magic Missile ~ Marisa shoots out a barrage of magic missiles for three collective instances of 3d2+2. Inflict Burn for 2 turns if Marisa has more than 3 Hakkero Charge, then spend 3 Hakkero Charge. If Marisa has more than 6 Hakkero Charge, this becomes Magic Napalm instead. 3 Turn Cooldown
    • Magic Napalm ~ Marisa shoots out large blazing magical spikes to barrage an opponent for two combined instances of 3d3+2. Spend 6 Hakkero Charge when using this Special, and inflict Heavy Burn for 2 turns. 4 Turn Cooldown, usable at Turn 3

 

  • Pin-Point Flammable Laser ~ Undodgeable. Marisa aims her Mini-Hakkero and shoots an ultra-precise searing laser at an opponent for a guaranteed 4 damage. Inflict Burn for 1 turn on hit. 4 Turn Cooldown

 

  • Broom Ride ~ Defensive. Marisa hops on her broom to frantically dodge an attack sent her way in a single turn. Can only be used twice before going on cooldown. 2 Turn Cooldown (per dodge), if both dodges are used, it becomes a 4 Turn Cooldown instead.

 

  • Potion Toss ~ Toss a negative potion at an enemy, causing one of the following specified effects, at Marisa's choosing. 3 Turn Cooldown
    • Charm an opponent with a love potion.
    • Heavily Poison the opponent for 3 turns with a bottle of poison.
    • Put the opponent into a Deep Sleep with a sleep potion for 3 turns.
    • Make the opponent Confused for 2 turns with mushroom-infused drugs.
    • Damage the opponent for 5 unopposed damage with a potion of harming.
    • Shock and Paralyse the opponent for 3 turns with a brewed magical mushroom.

 

  • Healing Agent ~ Douse an ally in a healing potion, healing them for 8HP and removing negative status effects. 3 Turn Cooldown

 

  • Non-Directional Laser ~ Unfocused, Undodgeable. Fire a barrage of lasers 6 times at all opponents, dealing a guaranteed 2 damage each. Roll a 6d(number of opponents here). Inflict 1 Burn with each hit. If Marisa has 6+ Hakkero Charge, inflict 2 extra damage and inflict Burn for 1 extra turn, then spend 6 Hakkero Charge. 4 Turn Cooldown

 

  • Strengthening Agent ~ Swift. Consume, or give one to an ally, a strengthening potion to boost all stats' Max Roll Values by +3 for 3 turns. 4 Turn Cooldown, usable at Turn 3

 

  • Sparking Hakkero Burst ~ Slam the Hakkero into an opponent’s chest and light them ablaze for 4d5+6 with its furnace capabilities, inflicting Heavy Burn for 3 turns. If Marisa has more than 5 Hakkero Charge, this becomes Blitzing Hakkero Discharge instead. 4 Turn Cooldown, usable at Turn 3
    • Blitzing Hakkero Discharge ~ Marisa unleashes the full force of the Mini-Hakkero's flames to fully ignite an opponent for 6d4+6. Inflict 1 turn of Heavy Burn for every 2 damage done to the opponent. Expend 5 Hakkero Charge on use. 5 Turn Cooldown, usable at Turn 4

 

  • Outta My Way! ~ Marisa does her infamous 'Hip Check' (you know, That One) to an opponent, barging into them for 5d2+6. Inflict Confusion for 3 turns if this hits. Has a slight chance (⅙) of inflicting Charm instead. If Marisa has 4 Hakkero Charge, follow-up with an undodgeable burst of heat from her Mini-Hakkero with 4d2+4 to Burn the opponent for 2 turns, then expend 4 Hakkero Charge. 4 Turn Cooldown

 

  • Shooting Star ~ Marisa hops on her broom and attempts to ram into an opponent at full speed for 6d3+7. Inflict Stun if this does equal to or more than 3 damage. If the target has Burn, and Marisa is above 10 Hakkero Charge, this becomes Comet "Blazing Star" instead. 5 Turn Cooldown, usable at Turn 3
    • Comet "Blazing Star" ~ Marisa hops on her broom and races forward at ludicrous speeds to ram into an opponent for three separate instances of 6d4+5. With each hit that does more than 4 damage, shoot off miniature stars that target other enemies for 2 guaranteed damage and inflict Burn for 1 turn. If all three hits do more than 1 damage each, inflict Stun for 1 turn and Heavy Burn for 3 turns on the original target. Expend 10 Hakkero Charge on use. 5 Turn Cooldown, usable at Turn 5

 

  • I'll Borrow This! ~ Marisa does what she does best and steals an opponent's power advantage by attempting to hit them for 5d3+3. If this does equal to or more than 2 damage, then steal +4 ADV from all of the opponents stats and apply them to Marisa. The target will only get these back once Marisa is dealt 12HP's worth of damage. 4 Turn Cooldown, usable at Turn 3

 

  • Master Spark - Fire a Master Spark at all opponents for 7d3+6 damage and inflict Heavy Burn for 2 turns on hit. Become unable to act offensively next turn. If at 12+ Hakkero Charge, this becomes Double Spark instead. 4 Turn Cooldown, usable at Turn 5
    • Double Spark ~ What's better than one Master Spark, you may ask? TWO Master Sparks! Marisa fires two Master Sparks at an opponent for two separate instances of 7d2+7. If one instance does equal to or more than 4 damage, inflict Heavy Burn for 3 turns. If both instances do equal to or more than 4 damage, inflict Heavy Burn for 6 turns instead and do not become unable to act offensively next turn. Otherwise, become unable to act offensively next turn if that conditional is not met. 6 Turn Cooldown, usable from Turn 5

 

- Passives

 

  • Oriental Magician ~ Due to her experience with handling hallucinogens and other things she's found laying around in the forest, Marisa is Very Resistant (upgraded to Immune if To Stand Against Divine Limits is active) to Confusion, Charm, Paralysis, and Poison.

 

  • To Stand Against Divine Limits ~ Marisa counts as an Elite Character. When rolling against the detrimental effects of other Elite Characters, gain +/-2 (dis)advantage to aid in reaching the most optimal outcome. During higher-stakes battles, increase max HP to 35, gain +3 Final Power (reduced to +2 for Offensive Final Power), and gain +1 additional Hakkero Charge each turn.

