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    Shonen Final burstsystem preview

    Thank you for checking out this preview of Shonen Final Burst. Shonen Final Burstis a table top roleplaying gamedesigned to emulate the crazy action and excitement of shonen anime. This game allows you to create your ownhigh-powered heroes and rock out in over-the-top battles. The themes of the shonen genre are the guiding forcesbehind this system. This document contains the basic combat rules and a few example characters to play aroundwith. Before we dive into the mechanical stuff, lets take a look at the design goals ofShonen Final Burst.

    True to Shonen - The inspiration for this gamecomes from the most popular shonen manga and anime

    of all time: Dragon Ball Z, Bleach, Naruto, and OnePiece. Because of this, the game tries to have rules forall the cool stuff you would see in those shows. Thereare mechanics for planet-busting super moves, powerfultransformations, faking out your opponent with intricatetricks, comparing combat styles, and even calling onyour friends for inspiration and big bonuses! We alsocover the little things, like training between fights,getting more powerful as you are beaten up, and being

    alien monkey warriors from the future.

    Easy Power Curve SFB has simple cardmechanics which can become more complex as thecharacters increase their power. Shonen get moreawesome when they take damage, so players will alsofind they have more tactical options as fights progress.Its all easy to get into, but you can make things moretactical down the road with more power at your disposal.

    Th f ll id t f t h t

    The whole group will also share a larger than normaldeck, called the Game Deck. The game deck is used

    by all the players, so it should be easily accessible.

    Each personal deck is made up of 40 cards: the Acethrough 10 of each suit. Basically, take out all the facecards and jokers. The game deck is made up of twopersonal decks, for a total of 80 cards. The game deckand the personal decks should have different backs todifferentiate them and separate discard piles too.Players also need some space in front of them to place

    their selected cards.

    I Hate Cards!

    Some players are predisposed against cards as arandomizer. Others are dismayed that they have to

    p rchase cards to pla a game

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    The full game provides tons of easy to use character purchase cards to play a game

    Rules and Sheets

    Youll need a copy of the included character sheets andone damage track each. Youll also need little markersfor tracking damage. We recommend paper clips.

    This preview document will also be useful, because ithas the rules in it. There are some powers and effectslisted on the character sheets that reference back to thisbooklet, too.

    How To Use This Preview

    This document is a sneak peak at the Shonen FinalBurst combat system. As such, it provides the basic

    rules for fighting, but not the full package. Weve left outsome bells and whistles, like the Training system andBoss fights. Weve also held back on the Transformationand Signature Move mechanics. All these and more areincluded in the main Shonen Final Burstrelease.

    Were providing 4 starting-level shonen for you to testout in one-on-one fights. Most fights in Shonen FinalBurstare one-on-one, so this is no different than the full

    version of the game. PCs face off against NPCs in

    distinct battles with the action spotlight bouncingbetween them, just like in most anime. PCs can alsofight other PCs, as in this preview. PCs and NPCs aremechanically similar, so these preview fights accuratelyreflect how the full game is run.

    For now, just grab a fighter and prepare to kick ass.Weve provided a little scenario with the characterdetails to showcase the beat-downs. Its silly, but thatmakes it true to the shonen genre!

    The basics

    Players draw 5 or more cards each round and arrange

    them for attack, defense, or store them for later. Theythen make tactical selections like what attribute theyreusing for an attack, or if theyll activate any specialpowers. If the card arrangements match certain suits thecharacter receives a big boost. The fighters compareattack and defense scores and receive damagesimultaneously. Everybody makes cool descriptions andengages in trash talk. The round ends and the beatingresumes again in a few seconds! Here is an overview of

    the combat process to guide you.

    Combat OverviewCombat involves all the players, but each player battles in a separate one-on-one fight with their opponent. Combat progressesthrough a round-by-round cycle, with each pair of fighters taking turns in the spotlight describing their actions. Everybody gets toattack once per round, and damage is resolved before moving on to the next round.

    --Start of the Round--

    1 ) Draw Cards All players draw 5 cards from their personal deck and a variable number from the game deck based on their current level of damage If a deckt h ffl th i t di d il d d i d d

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    Character Statistics

    Here are some of the statistics that characters will usein combat and some basic rules for attacking anddefending. Take a look at the character sheets whilegoing through this part to familiarize yourself with the

    values.

