TEXT: Touhou Project
  Magnificent Youkai of Neofantasia
  A roll-and-keep roleplaying game inspired by Team Shanghai Alice's series of danmaku 
  shooter games
  By Andrew Jackson
  aka CrazyPenguin
  
  Table of Contents
  Part 1 – Gensokyo Revealed..................................................................................................................................1
  Introduction.......................................................................................................................................................1
  Overview............................................................................................................................................................1
  Part 2 – Land of Gensokyo.....................................................................................................................................2
  Synopsis..............................................................................................................................................................2
  Roll and Keep.....................................................................................................................................................3
  Aspects................................................................................................................................................................3
  Derived Statistics...............................................................................................................................................4
  Part 3 – Inhabitants of Gensokyo..........................................................................................................................6
  Synopsis..............................................................................................................................................................6
  Character Creation............................................................................................................................................7
  Origins..............................................................................................................................................................10
  Combat Talents................................................................................................................................................21
  Non-Combat Talents.......................................................................................................................................24
  Advantages.......................................................................................................................................................26
  Disadvantages...................................................................................................................................................30
  Spellcards..........................................................................................................................................................33
   .........................................................................................................................................................................34
   .........................................................................................................................................................................34
  Abilities............................................................................................................................................................34
  Part 4 – Life in Gensokyo.....................................................................................................................................36
  Synopsis............................................................................................................................................................36
  Playing..............................................................................................................................................................37
  Combat.............................................................................................................................................................40
  Magic................................................................................................................................................................44
  Advancement...................................................................................................................................................50
  Part 5 – Maple Dream..........................................................................................................................................52
  Synopsis............................................................................................................................................................52
  A Brief History of Gensokyo...........................................................................................................................53
  Gamemaster's Section......................................................................................................................................56
  Bosses................................................................................................................................................................59
  Incidents...........................................................................................................................................................63
  Credits and Acknowledgments.......................................................................................................................64
  
  Touhou ~ MYON
  Part 1 – Gensokyo Revealed
  "There's nothing wrong with the Gensokyo 
  girls. They just enjoy living dangerously." ~ ZUN
  Introduction
  Are you ready to live dangerously? If so, 
  this portal to Gensokyo awaits you. Touhou RPG - 
  Magnificent Youkai of Neofantasia is a roleplaying 
  game with which you, and several of your friends, 
  can get together and take a creative journey into 
  Gensokyo. Come on, you know you want to wear 
  a funny hat.
  Overview
  MYON, as this game's name will often be 
  shortened to in this guide, is a roleplaying game set 
  in a fictional semi-Japanese world. Several humans, 
  yourself included, work together to create an 
  engaging story.
  The humans are split into two groups. The 
  players provide the protagonists of the story, 
  whom the narrative is focused upon. They work 
  together in a party and describe mostly their own 
  actions, though they could offer suggestions to the 
  gamemaster.
  The gamemaster plays the role of the rest 
  of Gensokyo; he describes everything from the 
  smells of the forest to the actions of the fairies. He 
  also provides the plot, the incident, the reason why 
  the player's characters are out and about.
  Remember that the players and gamemaster 
  should work together. Most of all, have fun with 
  MYON!
  1/64
  
  Touhou ~ MYON
  Part 2 – Land of Gensokyo
  “Gensokyo was deemed useless to the new world, so priests sealed it away with the Great Barrier that 
  could never be opened again. Of course, youkai and the descendants of the brave humans who kept them in 
  check were sealed away in the process as well...” ~ Perfect Cherry Blossom Prologue
  Synopsis
  This section of the book covers the most important building blocks for every inhabitant of 
  Gensokyo in MYON. It starts with a chapter on the system itself, called Roll and Keep (pg 3). Aspects (pg. 
  3), the character's raw capabilities comes next. Then it has a chapter of the statistics derived from Aspects, 
  known as Derived Statistics (pg. 4).
  This may not be the most exciting section of the book, but without the foundation contained in 
  Part 2, the rest of the rules fall apart. Part 3 (pg. 6) covers the rules of character creation and part 4 (pg. 36) 
  covers the rules for playing the game, if you want to skip ahead.
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  Touhou ~ MYON
  Roll and Keep
  This section is a quick introduction to the 
  system used in the game. For more information see 
  Playing on page 37.
  Touhou MYON uses what's called a Roll 
  and Keep system. That means that a certain 
  number of dice are rolled, and an equal or lesser 
  number of dice are kept. Keeping a die means that 
  that die is totaled with the other kept die to figure 
  out the result of the roll. Unkept dice are 
  effectively discarded.
  The number of dice rolled in a R&K system 
  is notated by XkY+Z. X is the number of dice 
  rolled. Y is the number of dice kept. Z is a number 
  which is added to the roll while figuring the roll's 
  result. Generally, X is equal to the aspect being 
  used, and Y is equal to the talent being used. Z is 
  any number of bonuses which can be applied.
  All three, X, Y, and Z can be modified by 
  various advantages, disadvantages, origins, spells, 
  and other things.
  Dice rolled as 10's explode, meaning that 
  you reroll the die, and add 10 for each time that 
  single die has exploded, allowing even weak 
  characters to sometimes roll drastically well. As 
  well, characters also possess Cherry Dice, which 
  they can spend to roll more dice than normal. 
  Characters are created using a point-buy 
  system; every character starts with a fixed number 
  of Cherry Points, and gains more as they play in 
  the game. There is a number of similar-yet-distinct 
  skills which allow a wide variety of characters with 
  different focuses to be created and to be roughly 
  equal in balance. Characters can equally viable as 
  generalists or as specialists, allowing a variety of 
  play styles.
  Combat is dissimilar to most other 
  roleplaying games as every combatant's turns 
  happen simultaneously, which may be difficult to 
  pick up for players who are used to other forms of 
  play, but is simple and quick once all are familiar 
  with it.
  Aspects
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects
  The raw capabilities of your character
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  Aspects are your character's raw potential. 
  They represent your character's capabilities before 
  learning skills; no matter how much a character has 
  practiced dancing, if they have two left feet and no 
  sense of balance, they are unable to dance. All 
  aspects start at level 1 for free and cost 2 for each 
  additional level at creation. The starting limit is 3.
  Hat
  The two physical aspects relate to the 
  character's corporeal abilities.
  Might - This aspect represents one's 
  strength and vigor. It determines how much weight 
  the character may pick up and carry, how much 
  damage they may deal in physical attacks, their 
  ability to shrug off diseases, and other body related 
  phenomena.
  Agility - Agility is also a physical aspect, 
  however this one relates instead to one's 
  movement. It is their capacity to react quickly, to 
  perform tasks with skill and dexterity, and speed.
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  Touhou ~ MYON
  Danmaku
  The three mental aspects relate to the 
  character's mind. Beauty of thought is important, 
  according to the spell card rules.
  Thought - Thought is the mind's ability to 
  assimilate and utilize facts. Knowledge, memory, 
  and logic all belong under Thought. A high-
  thought character may seem the genius, but if their 
  other mental aspects are low then they will be 
  weak-minded and not very sociable.
  Spirit - A character with a strong spirit is 
  motivated, able to endure bad situations, and has 
  willpower. Thought is the skill of the mind, Spirit is 
  the strength of the mind.
  Mystique - Charisma, moxie, personality, 
  whatever you call it, some people have more 
  sociable force than others do. Mystique is what 
  draws people to them and gets them to listen to 
  what they are saying.
  Some youkai have a high mystique aspect, 
  but due to their alien thought process, may be 
  unsociable to human companions.
  Derived Statistics
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  Next come the statistics derived from your 
  aspects and perhaps modified by your advantages 
  or disadvantages, as explained later. These are Hat, 
  Danmaku, Lives, Spellcards, and Cherry Dice.
  Hat is equal to your highest physical aspect 
  score. Danmaku is equal to your highest mental 
  aspect score. Your number of lives is equal to your 
  Hat, and your number of spellcards is equal to 
  your Danmaku.
  Your number of starting Cherry Dice is 
  equal to the combination of Hat and Danmaku. All 
  of these statistics can be modified by certain 
  advantages.
  Hat
  Hat is equal to your highest physical aspect 
  score, as it represents whether your character 
  prefers raw power in combat or to twist past their 
  opponent's defenses and strike using skill and 
  dexterity. Physical combat talents are tied to the 
  Hat aspect.
  Danmaku
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  Touhou ~ MYON
  Danmaku is equal to your highest mental 
  aspect score, as it represents which of the three 
  sides of beauty your character most often uses to 
  create spiritual bullets. Your non-spellcard 
  danmaku attacks use your Danmaku aspect.
  Lives
  Some people are able to take more hits 
  than others, and this is represented by your Lives 
  statistic. It starts at a maximum equal to your Hat 
  statistic, but taking hits can lower this statistic.
  You are not defeated if your number of 
  lives is equal to zero; indeed, many a victory has 
  been won at the cusp of defeat. However, if you 
  take a hit while you have zero lives remaining, then 
  you are defeated. You are captured, forced to 
  retreat, or are otherwise incapacitated--but not 
  killed--for the duration of the incident, or until you 
  can rest for a full day and try again.
  Spellcards
  Spellcards are also known as bombs. They 
  are the bread-and-butter-cum-art of danmaku, 
  beautiful designs of bullets unique to one person, 
  each spellcard represented and described on a 
  physical card (if only for legal purposes--the 
  Hakurei shrine has mandated this).
  A spellcard is effectively three attacks in 
  one, and can be performed either as a voluntary 
  attack or as a result of being hit, in which case it is 
  known as a deathbomb. Spellcards are described in 
  their own section. Your character starts knowing a 
  number of spellcards equal to their Danmaku 
  statistic.
  For more information on spellcards, read 
  the Spellcard chapter on page 33.
  Cherry Dice
  Each Touhou game has its own "gimmick," 
  and MYON has Cherry Dice. Your character starts 
  with a number of Cherry Dice equal to their Hat 
  and Danmaku aspects combined, but through play 
  this number will decrease and increase. Cherry 
  Dice can be used for many things and represent 
  the whims of luck or a special effort by the 
  character.
  A Cherry Dice can be used for the 
  following things: Activating an Ability, 
  deathbombing, adding immunity to a spellcard, 
  adding 1k1 to a roll, or rerolling a roll. You may 
  add 1k1 to a roll before or after it is rolled, but if 
  you add it afterwards, you have to do it before 
  anybody else rolls.
  Recovering Cherry Dice is up to the 
  gamemaster. Typical times when one recovers 
  Cherry Dice may include when you do something 
  awesome or when you fail horribly at a task, or 
  when you defeat a boss. You also recover a Cherry 
  Die when you lose a Life.
  5/64
  
  Touhou ~ MYON
  Part 3 – Inhabitants of Gensokyo
  “I believe that if humans knew more about the strengths and weaknesses of the youkai, if they 
  knew beforehand what parts of Gensokyo were dangerous, if they knew more about those humans 
  who specialize in defeating youkai, then they wouldn't have to live in fear.” ~ Hieda no Akyuu
  Synopsis
  This section delves into greater detail the workings of a character. It starts with a chapter on 
  Character Creation (pg. 7). Then comes the chapter on Origins (pg. 10), which covers what the character is, 
  human or youkai, and the specific type of youkai. The chapter on Talents (pg. 21) follows, being the 
  training and knowledge the character has picked up. Next comes the two chapters on specific points the 
  character may have, Advantages (pg. 26) and Disadvantages (pg. 30). The chapter on Spellcards (pg. 33) and 
  then Abilities (pg. 34) finishes this section.
  6/56
  
  Touhou ~ MYON
  Character Creation
  Are you ready to create your own 
  character to roam around the land of Gensokyo? 
  There are quite a few steps in creating a character, 
  but do not feel overwhelmed, they are quite easy 
  steps.
  Cherry points are used to create the 
  character before the start of the game, and to 
  advance the character later on in the game. All 
  characters start with 30 cherry points. This pool of 
  points is used for all of the parts of creating a 
  character, and if you so desire, you can leave some 
  points for using later. 
  On the following column is a chart of the 
  steps of character creation. The details of each step 
  are described, in order, on the following pages.
  Character Creation Steps
  In the order they probably should be done
  1. Concept
  The basic mental idea of the character
  
  2. Origin, page 10
  What your character is
  
  3. Ability, page 34
  Your character's unique power
  
  4. Aspects, page 3
  The raw capabilities of your character
  
  5. Talents, page 21
  The skills known to your character
  
  6. Dis/advantages, page 26
  Good or bad things about your character
  
  7. Magic, page 44
  Special things your character can do
  
  8. Derived Statistics, page 4
  Combat aspects and the number of lives/spellcards
  
  9. Spellcards, page 33
  Powerful, special attacks
  
  10. Description
  Your character's appearance and history
  
  11. Name
  What they call your character
  
  12. Overview
  Now sit back and let the gamemaster look it over
  7/64
  
  Touhou ~ MYON
  Character Creation Steps Detailed
  The first step is to come up with your 
  concept. Then from that you determine your 
  character's origin, their aspects, their talents, any 
  advantages and disadvantages, determine derived 
  statistics, describe their appearance and 
  personality, and finally come up with their name. 
  Unless you did that first.
  Remember, your character starts with 30 
  Cherry Points.
  1.
  Concept. What is the type of character you 
  would like to play? A ghost waiting for her lover? 
  A tomboyish fairy bent on revenge? A depressed 
  Oni with an allergy to alcohol? Once you have an 
  idea of who you want to play as, you are ready to 
  continue the character creation process.
  2.
  Your character has to be something, from 
  somewhere. What race/species you are is your 
  origin. You must have an origin, and an origin does 
  not cost any cherry points to purchase. An origin 
  also grants a corresponding bonus.
  The origins and their bonuses are listed on 
  page 10. Inquire with your gamemaster if you want 
  to play a character who does not fit into one of 
  the standard origins.
  3.
  Come up with an ability. This ability is 
  completely up to you and can be rather powerful, 
  but it should be unique to only your character. 
  Having an ability is granted for free and costs no 
  cherry points. The cherry cost to use an ability 
  depends on what you wish to do with it.
  Look at existing Touhou characters for 
  ideas for your ability. If it is too vague, such as 
  "manipulation of supernatural phenomena," the 
  gamemaster might slap you. 
  A greater explanation of abilities is on page 
  34.
  4.
  Then you purchase the aspects of your 
  character, both physical and mental. These 
  represent what your character is and is capable of, 
  not what your character knows.
  Aspects cost 2 cherry points for every level 
  in that aspect during character creation. Aspects 
  start at 1 for free. An aspect has a minimum level 
  of 1 and a normal maximum starting level of 3.
  Some origins grant a bonus to an aspect; 
  that bonus increases that aspect by 1, does not cost 
  any cherry points and can allow you to start with 
  an aspect at 4. Physical aspects are known as Hat 
  aspects, and mental aspects are known as Danmaku 
  aspects.
  Physical aspects: Might and Agility.
  Mental aspects: Thought, Spirit, and 
  Mystique.
  Aspects are explained in depth on page 3.
  5.
  Talents are skills and knowledges which 
  your character has learned in their life. They can 
  be used in combat or out of combat, and are used 
  almost whenever the dice need to be rolled.
  There is no limit to the number of talents a 
  character may know, but each level in a talent 
  costs 1 cherry point during character creation and 
  no talent may start with more than 3 levels in it to 
  start. A talent can not have more levels than the 
  aspect with which it would be combined.
  Specializing in a few combat talents may 
  seem like a good idea, but as danmaku talents give 
  a bonus to defending against that type of danmaku, 
  holding all of your bullets in one basket may cause 
  you to have trouble with an opponent that knows 
  how to dodge all of them.
  Talents and their divisions are on page 21.
  Melee talents: Brawling, Deflect, Dodge, 
  Martial Arts, Weaponry (Specific).
  Danmaku talents: Curvy, Fast, Homing, 
  Huge, Laser, Random, Slow, Swarm, Unusual.
  8/64
  
  Touhou ~ MYON
  6.
  Advantages and disadvantages provide 
  further character customization. Advantages 
  typically cost between 1 and 3 cherry points and 
  add to the capabilities of your character. 
  Disadvantages are hindrances to your character, 
  but provide extra cherry points with which to 
  customize your character elsewhere. Only 5 cherry 
  points may be gained from disadvantages; you can 
  take more, but any in excess of 5 will provide no 
  cherry points.
  Advantages are on page 26 and 
  disadvantages on page 30.
  7.
  Magic is an optional part of creating your 
  character, and has its own rules for creating spells 
  as explained in the magic section on page 44.
  8.
  Next come the statistics derived from your 
  aspects and perhaps modified by your advantages 
  or disadvantages. These are Hat, Danmaku, Lives, 
  Spellcards, and Cherry Dice. Hat is equal to your 
  highest physical aspect score. Danmaku is equal to 
  your highest mental aspect score.
  Your maximum number of lives is equal to 
  your Hat, and your number of spellcards is equal 
  to your Danmaku. Your number of starting Cherry 
  Dice is equal to the combination of Hat and 
  Danmaku. These can be modified by certain 
  advantages. Derived statistics are on page 4.
  9.
  Once you know your number of spellcards, 
  you have to design each spellcard. Full spellcard 
  creation rules are covered in the Spellcard chapter 
  on page 33
  10.
  Finally, you are released from doing math 
  work into being able to describe your character. 
  Come up with both their appearance and their 
  personality; these may evolve as the character is 
  played, but it's good to have a starting idea of how 
  he or she looks and acts. A drawing is good, and a 
  music theme is excellent.
  11.
  Lastly (though this might be one of the first 
  things you do), come up with the character's name. 
  It may be Japanese or not. It it is Japanese, then 
  the parts of the name should probably relate to the 
  character concept. Most existing Touhou 
  characters' names do.
  12.
  Congratulations on your new character! If 
  you are sure that the math is current and 
  everything is how you want it, now is the time to 
  turn the sheet over to the gamemaster and take a 
  break while they check it over.
  Note that while most Touhou characters 
  are female, yours does not have to be. The reason 
  why most canonical characters are female seems to 
  be because ZUN feels like he has a hard time 
  composing masculine theme songs. There are a 
  number of male characters in Gensokyo who have 
  shown up in ZUN's print works.
  9/64
  