 

  • Ordinary Thieving Witch ~ Whenever Marisa does a basic attack, have a ⅓ chance of stealing +2 ADV from a random stat (decided by a 1d3 (ATK, DEF, EVD)) and applying it to herself. When defeated, return the thieved advantage.

 

  • Hakkero Burst ~ Whenever Marisa does damage to an opponent, have a ½ chance of applying Burn for 1 turn (2 = success).

 

  • Revving Up ~ Whenever Marisa has more than 4 Hakkero Charge, gain +1 Final Power. If Marisa at 8 Hakkero Charge, gain +1 DMG Up. If Marisa is at 15 Hakkero Charge, gain +1 Final Power and +1 DMG UP. If Marisa is at 20 Hakkero Charge, inflict Heavy Burn for 1 turn with basic attacks.

 

  • Charging Heat ~ Every turn, starting from Turn 1, gain 1d3+2 Hakkero Charge.

 

- Keywords

 

  • Hakkero Charge ~ Unique charge specific to Marisa. Expended to empower certain Specials or to access certain Subspecials. For attacking rolls that spend Hakkero Charge, the effects of Revving Up does not impact these rolls. Otherwise, it will.

Chapter 5: Youmu Konpaku, Gardener of the Netherworld

Chapter Text

General Information

Born to serve Hakugyokurou’s mistress, Youmu Konpaku is a half-phantom who serves as a gardener and a sword instructor for her mistress. She’s part of the usual gang of incident resolvers that keeps Gensokyo in peace.

Stat Sheet

Youmu Konpaku, Gardener of the Netherworld (Non-Serious)

"You! State your name and purpose for coming to Hakugyokurou!"

HP: 20

ATK: 3d4+4

DEF: 1d10+5

EVD: 3d3+6

- Special(s)

  • Konpaku Arts: Youmu concentrates and slows down her perception of time. On the next turn, gain +1 Offensive and EVD Advantage and Time Dilation. Gain an extra Action Slot on the next turn. 4 Turn Cooldown.
  • Secret of Life and Death: Swift. Youmu creates a clone of herself with her phantom-half. The clone mirrors Youmu’s movements, copying them against an opponent for 3 Turns. The clone’s damage is not affected by damage modifiers. The clone cannot mirror an attack that gains benefits when this special is active. 7 Turn Cooldown.
  • Parry: Youmu parries her opponent's attack with 2d2+7 (+2 Final Power if “Secret of Life and Death” is active). If the value is higher than the opponent's, she parries and rolls and attacks with a 1d4 (Unopposed). If the value is lower, defend with half of the dice’s roll value. Cannot be used against ranged attacks. 3 Turn Cooldown.
  • Lotus Stance Cut: Youmu uses both Roukanken and Hakurouken to do a cross slash at the target for 1d4+10, inflicting 2 Bleed on hit. 4 Turn Cooldown.
  • Fillet: Youmu expertly cuts her target with a 2d5+5. On hit, inflict 1 Bleed. 2 Turn Cooldown.
  • Focus: Swift. Enter a meditative state. The next 3 Dices rolled will randomly gain 1d3 Final Power. 2 Turn Cooldown; Cooldown is paused until the last dice is rolled.
  • Phantom Cut: Multihit. Youmu performs rapid, quick-draw slashes with ghostly energy from afar, causing ghostly slashes to appear right at the target for 3d4+2 (Undodgeable) that applies 1 Deep Wound. Afterwards, roll a 1d3. If the roll value is 2, reuse this dice (max 2). If “Secret of Life and Death” is active, hit up to 3 Targets. If a charge of "Focus" is used on this skill, guarantee 1 Reuse of the dice roll. 3 Turn Cooldown.
  • Slash of the Eternal Future: Multihit. Send an opponent in the air with a 3d2+7 (+1 Final Power if “Secret of Life and Death” is active, Breakthrough), before rapidly slashing them for 2d5-3 (Unopposed) and finish it up with a 1d4+1 (Unopposed). Useable at Turn 6; 5 Turn Cooldown.

- Passives

  • Three Blades of Gensokyo ~ Half-Phantom: If Rin Satsuki, Gensokyo’s Last Kirin, or Meira, The Purple Viper, are allies and they attack a target, Youmu’s phantom-half follows up by shooting bullets for 3d3+3. When Secret of Life and Death is active, the clone follows up with a Basic Attack instead.
  • Konpaku Arts ~ Blitz: Roll a 1d7 at the start of every turn. If the value is 7, gain Time Dilation.
  • Konpaku Arts: ~ Agility: While Youmu has Haste (Unique Haste), gain +2 DMG Up and +2 DEF Advantage.
  • In Servitude to the Princess of Death: If Yuyuko Saigyouji is an ally, Youmu can intercept any attack directed to Yuyuko once per turn with a 5d2+3 Parry, and attack back for 2d3 (Unopposed).

– Keywords

  • Time Dilation (Unique Haste): Gain +2 Final Power and an extra Action Slot. This effect expires at the end of each turn.

Youmu Konpaku, The Green Wind (Serious)

"Something's happening in Gensokyo again... And Lady Yuyuko sent me out to investigate..."

HP: 24

ATK: 6d2+6

DEF: 4d2+5

EVD: 2d4+8

– Special(s)