    Archetype

    Shonen characters fall into easily recognized categories.This is almost always based on their behavior andattitude, rather than physical appearance or fightingability. All characters in SFB have an archetype andcorresponding archetype power. Fighters can activatetheir archetype power once per battle for a uniqueboost.

    Attributes

    Characters have five attributes; Strength, Speed, Skill,Mind and Energy. These attributes are given a valuefrom 1 - 100. The attributes provide the base values foryour attack and defense. When you attack or defendyou will add the value of an attribute to the value of your

    cardplay.

    The attributes also guide the description of your attackand defense. Each attribute represents a different flavorof fighting. All shonen are capable of being super strongand tough, or lightning quick, and they can all harnesstheir internal power. So, the attributes dont have toquantify how strongor how skilleda fighter is, but ratherif they favor laying the smack down in a certain way.

    Overpowered Attributes & Limits

    Fighters can only apply a certain amount of theirattribute value to an attack or defense. This is called theoverpower limit. 20 is the base overpower limit for

    most starting characters, so you cannot normally addmore than 20 to your attack or defense. ShirosakiSanshiro, one of the included example characters, has aSpeed of 27. His overpower limit for Speed is 20.When Shirosaki attacks with Speed he just adds +20 tohis total. On the other hand, Crow has a Skill of 26 andan overpower limit of 22. When Crow attacks ordefends with Skill he can add +22 to his total.

    So, for most normal attacks and defenses youll belimited to adding +20. There are many ways to makeuse of the full value of an attribute, however, so dontdiscount a high score just because you cant attack withthe full amount.

    Style

    Characters have a unique style which determines what

    attributes their opponent must defend with when theyare attacked. The attacker chooses which attribute toattack with, but the defender does not choose whatattribute to defend with. Ruliels style, for example, hasher Skill attack the opponents Speed. Every time sheattacks with Skill, her enemy must defend with Speed.

    You can think of a characters style as their personalmartial arts or fighting method. Styles should help youd ib F l if h t l

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    Although signature moves and transformations are notincluded in this preview, powering up is still useful. Mostcharacters have special abilities that require powered upcards to activate.

    TechniquesAll shonen have unique superpowers. In Shonen FinalBurst we categorize these powers into techniques.These include the ability to control elements, highlyincreased physical abilities, crazy stuff like makingclones or stretching your body, and even havingawesome pets or equipment.

    A characters techniques are some of their mostimportant battle statistics. Each technique providesaccess to different bonuses and powers. Characterswith the Wind technique may have great defensivecapabilities, while one with the Fire technique can dealhorrific amounts of damage.

    Each character has 4 techniques. 3 of those techniquesare active techniques, which provide tactical boosts

    based off cardplay. 1 of those techniques is a passivetechnique, which doesnt provide cardplay bonuses butgives the fighter lots of permanent bonuses.

    Hobbies

    Hobbies are the characters non-combat skills. They areused during challenges between fights to train, scoutfuture opponents, get past obstacles, and accomplish all

    ki d f i l t ff W l l t d th h bb k

    For this preview, each character has two attached alliesand one call-in per fight. This means you have tochoose which of the two allies powers to activate youcant use them both in the same battle.

    GimmicksFinally, all shonen characters have weird bits of flair,backstory, or equipment that make them unique. We callall these quirks, perks or items gimmicks. Eachgimmick provides a bit of flavor for roleplaying and aminor bonus. For example, Shirosakis gimmick is hispowerful Soul Sword, while Spirals is his oftenscreamed catchphrase, this is MY way!

    Cardplay

    Players draw cards every round. You will always draw 5cards from your personal deck. As the fight progressesyou will start drawing cards from the game deck as well.Players use cards from their hand to increase theirattack and defense. Leftover cards can be powered upand used later for powerful signature moves,transformations and expend effects. All cards used for

    combos or blocks are discarded at the end of the round,along with any cards leftover in your hand. Use em orlose em!