  Touhou ~ MYON
  Origins
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  Your character is more than just a formless 
  void, he or she has to come from somewhere and 
  be something. Your origin is what your character 
  is, and where they came from.
  Origins do not cost any cherry points to 
  take, and you have to take one. You may only take 
  two if you also take the half-breed or were-beast 
  advantages, and you can only be both a half-breed 
  and a were-beast if the gamemaster gives in to 
  your begging.
  The various origins and their bonus are 
  described below. If the origin's bonus increases an 
  aspect, it does so after spending points on the 
  aspect. This can increase the aspect above the 
  starting maximum of three and the absolute 
  maximum of five.
  Origins are what you are, not what you do.
  Origin
  Bonus
  Beast
  Leadership
  Celestial
  Immortality
  Fairy
  Regeneration
  Ghost
  Incorporeality
  God
  Divinity
  Hermit
  Spirit
  Human
  Community
  Kappa
  Thought
  Kitsune
  Shapeshifting
  Lunarian
  Lunar Magic
  Magician
  Gensokyo Magic
  Oni
  Might
  Outsider
  Mystery
  Poltergeist
  Mischief
  Satori
  Mind Reading
  Shinigami
  Spirit Control
  Tengu
  Agility
  Tsukumogami
  Artifact
  Vampire
  Bloodsucking
  Yama
  Guilt
  Youkai (Generic)
  Mystique
  10/64
  
  Touhou ~ MYON
  Beast - Leadership
  If an animal lives for long enough, it may 
  turn into a youkai. It retains some of its animal 
  instinct while gaining the sentience and intelligence 
  of a human; it has become a beast youkai. 
  Alternatively, there are some types of mystical 
  animals which only exist as youkai, such as a 
  hakutaku. Either way, you are more connected to 
  the animal kingdom than other youkai.
  When encountering an animal of your 
  species, you may converse with it with no 
  difficulties, and they will typically follow your 
  commands. While acting like an animal, of course. 
  Good luck getting a group of rabbits to have a tea 
  party.
  Celestial - Immortality
  Heaven is your home. You either ascended 
  to there or were born there. You are unable to die; 
  so long as you defeat the shinigami sent to claim 
  you every now and then, you can live forever. 
  Some Celestials look forward to these battles, since 
  living forever can get boring.
  Celestial flesh tends to taste unpleasant to 
  youkai, and their presence can make youkai 
  uncomfortable.
  11/64
  
  Touhou ~ MYON
  Fairy - Regeneration
  You are a manifestation of an aspect of 
  nature or Gensokyo, as well as half-sized and 
  probably very excitable. You are also rather weak--
  when you take a hit, you die.
  Fortunately, unlike humans who go to the 
  afterlife and youkai who regenerate after a while, 
  you respawn almost immediately, just as energetic 
  as before, if a little less motivated. Unlike non-
  fairies, if you lose a life, you reenter the fight at the 
  beginning of the next round instead of skipping 
  one.
  Ghost - Incorporeality
  You have died and passed on into the next 
  life, but not all the way yet. Or perhaps your 
  parents did not pass on all the way, or their 
  parents, or their parents. You are a ghost, a dead 
  human.
  While food can never fill you up, you can 
  still enjoy the taste, and you also are able to pass 
  through physical objects owing to the fact that you 
  are incorporeal. Normal weapons can not affect 
  you, but as only humans are vulnerable to normal 
  weapons anyways, that is not much of a bonus.
  12/64
  
  Touhou ~ MYON
  God - Divinity
  Not only do you have an ability, but you 
  are a deity. That ability is your entire reason for 
  existence. You may or may not have worshipers, 
  depending on what your ability is. The cherry dice 
  cost to use your ability is halved; yes, you can use 
  only half of a cherry die, leaving the other half 
  ready to be used.
  Hermit - Spirit
  You were a human, but you have 
  sequestered yourself away from the mortal world 
  for so long that you are something else, even if you 
  still interact with people occasionally.
  Because of your constant meditation, your 
  Spirit is one higher. This meditation also provides a 
  sort of immortality. You better keep up your 
  meditation, though, lest an assassin from Hell claim 
  you.
  This origin also covers Shikaisen, which are 
  similar to Hermits except that they faked their own 
  death instead of meditated their way to psuedo-
  immortality.
  13/64
  
  Touhou ~ MYON
  Human - Community
  You are a normal human. Normal humans 
  in Gensokyo are of warrior stock and have a strong 
  spirit from living in Gensokyo. You are not a 
  supernatural creature. You have to eat and drink, 
  and you are susceptible to diseases.
  You are also able to be harmed by 
  mundane weapons. This is not a big penalty, as 
  most weapons in Gensokyo are able to damage 
  youkai as well. A bigger penalty is that some of the 
  uncivilized youkai still cling to the tradition of 
  eating humans. Even amongst friendly youkai you 
  may have a slightly harder time being taken 
  seriously.
  Also, unlike most youkai, you have a 
  community. You know people, and the people you 
  know know people, and at least some of those 
  people know how to help. If all seems lost, you 
  always have someone to go to. You can make up 
  NPC villagers, at the gamemaster's discretion.
  Humans always seem to be learning 
  something, so you have an extra two cherry points 
  to spend at character creation.
  Kappa - Thought
  A friend of humans (you think), and a 
  genius at your chosen subject (you think), you are a 
  Kappa, an aquatic creature with a bowl for a head 
  and a love of cucumbers and . . . something else. 
  Your mind is always inventing new things, so your 
  Thought aspect is increased by one.
  14/64
  
  Touhou ~ MYON
  Kitsune - Shapeshifting
  Not all foxes are simple beasts, or even 
  simple beast youkai. You are a kitsune, a shape-
  changing fox who gains more tails as you increase 
  in age, and you may attain divinity some day. In 
  the meantime, you have the ability to change your 
  form between that of a beautiful fox and that of a 
  beautiful human.
  You may choose the gender and the details 
  of your humanoid form, but in all of your forms 
  you have a number of tails based on how old you 
  are equal to one per hundred years of life. As well, 
  you are rather attractive and always have good 
  hygiene. Foxes have to worry about shedding fur, a 
  kitsune does not.
  Lunarian - Lunarian Magic
  Be you a moon human or a moon rabbit, 
  you are from the moon. Whatever brought you 
  from the moon to Gensokyo, you have brought 
  with you some knowledge of Lunarian magic, an 
  advanced type of magic nobody else in Gensokyo 
  can use and is often epic in scope. Lunarian magic 
  is described in the Magic section, which start on 
  page 44.
  15/64
  
  Touhou ~ MYON
  Magician - Gensokyo Magic
  Sorcerer, witch, wizard, magician, all terms 
  for the same type of person. There are two types 
  of magicians, those who enter life as magicians and 
  those who were humans who have studied enough 
  magic to turn into one.
  Eating and even breathing is optional in 
  your pursuit of greater and greater magics. While 
  others can learn magic, only you can master it; 
  your knowledge of spells is barely limited by your 
  Thought aspect. You can have memorized a 
  number of spells equal to three times your 
  Thought aspect, or four times if you have Magical 
  Training.
  Oni - Might
  What is stronger than an Oni? The only 
  answer is "two Oni." Your Might aspect is 
  increased by one, and you have a powerful thirst 
  for alcohol, though you do not automatically start 
  with the Able Drinker advantage.
  16/64
  
  Touhou ~ MYON
  Outsider – Mystery
  Not everybody in Gensokyo is from there. 
  On certain rare occasions, a human from the 
  Outside may stumble in. Maybe you were 
  accidentally gapped in, maybe you made your way 
  past the spiritual wards at the Hakurei Shrine, or 
  maybe you just woke up in Gensokyo one 
  morning. No matter how you got in, you are a 
  new resident of Gensokyo, and it seems that you 
  are here to stay.
  As a human from the Outside, you do not 
  yet possess the community every other human in 
  Gensokyo has. However, you brought back certain 
  things with you from the outside, such as objects 
  you might carry everyday and knowledge learned 
  after the sealing of Gensokyo. At the least these 
  things will be a curiosity, and they may even bring 
  you acceptance or the attentions of powerful 
  youkai.
  You can choose what you brought with you 
  into Gensokyo, with the gamemaster's permission. 
  The more exotic it is, the more likely that you will 
  be the target of some sort of curious enemy. If you 
  possess weapons from the Outside, their lack of 
  history or magical ability will render them 
  ineffective against anything except for other 
  humans. 
  Poltergeist - Mischief
  You are similar to a ghost, but neither you 
  nor your ancestors were ever alive. Though you 
  find difficulty passing through solid objects, you do 
  have the ability to remotely manipulate objects in 
  the same room as you without actually having to 
  touch them. You can pick up and move any object 
  within about ten meters of you without actually 
  having to touch it, though it has to be something 
  you could physically handle otherwise.
  17/64
  
  Touhou ~ MYON
  Satori - Mind reading
  You have a third eye, one capable of 
  looking into the mind of others. Normally, you can 
  pick up surface thoughts, which consist of the 
  strongest ideas and emotions of the person you are 
  looking in to, not the words of what they are 
  thinking. If you spend a cherry die, however, you 
  can tell precisely what it is that your target is 
  thinking, and if done in combat, you can 
  automatically succeed at your dodge roll. This does 
  not consume your action for that round.
  Satori Komeiji shares her name with what 
  she is. For some reason she has the youkai 
  equivalent of a dog being named Dog.
  Shinigami - Soul Control
  You are a death god, similar to the western 
  grim reaper, except part of a bureaucracy. There 
  are many types of shinigami; you could be a Sanzu 
  ferry guide, a life span recorder, a Hell tour guide, 
  or clerk recording what happens in a Yama's court. 
  Or you could be the one who shows up when 
  others die.
  No matter what, however, you can boss 
  around deceased spirits and make them go where 
  you wish. Ghosts strong enough to be a character, 
  though, are immune to this, though you still roll an 
  extra unkept die in social rolls against them.
  18/64
  
  Touhou ~ MYON
  Tengu - Agility
  The Great Tengu is your boss, and the 
  Tengu Mountain is your home. You often wear 
  geta sandals with only a single "tooth," but that is 
  okay, you have more than enough balance to stay 
  upright even when running on them. This is 
  because of your bonus to the aspect of Agility by 
  one.
  There are multiple types of tengu; crow 
  tengu, wolf tengu, or the high nose tengu who 
  have red skin and, well, long noses.
  Tsukumogami - Artifact
  You used to be an item, not a being. Maybe 
  you were an umbrella, or a doll, or something else. 
  However, you were abandoned, forgotten, or just 
  stored for a hundred years, and suddenly you had 
  life and a humanoid body.
  You still have the item though, and in fact, 
  though you control and sense through the 
  humanoid body, you are still that object. In any 
  rolls which involve using yourself (the item, not the 
  body), you roll an extra unkept die.
  19/64
  
  Touhou ~ MYON
  Vampire - Bloodsucking
  Holy icons, the sun, moving water, garlic. 
  These are all items to be used against the living 
  dead. You find this funny, as while the sun and 
  water may make you uncomfortable, perhaps you 
  find crosses pretty and garlic tasty. Watch out for 
  beans, though.
  You are a vampire, more than a legend, and 
  you can suck blood. Once per battle, if you are 
  down at least one life and hit with a Brawling talent 
  attack, you recover a life. This can not be part of a 
  spellcard, however.
  Yama - Guilt
  You may not be the Highest Judge of 
  Paradise, but you are still a judge. You have come 
  from the afterlife into the world of the living, and 
  you can tell who is guilty or not.
  You do not yet have the ability to tell all of 
  a person's faults just by looking at them, but you 
  can still tell when the person you are talking to is 
  obviously guilty.
  20/64
  
  Touhou ~ MYON
  Youkai (Generic) - Mystique
  A catch-all term for supernatural creatures 
  which do not fall under any other categories, 
  youkai look human, smell human, act human, (like 
  to) taste human, and are inhuman. However, they 
  tend to fascinate (or terrify) humans, and so being 
  youkai gives a bonus to the Mystique aspect.
  Combat Talents
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  In contrast to aspects, talents are the 
  training and skills which your character knows. 
  Talents are rather easily increased, but they are still 
  limited by the relevant aspects.
  Combat talents are most typically used in 
  battle with an enemy. Melee talents are entirely 
  physical in nature. Even if the mind imagines 
  throwing one hundred punches in a second, 
  without supernatural assistance no body can 
  perform such a task. As such the Hat aspect 
  determines both the limit for each melee talent, 
  and the number of dice rolled with the talent. Both 
  of the defensive talents, deflect and dodge, are 
  melee talents. The other three melee talents are 
  Brawling, Martial Arts, and Weaponry. They can all 
  be used to the same effect but represent different 
  styles of fighting.
  21/64
  
  Touhou ~ MYON
  Danmaku talents spring from the beauty of 
  the mind, and as such they are matched to 
  Danmaku in the same way melee talents are 
  matched with Hat. A floating fluff ball, with no 
  limbs or physical projections, can manifest 
  danmaku bullets if it has a mind. There are nine 
  different danmaku talents, each one representing a 
  different behavioral or shape archetype of spiritual 
  bullet. The types are Curvy, Fast, Homing, Huge, 
  Laser, Random, Slow, Swarm, and Unusual.
  All talents cost 1 cherry point per level at 
  creation, and no talent can start higher than 3.
  Melee
  These talents are the physical ones used in 
  combat. They are matched with Hat.
  Brawling - The art of getting in your 
  opponents face and using fist, foot, nail, and tooth 
  to damage them. Brawling is a more instinctual and 
  less subtle form of hand to hand fighting but can 
  be very effective, especially since it can be very 
  hard to tell how a brawler will attack next.
  Attacks made with natural weaponry, such 
  as horns or fangs, are always brawling attacks.
  Deflect - The use of weaponry, be it sword 
  or fist, to redirect attacks away from yourself or 
  even to destroy danmaku bullet. Deflection does 
  not benefit from a bonus from being familiar with 
  the type of danmaku you are deflecting, but it 
  does get a bonus from being skilled in your 
  method of attack, equal to a bonus of one per rank 
  in your highest combat talent used for attack. 
  Sorry, no using dodge to get a bonus to deflect.
  Dodge - The skill of getting out of the way 
  of incoming attacks, both physical and spiritual. 
  Dodging gets a bonus based on your familiarity 
  with the type of attack you are dodging equal to a 
  bonus of one for each level in the attacking talent.
  Martial Arts - Part way of life, part method 
  of combat, martial arts are a learned and skilled 
  method of unarmed fighting, with different styles. 
  It is more refined than brawling, but no less 
  dangerous.
  Weaponry - Use of a weapon in combat. 
  Weapons take more than just brute force to use, 
  and a person with this talent knows how to use one 
  properly. The weapon you use does not have to be 
  a standard weapon. If you would like to use a 
  spatula, go ahead.
  22/64
  
  Touhou ~ MYON
  Danmaku
  These talents are used to create the spiritual 
  projectiles known as danmaku, and they are 
  matched with the aspect of the same name. 
  Curvy - Bullets don't have to go straight. 
  This talent deals with bullets that curve, jink 
  around, or otherwise make you think they are 
  going HERE while they really go THERE.
  Shou's curvy lasers are a prime, and 
  annoying, example of curvy danmaku at work.
  Fast - Reaction time is important when 
  dealing with danmaku that travels at high speeds or 
  is even instantaneous.
  Remilia's explosive attacks exhibit the fast 
  quality very well.
  Homing - These bullets travel directly at the 
  enemy. The best defense is often to move slightly 
  to the side.
  Yuyuko has multiple attacks which involve 
  deadly bullets streaming right at her opponent.
  Huge - Why have small danmaku when you 
  can have very large danmaku?
  Utsuho loves large bullets, and uses several 
  which take up the greater part of the screen.
  Laser - Bullets are boring. Lasers are cool, 
  and they stay in the way and make it harder to 
  dodge other danmaku, too!
  Byakuren uses lasers to spare, both for eye 
  candy and for deadly effect.
  Random - Specific patterns can be learned 
  and memorized. When you add randomness, the 
  enemy has to rely more on their reaction timing 
  and ability to read ahead than on rote 
  memorization.
  Youmu's dense mass of random bullets make 
  it hard to learn her attacks.
  Homing curvy lasers, has there ever been a 
  more evil danmaku combination?
  23/64
  