  • Konpaku Arts: Swift. Youmu concentrates and slows down her perception of time. On the next turn, gain +1 Offensive and Evasive Advantage, and Time Dilation. 3 Turn cooldown.
  • Secret of Life and Death: Swift. Youmu creates a clone of herself with her phantom-half. The clone mirrors Youmu’s movements, copying them against an opponent for 3 Turns. The clone’s damage is not affected by damage modifiers. The clone cannot mirror an attack that gains benefits when this special is active. 6 Turn Cooldown.
  • Reflecting Slash: Youmu parries her opponent's attack with 3d2+10 (+2 Final Power if “Secret of Life and Death” is active). If the value is higher than the opponent's, she parries and rolls and attacks with a 1d4 (Unopposed). If the value is lower, defend with half of the dice’s roll value. 3 Turn Cooldown.
  • Lotus Stance Cut: Youmu uses both Roukanken and Hakurouken to do a cross slash at the target for 2d3+13, inflicting 2 Bleed on hit. 3 Turn Cooldown.
  • Fillet: Youmu expertly cuts her target with a 7d2+4. On hit, 1 Deep Wound. 2 Turn cooldown.
  • Focus: Swift. Enter a meditative state. The next 3 Dices rolled will randomly gain 1d2+1 Final Power. 2 Turn Cooldown; Cooldown is paused until the last dice is rolled.
  • Phantom Cut: Multihit. Youmu performs rapid quick-draw slashes with ghostly energy from afar, causing ghostly slashes to appear right at the target for 4d2+8 (Undodgeable) that applies 2 Soul Cut. Afterwards, roll a 1d5. If the roll value is 2 or 4, reuse this dice (max 3). If “Secret of Life and Death” is active, two more targets can be hit with this special. If a charge of "Focus" is used on this skill, guarantee 1 Reuse of the dice roll. 3 Turn Cooldown.
  • Slash of the Eternal Future: Multihit. Send an opponent in the air with a 5d2+7 (+1 Final Power if “Secret of Life and Death” is active, Breakthrough), before rapidly slashing them for 5d2-3 (Unopposed) and finish it up with a 2d2+1 (Unopposed). Useable at Turn 6; 5 Turn Cooldown.
  • Perfected Konpaku Arts “Bury The Light”: Usable when Rin Satsuki, Gensokyo’s Last Kirin is an ally. Youmu and Rin's speed reaches a point of simulating stopped time. They attack all enemies in the field, dealing 30% of Youmu’s Max HP as Unopposed Damage (45% if “Secret of Life and Death” is active). Afterwards, Rin and Youmu gain Time Dilation for 3 Turns. Using this move consumes all of Rin and Youmu’s Action Slots. Useable at Turn 8; 6 Turn Cooldown.

– Passives

  • Three Blades of Gensokyo ~ Support: If Rin Satsuki, Gensokyo’s Last Kirin, or Meira, The Purple Viper, are allies and they attack a target, the phantom-half follows up by shooting bullets for 5d2+6. When "Secret of Life and Death" is active, the clone follows up with a Basic Attack instead.
  • Three Blades of Gensokyo ~ Unmatched: When fighting other sword users, gain +2 Final Power against them. Does not activate against fellow members of the Three Blades of Gensokyo.
  • Mastered Konpaku Arts ~ Blitz: Roll a 1d4 at the start of every turn. If the value is 4, gain Time Dilation.
  • Konpaku Arts: ~ Agility: While Youmu has Haste (Unique Haste), gain +2 DMG Up and +2 DEF Advantage.
  • Resolute Focus: When at or below 10 HP, gain +2 DMG Up. Gain Haste and Time Dilation in the next turn when this activates for the very first time.
  • Blade of Saigyouji: Resistant to Charm (Unique Charm). Somewhat Resistant to Fear (Unique Fear).
  • To Stand Against Divine Limits: In a higher-stakes battle, permanently gain +3 Final Power for the rest of the battle that cannot be removed. Raise health to 28 HP. Become Very Resistant to Charm (Unique Charm), and Resistant to Confusion (Unique Confusion) and Fear (Unique Fear) while this passive is active. Become classified as an Elite Character when this is active.
  • Servitude to the Princess of Death: If Yuyuko Saigyouji is an ally, Youmu can intercept any attack directed to Yuyuko once per turn with a 5d2+5 Reflecting Slash, and attack back for 2d3.

– Keywords

  • Time Dilation (Unique Haste): Gain +2 Final Power and an extra Action Slot. This effect expires at the end of each turn.

Chapter 6: Reisen Udongein Inaba ~ Luna's Illusionary Crimson Eyes

Chapter Text

General Information

A moon rabbit that fled the Moon a long time ago and now lives on the earth as an earth rabbit instead. With an extremely confusing and inconsistent personality, ranging from timid to maddened in the blink of an eye, she at the very least does her best to help others where she can.

Stat Sheets

Reisen U. Inaba ~ Lunatic Earth Rabbit

 

"Sorry, but I can't really afford to let you get in my way!"

 

HP: 15

ATK: 3d3+4

DEF: 3d2+4

EVD: 2d3+8

 

- Specials

 

  • Illusionary Shot ~ Reisen shoots a powerful purple bullet at full speed towards an enemy for 4d3+3, imbued with her ability. On hit, inflict 1 turn of Confusion. If three turns have passed in battle, and Reisen's Mad Red Eyes is active against the target, this Special will trigger the Subspecial 'Fell Bullet' on hit. 3 Turn Cooldown
    • Fell Bullet ~ Upon Illusionary Shot hitting a target, and the conditions are met, the original bullet Reisen shoots will glow before exploding, shooting off many smaller bullets in a cluster to target (up to) two other enemies for 5d3+3, inflicting 2 turns of Insanity. If Illusionary Shot defeats the original target, this gains 2x DMG Up (reduced to 1.5x DMG Up if the target is not defeated, but below 50% HP). 4 Turn Cooldown, usable after Turn 3

 

  • Wavelength Manipulation: Phase Offset, Amplitude Reduction, Brainwave Reduction ~ Swift. Reisen manipulates wavelengths to get the upper hand in a fight. Only one Wavelength Manipulation can be active at a time. 2 Turn Cooldown, paused whilst a Wavelength Manipulation is active.
    • Phase Offset ~ Reisen manipulates her own wavelengths to become completely unperceivable whilst it's active. On the first turn of this activating, gain Undetectable. For every turn after this, have a ¼ chance of gaining Undetectable at turn start. Lasts for three turns upon activation before going on cooldown.
    • Amplitude Reduction ~ Reisen manipulates the wavelengths of her bullets, imbuing them with such an effect that it'll silence a target upon hitting them. Whenever one of Reisen's basic attacks hits a target, inflict Silence for 2 turns. If a Special hits a target whilst this is active, or if the target is already Silenced, it will instead only afflict Silence for 1 turn. Lasts for 2 turns upon activation before going on cooldown.
    • Brainwave Reduction ~ Reisen imbues her attacks with her ability to manipulate the wavelengths of someone's brainwaves, reducing their ability to stay calm and causes them to give into their rage. When attacking someone with a basic attack, Reisen inflicts Rage for 2 turns. If a Special hits a target whilst this is active, or if the target already has Rage, it will instead only afflict Rage for 1 turn instead. Lasts for 2 turns upon activation before going on cooldown.