    All the cards have a suit () and a number (1-10). The numbers are the value of the card. 1s (Aces)are the lowest value and 10s are the highest. The suitsrepresent your techniques. If you match enough suitsduring cardplay you will get extra bonuses from your

    t h i Thi i d t il d i T h i d

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    Cardplay Example:Combos

    Combosmust contain cards in sequential order. Add them up for the final value!

    Cardplay Example:Blocks

    Blocksmust contain cards that match. Add them up for the final value!

    Blocks d i t Y t h d i

    This works! All the cards are in direct sequential order.

    You would add these up like so: (4+5+6) = 15

    This doesnt work at all. None of the cards are in direct

    sequential order. You cannot make a combo with this.

    This works! All the cards match. You would add these up

    like so: (3+3+3) = 9

    This doesnt work. None the cards match. You cannot

    make a block with this.

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    Most of the characters in this preview have specialtechnique powers called expend effects. These powersallow you to discard a powered up card from your aurafor a bonus. If a mechanic allows you to use half thevalue of a card, round up any results.

    Combat Terms and actions

    Attack

    Your attack is the total value of your attacking attribute,your combo, and any additional bonuses fromtechniques. If your attack is greater than the enemysdefense, you hit them and deal damage.

    How Do I Attack?

    You will attack once per round, every round.

    To attack, tell your opponent which attribute you areattacking with and which attribute they must use todefend, based on your style. Describe your attack basedoff the attribute you are using.

    You will then try to play cards from your hand as acombo to increase the base value of your attackingattribute. Place your selected cards face downin front ofyou. You dont have to show them to your enemy yet,but you must tell them theyre a combo. You will revealyour combo after your enemy is done with his cardplay.Combos are revealed simultaneously. If you cant makea combo you attack with your base attribute value.

    Finally, Shirosakis player describes his attack Shiroflies right at Spiral, sword held low. At the last secondhis image flashes away faster than you can see! Hereappears behind Spiral and delivers a quicksilver slash!

    Defense

    Your defense is the total value of your defendingattribute, your block, and any additional bonuses fromtechniques. If your defense is greater than or equal tothe enemys attack, you are not hit and suffer nodamage.

    How Do I Defend?You will defend once per round, every round.

    To defend, your opponent will tell you which attributeyou must use, based on their style. Describe yourdefense based off the attribute you are using.

    You will then try to play cards from your hand as a

    block to increase the base value of your defendingattribute. Place your selected cards face downin front ofyou. You dont have to show them to your enemy yet,but you must tell them theyre a block. You will revealyour block after your enemy is done with his cardplay.Blocks are revealed simultaneously. If you cant make ablock you defend with your base attribute value.

    Defense Example

    T k l k t Shi ki S hi h t h t

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    Damage

    The damage you inflicton your enemy is the differencebetween your final attack total and their final defensetotal, plus any additional bonuses. The damage you

    receivefrom your enemy is the difference between theirfinal attack total and your final defense total, withbonuses.

    Damage Example

    Shirosakis attack total is 54. His opponents defensetotal is 29.

    His opponent takes 25 damage (5429 = 25).

    Shirosakis opponents attack total is 33. Shirosakisdefense is 22.

    Shirosaki takes 11 damage (3322 = 11).

    How Do I Record Damage?

    When you take damage you move the marker alongyour damage track a number of spaces equal to thedamage you received.

    The damage track is divided into 5 categories, eachrepresenting a different damage theme. Thesecategories guide your description of the damage.

    Property damage is the first level. Attacks at this levelblow up the scenery and surrounding area. The fighterscan get knocked straight through buildings, causing

    li ht ffi b t thi i Oh th

    blasts. Serious damage is the kind of hurt that wouldsend a person to the hospital, but its survivable.

    Deadly damage is the fourth level. Attacks at this levelare about ending the fight, either through knockout or

    death. The damage dealt at this level can be visuallyhorrific, such as punching nearly all the way through apersons gut, chopping off a limb, or huge catastrophicenergy blasts and the like. It can also be represented bydevastating submissions and colossal knockout blows.Not all shonen take life, after all.