  Touhou ~ MYON
  Slow - If a bullet is slow, or even immobile, 
  it is really easy to dodge. The problem, however, 
  comes when you are trying to dodge other bullets 
  and forget that this one is there.
  While some of Reisen's attacks may seem 
  slow, they can quickly overwhelm her opponents.
  Swarm - Two bullets are better than one. 
  Five thousand is better than two.
  The three mischievous fairies put out a 
  surprisingly large number of bullets for their small 
  size.
  Unusual - Why use danmaku that is shaped 
  like everybody else's? Mess up your enemies by 
  using bullets in shapes they have never seen before 
  and do not know how to graze! Make sure to 
  specify how your bullets are unusual.
  When she entered Gensokyo, Mamizou's new 
  danmaku shapes proved difficult to counter.
  Non-Combat Talents
  Not all skills have to do with combat. Quite 
  a few do not have to deal with combat, in fact. 
  The following is a discussion of these non-combat 
  talents.
  Any skill or knowledge which is not directly 
  tied to combat is a Non-Combat Talent. You 
  determine the non-combat talents your character 
  knows. While there is a list of example talents at 
  the end of this chapter, you are encouraged to 
  come up with your own non-combat talent. It 
  could be a craft, it could be a lore, it could be an 
  art. The only real guideline is that it has to be 
  something learned or practiced.
  Non-combat talents are a great way to fill 
  out your character and to add roleplaying 
  possibilities. They can also be used to bypass 
  obstacles which may come up in the game. A party 
  of five youkai who are skilled at combat may be 
  able to pulverize any opponent they come across, 
  but a series that is nothing but combat quickly 
  becomes repetitive and boring.
  Using Talents
  Non-combat talents are used the same way 
  any other talent is used. The aspect tied to the 
  talent is determined and the number of dice equal 
  to that aspect is rolled. A number of dice equal to 
  the level in the talent is kept and the results are 
  totalled.
  The difference between non-combat talents 
  and combat talents is that non-combat talents 
  aren't automatically tied to an aspect.This is 
  because a single talent can often be used in 
  different ways, and these ways may be able to be 
  matched to different aspects.
  For example, two characters may both be 
  tied up with ropes and attempt to get free using the 
  Escape talent. One could force their way out using 
  Might, and the other could untie themselves using 
  Agility. Similarly, Persuasion could be a coldly logical 
  argument (Thought) or a passionate speech to stir 
  the emotions (Mystique). 
  24/64
  
  Touhou ~ MYON
  The aspect to which the talent is attached 
  should be the one which makes the most sense to 
  the character and situation. Remember that your 
  aspect determines the number of dice you roll and 
  your talent determines the number of dice kept.
  Unlike combat talent use, non-combat 
  talent use is typically voluntary. Your character 
  takes the initiative to do what they are skilled to 
  do instead of being forced to react by an 
  opponent. Typically, because Willpower is a non-
  combat talent which is often used as a non-combat 
  defense to some things.
  Most talents will be rolled against a flat 
  target number instead of being an opposed roll.
  Social Talents
  Certain talents can be used when interacting 
  with other beings. These are known as social 
  talents, though they are recorded just like any 
  other non-combat talent. A social talent, such as 
  Philosophy or Persuasion, is most typically used to 
  attempt to sway another person to do something 
  you want. As such social talents are rolled against 
  the other person's matching talent.
  Such social interactions should not come 
  down to a single roll, however. Roleplaying is still 
  an important part, as the gamemaster is 
  encouraged to give you a bonus or even penalty to 
  your social talent use based on how well you 
  describe what you are saying.
  Non-Combat Talents in Combat
  While they are called non-combat talents, 
  and are not an established part of the danmaku 
  rules, it is still possible to use non-combat talents as 
  part of combat. That is to say, instead of attacking 
  your enemy with spiritual bullets or with a magical 
  sword, you could insult them or distract them to 
  reduce their combat effectiveness.
  To do so you must have a talent which 
  would be able to draw an enemy's attention away 
  from the battle. Social talents are naturals for this; 
  what better way to distract your enemy than a well 
  timed pun by using Punmanship?
  The talent used to distract the enemy does 
  not have to be a social talent. You could play an 
  instrument with such beauty that they are moved 
  to tears for example. However, the talent used has 
  to be justified. Using Perception to see the enemy 
  really well is not an acceptable distraction.
  When using a non-combat talent as a 
  distraction in combat, it is declared like an attack 
  and takes the place of an attack that round. The 
  enemy you are distracting has to defend using 
  Willpower. If they fail to resist the distraction, then 
  next round all of their rolls take a penalty equal to 
  your level in the talent you used to distract them.
  Because of the nature of some talents, you 
  may be able to distract every enemy on the field at 
  once if the gamemaster approves. The example 
  above of beautiful music would be such a wide-
  reaching distraction.
  Recommended Talents
  There are several talents which are 
  recommended to be taken by every character. 
  They will most commonly be known as Perception 
  and Willpower, though you could adjust the talent 
  to meet your character, such as by having Zen 
  instead of Willpower.
  Perception, or another awareness talent, is 
  recommended so that your character has a chance 
  to notice details which might be easily missed or 
  sneaky enemies. Willpower is recommended 
  because sometimes your character may have to 
  resist the urge to do something, and it or another 
  similar talent is used to resist hostile spells.
  Neither are required, of course. A character 
  with no awareness and no self control could still be 
  fun to play.
  Example Talents
  Art, Barter, Calligraphy, Cooking, Disguise, 
  Divination, Engineering, Escape, Fashion, Herbalism, 
  History, Lockpicking, Mathematics, Medicine, Music, 
  Perception, Persuasion, Philosophy, Seduction, 
  Sleight of Hand, Smithing, Stealth, Survival, 
  Swimming, Tea Party, Thievery, Weight Lifting, 
  Willpower, Zen
  25/64
  
  Touhou ~ MYON
  Advantages
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  Advantages are things which are beneficial 
  for your character to have, but are not your 
  characters aspects and talents. Advantages cost 
  change after character creation and requires the 
  gamemaster's permission; they are not so much 
  learned as acquired.
  The cost for each level of the advantage is 
  listed after the advantage's name. You may not 
  start with more than 3 points in a single advantage, 
  though additional points may be spent in them 
  later.
  Able Drinker - 1, 2
  You can hold your alcohol better than 
  others. For 1 point, you can drink someone under 
  the table; for 2 points, you never reach the "bad" 
  stages of drunkenness, and you know not the 
  horrors of a hangover.
  Beautiful - 2
  You are more attractive than most others. 
  You roll an extra unkept die in social rolls.
  Beautiful Mind - 3
  There is something ethereally beautiful 
  about the way you think, separate from your three 
  mental aspects. Your Danmaku aspect is 1 higher.
  Bloodline of the Youkai Slayer - 5
  The original human inhabitants of 
  Gensokyo were spiritually strong warriors who 
  made it their life's goal to rid the would of youkai. 
  Although the world has changed, both inside and 
  outside of Gensokyo, their fiery blood still burns in 
  your veins.
  When in a battle against most youkai, your 
  ancestor's strength empowers you. During such a 
  danmaku battle, your attack rolls explode on 9s as 
  well as on 10s.
  Youkai which were not historically 
  antagonistic against humans, such as Hakutaku, are 
  immune to this bonus. Small fry such as Fairies and 
  Kedama are similarly immune. Most supernatural 
  foes will suffer from your attacks, however.
  To take this advantage, you must be have 
  the Human origin without the half-breed or were-
  beast advantages. This advantage may only be 
  purchased when the character despite costing more 
  than 3 points.
  Cheating Spellcard - 1
  A single spellcard can use a Melee talent in 
  place of one of the Danmaku talents, though the 
  aspects in the spellcard remain unchanged. This 
  advantage has to be purchased for each spellcard 
  which uses a physical attack.
  Confidence - 2
  You are a natural born leader, and when 
  you head somewhere, even the wind follows. This 
  is mostly a roleplaying advantage, though it also 
  gives a roll bonus to social rolls when inspiring 
  someone or doing something else involving 
  confidence equal to the level in the talent you are 
  using.
  Creative Interpretation - 2
  You see something in the spellcard rules 
  which nobody else sees. If you end a boss fight 
  with zero spellcards remaining, you may recover a 
  spellcard, in addition to any spellcard given for 
  defeating the boss.
  26/64
  
  Touhou ~ MYON
  Dash Attack - 2, 4
  By moving quickly enough, you can rapidly 
  close the distance with an enemy to deal a physical 
  strike before falling back to the position you were 
  before.
  For 2 points, you do this at a penalty to 
  your defense rolls on the round you perform this 
  equal to the level of the talent of the attack you 
  are defending against. For 4 points, available only 
  after character creation, you can perform a dash 
  attack without penalty.
  Determination - 3
     When something is on the line, you grit your 
  teeth and show no weakness. If something is at 
  stake, such as your pride, someone's life, the 
  MacGuffin--in other words, during critical rolls--
  you can turn failures into potential successes.
  Whenever a 1 is rolled on a die during a 
  tense moment, reroll that die and use the new 
  result. This advantage does not mean that 1s 
  explode, so do not add 1 to the new result. The 
  gamemaster determines what times are critical and 
  so are subject to determination, but typically you 
  can expect to be allowed to reroll 1s during plot or 
  character important moments, about a quarter of 
  the time or less. Alternatively, you can force this 
  advantage to come into effect by spending a 
  cherry die; this allows Determination to affect all 
  of your rolls for one scene.
  Eidetic Memory - 1
  You never forget. Never. If you, the player, 
  can not remember something done or said 
  previously, then you can ask the gamemaster and 
  they will tell you what had transpired.
  Famous - 1
  You are well known. This is good when you 
  want someone's help or are trying to intimidate 
  someone, but you have a hard time staying low 
  and disguising yourself.
  Fast Flight - 1-5
  You can fly faster than normal. By default 
  characters fly about as fast as they can run, at level 
  1 of Fast Flight they can fly faster than that, at level 
  2 they can fly twice the speed of that, and at Fast 
  Flight 3 they can almost hit the speed of sound. 
  Levels 4 and 5 are rather ridiculous.
  Graceful - 1
  You always seem to know how to act 
  properly in social situations which require 
  etiquette. Keep an extra die in social rolls when 
  dealing with everybody except for thugs and other 
  uncultured types.
  Half-Breed - 2
  You have two origins. One is Human, while 
  the other is your choice. Do not worry if it seems 
  an impossible type of half-breed. One of the canon 
  half-breeds is half-ghost. You possess the abilities of 
  both a Human and the other origin you choose, 
  and your physical appearance is likewise a blend 
  between the two. For the list of origins see page 10.
  Heirloom - 1
  You have an item. It has existed and been 
  loved for so long that it has become an heirloom 
  and now effects the spirit as much as the flesh. If 
  you leave it alone for too long, it may just become 
  a Tsukumogami...
  Impressive Theme Song - 1-5
  Your theme song is particularly impressive 
  and distracting. All enemies get a -1 penalty to 
  their defense rolls for each point spent on 
  Impressive Theme Song when you are around. 
  Only the highest ITS penalty among each side is 
  applied.
  27/64
  
  Touhou ~ MYON
  Improvised Danmaku - 2
  Most danmaku is summoned spiritually, so 
  to speak. There are other methods, however, 
  involving a more mundane focus to create the 
  bullets. Perhaps you are a painter and you paint 
  the bullets, or you are an artist and you sing them.
  Choose a non-combat talent with this 
  advantage. That talent becomes linked to your 
  danmaku, and whenever you describe your actions 
  in a battle, make sure to mention how you are 
  using that talent to create your danmaku. Your 
  level in the chosen talent nullifies your opponent's 
  defense bonus from knowing that danmaku talent, 
  on a one-to-one basis.
  The talent chosen with this advantage 
  should make at least some sort of sense. One could 
  not make bullets using Perception, for example, but 
  perhaps you chose the Fashion talent and explain it 
  by having the danmaku launched from designs on 
  your clothing.
  Note that this applies to dodge rolls only, 
  deflecting is unaffected.
  Inherent Flight - 1
  Your flight can not be taken away from 
  you; if you are able to walk, you are able to fly. 
  Maybe you fly through spiritual power, or maybe 
  your broomstick magically appears whenever you 
  desire it, but you can not lose the capacity to fly.
  Item Collector - 3
  You know all of the tricks to pick up all of 
  the spiritual energies dropped by an enemy in 
  battle. Once per battle, if you are Close to an 
  enemy and your attack causes a Hit, you cause 
  everyone on your side to recover a cherry die. This 
  occurs even if you are Hit that round as well.
  Lucky - 3
  Things always work out well for you. You 
  have 1 more maximum cherry die at start.
  Magical Training - 2
  You are an aspiring magician, ordinary at 
  the moment though you may ascend later. You 
  may memorize a number of spells double your 
  Thought aspect instead of the normal limit. If you 
  are a Magician, this instead becomes four times 
  your Thought aspect.
  Natural Weapon - 2
  You have horns, claws, teeth, or some other 
  part of your body which you can use as others 
  would use a sword or axe. You roll an extra unkept 
  die when Brawling.
  Property - 1, 2, or 3
  You have access to or own property. For 1 
  point, you do not own it, but have free access to it 
  (or most of it). For 2 points, you have a house or 
  other small structure. For 3 points, you have a 
  mansion or other large structure. Servants to fill it 
  cost extra and are their own advantage.
  As examples of these levels, Reisen would 
  have Property 1, Reimu Property 2, and Remilia 
  Property 3.
  Quick Reflexes - 2
  You respond to impending death with 
  supernatural speed. Once per session, you may 
  deathbomb without using a cherry die. You may 
  not do so if you are out of cherry dice, however.
  Servants - 1-5
  You have some weaklings who do your 
  bidding. They might be fairies, dolls, humans, 
  spirits, or whatever. Their main strength is in 
  keeping the place clean, but in a pinch, they can 
  fight for you. They count as a FOE, with each 
  28/64
  