 

  • Lunatic Eyes ~ Breakthrough. Reisen flashes her eyes at a target to make direct eye contact, inflicting Rage, Insanity, Confusion, or Fear at random for 3 turns. Ineffective against targets with their eyes covered, blind people, or people wearing eye coverings. Otherwise, roll a 1d10 to resist making eye contact (6+ = success, 5- = failure). This bypasses two layers of Confusion (Unique Confusion), Rage, and Fear Resistance. 3 Turn Cooldown

 

  • Eye Beam ~ Reisen releases a destructive wave from her eyes to pierce through a target for 5d2+5, inflicting 1 turn of Confusion. If Reisen's Crackshot passive is active on the original target, it will fully pierce through the target and will attack an extra target for anunopposed1d3, inflicting 1 turn of Fear on that target upon the next turn. 3 Turn Cooldown, extended to 4 if the Conditional is met

 

  • Combat Patch-Up ~ Using her field experience, Reisen assesses an ally's injuries and quickly stabilises them to the best of her ability, healing them for 3d2+2 HP and cleansing 1 turn of negative status effects. 3 Turn Cooldown

 

  • Megaphone Blast: Wave, Shockwave, Backhand, Shotgun, Sniper ~ Reisen pulls out her megaphone and uses it in certain ways.
    • Wave ~ Reisen shoots a wave of bullets towards (up to) three opponents to keep them back for two collective instances of 2d3+1, inflicting 1 turn of Confusion on the next turn. 3 Turn Cooldown
    • Shockwave ~ Reisen lets off a powerful shockwave from her megaphone handgun to stagger an enemy for 3d2+5. On hit, only deal half damage, but Stun the target regardless of it being successfully defended. 4 Turn Cooldown
    • Backhand ~ Unopposed, Defensive.Reisen attempts to evade an opponent’s attack with +2 Final Power, then uses her megaphone to backhand a target that's too close away from her for an unopposed 2d2+1, inflicting 1 turn of Rage on the next turn on hit. On evasion failure, gain 8 Protection for the attack instead but gain -1 DMG Up on the unopposed attack. Only usable on a defensive turn. 3 Turn Cooldown
    • Shotgun ~ Reisen configures her megaphone into a shotgun and lets off a powerful point-blank blast at a target for three combined instances of 1d4+1, inflicting 1 turn of Fear on the next turn. 4 Turn Cooldown, usable from Turn 3
    • Sniper ~ Reisen configures her megaphone into a sniper rifle and lines up a magic-suppressing shot with a target, firing for a powerful 6d3+3, inflicting 2 turns of Silence if it deals more than 3 damage. This attack ignores Damage Reduction. 4 Turn Cooldown, usable from Turn 5

 

  • Illusionary Hare ~ Retracing some of her training back from serving on the Moon, Reisen duplicates herself in an illusion, which shares her current stats and half of her current HP (taken from when she activated this Special). 4 Turn Cooldown, paused whilst in use, extended to 5 if used again, usable from Turn 3
    • Whenever an opponent attacks Reisen whilst this Special is in use, they have a ½ chance (2 resulting in a hit) of hitting her.
      • On failure, they simply damage the clone instead.
    • Whenever Reisen attacks a target, the illusionary Reisen and the real one attack using the exact same Special, but only one attack is actually real (opponent rolls a 1d2 to determine which to block, unless they can see through the ruse).
      • On a failure, the target defends against the real attack with half of their defense roll.
      • When the illusion takes damage equal to the clone's HP when Reisen made the clone, it'll disappear.
    • Reisen can additionally create another illusion one turn after the first one (makes the opponent attacking Reisen and Reisen attacking an opponent roll become a 1d3) if the first fake Reisen is not defeated.
    • The fake Reisen(s) will not defend themselves if attacked and will take full damage from any attack.
    • The fake Reisen(s) will disappear three turns after the first one was made.

 

- Passives

 

  • Lunatic Rabbit Accustomed To Impurity ~ Whenever there are Moon Rabbit enemies, gain +1 DMG Up and +1 Offensive Final Power (max of +2) (does not stack with the Lunarian part of this passive). If there are Lunarian enemies (exc. Eirin & Kaguya), instead gain +2 DMG Up and +1 Offensive Final Power (max of +2) (does not stack with theMoon Rabbitpart of this passive). If Tewi Inaba is an enemy, instead gain +3 Offensive Final Power and +1 DMG Up (only applies to and against Tewi).

 

  • Crackshot ~ When Reisen's ATK roll has a max-roll that is higher than the opponent's DEF/EVD max-roll (whichever is higher), her attacks become Undodgeable (unless specified otherwise)and opponents take +1 damage from these attacks. If an opponent can dodge regardless of this Passive activating, this does not apply.

 

  • Mad Red Eyes ~ Whenever there is a target with Confusion (Unique Confusion) or Rage (Unique Rage) attacking Reisen, or if Reisen is attacking them, she gains +2 Final Power. Whenever Reisen inflicts Confusion (Unique Confusion) or Rage (Unique Rage) on a target, gain +1 DMG Up (max of +2) for the next turn only.

 

  • Finger-Point Sniper ~ Reisen's attacks count as Ranged and cannot be Countered by Melee Counters.

 

  • Lunatic Wave-Manipulating Rabbit ~ Reisen is Resistant to Confusion (Unique Confusion), Fear (Unique Fear), and Charm. This unit can additionally target and detect Undetectable enemies.

 


Reisen U. Inaba ~ Luna's Illusionary Crimson Eyes

 

"Master wanted me to do this, so… I guess this is the best way to do it?"