  Touhou ~ MYON
  point in this advantage increasing the difficulty of 
  the FOE by one, starting with Easy for one point.
  You may not start with a single Servant 
  advantage at more than three points to start, but 
  you may have multiple Servant advantages.
  Shikigami - 3
  There is another creature in your employ,  
  a servant whom you have empowered with your 
  power. A shikigami is a secondary PC under your 
  control, who you create like a normal character.
  The shikigami starts with the same amount 
  of points as a normal character, and gains them at 
  the same rate as their master. However, all point 
  costs are +1 for a shikigami; they can never be 
  quite as powerful as their master. A shikigami can 
  have a shikigami, but the lower tiered shikigami 
  gets an additional +1 to all point costs as well. This 
  extra cost is cumulative, if you desire to create an 
  unending shikigami spiral.
  Small Hitbox - 3
  You may be smaller than normal, or you 
  may just have a knack for twisting out of the way 
  of bullets. You may reroll one dodge per round.
  Sneak Attack - 3
  You know how to maneuver yourself and 
  your attacks so catch the enemy off-guard. Once 
  per battle, after an enemy successfully defends 
  against your attack, you may attack a second time. 
  The enemy will have to defend against this attack 
  with a new defense roll.
  Specialist - 2
  You have dedicated your training to a 
  certain skillset. Choose a mental or physical aspect. 
  Roll an extra unkept die for all talent rolls which 
  match up with that aspect. This does not apply to 
  combat rolls.
  Supernatural Senses – 1, 3
  Choose a sense. The sense you have chosen 
  is stronger than normal, above the level of any 
  normal human. This will probably result in the a 
  bonus to perception equal to your level in 
  perception, but there may be other non-
  mathematical bonuses as well as determined by 
  your gamemaster.
  At 3 points, you have developed one of 
  your sense enough to be able to tell what is going 
  on around you without needing other senses. You 
  could have superdeveloped hearing, for example, 
  or perhaps you see auras. A non-descript 6th sense 
  can also be chosen, an inherent feeling of where 
  things are around you.
  If you have Supernatural Senses at 3 and 
  Poor Sense at 3, then they cancel each other out. 
  There is no bonus nor penalty for either advantage 
  or disadvantage, and their costs become 0. This is 
  to facilitate characters who are blind yet who can 
  still sense their world, or who have other sense 
  combinations which give them comparable 
  capabilities. In this case, the perception bonus is 
  also nullified unless you acquire Supernatural 
  Senses 1 a second time.
  Touched by the Monsters - 2
  Even though you are a human, Youkai seem 
  to consider you as one of their own. You are not 
  liable to be attacked for your succulent flesh, and 
  youkai might be more friendly with you.
  Were-Beast – 1, 3
  You are human, most of the time. When 
  the full moon is out, however, you turn into a type 
  of beast, and your physical or mental aspects are 
  augmented.
  Choose either Hat or Danmaku when 
  selecting this advantages. The chosen aspect, and 
  all of the aspects under it, increase by one when 
  you are transformed. Lives or Spellcards are 
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  unaffected.
  This increase to aspects can take them 
  above the normal limit for a character. With the 
  proper origin, Wondrous Hat, and Were-Beast, it is 
  conceivable to have a Hat aspect score temporarily 
  at 8.
  Just like the beast origin, you choose the 
  particular type of animal you are based off, even a 
  mythological one. You do not gain the beast 
  origin's bonus, however.
  The three point rank in Were-Beast allows 
  you to transform into your beast form any time, so 
  long as you spend a cherry die to do so.
  This advantage may be taken even if you 
  are already of the beast origin. However, you may 
  not choose a second type of creature to turn into, 
  you are stuck with a more powerful version of 
  what you are.
  Wondrous Hat - 3
  You have a mastery of your own body 
  which makes others jealous. Your Hat aspect is 1 
  higher.
  Disadvantages
  Bad things for your character are 
  disadvantages, and acquiring them gives your 
  character more cherry points to spend at character 
  creation. Disadvantages may be "worked out" and 
  bought away after character creation, though they 
  cost more to remove than you gained initially. See 
  the advancement chapter for more details.
  The points gained from disadvantages are 
  listed after their name. Remember that any points 
  from disadvantages after 5 are wasted.
  Alcoholic - 1, 2
  Your body craves alcohol. For 1 point, you 
  find it hard to pass up alcohol that is offered to 
  you. For 2 points, you are unable to say no to 
  alcohol, and if you have not imbibed any in a day 
  then you suffer a loss of a kept die to all actions 
  that day. Make sure to stock up on plenty hair of 
  the dog.
  Allergy - 1-3
  There is a substance which your body can 
  not tolerate. For 1 point, it is uncommon and you 
  have a mild reaction to it. For 2 points it is either 
  common OR you have a serious reaction to it. For 
  3 points, it is common AND you have a serious 
  reaction to it.
  A mild allergic reaction gives a small 
  penalty to any actions taken while in the presence 
  of the allergen, a penalty of -5 to all rolls. A serious 
  allergic reaction halves all of your rolls while you 
  are in the presence of the allergen.
  Your allergic reaction lasts only for the 
  scene in which you are encountering the allergen. 
  People recover quickly in Gensokyo.
  You can decide what the allergen is, but this 
  is up to gamemaster approval. An allergy to 
  something rare enough that you will most likely 
  never encounter it would not be accepted.
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  Code of Honor - 1-3
  You live your life by a set of rules, which 
  can prove difficult or even impossible. The level of 
  this disadvantage determines the target number of 
  a Spirit roll to perform the action normally 
  forbidden. It is an Easy roll for 1 point, 2 points 
  makes it Hard, and 3 points makes it Extra. If you 
  fail the roll, you can not attempt it again during 
  this scene.
  A code of honor does not have to be 
  honorable. Your code could be to always defend 
  passer-byes, or it could be to always attack passer-
  byes. It should, however, come up fairly often in 
  regular play, and pose a challenge about whether 
  you should or should not follow it. Having a code 
  of honor to always flush the toilet is too mundane 
  and inconsequential to be worth points, but it is an 
  interesting roleplaying note.
  Delicious - 3
  Some youkai already enjoy the taste of 
  human. There is something about you, however, 
  which makes your flesh seem irresistible to even 
  cultured youkai. You are more likely to be 
  attacked by random youkai, and have a harder 
  time getting civilized youkai to concentrate.
  Fairy Loved - 2
  When you are around, fairies go nuts. 
  Sometimes they are behaved and just crowd 
  around you,, but sometimes, they get so excited 
  that they shoot danmaku everywhere. It's a fairy 
  thing. They will calm down after being defeated in 
  a danmaku battle.
  Hikikomori - 1, 3
  You don't know anybody except for the 
  people who seem to inhabit the same house as 
  you, and maybe the people who seem to be at the 
  same place you are for some reason. You are 
  unable to suggest an NPC by saying in character 
  that you know a guy, and you suffer a penalty to 
  all social rolls of losing a kept die.
  This disadvantage gives 1 point to non-
  human characters and 3 points to human 
  characters, as it nullifies their Community origin 
  bonus.
  Illiterate - 1
  You can not read or write. If you sign 
  something, you have to take the person's word for 
  what the paper says, and sign your name as an X.
  Infamous - 2
  You are well known- and not in a good way. 
  It may be difficult to get people to trust you. On 
  the other hand, criminal types may be more 
  welcoming to you.
  Mental Issue - 1-3
  It could be multiple personality disorder, 
  you could be tsundere, or maybe you just can not 
  let a tail go un-chased, but there's something off 
  about the way you think.
  The more intense your mental issue is, the 
  more points you get for it--but be cautioned, if you 
  do not act in line with the mental issue, you may 
  be penalized cherry points when they are given out 
  at the end of the session!
  Missing Limb - 2
  You are missing an arm or a leg. While this 
  may pose a difficulty holding things or walking, it 
  probably will have no effect in a danmaku battle, 
  as you typically are flying then and you don't need 
  hands to make spiritual bullets.
  Overconfident - 1
  You never back down from a challenge, and 
  you never profess to be scared . . . even though 
  you know that you will get thrashed.
  Phobia - 1-3
  Something freaks you out to the point 
  where you find it hard to deal with the object. 
  Choose a phobia. It should be one that will come 
  up occasionally throughout play, not something 
  obscure such as the fear of really long words.
  Whenever you are near the object of your 
  phobia, you are freaked out, but you do not suffer 
  any penalties unless you have to interact with the 
  object of your fear. You are unable to do so unless 
  you pass a willpower roll using Spirit to overcome 
  your aversion.
  It is an Easy roll for 1 point, 2 points makes 
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  it Hard, and 3 points makes it Extra. If you fail the 
  roll, you can not attempt it again during this scene.
  Poor Sense - 1-3
  One of your senses is worse than the 
  average. For 1 point, it is a non-vital sense, such as 
  taste. For 2 points, it is a vital sense such as sight or 
  hearing. For 3 points, you are blind.
  For 1 or 2 points in this disadvantage, you 
  suffer a penalty of one unkept die to your relevant 
  rolls. If you are blind, then your relevant rolls are 
  halved. Note that for sight, attacking is relevant!
  If you have Supernatural Sense at 3 and 
  Poor Sense at 3, then they cancel each other out. 
  There is no bonus nor penalty for either advantage 
  or disadvantage, and their costs become 0, so Poor 
  Sense does not contribute to your maximum 
  disadvantages. This is to facilitate characters who 
  are blind yet who can still sense their world.
  Slow Flight - 1, 3
  You are unable to fly as fast as others. For 1 
  point, you can only fly at your walking speed, and 
  you lose a kept die when rolling to dodge. At 3 
  points, you can not fly at all, and your dodge rolls 
  are halved! It is a lot harder to dodge danmaku 
  when you can only move in two dimensions 
  instead of three.
  Ugly - 2
  Your physical appearance is considered 
  worse than most. You suffer a penalty in social 
  rolls of one unkept die.
  Untalented - 1, 2, 3
  You find it hard to learn new skills. For 1 
  point, you may only know a number of talents 
  equal to your three mental aspects. For 2 points, 
  only the two highest mental aspects, and for 3 
  points, you may only have a number of talents 
  equal to your highest mental aspect. This includes 
  combat and non-combat talents, so be cautious 
  about taking this disadvantage. Danmaku talents 
  don't count towards this limt.
  Weak - 3
  You are deficient in one of your aspects. A 
  level in the chosen aspect costs 1 extra cherry 
  point to overcome this weakness, both in character 
  creation and in advancement.
  Were-Beast, Fluffy - 1
  Just like the Were-Beast advantage, except 
  that instead of turning into a more-powerful-yet-
  animalistic version of yourself . . . you turn into a 
  little furry animal.
  All of your aspects except for Mystique 
  drop by 1 (though this does not affect derived 
  statistics; Hat and Danmaku drop by 1 as well), 
  while Mystique increases by 4. You're irresistibly 
  cute~! This increase to Mystique can take you 
  above the normal aspect limits.
  For example, a certain beast character has 
  increased their Mystique to 5 through 
  advancemenet. They also have the Fluffy Were-
  Beast advantage, so during a full moon, their 
  Mystique becomes 9! Note that their Danmaku 
  would be lowered by 1 to a total of 8.
  This disadvantage can be selected alongside 
  the Were-Beast advantage. If so, then when the full 
  moon comes out and you transform, you have a 
  50% chance to transform into either type. Flip a 
  coin. You can spend a cherry die to choose which 
  form you wish to take instead.
  If you have Were-Beast 3, then when you 
  use a cherry die to voluntarily transform you have 
  to flip a coin to see which form you take unless 
  you spend a second cherry die.
  The gamemaster also possesses the ability to 
  cause you to transform into a fluffy were-beast.
  Being 
  fluffy is not 
  always a 
  choice.
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  Spellcards
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  The most beautiful part of danmaku 
  combat comes not from the rapid flinging of 
  bullets at your opponent, nor from dodging 
  whatever is sent your way. Rather, the most 
  beautiful parts are the spellcards, highly 
  individualized mental art turned into weaponry and 
  unleashed upon your foe.
  You may have a number of spellcards equal 
  to your Danmaku statistic. When your Danmaku 
  increases, you may add another spellcard. If you 
  do not like a spellcard, you may replace it with a 
  different one.
  Creation
  Each individual spellcard requires several 
  things. Each one must have a unique name; look at 
  the games for ideas about how to name spellcards. 
  They also must have a description. You can 
  describe how the bullets move and what they look 
  like, but for game purposes, the only description 
  strictly necessary are the aspect-talent match ups.
  A spellcard is three attacks at once, but 
  each attack has to use a different mental aspect 
  and different danmaku talent. This means that all 
  three mental aspects are used in a spellcard, as are 
  three different danmaku talents.
  No two spellcards used by one character 
  can have the exact same aspect-talent match-up. 
  However, the other spellcards can be different in 
  only one way, if you wish.
  It is possible to have a spellcard with only 
  two or even one danmaku talents, if you lack the 
  requisite number of talents. It is only possible to 
  use melee talents in a spellcard if you have the 
  Cheating Spellcard advantage, as the rules forbid 
  physical attacks.
  An example of a spellcard description 
  would be: Mystique-Curvy Thought-Homing Spirit-
  Unusual. If the player wanted to make a second 
  similar spellcard, it would be acceptable for it to be 
  Mystique-Curvy Thought-Homing Spirit-Random
  Use
  Spellcards are used in one of two ways, as 
  an attack or as a deathbomb. Deathbombing is 
  described below. Spellcard use is declared as you 
  attack, and you have to choose which of your 
  spellcards you are using. Once the round ends, the 
  spellcard is used up until it can be recovered.
  A spellcard effectively gives you three 
  attacks against the enemy, each of the attacks as 
  laid out in the spellcard's description. Roll once for 
  each of the three attacks. Every enemy has to roll 
  to defend against each of the attacks.
  If you combine a Cherry Die with the 
  spellcard, then you gain immunity to damage for 
  the duration of the spellcard.
  Recovery
  When you recover a spellcard, such as by 
  defeating a boss, when you lose a life, when the 
  gamemaster sees fit to return one, or due to an 
  advantage, then you get to choose which of your 
  used spellcards you want to recover.
  Deathbombing
  If you are hit by a bullet or attack, and you 
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  have at least one spellcard and one Cherry Die left, 
  you may use up both of them to negate the hit. 
  This is called a deathbomb.
  Deathbombing also gives you an additional 
  attack against the enemy; just one, as it is not a 
  proper use of the spellcard. This attack has to be 
  one of the three attacks specified by the spellcard 
  being used. Certain enemies, however, may be 
  immune to the damage from a deathbomb. These 
  are typically the most powerful villains.
  Abilities
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  Everybody who is anybody in the land of 
  Gensokyo seems to have some sort of ability 
  nobody else can do. Remilia can manipulate fate, 
  Nitori can control water, and Reisen can 
  manipulate wavelengths.
  The ability you choose for your character 
  should be unique amongst the party and the 
  existing Touhou characters, and should at least 
  partially be in line with the character's concept. It 
  can be similar to existing abilities, though.
  It acceptable for it to be a certain level of 
  vague, so long as it is not too vague. Canon 
  Touhou characters can “destroy absolutely 
  anything” or “manipulate eternity” all they want, 
  but those do not make good abilities for player 
  characters.
  The ability can also be a mundane thing, 
  such as Youmu's ability to use sword techniques. 
  An ability such as this means that you can do 
  things nobody else would be able to with the same 
  item or magic.
  Using an ability may or may not require the 
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  expenditure of a Cherry Die. Generally, if you are 
  using your ability to just show off or as background 
  for another action, it is free. But if you use the 
  ability to affect a character or NPC, or to do 
  something which would require a roll, then it 
  requires that a Cherry Die is spent. The final 
  judgment is up to the gamemaster.
  The magnitude of the ability can not be 
  ridiculous. Nitori causing the oceans to rise up and 
  drown Gensokyo would not be allowed. Some uses 
  of the ability may require multiple Cherry Dice, if 
  it is strong enough. If she caused a river to leap out 
  of its banks, allowing her party to escape some 
  adversaries and get to their destination at the same 
  time, that may require two Cherry Dice.
  If you use your ability to add dice to rolls, 
  then it costs 1 cherry die to add a kept die.
  Again, the gamemaster is the final arbiter of 
  Cherry Dice costs.
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  Part 4 – Life in Gensokyo
  “With each fight between youkai, there is fear of collapse of the small land of Gensokyo. However, if 
  youkai are unable to fight, their power will gradually vanish.” ~ Heida no Akyuu
  Synopsis
  This section gets into actually playing the game. The first chapter covers dice use and generic 
  information on playing the game, and is called Playing (pg. 37). After that is the chapter on Combat (pg. 
  40), how to win (or lose) danmaku battles. Then comes the chapter on Magic (pg. 44), both Gensokyo and 
  Lunar types, then finally the chapter on Advancement (pg. 50), how to increase the skills and capabilities of 
  your character.
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  Playing
  Finally, we come to one of the most 
  important chapters. Described below are the actual 
  rules of playing the game, which dice to use and 
  how many, when to roll, etc.
  Dice
  MYON uses ten sided dice. Every player 
  should have at least five ten-sided dice at their 
  disposal, with up to ten once they are in the later 
  stages of the game and they do not want to 
  borrow dice.
  Rolling
  Most dice rolls use an Aspect-Talent 
  combination. The aspect determines the number of 
  dice rolled, while the talent determines the number 
  of dice which are kept. Bonus dice are added to 
  the number of dice rolled and/or kept. Add the 
  kept dice's numbers together to determine the 
  result of the roll.
  This can be written as XkY, with X being 
  the aspect level plus any extra unkept dice and Y 
  being the talent level plus any extra kept dice. 
  Sometimes the roll can be modified with a straight 
  number, as in XkY+Z, in which case you add Z 
  after determining the roll's result.
  You can still roll even if you do not have an 
  applicable talent. You only keep one die, and that 
  die can not explode. More on exploding dice later.
  For example, a character who wants to cook 
  a pie and with Thought 3, Cooking 2 would roll 3k2. 
  The player would roll three dice and choose two to 
  keep, probably the highest two.
  Another example would be a character 
  deflecting some danmaku with a sword, with Hat 4, 
  Deflect 3, and Weapon (Sword) 3. Their roll would 
  be 4k3+3 because of the defense bonus, so the 
  player would roll four dice, choose three to keep, 
  and add three to that total.
  If you somehow roll a result that is in the 
  negatives, round up to 1.
  It is allowed to choose the lowest dice 
  instead of the highest, such as if the player wants 
  to fail a roll.
  If you somehow end up keeping more dice 
  than you roll either by gaining kept dice or by 
  losing unkept dice, then you switch kept dice to 
  rolled dice until you have as many or more rolled 
  dice as kept dice. 2k3 would become 3k2 and 2k4 
  would become 3k3. 
  Aspect Rolls – Not all rolls utilize a talent. 
  Some rolls just are purely physical or mental, and 
  require just the aspect to be rolled. In this case, the 
  aspect's level determines the number of dice rolled, 
  and half of its level determines the number of dice 
  kept. Round up.
  For example, a character has to lift 
  something very heavy. Their Might is 3, so they 
  roll 3k2.
  Dice Bonuses
  There are four types of bonuses to rolls in 
  MYON. They are kept dice, unkept dice, keeping 
  extra dice, and a roll bonus. Adding a kept die 
  adds 1k1 to the roll. Adding an unkept die adds 
  1k0 to the roll. Keeping an extra die adds 0k1 to 
  the roll. Adding a roll bonus adds +X to the result 
  of the roll.
  Dice Limits
  Though it is mathematically possible to be 
  able to roll more dice, there is a hard limit of ten 
  dice rolled. Any dice rolled in excess of ten instead 
  switch to kept dice. There is also a limit of ten kept 
  dice, so any excess dice there become a roll bonus 
  of +5 each. The roll bonus or penalty can not 
  exceed twenty five. Therefore the absolute highest 
  any character, player controlled or not, can roll is 
  10k10+25, and the lowest is 1k1-25.
  Explosions
  Sometimes an action is performed 
  supremely well. The character may have a burst of 
  inspiration. The gods may shine their divine light 
  upon them. Or maybe they just got lucky. These 
  occasions happen when the dice explode, rolling 
  above and beyond what they would normally.
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  When a die rolls a ten, that die can explode. 
  Add ten to the total result and roll the die again, 
  adding the second roll. If that is ten, then repeat 
  the process until it results in a number other than 
  ten. You can choose to accept the ten and ignore 
  the explosion if you wish.
  Typically, only player characters and non-
  trivial NPCs can have dice explosions. Joe Schmoe 
  Fairy has to deal with his non-explosive tens.
  Target Numbers
  No roll is performed by itself, it is always 
  rolled against something. If you are in direct 
  competition with someone else, such as an 
  opponent you are trying to blast with danmaku, 
  then the two of you roll at the same time and the 
  higher total wins. Ties go to the attacker.
  If you are rolling against an inanimate 
  object, or it is some other circumstance where it 
  does not make sense for it to be an opposed roll, 
  then the gamemaster chooses a difficulty for the 
  roll. The difficulty gives a target number in a 
  multiple of 5. Again, ties go to the person initiating 
  the roll.
  Trivial
  Easy
  Normal
  Hard
  Lunatic
  Extra
  Phantasm
  1
  5
  10
  15
  20
  25
  30
  The gamemaster may decide that modifiers 
  to the roll may apply, such as due to poor weather 
  or distractions. This means that there is not a hard 
  limit of 30 for unopposed roll target numbers.
  Target number can be shortened to TN if 
  you so desire.
  Flying
  Gensokyo is a land filled with supernatural 
  beings, spiritually powerful humans, and magical 
  artifacts. It almost takes an effort to not be able to 
  fly, whether it is using your power of concentration 
  or by hitching a ride on a magical turtle.
  All characters are presumed to be able to 
  fly. If it is not inherent then they can fly with the 
  use of an object, magic, or another being. Without 
  modifications to the speed of flight, most people 
  can fly at their running speed.
  Flight Ceiling - There is a limit to the height 
  which most people can fly. There are no hard and 
  fast rules about just how far up you can go, but 
  keep in mind that during the Scarlet Weather 
  Rhapsody incident people had to climb Youkai 
  Mountain, not just fly up to the summit.
  Etiquette - Although most people can fly, 
  walking is still the most common mode of 
  transportation. Unless speed is of the essence 
  people will tend to travel along the ground, and it 
  is considered rude to fly alongside somebody 
  walking. Fairies seems to be an exception to this 
  unwritten rule of social conduct, probably because 
  of their (lack of) height.
  Mundane Life
  Not even the Hakurei Shrine Maiden 
  spends all of her time resolving incidents. Some 
  youkai do not even seem to do anything other 
  than loaf and sleep.
  Life in Gensokyo is typically not a difficult 
  one. It is uniquely and magically prosperous, owing 
  to the spiritual strength of its land and inhabitants. 
  Humans still have to farm, make tools, and 
  perform other tasks of labor, but it is much easier 
  than in the outside world.  Youkai do not even 
  have to make a living, though some set up 
  businesses because they want to.
  Sometimes, more frequently in recent years, 
  humans will conduct business with youkai. Some 
  humans have even started becoming friends with 
  the supernatural creatures which once preyed on 
  them.
  Basically, if you want to live your life in a 
  certain manner, then you will most likely be able to 
  do so. Hermits do not go hungry, and even poor 
  shrines are able to adequately clothe and feed its 
  employees. This may change as part of an incident 
  of course, but then again, incidents are not 
  mundane.
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  Wealth
  Gensokyo does not have a centralized 
  government, but it does have a money system. The 
  Yen is used but it has not been hit by inflation as 
  the Yen in Japan has been, and coins are used 
  instead of bills.
  Bartering is used just as frequently as the 
  Yen is, and services are often acceptable payment 
  for goods.
  Wealth is downplayed, because the 
  prevalence of magic and youkai means that objects 
  normally used to display wealth, such as mansions 
  and hordes of gold, can be acquired or created 
  with minimal effort. Reputation is more important.
  Tea Parties
  Enjoying life and nature is something held in 
  common by most residents of Gensokyo, and one 
  of the most common ways to do so is by having a 
  tea party.
  Tea parties are held for holidays, special 
  events, celebrations, or because you just want to 
  have tea with your friends. They are also 
  commonly held after incidents, to get to know and 
  become friends with the people who were just 
  recently your enemy.
  There are no hard rules for tea parties, as 
  they are primarily roleplaying events. They are 
  encouraged, however. One benefit of a tea party is 
  that they provide recovery to the characters as if 
  they had defeated a boss, recovering a life, a 
  spellcard, and a cherry die.
  Resting
  Even the most high energy youkai will 
  eventually get tired out. Resolving incidents is 
  tiring work, and not just energy is lost while doing 
  so; lives, spellcards, cherry dice, and even clothes 
  tend to be the victims of danmaku warfare.
  There are three methods of resting in the 
  middle of resolving an incident so that you do not 
  get too exhausted in your search for the culprit.
  The first method is to take a small break. It 
  could be a power nap, it could be a snack, but no 
  matter what it is, it takes only a small time to do. 
  You can recover either a life, a spellcard, or a 
  cherry die, your choice, whenever you take a small 
  break. You can not take multiple small breaks in a 
  row, and your gamemaster may limit the amount 
  you take in an incident.
  Tea parties can also be performed once 
  every other day, not counting the one after the 
  incident. Having a tea party recovers a life, a 
  spellcard, and a cherry die. You can not perform a 
  tea party under dire circumstances. A tea party 
  taken while an inferno rages around you will not 
  provide any rest.
  Lastly, you can head home and spend a day 
  to recover yourself fully. This may be a dangerous 
  rest to take, however, as it gives the culprit of the 
  incident more time to act. If you head home to 
  rest then you may encounter more enemies than 
  before, and perhaps even stronger ones as they 
  have been given time to act out their plans.
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  Combat
  Despite the tea parties and sake, flower and 
  moon viewings, and servant abuse, the main focus 
  of the Touhou games is the combat.
  Overview
  Combat in MYON is when two or more 
  beings take to the skies and assail each other with 
  danmaku or with physical strikes. They dodge and 
  fire at one another until one side or the other has 
  taken enough hits that they are no longer able to 
  continue fighting, and so cede the glory to the 
  victor.
  The action is simultaneous; every 
  combatant on each side acts as the same time as 
  their friends and their foes, though for order's sake 
  the enemies declare their actions first then the 
  players declare theirs.
  Likewise, there is very little tactical 
  positioning, no grid board with which to keep track 
  of tokens and placement. The characters are 
  presumed to be constantly on the move, dodging 
  and flying to safe or advantageous positions.
  There are two ways in which you can 
  choose the positioning of your character. You can 
  choose to be Close to the enemy or Far from the 
  enemy. You can also choose on an attack-by-attack 
  basis whether or not your character will flirt with 
  danger by grazing the enemy's danmaku.
  Roleplaying your character's positioning is 
  encouraged, of course. If you are particularly 
  inventive or entertaining about your description, 
  the gamemaster may give you a bonus to your 
  attack or defense roll!
  Phases of Combat
  There are three phases to a round of 
  combat. These are the Declaration, Defense, and 
  Resolution phases. While all actions occur 
  simultaneously, for the sake of avoiding chaos, 
  players should declare their actions in some sort of 
  order. If playing online, alphabetical order might 
  work best.
  Declaration– The first phase of combat is 
  the declare phase. In this phase, all characters 
  currently in the combat determine and state their 
  actions. If they execute a normal attack, then they 
  choose one enemy and roll Danmaku + their 
  chosen danmaku talent.
  Most often this will be their strongest 
  Danmaku talent, but they may choose a different 
  one if they so desire, such as to mix things up or to 
  use a talent which the enemy has a smaller Defense 
  Bonus against.
  For example, a character with Danmaku 3 
  and Random 3 and Laser 2 would normally use the 
  Random talent and attack by rolling 3k3, but if they 
  were fighting an enemy with Random 4 (+4 bonus) 
  they might choose to attack using the Laser talent, 
  for 3k2.
  Melee attacks are just declared just like 
  danmaku attacks, except that you have to be Close 
  to get the attack off, and it uses the Hat aspect 
  alongside the chosen melee talent. Whether you 
  are Close or Far is chosen during this phase. Unless 
  you specify that you are Close to the opponent, 
  you are presumed to be Far.
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  Cheating in battle is only punished if you 
  lose.
  Alternatively, the attacking character may 
  cast a spellcard, which is an attack against all 
  enemies on the battlefield. Spellcards are described 
  in their own chapter.
  A third option is to just focus on defense. 
  Doing so prevents any possibility of damaging the 
  enemy, but you get twice the sum of your 
  defensive talent and defensive aspect combined as 
  a bonus to the roll. This is called a Full Defense.
  For example, one combatant declares a 
  spellcard attack with a Cherry Die used to add 
  immunity, so his opponent chooses to focus on 
  defending. With Hat 4 and Dodge 3, he would roll 
  4k3+14 to defend instead of just 4k3,
  Casting a spell is another action one could 
  take during combat. Magic is explained on page 44. 
  You may also try to distract the enemy using a 
  non-combat talent, as explained on page XX.
  Not all actions taken during combat have to 
  relate to the battle, either. You could try to unlock 
  a locked door or carry someone to safety. If you 
  perform a non-combat action in combat you are 
  still liable to be attacked, and may still defend 
  yourself by dodging or defending unless 
  circumstances prohibit such actions.
  Make sure to keep track of the targets of 
  every attack! It is recommended that nobody rolls 
  their attacks until after everyone has declared their 
  actions.
  Defense – The second phase of combat is 
  the defense phase. In this phase, every combatant 
  who was the target of an attack rolls a defense roll 
  against each attack. This roll is Hat + Deflect or 
  Dodge, chosen by the player, along with any 
  Defense Bonus if applicable.
  The defense roll has to surpass the attack 
  roll in order for the character to successfully dodge 
  or deflect the attack. Ties go to the attacker. 
  Failing a defense roll means that the combatant is 
  Hit.
  Even if you successfully defend against 
  thirty five attacks in one round and just fail one 
  roll, you are still Hit. All it takes one bullet.
  Roll against the attacks one at a time and in 
  order. You can not roll all of your defenses at once 
  and distribute the rolls.
  For example, a combatant is the target of 
  three attacks, with rolls of 21, 12, and 14. If he rolls 
  22, 16, and 16, then he defends against all of the 
  attacks and can fight again next round. However, if 
  he rolls 16, 22, then 16, then the combatant is Hit.
  If you are dodging an attack you may at 
  this time choose to Graze it, taking a penalty to 
  your defense roll to gain a bonus to your attack 
  roll next round as explained later in this section.
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  Resolution – At the end of the combat is 
  the resolution phase. In this phase, every character 
  who would leave or join combat does so, and 
  every character who has been Hit gets removed 
  from combat for a round. They return at the start 
  of the next resolution phase of combat.
  If all of one side is incapacitated at the end 
  of the resolution phase because of being Hit, even 
  if the characters still have lives left, then that side 
  loses the combat and leaves the other side 
  victorious.
  Time in Combat
  How much time does a 
  danmaku battle take? Typically 
  they do not last too long, 
  several minutes at most for a 
  battle with powerful 
  combatants.
  But how long is a round of combat? That is 
  up to you, the gamemaster, and how the 
  roleplaying plays out. For some people on the 
  warpath a round may last several seconds, but if 
  the combat is roleplayed as a drawn out tactical 
  match, an individual round may be a minute long 
  or longer
  In short, there are no hard rules for the 
  length of time of a danmaku battle.
  Getting Hit
  When a character is Hit, either by a bullet 
  or by a physical attack, they are forced to drop out 
  of combat for a round and recover. For most 
  things except for fairies, kedama, and inanimate 
  objects, all they do is drop to the ground and 
  recover in time to enter at during the next 
  Resolution phase, to be available the turn after.
  Fairies, kedama, and inanimate objects are 
  destroyed corporeally when they are Hit in a 
  danmaku battle. Fairies respawn instantly during 
  the Resolution phase of the round they were Hit 
  in. Inanimate objects are just destroyed. Nobody 
  knows what happens to the kedama, but since 
  there is no shortage of them, it is speculated that 
  they respawn eventually.
  Each time you are Hit, your amount of lives 
  is subtracted by one. You also recover a spellcard 
  and a cherry die.
  Humans and the other youkai are not 
  automatically killed when they lose all of their lives 
  in a danmaku match. It's possible that they may be 
  killed afterward; youkai still sometimes eat humans, 
  and humans still exterminate youkai. The 
  difference is that dead humans do not come back 
  while dead youkai do.
  Distance
  There are two distances you can be in a 
  danmaku battle. This has been simplified for 
  mechanical purposes, of course. The distances are 
  Close and Far. Were MYON a shooting game, Far 
  would correspond to the bottom half of the 
  screen, and Close would be the top half of the 
  screen.
  Being Far from the enemy is the starting 
  position for danmaku battles, and has no modifiers 
  attached to it except that you can not perform a 
  physical attack when you are Far from the enemy.
  Being Close to the enemy allows you to 
  attack with a physical weapon, however, it also 
  gives the enemy a Skirt Bonus when attacking you.
  Gamemaster controlled enemies do not 
  have the option to be Close or Far, they are always 
  considered to be at the top half of the “screen,” 
  even if they are described as lower. Some bosses, 
  however, can use physical attacks even from Far!
  Fleeing
  It is possible to flee from combat. This is 
  done during the Resolution phase, and you may 
  not do so if any enemies have the Fast Flight 
  advantage of a level higher than you and wish to 
  prevent your escape.
  If you flee from a combat which your 
  teammates win, then you do not recover anything 
  you would recover from that combat, and you 
  may gain fewer Cherry Points when they are 
  awarded.
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  Grazing
  You can choose to dance with death by 
  getting as close to enemy danmaku as possible 
  without actually touching the bullets. In most 
  Touhou games, grazing adds to score, but in 
  MYON it adds to your power instead. You choose 
  to graze before you roll to dodge.
  The more daring you are, the more 
  powerful your own danmaku becomes; for every -1 
  you voluntarily take to your dodge roll to a single 
  attack this round, you add +1 to all of your attacks 
  next round. The bonus from grazing does not 
  apply to spellcards and is lost if you use a spellcard 
  next round, do not attack, or are hit—even if you 
  come back immediately. Even a hit canceled by a 
  shield or well-timed heal cancels the graze bonus.
  You can graze multiple attacks in one round 
  for a cumulative bonus to your attack the next 
  round. You can be as daring as you wish, taking a 
  penalty of up to -25 for your dodge roll, as +/-25 is 
  the roll bonus/penalty limit.
  You can not graze when you deflect an 
  attack instead of dodging it, nor can you graze 
  physical attacks. Grazing is effectively "skimming" 