 

HP: 20

ATK: 5d3+4

DEF: 5d2+4

EVD: 3d3+10

 

- Specials

 

  • Illusionary Shot ~ Reisen shoots a powerful purple bullet at full speed towards an enemy for 4d3+4, imbued with her ability. On hit, inflict 1 turn of Confusion. If three turns have passed in battle, and Reisen's Mad Red Eyes is active against the target, this Special will trigger the Subspecial 'Fell Bullet' on hit. Alternatively, if five turns have passed, Reisen can choose to shoot an Ally instead to trigger Fell Bullet with empowered effects. If the targeted ally is Tewi Inaba, prioritise targeting her and gain +2 Final Power and +1 DMG Up on the roll for Fell Bullet. 3 Turn Cooldown
    • Fell Bullet ~ Multihit. Upon Illusionary Shot hitting a target, and the conditions are met, the original bullet Reisen shoots will glow before exploding, shooting off many smaller bullets in a cluster to target (up to) two other enemies for 2d4+8, inflicting 2 turns of Insanity. If Illusionary Shot defeats the original target, this gains 2x DMG Up (reduced to 1.5x DMG Up if the target is not defeated, but below 50% HP). If Illusionary Shot hits an ally, the ally is dealt an unopposed 5d2 damage, but the outgoing damage of Fell Bullet gains 3x DMG Up and inflicts Madness (Unique Confusion) for 3 turns. 4 Turn Cooldown, usable after Turn 3

 

  • Wavelength Manipulation: Phase Offset, Amplitude Reduction, Brainwave Reduction ~ Swift. Reisen manipulates wavelengths to get the upper hand in a fight. Only one Wavelength Manipulation can be active at a time. 2 Turn Cooldown, paused whilst a Wavelength Manipulation is active.
    • Phase Offset ~ Reisen manipulates her own wavelengths to become completely unperceivable whilst it's active. On the first turn of this activating, gain Undetectable. For every turn after this, have a ⅓ chance of gaining Undetectable at turn start. Lasts for three turns upon activation before going on cooldown.
    • Amplitude Reduction ~ Reisen manipulates the wavelengths of her bullets, imbuing them with such an effect that it'll silence a target upon hitting them. Whenever one of Reisen's basic attacks hits a target, inflict Silence for 2 turns. If a Special hits a target whilst this is active, or if the target is already Silenced, it will instead only afflict Silence for 1 turn. Lasts for 2 turns upon activation before going on cooldown.
    • Brainwave Reduction ~ Reisen imbues her attacks with her ability to manipulate the wavelengths of someone's brainwaves, reducing their ability to stay calm and causes them to give into their rage. When attacking someone with a basic attack, Reisen inflicts Rage for 2 turns. If a Special hits a target whilst this is active, or if the target already has Rage, it will instead only afflict Rage for 1 turn instead. Lasts for 2 turns upon activation before going on cooldown.

 

  • Lunatic Eyes ~ Breakthrough. Reisen flashes her eyes at a target to make direct eye contact, inflicting Rage, Insanity, Confusion, or Madness at random for 4 turns. Ineffectiveagainst targets with their eyes covered, blind people, or people wearing eye coverings. Otherwise, roll a 1d10 to resist making eye contact (7+ = success, 6- = failure). This bypasses three layers of Confusion (Unique Confusion) and Rage resistance. 3 Turn Cooldown

 

  • Eye Beam ~ Multihit. Reisen releases a destructive wave from her eyes to pierce through a target for 3d3+6, inflicting 1 turn of Insanity on the next turn. If Reisen's Crackshot passive is active on the original target, it will fully pierce through the target and will attack an extra target for an unopposed1d3+1, inflicting 2 turns of Fear on that target upon the next turn. 3 Turn Cooldown, extended to 4 if the Conditional is met

 

  • Mind Explosion ~ Reisen points her finger forward and fires a rocket-shaped projectile at an opponent for 5d2+4. On hit, inflict 1 Insanity next turn, but the projectile will also explode and deal 1d3+1 unopposeddamage to one other target (chosen at random) and inflict 1 Insanity on them next turn. 4 Turn Cooldown

 

  • Combat Patch-Up ~ Using her field experience, Reisen assesses an ally's injuries and quickly stabilises them to the best of her ability, healing them for 4d2+2 HP and cleansing 2 turns of negative status effects. 3 Turn Cooldown

 

  • Megaphone Blast: Wave, Shockwave, Backhand, Shotgun, Sniper ~ Reisen pulls out her megaphone and uses it in certain ways.
    • Wave ~ Reisen shoots a wave of bullets towards (up to) three opponents to keep them back for two collective instances of 2d3+2, inflicting 1 turn of Madness on the next turn. 3 Turn Cooldown
    • Shockwave ~ Reisen lets off a powerful shockwave from her megaphone handgun to stagger an enemy for 5d2+4. On hit, only deal half damage, but Stun the target regardless of it being successfully defended. 4 Turn Cooldown
    • Backhand ~ Unopposed, Defensive. Reisen attempts to evade an opponent’s attack with +2 Final Power, then uses her megaphone to backhand a target that's too close away from her for an unopposed 3d2+1, inflicting 2 turns of Rage on hit. On evasion failure, gain 12 Protection for the attack instead but gain -1 DMG Up on the unopposed attack. Only usable on a defensive turn. 3 Turn Cooldown
    • Shotgun ~ Reisen configures her megaphone into a shotgun and lets off a powerful point-blank blast at a target for three combined instances of 1d5+2, inflicting 1 turn of Fear on the next turn. 4 Turn Cooldown, usable from Turn 3
    • Sniper ~ Reisen configures her megaphone into a sniper rifle and lines up a magic-suppressing shot with a target, firing for a powerful 6d3+3, inflicting 2 turns of Silence if it deals more than 3 damage. This attack ignores Damage Reduction. 4 Turn Cooldown, usable from Turn 5

 

  • Illusionary Hare ~ Retracing some of her training back from serving on the Moon, Reisen duplicates herself in an illusion, which shares her current stats and half of her current HP (taken from when she activated this Special). 4 Turn Cooldown, paused whilst in use, extended to 5 if used again, usable from Turn 3
    • Whenever an opponent attacks Reisen whilst this Special is in use, they have a ½ chance (2 resulting in a hit) of hitting her.
      • On failure, they simply damage the clone instead.
    • Whenever Reisen attacks a target, the illusionary Reisen and the real one attack using the exact same Special, but only one attack is actually real (opponent rolls a 1d2 to determine which to block, unless they can see through the ruse).
      • On a failure, the target defends against the real attack with half of their defense roll.
    • When the illusion takes damage equal to Reisen's HP when she made the clone, it'll disappear.
    • Reisen can additionally create another illusion one turn after the first one (makes the opponent attacking Reisen and Reisen attacking an opponent roll become a 1d3) if the first fake Reisen is not defeated by then.
    • The fake Reisen(s) will not defend themselves if attacked and will take full damage from any attack.
    • The fake Reisen(s) will disappear three turns after the first one was made.