  some of the spiritual power from the danmaku as it 
  passes you by and using it yourself.
  Defense Bonus
  Both dodging and deflecting can be given a 
  bonus. When dodging, you gain a bonus to the 
  total of your roll equal to the level of the talent 
  you have of the type of danmaku which you are 
  dodging. For deflecting, you gain a bonus to the 
  total of the roll equal to the level of the talent of 
  the weapon you are deflecting with.
  For example, if you have the danmaku 
  talent Fast at level 4, then when you dodge Fast 
  danmaku you add 4 to the roll's result. If you have 
  Martial Arts 2, then when you deflect you add 2 to 
  your roll's result.
  Deflecting is generally more effective, but it 
  loses the possibility of a graze bonus, and Dodge 
  can be used in more non-battle situations.
  Skirt Bonus
  Get too close to an enemy and it can be 
  harder to react to their danmaku. It also looks like 
  you are trying to look up their skirt, hence the 
  name of this bonus.
  The  Skirt Bonus is equal to the level of the 
  danmaku talent they are attacking with, against all 
  characters within Close range of the character 
  firing the danmaku.
  Being Grounded
  During most danmaku battles, the only 
  people standing on the ground are the 
  noncombatants observing the battle, and those 
  who have been Hit and are recovering for a round.
  This is because being on the ground is 
  extremely disadvantageous when it comes to 
  dodging danmaku, as the spiritual attacks come in 
  three directions and it is extremely hard to 
  effectively dodge such attacks in only two 
  dimensions.
  Trying to dodge danmaku on the ground 
  results in your roll being halved! Fortunately, 
  deflect rolls are unchanged.
  Note that sometimes combatants will stand 
  on the ground between attacks then hop into the 
  air when dodging or deflecting. This does not 
  count as being grounded. The penalty to being on 
  the ground only applies if you are unable to take 
  to the air at a moment's notice.
  Characters who have been knocked onto 
  the ground by being Hit are ineligible to be 
  attacked and so are also not counted as being 
  grounded.
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  Recovery
  Every time a boss is defeated its spiritual 
  power explodes outward slightly, and you can 
  absorb some of it to recover yourself. A life, a 
  spellcard, and a cherry die are all recovered 
  whenever a boss is defeated, and perhaps partway 
  through the boss battle.
  You may also be able to take a rest and 
  recover that way. See the Playing chapter on page 
  37 for more information.
  Defeat
  Not every battle will be won. Sometimes 
  the bad guys win. When the entire party loses all of 
  their lives, or all are Hit in the same round, then 
  they are defeated.
  When defeated, the party must return 
  home for a day's rest before entering the breach 
  once more.
  Note that since recovering characters enter 
  at the beginning of the Resolution phase, while 
  freshly Hit players drop at the end of it, all of the 
  players have to be hit in the same round for such a 
  defeat to occur.
  Timing Out
  Part of the rules of danmaku duels decrees 
  that the battles can not stretch to eternity. If three 
  rounds pass without an enemy boss being Hit, they 
  automatically take a Hit during the resolution 
  phase. FOE lose a battle after five rounds, even if 
  they had been taking Hits; they are temporal 
  enemies and quickly move on.
  Magic
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
  What is magic?
  Simply put, magic is the ability for an entity 
  to have an effect on the world past what they 
  would be able to do using purely physical force. 
  The source of this effect could be inherent, as in 
  the supernatural powers of some youkai; it could 
  be divine, as the divine power of a god; or it could 
  be labeled as magic, such as the machinations of 
  the humans and magicians who control the 
  elements.
  All of these are represented in MYON as 
  magic, and all are subject to the same rules, though 
  not the same fluff when it comes to roleplaying.
  Gensokyo Magic
  Gensokyo Magic refers to the magical 
  abilities shown by those who live in Gensokyo, and 
  is the basis for the spell rules. Multiple spells can be 
  cast per day, different ones can be learned but not 
  memorized, and they are commonly localized or 
  temporary in their effects. Except for Lunarian 
  Magic, all magic is presumed to be Gensokyo 
  Magic.
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  Learning Spells
  Learning magic is not easy. Even youkai 
  have to develop their supernatural abilities, and 
  who knows what gods are up to when they 
  improve their divine powers.
  In order to learn a spell, one must have a 
  location in which to learn. This could be a 
  laboratory where you experiment with different 
  magical concepts or a library where you peruse the 
  tomes of forbidden lore. If you do not have the 
  proper equipment or location to learn magic, it 
  takes twice as long to create a spell.
  A spell takes a number of days to learn 
  equal to the cherry point cost of the spell, 
  provided that you have a good place to learn the 
  spell. The number of days need not be 
  consecutive; you can spend a day a week or even 
  longer on a spell to learn it. This can be ignored if 
  the gamemaster wishes.
  Once you have learned a spell, then you 
  can memorize it. Learned spells are not forgotten 
  even if they are not memorized, and you can learn 
  a number of spells equal to three times the number 
  you can memorize, which is generally equal to 
  your Thought aspect.
  Memorizing Spells
  In order for a spell to be cast, it needs to 
  not only be learned but also to be memorized as 
  well. A memorized spell has been prepared to be 
  cast; all of the reagents are ready, the magical 
  focus is in hand, etc.
  If you are using non-standerd magic, feel 
  free to substitute “memorized” with “prepared,” 
  “brewed,” or whatever terminology is most 
  appropriate.
  A character's number of memorized spells is 
  limited by their Thought, equal to that aspect 
  unless the character is a Magician or has Magical 
  Training.
  If you have a spell memorized, and are not 
  bound or otherwise restrained, then you can cast 
  it. A single spell can be memorized multiple times.
  After a spell is cast, it is no longer 
  memorized for the day. Your character must rest 
  in order to memorize spells. A tea party is 
  sufficient.
  Casting Spells
  Gensokyo magic is easy to cast. Even if it 
  takes months of study, most spells can be flung 
  about by the caster in the heat of combat.
  The actual method of casting your spells is 
  up to you and has no mechanical effect on the 
  game. Some ideas are chanting magical words, 
  reading out of a spellbook, drawing mystical sigils 
  in the air, channeling through a staff, quaffing a 
  potion or drawing from internal power.
  No matter what method you decided your 
  character will use to cast spells, casting a spell takes 
  one action.
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  While the spell itself determines the number 
  of dice kept, if the spell calls for a dice roll then 
  Thought is the aspect used.
  Non-Standard Magic
  Not all magic is a flashy spell. Alchemy, for 
  example, involves a more scientific manipulation of 
  the elements to create potions with specific effects. 
  Dolls could be created to act on behalf of the 
  creator.
  These may not be magic, but in MYON, 
  they are treated as magic for rule purposes just like 
  divine and supernatural powers are. The only 
  functional difference is in how the player roleplays 
  their character performing the spells, throwing a 
  potion or directing a doll to blind an enemy 
  instead of waggling their fingers while reading out 
  of a book.
  Creating Spells
  Here we get to the nuts and bolts of the 
  spells themselves, including creation rules and 
  cherry point costs. All magic, be it proper magic, 
  alchemical recipes, or a youkai's power, is created 
  the same way.
   Spells, like talents, are recorded individually 
  and have a number level. Unlike talents, however, 
  the limit is 10 instead of 5, and all points in a spell 
  are purchased at once instead of sequentially.
  Effects added to a spell which are of the 
  opposite type of the spell, such as adding a Penalty 
  to a Beneficial spell, subtract from the spell's limit 
  instead of adding to it.
  Every cherry point spent on magic gives 
  three spell creation points. If you learn a spell and 
  have a spell creation point left over, it is saved for 
  later. Learned spells can be upgraded with spell 
  creation points later. The spell creation time 
  applies, if the gamemaster wishes so.
  All spells have five components: Type, 
  Name, Effect, Duration, and Magnitude.  A spell 
  may have multiple effects and magnitudes. The 
  various components are explained in the table 
  below.
  Component
  Cost Explanation
  Type
  Beneficial spells help friends 
  while Detrimental spells hurt 
  enemies and require kept dice.
  Name
  All spells should have a name, 
  even if only for record keeping.
  Effect
  1-6
  What the spell does. The cost is 
  listed in the effect list, or is equal 
  to the level of the dis/advantage.  
  Duration
  0-5
  How long the spell lasts. With the 
  exception of Instant duration 
  spells, all spells come into effect 
  during the resolution phase of 
  the round in which they are cast.
  Instant
  0
  The spell takes effect as soon as 
  it is cast but does not have any 
  lingering effects.
  Round
  1
  The spell affects the target(s) for 
  the entirety of one round, ending 
  during the resolution phase of 
  the round after it is cast.
  Encounter
  3
  The spell lasts for one encounter, 
  which includes combat as well as 
  the interactions immediately 
  before and after it.
  Day
  5
  The spell lasts until the 
  characters end their day or 24 
  hours have passed, whichever 
  comes first.
  Magnitude
  How powerful the spell is. 
  Magnitude has to be specified for 
  each individual effect.
  Roll Bonus 
  or Penalty
  0-5
  The bonus to the result of the 
  roll. Each point is worth +2 or -2 
  bonus/penalty. The limit is +/-10 
  total for the spell.
  Dice Kept
  0-5
  The number of dice kept if the 
  spell calls for a roll or modifies 
  the target's rolls. The maximum 
  number of kept dice is 5. 
  Single Target
  0
  One target is affected by the 
  spell.
  Side
  3
  All of those of one side, either 
  friendly or hostile, is affected by 
  the spell.
  Vicinity
  4
  Every single person in the local 
  area is affected by the spell.
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  Spell Creation Costs:
  Spells are created before the spell is 
  learned, because the learning time is dependent on 
  the cost of the spell.
  To find the total cost of the spell, first 
  calculate the cost of the effect(s), duration, and 
  magnitudes of the spell. Then combine.
  At character creation, no spell may surpass 
  a value of 3 in any of effect/magnitude/duration, 
  and may not have a combined value above 6. This 
  limit is waived after creation. Remember that a 
  spell may have multiple effects and magnitudes. 
  Because of the ability to lower a spell's 
  point value with an opposing effect, a spell's cost 
  may be higher than the spell's point value.
  Magic Defense
  Spells which deal direct damage can be 
  defended against or dodged as if it were a normal 
  attack. Non-damaging spells with a negative effect 
  are defended using Spirit with the willpower talent, 
  unless the target has a spell to defend against such 
  spells.
  Lunarian Magic
  Lunarian Magic, in contrast to its Gensokyo 
  counterpart, tends to be epic in scope and 
  duration, and are the stuff of incidents. Notable 
  examples include the Hourai Elixer, and being able 
  to hide the moon in a pot and replace it with a 
  fake moon.
  Each Lunarian Magic spell requires lots of 
  preparation and probably a ritual. It can not be 
  learned or memorized as a Gensokyo Magic spell 
  can. Each Lunarian Magic spell tends to be unique 
  as well.
  If you are interested in using Lunarian 
  Magic, then you need to discuss it with your 
  gamemaster. Casting a Lunarian spell should 
  require several sessions of preparations, and its 
  effects should be great. Think of various myths and 
  legends when you want to use Lunarian Magic.
  Spell Effects:
  This list of spell effects is split into two 
  sections, positive and negative effects. Remember 
  that each spell effect has its own magnitude. For 
  reference's sake, here is a list of all of the effects.
  Banish, Cause Disadvantage, Compulsion 
  Counterspell, Create Light, Creation, Damage, 
  Freeze, Grant Advantage, Haste, Heal, Heightened 
  Reflextes, Illusion, Immobilize, Impart Skill, 
  Interrupt, Invisibility, Remove Light, Resist Magic, 
  Penalize, Summon, Shell, Shield, Silence, Suspend, 
  Talent Bonus, Telekinesis, and Teleport.
  Positive:
  Create Light, 1 – Brightens a dark 
  area to a visible level. A single target magnitude 
  only lights up a small area, as if the caster had a 
  flashlight. A magnitude targetting a side lights up a 
  small room, while a vicinity magnitude lights up a 
  large room.
  Creation, 2 – Creates an object for 
  the duration, such as a table or wall. Living 
  creatures and complex objects can not be created. 
  Every 2 points adds an additional object. The 
  created objects can be up to the size of a dining 
  table, normal door, or equivalent section of wall. 
  Less can be created than allowed if desired.
  Grant Advantage, X – Every target 
  of the spell gains the advantage imparted by this 
  effect. The cost of this effect is equal to the cost of 
  the advantage. Not all advantages can be a spell's 
  effect. Advantages which only sometimes come 
  into effect, such as Were-Beast, are automatically 
  activated when used as a spell. If a spell granting an 
  advantage is cast on someone with the advantage 
  already, then the higher level of either source is 
  used.
  Haste, 6 - Grants two actions per 
  round to the target but removes a week from your 
  life for every round you are hasted (see the Aging 
  section in the Advancement chapter, page 50).
  Heal, 4 – A single life is restored to 
  the target. Duration determines how long until the 
  life is restored. Instant duration causes the life to 
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  be restored immediately. Round duration restores 
  the life at the end of the round, or cancels a Hit. 
  Encounter duration restores the life at the end of 
  the encounter, or when the party is defeated, 
  which cancels the defeat. Day duration restores 
  two lives at the end of the day.
  Heightened Reflexes, 2 – Combines 
  with Roll bonus. The bonus is applied to any 
  defensive rolls during the duration.
  Illusion, 1 – The spell makes it look 
  as if something exists which is not really there. The 
  cost of 1 is for a small object which only fools one 
  sense. It costs 2 for a human sized illusion, and 3 
  for something larger. Each other sense added to 
  the illusion costs 1. Disbelieving the illusion is a 
  perception roll, with a penalty of 2 for each sense 
  fooled by the illusion.
  Impart Skill, 2 – Grants the recipient 
  knowledge of a new skill. The particular talent 
  given is chosen when the spell is created. Adding 
  dice kept to the magnitude adds to the level of the 
  talent bestowed. One level of the talent is included 
  in the cost of this spell. If the recipient already has 
  the talent, the higher of either source is used.
  Interrupt, 1 – Replaces a previously 
  chosen action with a spell with this effect. Can only 
  be added to Instant duration spells.
  Invisibility, 3 – Removes the target 
  from all but the best senses for the duration or 
  until the resolution phase after perform an action 
  other than moving. An invisible character may not 
  be the target of an attack, but still has to defend 
  against indiscriminate attacks and spellcards, at the 
  gamemaster's discretion. The character can attack 
  while invisible, and if the player is clever about 
  describing how they take advantage of the 
  invisibility, the gamemaster can proscribe a roll 
  bonus. The enemy also does not get a Skirt Bonus 
  when the invisible character is Close to them. 
  When an invisible character reveals themselves, it 
  takes effect during the resolution phase.
  Resist Magic, 2 – Combines with Roll 
  bonus. The bonus is applied to any spell defense 
  rolls during the duration.
  Summon, 2, 4 – Brings an object or 
  creature from elsewhere to the caster for the 
  duration. The cost is 2 for objects and 4 for 
  creatures. Individuals can not be summoned.
  Shell, 2 – The next unfriendly spell 
  against the target during the duration automatically 
  fails.
  Shield, 2 – The next hit (failed 
  defense) against the target during the duration is 
  automatically blocked. All hits during that turn are 
  canceled.
  Talent Bonus, 1 – Grants a bonus to 
  the rolls of a single talent chosen when the spell is 
  created. One magnitude level of bonus is included 
  in the cost of this effect. Each level of bonus is 
  worth +2.
  Telekinesis, 3 – The target gains the 
  same ability as what Poltergeists have, as seen in 
  the Origin section (pg. 10).
  Teleport, 3 – Instantaneously moves 
  the target(s) to another location. The location must 
  be familiar to the caster and the target willing.
  Negative:
  Banish, 2 – Returns a summoned 
  object or creature from whence it came. 
  Cause Disadvantage, X - Every target 
  of the spell gains the disadvantage imparted by this 
  effect. The cost of this effect is equal to the cost of 
  the disadvantage. Not all disadvantages can be a 
  spell's effect. Disadvantages which only sometimes 
  come into effect, such as Fluffy Were-Beast, are 
  automatically activated when used as a spell. If a 
  spell granting a disadvantage is cast on someone 
  with the disadvantage already, then the higher level 
  of either source is used.
  Compulsion, 1 – You impart into the 
  target a mental compulsion to do something or to 
  avoid something. They have to make a Spirit plus 
  Willpower roll to overcome the compulsion versus 
  a difficulty as determined by the spell's magnitude, 
  starting with Easy as cost 1 and increasing linearly. 
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  The target has to roll each time the compulsion 
  comes up until they succeed, in which case the 
  spell is broken. This is after the normal opposed 
  roll to see if the spell affects the target.
  Counterspell, 2 – Attempts to cancel 
  the effects of another spell cast this round or until 
  the end of the duration. It affects the first spell 
  hostile to the caster and their friends. Both 
  characters roll Thought, with the counterspelling 
  character adding any dice bonus from this spell. If 
  the counterspelling character equals or bests the 
  target, their spell has no effect but is still cast for 
  the day. 
  Damage, 0 – Equivalent to a normal 
  attack, except that no dodge bonus for knowing 
  the talent can apply. Damage may only be Instant.
  Freeze, 5 – Prevents the target from 
  taking any action whatsoever. They automatically 
  fail all dodge and deflect rolls for the duration.
  Immobilize, 3 – Prevents the target 
  from moving for the duration. Their dodge talent 
  drops to 1 and can not explode, though they may 
  still launch danmaku and deflect incoming attacks. 
  If they are flying, it may cause them to drop out of 
  the air comically but without damage.
  Penalize, 2 – Grants a penalty to the 
  rolls of a single aspect chosen when the spell is 
  created. One level of penalty is included in the 
  cost of this effect. Each level of penalty is worth -2.
  Remove Light, 2 – Darkens the area 
  around the target. Because they can not see as 
  well, they get a penalty to their actions equal to 
  double the cost spent on the dice penalty 
  magnitude.
  Silence, 2 – Prevents the target from 
  speaking. It also prevents them from casting magic, 
  even if they have established that they use a 
  nonstandard method of magic.
  Suspend, 3 – Removes the target 
  from combat for a round as if they were hit this 
  round, except that it does not end combat if 
  applicable and does not count as a Hit.
  Example Spells: 
  Blessing of the Border, 10 – Beautiful 
  Mind and Heal and Wondrous Hat, Round, single 
  target.
  Fireball, 8 – Damage, Instant, Xk4+1 
  to one side.
  Fluffy Invisibility, 5 – Fluffy Were-
  Beast and Invisibility, Encounter, singe target.
  Breaking Spells
  If a spell has an effect such as 
  Compulsion or Shield which can end before the 
  duration is over, once that aspect of the spell ends 
  the whole spell ends. That is called Spell Breaking. 
  Getting Hit also breaks Detrimental spells. 
  Beneficial spells are broken if the spelled character 
  fails a Willpower roll versus a target number equal 
  to the spell's value times three. Other talents may 
  be acceptable if the gamemaster agrees.
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  Advancement
  The citizens of Gensokyo do not stay 
  stagnant. Well, some do, but not all. Chances are 
  that the your character will be out and learning 
  and experiencing, and so will increase in skills and 
  powers.
  This is referred to as advancing, and can 
  happen at any time when you have cherry points 
  available to spend.
  Advancing an aspect also increases any 
  statistics tied to it at the same time
  Cherry Points
  Cherry points are, in game terms, numbers 
  accumulated during play that can be spent to 
  increase certain character functions. In the game 
  world itself, however, cherry points have no 
  concrete form, instead they represent what the 
  character has learned from their various 
  experiences and tribulations.
  They are acquired at the end of a session, 
  typically 1 to 5 at a time. This number is decided 
  upon by the gamemaster, and should be based 
  upon the length of the game and of the quality of 
  roleplaying more than on how successful and lucky 
  the players were. More is often learned in defeat 
  than in victory.
  The gamemaster should keep in mind that a 
  level in a talent costs 2 cherry points, so handing 
  out 2 cherry points a session gives the characters 
  about one talent advancement every time you 
  play.
  Cherry Costs
  The cherry point cost to increase aspects, 
  talents, and advantages depends on whether the 
  character is being created or is advancing later.
  During character creation, aspects cost 2 
  points per level, talents cost 1 point per level, and 
  advantages cost as per the advantage section.
  When advancing, costs are generally 
  doubled. Aspects cost 4 points per level and talents 
  cost 2 points per level.
  Advantages while advancing are slightly 
  different. Advantage costs become cumulative. If 
  the advantage is levelled, then you have to buy 
  each level one at a time. If it is a flat cost above 1, 
  then you have to spend cumulative cherry points 
  as if it had lower levels. All of the points must be 
  spent at the same time, this can not be used to buy 
  a cheaper version of an advantage. 
  For example, acquiring the Fast Flight 
  advantage at 1 while advancing costs 1 cherry point. 
  If you want to increase it to 3 later, then you need 
  to spend 2 to get it to level 2 and 3 to get it to level 
  3, for a total expenditure of 6 cherry points at one 
  time.
  If you wish to acquire the Small Hitbox 
  advantage while advancing, which has a cost of 3, 
  then you need to spend 6 points to acquire it, as if 
  you had to buy Small Hitbox 1 and 2 first, even 
  though those do not exist.
  Disadvantages can be “paid off” while 
  advancing, at the same cost as buying advantages.
  Magic has the same cost regardless if the 
  spell is learned during character creation or 
  afterward. However, magic also typically requires 
  research or practice before learning a spell. See 
  page 44.
  Limits
  You can not advance a character's aspects 
  or talents past 5 unless allowed to by an origin. If 
  an origin increases an aspect by 1, then you can 
  advance that aspect to 6, and any related talents to 
  6.
  The increase to Hat or Danmaku from 
  Beautiful Mind or Wondrous Hat can allow a 
  combat or danmaku talent to reach 6, and it can 
  combine with an origin to allow a talent to reach 7.
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  When Can You Advance?
  Any time. Unlike some games which only 
  allow you to increase your character's abilities 
  when you level up, or after a session, in MYON 
  you can hold on to cherry points to spend them in 
  the middle of a session.
  This is to represent when your character 
  discovers a skill they did not know they had, or to 
  represent learning while they are performing. One 
  does not just learn after the fact, after all.
  For example, the party comes along a locked 
  door, and nobody knows how to lockpick. A 
  character with cherry points in reserve could "take a 
  stab at it" and discover that they have a talent in 
  picking locks, spending 2 cherry points to gain a 
  level in the Lockpicking talent.
  If the character wants to advance during 
  combat, then the cherry cost is increased by 1. 
  Danmaku battles are fast and present many 
  distractions, and have a small margin of error, so 
  trying something new or pushing your boundaries 
  is more difficult than in a peaceful setting.
  Aging
  Characters growing old is a non-concern in 
  Gensokyo. Youkai can live for thousands of years 
  and look as young as they want. Cirno is over fifty 
  years old and looks like a child. Tewi is older than 
  Gensokyo and looks like a child!
  Even humans can resist aging. The amount 
  of spiritual power in the average human in 
  Gensokyo is considerably more than in the 
  residents of the outside world, and the player 
  characters should be well above average in that 
  regard. Old age and death may come to the 
  humans, but it will be far off.
  On the opposite side of the coin, youkai are 
  as physically mature as they are going to be when 
  they appear. They do not grow from child to 
  adolescent to adult as humans do. Despite this they 
  may still mature mentally through learning and 
  experience, though they generally do so at a slower 
  rate than humans.
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  Part 5 – Maple Dream
  “Danmaku is a means of communication by the story and characters, as wave after wave of dazzling 
  attacks are dealt and returned.” ~ ZUN
  Synopsis
  This section of the book consists of five chapters. The first is a brief overview of Gensokyo and its 
  most famous inhabitants, as well as a slight history (pg. 53). The second is for the eyes of the Gamemaster 
  only and deals with information that should be known to run the game (pg. 56). The third and fourth 
  chapters are continuations of the Gamemaster's Section, being Bosses (pg. 59) and Incidents (pg. Error: 
  Reference source not found). The last chapter is Acknowledgments and Credits (pg. 64).
  If you are a player, then there is no real reason for you to read the gamemaster's chapters except 
  for curiosity. We would encourage you not to delve too deeply into it, because metaknowledge of how 
  certain things work may lower the challenge in overcoming them, but there strictly speaking is nothing 
  preventing you from reading them.
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  A Brief History of Gensokyo
  History
  A long time ago, there was a part of Japan 
  known as Gensokyo. Powerful youkai lived there, 
  ones who would consume any humans who 
  foolishly visited the land. Sometimes a warrior 
  would visit Gensokyo to slay youkai, and a 
  settlement was established by such warriors.
  However, in the rest of the world, science 
  advanced. Youkai turned from reality into myth 
  then into superstition. The land of Gensokyo, with 
  its youkai and human residents, was sealed away by 
  some human priests, never to be heard of in the 
  outside world again.
  The Great Hakurei Border was created in 
  the year 1885 AD. While the outside world 
  advanced, Gensokyo's residents adapted to being 
  sealed away and established their own culture, 
  even embracing the border and strengthening it 
  themselves after a time.
  Relations between the youkai and humans 
  within Gensokyo eventually warmed, changing 
  from predation and extermination to peace and, 
  sometimes, friendship.
  There are exceptions, of course. Sometimes 
  a youkai will rampage and cause mischief, and 
  sometimes a human will hunt down and 
  exterminate youkai. Without such events, however, 
  the youkai of Gensokyo would weaken and die. 
  Fortunately, the humans can hold their own.
  As the border is not impermeable, 
  sometimes objects and people from the outside 
  world find themselves in Gensokyo, and when 
  youkai feel the need to feed on human flesh they 
  can make their way into the outside world to fake 
  an accident so they may take a human.
  Geography
  There are many locations within Gensokyo, 
  and it is not unknown for a building from the 
  outside world to be transported to Gensokyo.
  1. Muenzuka
  Also known as the “Mound of the 
  Nameless.” The graves of orphans and 
  outsiders reside here.
  2. Road of Reconsideration
  One of the locations where the 
  Gensokyo border becomes blurred, and 
  where suicidal outsiders sometimes find 
  themselves in Gensokyo. Humans here 
  sometimes recover their will to live, and 
  youkai seek prey here as well.
  3. Forest of Magic
  A forest which is dangerous for most 
  humans, it is filled with dangerous flora 
  and fauna, as well as a couple homes.
  4. Bamboo Forest of the Lost
  Also known as the “Tall Grass Cluster.” 
  The ground is flat, the bamboo grows 
  quickly, and visitors easily become lost. 
  Eientei lays in the heart of this forest.
  5. Kourindou
  An antique and curiosity store visited by 
  both human and youkai, it possesses 
  items from both Gensokyo and Outside.
  6. Human Village
  The center of life for most humans, 
  filled with homes, shops, and a 
  Palanquin ship-turned-Buddhist temple. 
  It is the safest place in Gensokyo for a 
  human, and sometimes friendly youkai 
  come to visit, trade goods, and even 
  hire humans.
  7. Garden of the Sun
  A youkai-filled sunflower field.
  8. Nameless Hill
  A field filled with poisonous lilies-of-the-
  valley. Sometimes a dumping site for 
  unwanted items.
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  9. Misty Lake
  A lake about five kilometers in 
  circumference. Every day at noon a 
  mysterious fog envelopes the area 
  around the lake. Fairies flock to the area 
  and the Scarlet Devil Mansion is 
  adjacent to it, but this does not stop 
  human fisherman from trying to catch 
  the monster fish swimming within the 
  lake.
  10. Youkai Mountain
  A mostly dormant mountain covered in 
  beautiful geographic features and large
  numbers of both kappa and tengu. It is 
  ruled by Tenma, the leader of the 
  tengu.
  11. Giant Toad's Pond
  Home to the Giant Toad, its water is 
  divine, though the local shrine is long 
  abandoned.
  12. Moriya Shrine
  A Shinto shrine recently injected into 
  Gensokyo from the outside world.
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  13. Hakurei Shrne
  A Shinto shrine operated by the 
  Hakurei Shrine Maiden, it is located on 
  the Hakurei Border, also known as the 
  Great Border or Gensokyo Border. It is 
  possible to pass through the border 
  here. The shrine is also instrumental in 
  keeping the border intact. The shrine 
  seems to be more popular with youkai 
  than with humans.
  14. ?
  Some sort of dwelling?
  15. Road of Liminality
  A road originally traversed by ghosts 
  and spirits, it leads to the Sanzu river. 
  Merchant stands to fund the afterlife 
  have sprung up alongside the road, so it 
  is now visited by the living as well as the 
  dead.
  16. Sanzu River
  The river which the dead must cross to 
  get to their judgment. Only shinigami 
  can cross, the living are excluded and 
  the dead must pay for passage.
  This list is by no means exhaustive. More 
  locations exist already, and more can easily enter 
  Gensokyo. The map, as well, can be fluid; while 
  this is the map of one Gensokyo, your own may 
  have different locations for everything.
  Calendar
  Gensokyo has a lunisolar calendar which 
  uses the traditional Japanese names for the 
  months. The months are based on the phases of 
  the moon instead on arbitrary numbers. The 
  Gensokyo New Year is on the 1st of the Deutzia 
  Month. AD 1885, the year of the creation of the 
  Great Hakurei Border, corresponds to year 0 in 
  Gensokyo.
  Outside
  Gensokyo
  April
  Deutzia Month
  May
  Planting Month
  June
  Month of Water
  July
  Book Month
  August
  Leaf Month
  September
  Long-Lasting Month
  October
  Godless Month
  November
  Frost Month
  December
  Priest-Running Month
  January
  Affection Month
  February
  More Clothes Month
  March
  Sprouting Month
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  Gamemaster's Section
  This chapter, as well as the Bosses and 
  Incidents chapters, are for the gamemaster's eyes 
  only. The information contained within relate to 
  the way the world is created and maintained and is 
  not directed at players.
  Difficulty
  As the players progress through an incident, 
  and across multiple incidents, their ability to defeat 
  enemies will increase and increase. The method 
  MYON uses to balance party strength to enemies 
  and rolls is similar to the difficulty levels in the 
  Touhou Project shooting games, except that the 
  gamemaster, not the players, decides the difficulty.
  The difficulty level should be within one 
  dice level of the average of the party's best rolls. 
  For new characters this will almost always be 3, 
  equivalent to Normal difficulty, so the party should 
  be facing Easy to Hard enemies and rolls.
  A single character with a roll above the rest 
  should not push a party to the next higher 
  difficulty, but if they are doing well then it can. If 
  the party is well optimized this can push the 
  difficulty up as well.
  The difficulty level for rolls is copied below. 
  The difficulty level for enemies are in the FOE 
  section. Midbosses and Bosses are based of difficult 
  level as well, but they have their own chart.
  Trivial
  Easy
  Normal
  Hard
  Lunatic
  Extra
  Phantasm
  1
  5
  10
  15
  20
  25
  30
  A roll does not have to be in line with the 
  party's difficulty level if you do not wish for it to 
  be so. Obviously difficult or easy tasks could be 
  more or less difficult than called for normally, and 
  modifiers can push the difficulty around as well. 
  This is left to your discretion.
  Even in MYON, FOE!
  F.O.E. (Field-On Enemy)
  Sometimes also known as a Fairy Squad, 
  F.O.E. represents the nameless small fry when you 
  typically have to burn through to reach the various 
  bosses.
  They can be fairies, they can be kedama, 
  and sometimes they are ice or rocks. No matter 
  what they are, they are a threat but can be 
  neutralized quickly.
  The number and type of enemies in a FOE 
  is purely fluff; a FOE could be a swarm of thirty 
  fairies or a single large fairy. Multiple FOE can be 
  on the field at one time, though be careful with 
  this, as the added record keeping could slow the 
  game down.
  FOE come in six difficulty levels. The 
  difficulty level of a FOE determines what it rolls to 
  attack and dodge, as well as the number of lives of 
  the FOE. FOE do not have spellcards or cherry 
  dice, and only at the gamemaster's discretion do 
  they have talents.
  A FOE's dodge roll is the same as their 
  attack roll as given in the chart. Any non-combat 
  talents they have are 1k1 lower than the attack roll. 
  They may have a number of non-combat talents 
  equal to their lives. A FOE can deflect only at the 
  gamemaster's discretion.
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  Level
  Roll
  Lives
  Easy
  2k1
  3
  Normal
  3k2
  4
  Hard
  4k3
  4
  Lunatic
  5k4
  5
  Extra
  6k5
  5
  Phantasm
  7k6
  6
  When a FOE fails their dodge roll, they lose 
  a life, then they lose an additional life for every 10 
  they failed the roll by. Unlike characters, when a 
  FOE loses a life they do not disappear for a round, 
  and a FOE can lose lives from multiple enemies in 
  one round. FOE leave combat after five rounds.
  Most often a single "life" in a FOE 
  corresponds to several fairies. Do not feel bad 
  about having your players defeat large amounts of 
  FOE. Most enemies which qualify as FOE can 
  respawn relatively quickly or are non-sentient to 
  begin with.
  FOE attack indiscriminately, just like bosses. 
  See their section on page 59 for more details.
  Awards
  At the end of the session, it is time to 
  reward the players. Other than in-game prestige, 
  you can also reward them with cherry points.
  It is recommended that you award 1 to 3 
  cherry points a session. If it is a short session, then 
  1 is probably fine. If it was a long, exciting session, 
  then 3. If someone did something terribly exciting 
  in the game or roleplayed very well, award them 
  with an extra point. If a player barely played and 
  was a detriment to the group, then penalize them a 
  point!
  Remember that it only takes 2 points to 
  increase a talent by a level, so do not be too 
  generous with the cherry points. Do not just hand 
  out 1 every session either, use cherry points to 
  encourage the players to do risky and exciting 
  actions.
  Gamemaster Cherry Dice
  The players all have access to cherry dice, 
  and so do you. However, the manner in which you 
  gain cherry dice is different, and you can not use 
  them for trivial rolls. Only bosses or major plot 
  related rolls should be viable targets for cherry dice 
  usage.
  You start with a number of cherry dice 
  equal to the highest among your players. Instead of 
  replenishing them in the normal manner, you 
  regain all of your cherry dice at the beginning of 
  each session. As well, when a boss comes into play, 
  if you have less cherry dice than the boss's rating 
  then you replenish up to the number of the boss's 
  cherry dice.
  You can also regain cherry dice as 
  punishment for the players. If they start to lose 
  focus on the game and distract each other, then 
  bring them back by letting them know that you are 
  gaining a cherry die. This cherry die is usable in 
  any situation.
  You can use a cherry die in any manner in 
  which a character can, as well in several 
  gamemaster-only ways. If you are rolling in secret, 
  then you can use a cherry die to fudge the roll, 
  adding or subtracting the die's result to/from the 
  roll. You can also use it to reroll a roll entirely.
  As well, if you feel that a boss encounter is 
  too easy for the player characters, you can spend a 
  cherry die to have the boss retreat and recover a 
  life. You can also spend a cherry die to upgrade 
  the difficulty level of a FOE, even during the battle 
  with the FOE.
  You can also use your cherry dice to throw 
  power-ups at the characters, spending one cherry 
  die to restore a cherry die, a life, and a bomb to 
  the party.
  Characters with the were-beast or fluffy 
  were-beast dis/advantages may have it activated by 
  you whenever you wish to spend a cherry die.