 

  • Magic Bullet ~ Multihit. Reisen configures her megaphone into a rifle and aims it towards the enemy, firing a very distinct shot imbued with her ability for 7d2+6 on one target, additionally inflicting 2 turns of Madness and 1 Fear on the next turn, with it then piercing through the original target and targeting all other enemies for a single instance of 12d2-6, inflicting 2 turns of Madness on whoever it hits afterwards. Additionally, if any of Reisen's allies have Confusion (Unique Confusion) or Rage (Unique Rage), then they will additionally be targeted by this attack. It will also hit Tewi Inaba regardless of her status (or try to, anyway). 5 Turn Cooldown, usable from Turn 5

 

- Passives

 

  • Lunatic Rabbit Accustomed To Impurity ~ Whenever there are Moon Rabbit enemies, gain +1 DMG Up and +1 Offensive Final Power (max of +2) (does not stack with theLunarianpart of this passive). If there are Lunarian enemies (exc. Eirin & Kaguya), instead gain +2 DMG Up and +1 Offensive Final Power (max of +2) (does not stack with the Moon Rabbitpart of this passive). If Tewi Inaba is an enemy, instead gain +3 Offensive Final Power and +1 DMG Up (only applies to and against Tewi).

 

  • Crackshot ~ When Reisen's ATK roll has a max-roll that is higher than the opponent's DEF/EVD max-roll (whichever is higher and can roll the highest), her attacks become Undodgeable and opponents take +1 damage from these attacks. If an opponent can dodge regardless of this Passive activating, this does not apply.

 

  • Mad Red Eyes ~ Whenever there is a target with Confusion (Unique Confusion), Fear (Unique Fear), or Rage (Unique Rage) attacking Reisen, or if Reisen is attacking them, she gains +2 Final Power. Whenever Reisen inflicts Confusion (Unique Confusion), Fear (Unique Fear), or Rage (Unique Rage) on a target, gain +1 DMG Up (max of +2) for the next turn only.

 

  • Finger-Point Sniper ~ Reisen's attacks count as Ranged and cannot be Countered by Melee Counters.

 

  • Lunatic Wave-Manipulating Rabbit ~ Reisen is Very Resistant to Confusion (Unique Confusion), Fear (Unique Fear), and Charm. This unit can additionally target and detect Undetectable enemies.

 

  • Eientei's Lunar-Minded and Asynchronous Youkai Rabbit ~ If Eirin Yagokoro and/or Kaguya Houraisan are present, Reisen gains 1 Protection and +1 Defensive Final Power (max of +2). During Higher-Stakes Battles, gain +3 Final Power (reduced to +1 for ATK rolls), change Max HP to 30, and become classified as an Elite Enemy.

 

- Keywords

 

  • Madness (Unique Confusion) ~ The type of insanity one would receive by looking directly into Reisen's eyes (or having her ability be used on someone). When inflicted, the afflicted becomes incredibly reckless, taking +2 damage from all direct damage sources (not including Status Effects) and losing -2 DEF Final Power, but in turn gain +2 ATK Final Power and +2 DMG Up.

Chapter 7: Sakuya Izayoi, Timeless Moon

Notes:

(See the end of the chapter for notes.)

Chapter Text

General Information

A European girl descended from a tribe of chronomancers that was wiped out by Mima’s group during the medieval ages. She was discovered by a group of vampire hunters who found her in a coffin sealed with a time spell and was raised to be one. After making a name for herself, she was contracted to eliminate Remilia Scarlet. But fate would twist her path, and she would turn to serve her. She now resides as the Scarlet Devil Mansion’s Chief Butler.

Stat Sheet

Sakuya Izayoi, Dog of the Devil (Non-Serious)

Your time is mine.

HP: 20

ATK: 3d2+6

DEF: 2d3+5

EVD: 2d6+5

– Specials

  • Snail Time: Swift. When used, Sakuya gains Snail Time next turn. 3 Turn Cooldown.
  • Decaying Clock: Breakthrough. Sakuya throws a pocket watch to the enemy for 2d3+9. On hit, inflict Snail Time for 2 Turns. 3 Turn Cooldown.
  • Energized Clock: Sakuya applies Time Acceleration to herself or an ally for 2 Turns. 4 Turn Cooldown.
  • Disappearing Act: Defensive. Sakuya ‘teleports’ out of an attack, completely evading it. 3 Turn Cooldown.
  • Tea~?: Swift. Sakuya serves herself or an ally tea, healing them for 2d3+3 HP and gives them Tea Served Hot for 2 Turns. 4 Turn Cooldown.
  • Inscribed Red Soul: Sakuya rapidly lashes out with her knives, slicing everything nearby and dealing 4d3+4 and 2 Bleed. 3 Turn Cooldown; 2 Turn Cooldown with Snail Time active.
  • Eternal Meek: Throw a bunch of knives across the field and deal 12 DMG to all opponents in the field. Inflicts 2 Bleed on hit. 4 Turn Cooldown; 3 Turn Cooldown with Snail Time active.
  • Luminous Ricochet: Swift. Sakuya throws a single knife that bounces around the field. At the start of the turn, and when the turn ends, the knife randomly attacks an enemy for 2 DMG (Unopposed). 2 Turn Effect Duration; 4 Turn Cooldown. 3 Turn Effect Duration and 3 Turn Cooldown with Snail Time Active, and will no longer be Swift.
  • Sakuya’s World: Spend this turn charging up to stop time. EVD becomes a 5d3+5 for this turn. If Sakuya doesn’t get hit during this charge-up, inflict Stopped Time to all characters at the beginning of the next turn. If she fails to evade while charging up, she teleports away and cancels this special. Usable at Turn 5; 6 Turn Cooldown; 4 Turn Cooldown on Fail.
    • Sakuya may bring an ally into her world and be able to act once. This, however, will make her use up an action slot. The ally’s cooldowns will be unpaused, and the ally can only attack once.