  You could do all of these things anyways 
  without spending your cherry dice. But this way 
  there is a structure to handing out random boons.
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  Canon Characters
  The canon characters are a big part of 
  Gensokyo. However, dealing with them in MYON 
  may be difficult. Why are the player characters 
  resolving the incident while Reimu drinks sake at 
  the shrine? If the final boss has kidnapped Reimu, 
  then how are the player characters strong enough 
  to defeat them?
  This can be a delicate subject for some 
  groups, but for others, they may not care. As such, 
  all we can do is recommend that you do not de-
  power the canon characters, but you should not 
  emphasize them either. The focus should be on the 
  player characters.
  A good way to have the player characters 
  be the ones resolving the incident is to have it start 
  as something personal to them before having it 
  affect all of Gensokyo. If you do this, by the time 
  Reimu becomes involved, she may recognize that 
  the party is well on their way to fixing things.
  Or maybe the party could beat up Reimu as 
  well. It happened in Imperishable Night. The 
  power of numbers may allow four weaker youkai 
  to beat up the Shrine Maiden.
  By all means, let the player characters 
  peaceably interact with the canon characters. They 
  could visit Akyuu for information, get assistance 
  out of the the Bamboo Thicket by Mokou, or any 
  other number of encounters.
  Your players may even want to play as 
  canon characters. IF you allow this, then it is 
  recommended that all players play as an 
  established character. They should play as 
  characters who would be working together and of 
  the same strength. Just remember, fun takes 
  precedence over the rules.
  Crossovers
  Crossing the Touhou Project with other 
  universes is rarely a good idea. It is not 
  recommended. It may result in hurt feelings as the 
  fans of one franchise may battle with and put 
  down the fans of the other franchise. It may also 
  encourage more immature play, such as including 
  fetishes or Mary-Sueism.
  If you do include a crossover, then 
  remember that we warned you.
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  Bosses
  Not all enemies the players will come into 
  contact with will be of their power level. In fact, 
  because they will always be outnumbered, their 
  major opponents should most often be stronger 
  than an individual player. These opponents are 
  known as bosses. Opponents equal to the players 
  are midbosses.
  Typically the players should fight one boss 
  or midboss at a time. Multiple midbosses may 
  show up at once though, and when doing so may 
  take up the position of a normal boss. As well, 
  bosses may be defended by a midboss mid-battle; 
  if so, then defeat of the midboss should not be 
  necessary to defeat the boss. When the boss is 
  defeated, the midboss should give up as well.
  Bosses should be “placed” at strategic 
  points in the campaign, often but not always at the 
  end of the session. Their defeat should do 
  something for the players. They could give 
  directions, necessary knowledge, or a needed item 
  upon their defeat.
  Midbosses should be less plot specific, but 
  should give the players the clue that they are on 
  the right track and that they are nearing a boss.
  Final bosses should be encountered at or 
  very near the end of the incident and will probably 
  take the majority of a session to fight. In the 
  shooting games they are the focus of their stage, 
  let them be that here as well.
  Boss Creation
  Bosses follow the difficulty level for their 
  creation, not cherry points. It is possible to make a 
  boss character using cherry points, but they may 
  be harder to balance to the party.
  Easy Normal Hard Lunatic
  Extra
  Phantasm
  Rating
  2
  3
  4
  5
  6
  7
  The difficulty's rating determines many of a 
  boss character's statistics. All bosses, in addition to 
  the number of talents given by the difficulty rating, 
  have the dodge and deflect talents.
  The following statistics are equal to the 
  difficulty rating: Number of non-combat talents, 
  talent averages, aspect averages, cherry points 
  available for advantages, cherry points available for 
  magic, cherry dice, and number of lives/spellcards. 
  Their Hat or Danmaku aspects do not determine 
  lives or spellcards.
  The following statistics are equal to the 
  difficulty rating plus one: Aspect limit, talent limit, 
  and number of combat talents.
  When creating the boss you can subtract 
  and add levels to aspects or talents at a one to one 
  ratio, adding one level only after removing a level 
  elsewhere. It is fine to remove more levels than 
  you add, though vice versa may make the boss too 
  challenging. It is best not to exceed the limit given 
  by the difficulty rating.
  These difficulty rating determinations are 
  guidelines. If you wish, you can throw these out of 
  the window and make the boss however you wish.
  Bosses should be the difficulty level equal to 
  the party. Midbosses should be one level below, 
  and final bosses should be one level above.
  Boss Advantages
  Bosses may have multiple special abilities 
  which player characters do not have access to. 
  These are advantages which are available to bosses 
  but not to player characters.
  Backup, 2 – Bosses do not have to fight 
  alone. If the boss has the Servant advantage, then 
  they can summon the servants for the duration of 
  one of their lives.
  When the boss loses their life, their servants 
  disappear. If the servants are defeated before the 
  boss is defeated, then they do not automatically 
  respawn.
  Summoning servants in this manner costs an 
  attack, and may be one of the attacks in a 
  spellcard.
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  Multiple Danmaku, 3 – Powerful enemies 
  are not limited to only one attack. If they want, 
  they can attack twice in one round, and this can 
  combine with Indiscriminate Attack. Truly fiendish 
  bosses can attack and use a spellcard in the same 
  round!
  Survival Card, 2 – A boss can use a survival 
  card, an attack which lasts for up to three rounds 
  during when they are immune to all attacks. At the 
  end of the survival card, however, they lose a life 
  as if they had been hit.
  Boss Attributes
  Unlike boss advantages, boss attributes are 
  mandatory. All bosses have these in common, 
  midbosses included.
  Focused Fire – Instead of using an 
  Indiscriminate Attack against every opposing 
  character, a boss may choose to attack only one 
  enemy. In this case, they attack that character 
  twice, with two types of danmaku.
  Free Spellcard Usage – Bosses do not have 
  to use a Cherry Die in order to use a spellcard. In 
  fact, the method they use to activate a spellcard is 
  different, as explained in the Life Bar section.
  The immunity given for using a cherry die 
  to be immune during a spellcard lasts for only one 
  round even if the spellcard lasts longer, unless it is 
  a survival card.
  Indiscriminate Attack – The normal attack 
  of a boss strikes at all of its enemies, not just one. 
  Roll once, this is to be defended by every 
  opponent.
  Instant Recovery – A boss recovers in the 
  same round it takes a Hit, meaning that it does not 
  have to wait a round to re-enter the battlefield. 
  This is to bypass the normal rule about winning a 
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  Touhou ~ MYON
  battle regardless of lives when all foes have been 
  hit in one round.
  Life Bar – The number of lives remaining 
  for the boss is open knowledge. As well, the boss's 
  number of lives and spellcards is determined by 
  their difficulty.
  The method of losing a life is different for a 
  boss. Most typically, up to your discretion, instead 
  of losing a life when hit they instead use their 
  spellcard for the next three rounds. When they are 
  hit while using a spellcard, or three rounds pass, 
  then they lose their life.
  Unlike player characters who continue on 
  when at zero lives remaining, bosses are defeated 
  when they reach zero lives remaining.
  Life Giving – Some bosses, especially the 
  later ones, can drop power-ups as they lose lives. 
  After half of the boss's lives are lost, they can 
  recover a life, a spellcard, and a cherry die to all 
  player characters.
  They may also drop any of those items 
  during the fight, always after losing a life, if you so 
  choose. Use your discretion about how difficult 
  you want the fight to be.
  Retreat – A boss can, immediately after 
  losing a life, end the battle without being either 
  victorious or defeated. They retain all of the lives 
  they would have left, and should reappear after a 
  while.
  Wriggle Kick – Named after Wriggle 
  Nightbug from Imperishable Night, infamous for 
  arriving at the right time to kill players above the 
  Point of Collection line with a body check, the 
  Wriggle Kick allows the boss to use physical attacks 
  from Far range. When a boss and a player 
  character's hitboxes collide, the player character is 
  the one to take a Hit.
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  Alternate Bosses
  Not every boss has to be a battle. Bosses 
  exist to be roadblocks to the party, a challenge to 
  be overcome, but this does not mean that the 
  players should come to blows with every 
  interesting character they come across. Fighting 
  boss after boss can become monotonous, and 
  throwing in alternate bosses is a good way to mix 
  things up.
  Alternate bosses are bosses overcome in 
  ways other than combat. They may demand that a 
  task be performed or them, or perhaps the the 
  players have to force some information out of a 
  stubborn youkai. There are many different ways in 
  which a boss can provide a challenge to the 
  players.
  Of course, you can mix the “categories” of 
  boss in one.  Do not be constrained by requiring a 
  boss to be defeated by combat OR overcome by 
  non-combat means. Some bosses could require a 
  half-fight and something else. Others may seem 
  like a full fight but could be more easily defeated 
  by trickery. Have fun with it.
  Do not be misguided by the terminology. 
  Any NPC who is important to the plot and who 
  provides resistance towards the character's efforts 
  is a boss. Combat is not required.
  Puzzle Bosses
  Some bosses have to be defeated, but not 
  through your normal beat-down. The formulaic 
  structure of the Touhou Project video games does 
  not allow for such bosses, but you are tied down 
  by no such formula. It is merely a guideline. Have 
  your players occasionally face a boss they are 
  unable to overcome by danmaku alone.
  There are almost as many ideas for Puzzle 
  Bosses as for Alternate Bosses. A good standby is a 
  boss who can only be defeated by the 
  environment. Or the boss can be used to destroy 
  the environment to allow the players to proceed, 
  such as guiding a physically powerful boss to 
  charge through the door the players need to enter.
  Often Puzzle Bosses will be more powerful 
  when it comes to combat than would be expected, 
  as straight up combat with them should be frantic 
  and unwinnable. Such bosses can be difficult to 
  gamemaster, as most players will, when in combat, 
  default to a mode where they think they need to 
  beat the enemy in combat, even if they feel 
  horribly outclassed.
  There are subtle hints you can drop to let 
  your players know that they are facing a puzzle 
  boss. Not mentioning any lives is a good one, 
  especially while paying extra attention to 
  describing the environment or whatever is used to 
  defeat the boss. Having every attack by the boss be 
  a Time Out attack is less subtle, and if the players 
  still don't realize what's going on, you can always 
  tell them that it's a Puzzle Boss.
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  Touhou ~ MYON
  Incidents
  For a game to have any sort of structure, it 
  must have a plot, a reason for the characters to be 
  together and to do things together. Plots do not 
  have to be complicated things. Often the simpler 
  plots are better received. In the land of Gensokyo, 
  there are two main types of campaigns, Slice of 
  Life and Incidents. The two differ in length and 
  motivation. They are not exclusive; one session 
  could be the resolution of an incident, and the 
  next session could be a Slice of Life episode.
  Slice of Life
  The shorter of the two types of campaigns 
  shares a focus with the style of manga known as 
  Slice of Life. In this type of campaign, the 
  motivation is the characters themselves. Their own 
  hopes, goals, and issues are the impetus for going 
  out and doing something. Losing your home and 
  having to shack up with the shrine maiden, going 
  on a trip to the beach, or kicking down a dungeon 
  door to find something cool inside are all small 
  plots which would be Slice of Life.
  Generally these plots will last for a small 
  number of sessions, even one, and can be 
  suggested by the players themselves. These often 
  will run sillier than a full blown incident.
  Reading lots of fan made manga will surely 
  give many ideas on short plots to lead your 
  characters down. Another good way to dig up 
  Slice of Life ideas is to run an Incident campaign. 
  When the players show interest in something or 
  leave some business unfinished, note it down. 
  These can be revisited later, and such Slice of Life 
  sessions are a good way to tie Gensokyo together 
  and give it a sense of continuity.
  Incidents
  The longer of the two types of campaigns is 
  very similar to the Touhou games themselves. 
  Incidents. Something big is going down, potentially 
  with the ability to affect the entirety of Gensokyo, 
  and for some reason it is up to the player 
  characters to resolve it--or maybe they just got in 
  the way.
  The motivation for the player characters is 
  the event going on, not so much their personal 
  goals. Unwilling heroes, in the hands of good 
  players, provide excellent roleplaying fodder. Their 
  goals could intertwine with the event a well.
  These campaigns will often last for a fair 
  number of sessions, as the players should have to 
  explore quite a few areas, question a number of 
  residents (often by force), and silence the 
  troublemakers and any innocents who get in the 
  way.
  Look at the Touhou games for ideas on 
  how to run Incident level games. There should be a 
  number of locations for the players to explore. 
  Seven is a good number, as with the extra stage 
  most Touhou games have seven stages.
  There should also be a good number of 
  characters to interact with, both helpful and 
  hostile. Fourteen may be a good number here, 
  seven midbosses and seven bosses, though note 
  that encounters in MYON do not have to be 
  exclusively combat based.  Mix it up a bit between 
  combat, social interaction, and puzzle solving. Mix 
  canon characters with new characters as wanted.
  Involve the Players
  Remember, roleplaying is more like 
  interactive storytelling than other game forms. 
  Involve the players in the campaign creation 
  process. What are the goals of the characters? 
  What kind of encounters would the players like to 
  see? What did they like about that last session, and 
  what did they dislike? Communication is key, so do 
  not be afraid to ask them for their preferences, or 
  help if you're having trouble coming up with 
  something. You may be surprised at what they 
  come up with.
  As a final note, have fun! That is the entire 
  point of Touhou Magnificent Youkai of 
  Neofantasia, to provide entertainment as only 
  Gensokyo can. If you are having fun while ignoring 
  everything else in this rulebook, then you are 
  playing correctly.
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  Touhou ~ MYON
  Credits and Acknowledgments
  This roleplaying game was designed by 
  Andrew Jackson aka CrazyPenguin as a tribute to 
  the doujin game series Touhou Project by Team 
  Shanghai Alice, and to compete with (and 
  hopefully surpass) existing fan-made Touhou 
  roleplaying games.
  Touhou Project is copyright Team Shanghai 
  Alice. All art is the property of the creators and is 
  used without permission unless stated otherwise 
  and is used with no declaration of ownership.
  The author possesses limited skill in both 
  writing and formatting, and he hopes that you will 
  forgive him any deficiencies you may discover in 
  the rulebook.
  Relevant Links
  Here are some links to further your 
  enjoyment of the Touhou Project or to come up 
  with ideas for situations and characters.
  http://en.wikipedia.org/wiki/Touhou_Project
  The wikipedia Touhou Project page.
  http://en.touhouwiki.net/wiki/Touhou_Wiki
  A wiki dedicated to the Touhou Project.
  http://obake.wikispaces.com/
  A wiki collection of Japanese folklore 
  monsters.
  http://www.obakemono.com/
  Another wiki collection of Japanese folklore 
  monsters.
  http://www.katavila.com/hanako/youkai-
  glossary.html
  A non-wiki collection of Japanese folklore 
  monsters
  Image Credits
  Cirno at a chalkboard, by Kabayaki Unagi
  Patchouli reading books, by Unknown
  Stylized Youmu, by Hinomaru
  Yukari optical illusion, by Kouzilow
  Youmu with swords, by Blue Vert
  Yukari under parasol, by Cosmic
  Combination Touhou, by Shiren
  Male Youmu, by Unknown
  Chen with cats, by Uewtsol
  Tenshi at the ready, by Capura Lin
  Daisyousei, by Hokoro
  Stylized Soga, by F7
  Aki sisters, by Akisa
  Kasen, by Kiguchiko
  Human Village marketplace, by Yagi Shinba
  Nitori sitting, by Gatakigi Gama
  White Ran, by 3D
  Lunar Rulers, by Suzuka
  Patchouli, by Kagura Mizuki
  Suika and Yuugi drinking, by Tenjiku 
  Nezumi
  Renko and Maribel, by Miya
  Prismriver Sisters, by Yuzuki
  Satori, by Dabadhi
  Komachi, by Suisen
  Momiji running, by Kikurina
  Medicine being melancholic, by Shikai
  Remilia, by Tomago Gohan
  Stylized Shikieiki, by Kodatino
  Yukari above gap, by Aka Ringo
  Alikick, by Unknown
  Homing laser, by Unknown
  Impressive Utsuho, by Ahou Miya
  Yakumo Pile, by Homura Bi
  Eirin reading to Medicine, by Yaza
  Fluffy werebeasts, by UPG
  Stylized Meiling, by Unknown
  Sleepy Utsuho and Rin, by Dollar
  Angry Ran over hurt Chen, by Ichikai
  Tewi with shotgun, by Gengorou
  Frozen frog, by Unknown
  Meiling powering up, by Fujy
  Scarlet Devil household playing D&D, by 
  Sakino Shingetsu
  Traditional Map of Gensokyo, by Captain 
  Onimaru, with permission
  FOE!, by Sekaiju no Meikyuu
  Yakumo family, extended, by frmn
  Team Rocketumo, by Unknown
  Boss Spread, by Nobita
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  Touhou ~ MYON
  Developer's Notes
  Current version: 0.9.5.4X
  Magic – 0.0.0.6
  Gensokyo History – 0.0.0.4
  Gamemaster – 0.0.1.0
  Testing/Balancing – 0.0.1.7
  Formatting – 0.0.0.9
  Change Log – From 0.9.4.5
  •
  Fixed miscellaneous typos
  •
  Added Determination advantage
  •
  Page numbers added to character 
  creation chart
  •
  Slice of Life slightly expanded
  •
  Non-combat and puzzle bosses added
  •
  Slightly buffed FOE
  •
  Clarified wording in several spots
  •
  Added mini creation charts, as a test, 
  which are not complete
  This page does not exist
  Note to self: Whenever the page count changes, 
  the Gensokyo Map and the Boss Spread images 
  need to be moved, in that order.
  Character Creation Steps
  1. Concept
  2. Origin, page 10
  3. Ability, page 34
  4. Aspects, page 3
  5. Talents, page 21
  6. Dis/advantages, page 26
  7. Magic, page 44
  8. Derived Statistics, page 4
  9. Spellcards, page 33
  10. Description
  11. Name
  12. Overview
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SOURCE: textdata/thevault/Touhou Project RPG/Touhou MYON RPG 0.9.5.4.pdf