– Passive

  • Perfect, Elegant Maid: Very Resistant to Charm (Unique Charm), Confusion (Unique Confusion), Fear (Unique Fear), and Rage. When Remilia Scarlet is an ally, take orders from that unit with +2 ADV to the respective stat involved. Commands are disabled if that unit is an enemy.
  • Time Acceleration: Reduce the duration of debuffs and damaging status types by 1 (min 1).
  • Chronomancer: Unaffected by time-related abilities.

– Keywords

  • Snail Time: While Sakuya has this effect, enemies that she attacks or defends against gain -3 Final Power while Sakuya herself gains +1 DMG Up, +1 Protection, and an extra Action Slot for the turn, and always moves first (regardless of whether others have Haste). While anopponenthas this effect, they gain -5 Final Power for the turn and will always move last. Expires at the end of the turn.
  • Time Acceleration: Gain One Extra Action Slot and move first (regardless of whether others have Haste). Also gain +3 Final Power, +1 DMG Up, and +1 Protection.
  • Stopped Time: Time is stopped across the battlefield for the turn, with Sakuya unaffected and giving her 2 Extra Action Slots. All attacks done to opponents affected by Stopped Time will be added up to a single value that the opponent will use to defend against.
    • All cooldowns are paused for the turn except for those unaffected by Stopped Time.
    • Any special that has a chance to inflict a debuff is guaranteed to do so.
  • Tea Served Hot (Unique Regeneration): Heal +2 HP at the end of the turn and become Immune to Charm (Unique Charm) and Confusion (Unique Confusion) while this effect is active. Cleanses the aforementioned debuffs when used on an ally suffering from them.

 

Sakuya Izayoi, Timeless Moon (Serious)

Despite it all, everyone is a prisoner of time.

HP: 23

ATK: 4d2+10

DEF: 2d3+13

EVD: 2d2+11

– Specials

  • Snail Time: When used, Sakuya gains Snail Time next turn. 3 Turn Cooldown.
  • Decaying Clock: Breakthrough. Sakuya throws a pocket watch at the enemy for 2d2+13. On hit, inflict Snail Time for 2 Turns. 3 Turn Cooldown.
  • Energized Clock: Sakuya applies Time Acceleration to herself or an ally for 2 Turns. 4 Turn Cooldown.
  • Disappearing Act: Defensive. Can only be used in defensive turns. Sakuya ‘teleports’ out of an attack. It can be used twice in a single turn. 3 Turn Cooldown.
  • Tea~?: Swift. Sakuya serves an ally tea, healing them for 3d3+4 HP and gives them Tea Served Best Hot for 2 Turns. 4 Turn Cooldown.
  • Inscribed Red Soul: Sakuya rapidly lashes out with her knives, slicing everything nearby and dealing 1d4+14 and 2 Bleed. 3 Turn Cooldown; 2 Turn Cooldown with Snail Time active.
  • Eternal Meek: Throw a bunch of knives across the field and deal 17 DMG to all opponents in the field. Inflicts 2 Bleed on hit. 4 Turn Cooldown; 3 Turn Cooldown with Snail Time active.
  • Luminous Ricochet: Swift. Sakuya throws a single knife that bounces around the field. At the start of the turn, and when the turn ends, the knife randomly attacks an enemy for 2 DMG (Unopposed). 3 Turn Effect Duration; 4 Turn Cooldown. 3 Turn Effect Duration and 3 Turn Cooldown with Snail Time Active, and will no longer be Swift.
  • A Different Time: Sakuya calls for the aid of a neighboring timeline, manifesting another variant of her to do the subspecials below. Each have separate cooldowns from each other.
    • Spacetime Ward: Can only be used during defensive turns. A manifestation appears and clashes against the attack for 4d4+4. On Clash Win, attack back with a Basic Attack. On Clash Lose, destroy the manifestation instead. 2 Turn Cooldown.
    • Guess Work: Sakuya and a manifestation perform a pincer maneuver and attack with their Basic Attack. The defender has a ½ chance to defend against the correct Sakuya. Failing to do so will result in defending with -3 Defensive ADV. 4 Turn Cooldown.
  • A Dance of Blue and Red: Usable when Scarlett, The Scarlet Gunslinger, is an ally. Sakuya stops time and brings Scarlett with her to barrage a target with knives and bullets for 3d2+16 before resuming it, inflicting 2 Deep Wound and 2 Frail Soul on hit. Reduces Scarlett’s Action Slot by 1. Usable at Turn 5; 5 Turn Cooldown.
  • Sakuya’s World: Spend this turn charging up to stop time. EVD becomes a 1d3+14 for this turn. If Sakuya doesn’t get hit during this charge-up, inflict Stopped Time to all characters at the beginning of the next turn. If she fails to evade while charging up, she teleports away and cancels this special. Usable at Turn 5; 6 Turn Cooldown; 4 Turn Cooldown on Fail.
    • Sakuya may bring an ally into her world and be able to act once. This, however, will make her use up an action slot. The ally’s cooldowns will be unpaused, and the ally can only attack once.

– Passive

  • Perfect, Elegant Maid: Immune to Charm, Confusion, Fear (Unique Fear), and Rage. When Remilia Scarlet is an ally, take orders from that unit with +3 ADV to the respective stat involved. Commands are disabled if that unit is an enemy.
  • Time Acceleration: Reduce the duration of debuffs and damaging status types by 1. 
  • Chronomancer: Unaffected by time-related abilities.
  • To Stand Against Divine Limits: In higher stakes battle, permanently gain +3 Final Power for the rest of the battle that cannot be removed. Become classified as an Elite Character when this is active.

– Keywords

  • Snail Time: While Sakuya has this effect, enemies that she attacks or defends against gain -3 Final Power while Sakuya herself gains +1 DMG Up, +1 Protection, and an extra Action Slot for the turn, and always moves first (regardless if others have Haste). While an opponent has this effect, they gain -5 Final Power for the turn and will always move last. Expires at the end of the turn.
  • Time Acceleration: Gain One Extra Action Slot and move first (regardless of whether others have Haste). Also gain +3 Final Power, +1 DMG Up, and +1 Protection.
  • Stopped Time: Time is stopped across the battlefield for the turn, with Sakuya unaffected and giving her 2 Extra Action Slots. All attacks done to opponents affected by Stopped Time will be added up to a single value that the opponent will use to defend against.
    • All cooldowns are paused for the turn except for those unaffected by Stopped Time.
    • Any special that has a chance to inflict a debuff is guaranteed to do so.
  • Tea Served Best Hot (Unique Regeneration): Heal +3 HP at the end of the turn and become Immune to Charm (Unique Charm) and Confusion (Unique Confusion) while this effect this active. Cleanses the aforementioned debuffs when used on an ally suffering from them.

Notes:

As you've noticed, certain names mentioned in the stat sheets have titles with them while others don't. To put it simply, those with titles have their own sheets ready, while others don't.

Chapter 8: Sanae Kochiya, Shrine Maiden of the Wind

Notes:

(See the end of the chapter for notes.)

Chapter Text

General Information

Shrine Maiden of the Moriya Shrine, acting as the shrine’s public figure. Adored by all humans within the Human Village for her miracles. Ever since her introduction, she’s always joined Reimu and Marisa to resolve incidents whenever possible.

Is possibly competing against Marisa as Reimu’s #1 Best Friend.

Stat Sheet

Sanae Kochiya, Newbie Goddess of the Mountain

You can’t expect common sense in Gensokyo!

HP: 23

ATK: 3d3+4

DEF: 4d3+4

EVD: 4d2+4

– Specials

  • Charm of Good Commerce: Sanae fires a barrage of talismans for 4d3+5. Has a chance to apply Luck to Sanae for 2 Turns. 3 Turn Cooldown.
  • Misfortune Omikuji Barrage: Sanae fires a barrage of bad-luck omikuji for 4d3+5. Has a chance to apply Bad Luck to the opponent for 3 Turns. 3 Turn Cooldown.
  • Moses’ Miracle: Sanae disappears into the air and then slams down toward her opponent with The Heel, dealing 7d2+6 damage to the enemy and inflicting Confusion. Usable at Turn 3; 4 Turn Cooldown.
  • Gray Thaumaturgy: Sanae casts a star-shaped energy over an ally, healing them with beams of light. This heals 5 HP per turn and renders them immune to status ailments and debuffs for 2 Turns. 5 Turn Cooldown.
    • Sanae may choose to apply a more potent version of Gray Thaumaturgy, affecting 2 allies instead of 1. Raise cooldown to 7 Turns.
  • Forgotten Ritual: Applies an impenetrable barrier to an ally for a single turn with a chance to draw any attacks or specials they do. 3 Turn Cooldown.
  • Yasaka’s Divine Wind: Applies 3 Protection to all allies for 3 Turns. Usable at Turn 5; 5 Turn Cooldown.

– Passives

  • Moriya Shrine Maiden: Roll 1d2 at the start of the offensive turn for Aura.
  • For Moriya!: When Kanako is an ally, gain +2 DEF Advantage. When Suwako is an ally, gain +2 ATK Advantage. When both Suwako and Kanako are allies, gain the bonuses as mentioned earlier and +2 EVD Advantage.

Sanae Kochiya, Miraculous Living God

May you find forgiveness with Lady Yasaka’s Divine Judgement!

HP: 27

ATK: 3d4+6

DEF: 4d4+5

EVD: 4d3+6

– Specials

  • Charm of Good Commerce: Sanae fires a barrage of talismans for 4d3+6 and applies Luck to Sanae for 2 Turns. 2 Turn Cooldown.
  • Misfortune Omikuji Barrage: Sanae fires a barrage of bad-luck omikuji for 4d3+6 and applies Bad Luck to the opponent for 3 Turns. 2 Turn Cooldown.
  • Moses’ Miracle: Sanae disappears into the air and then slams down toward her opponent with The Heel, dealing 7d2+8 to the enemy and inflicting Confusion. Usable at Turn 3; 3 Turn Cooldown.
  • Gray Thaumaturgy: Sanae casts a star-shaped energy over an ally, healing them with beams of light. This heals 5 HP per turn and renders them immune to status ailments and debuffs for 3 Turns. 4 Turn Cooldown.
    • Sanae may choose to apply a more potent version of Gray Thaumaturgy, affecting 2 allies instead of 1 at the cost of a 5 Turn Cooldown.
  • Forgotten Ritual: Applies an impenetrable barrier to an ally for a single turn with a ¾ chance to draw any attacks or specials they do. 2 Turn Cooldown.
  • Cursebound Rejuvination: Sanae fires off a curse-ridden sphere towards a target for 3d5+3. On hit, the target will take 1 DMG at the end of each turn and heal Sanae 1 HP. This effect expires after 3 Turns have passed, or if the target is defeated beforehand. Usable at Turn 3; 5 Turn Cooldown.
  • Yasaka’s Divine Blessing: Applies 3 Protection to all allies for 3 Turns. Useable at Turn 5; 5 Turn Cooldown.
  • Calamity Fortune: Sanae channels the power of Suwako to channel the power of the Mishaguji, summoning the beast and crashing down towards three targets for 6d2+6, inflicting Bad Luck for 3 Turns on hit. Useable at Turn 4; 5 Turn Cooldown.

– Passives

  • Moriya Shrine Maiden: Roll 1d2+1 at the start of the offensive turn for Aura.
  • For Moriya!: When Kanako is an ally, gain +2 DEF Advantage. When Suwako is an ally, gain +2 ATK Advantage. When both Suwako and Kanako are allies, gain the bonuses as mentioned earlier and +2 EVD Advantage.

Notes:

I will be completely honest, I'm not really satisfied with Sanae's kit. But Emm and I agreed that we'd start posting the other characters once the usual Incident Resolvers (even though Reisen barely counts as one, since she only shows up in 9 and 15 in the mainline).

So with that out of the way, we're now free to post whoever and whatever we like. And even take in requests for certain characters. Oh and if you want to try and submit your own stat sheet to this page, here's just a reminder to shoot me a message in Discord.