    Final damage is the special fifth level. Fighters in thefinal damage level are on their absolute last legs andany further damage will defeat them. Its possible forcharacters to die or be permanently injured after takingfinal level damage, if its appropriate to the story. Finaldamage can just as easily be a really ferocious (andtotal) knockout. So, the attacks and defenses at thefinal level are the most severe and desperatemaneuvers. The final damage level is usually reservedfor big and important parts of the Arc, like fightsbetween bitter rivals, battles against insane fanatics, orthrowing down with the major lieutenants of thevillainous Boss.

    All damage descriptions can incorporate lower levels ofdamage, too. Costumes can be progressively destroyedwell past the Cosmetic level, and Property damage isalways fun! Feel free to throw enemies through planetsat Deadly level if your Universe operates at that power

    l It ll b t b i !

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    Players continue to play even after they lose fights. Thestory is altered, but they are never, evershut out of thefun.

    Whats All This Junk on the Damage Track?

    Glad you asked. There are three important things tonote on the track for this preview. The first, and mostimportant, are the black boxes around certain numbers.These are called barriers. These are like stop signs onthe damage track.

    When you are counting the damage you take andmoving your marker, stop the marker when you come

    to a barrier. Any leftover damage you should becounting just disappears.

    Take a look at the track for this example: if your markeris currently on 42 and you receive 19 points of damage,youd just move your marker up to 51 (the beginning ofCosmetic damage). Thats the barrier thats where youstop counting damage. This works for your enemies,too. If your opponent is sitting at 96, you probably

    shouldnt spend a lot of effort on your next attack;theres a barrier at 101 that will stop the majority of yourdamage.

    Whenever a person hits a barrier they receive anopportunity to talk trash for a bonus. You can smack-talk anytime you like, of course, but in these casesthere is a mechanical bonus available for entertainingroleplaying. The barriers are a minor pause in the fight

    h th h t t k t k f th i t

    draw 4 extra cards every round from the game deck, inaddition the his normal 5 from the personal deck. Thats9 cards, which should present tons of options forpowerful cardplay!

    The last important things on the damage track are theyellow P symbols, which are power tokens. Powertokens are a hyper-valuable resource that builds upfight by fight. We havent included any mechanics thatuse power tokens in the preview, so you can ignorethem for now.

    You may also notice a section at the bottom of the trackabout Status Effects. This is a handy shorthanddescription of the 10 status effects in SFB. Eachpreview character has the capability to inflict one ormore of these status effects, but well talk about thembelow in the character description section.

    Powering Up

    How Do I Powerup?

    You may power up cards that you dont use in your

    combo or block. You can power up a number of cardseach round equal to your powerup score. Powered upcards go into your aura for use later. You can only havea number of cards in your aura equal to your aurascore.

    You must power up cards before you finalize yourcombo and block cardplay (ie: before the cards are

    fli d d t lli d) C d t b d ft

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    Initiative, Movement and Equipment

    Who Goes First?

    There is no initiative system in Shonen Final Burst.Mechanically, all damage and actions are resolved

    simultaneously. This means that each round everybody

    gets their attack, defense and the chance to dealdamage without interruption.

    Its not narratively possible for all players to go at thesame time, of course. Everyone must take turns makingand announcing their calculations. The order these areannounced do not make a mechanical difference players can decide who talks first themselves. Likewise,players can describe their characters actions any waythey want. Just because the mechanics are resolvedsimultaneously doesnt mean the characters are cuttingeach other at the same time each and every round.

    The important thing is that the attacks and defenseseach round are compared simultaneously, and thatdamage is recorded simultaneously. Declaration orderand descriptions can be adjusted as you see fit.

    How Do I Move?Movement is part of your attack and defensedescription. There is no mechanical or tacticalmovement in Shonen Final Burst. Describing how yourcharacter leaps across rooftops or streaks through thesky is all up to you; be awesome! Fighters cannot everbe out of range of each other, nor can theymechanically run away. Escaping and out-of-combatmovement is not detailed in this combat preview, so

    d t b t it f

    Ruliel is another character from Shiros Universe. Shecertainly has a Soul Sword too. Spiral and Crow areKnights (basically ninja), so they use a variety of minortools and weapons. Essentially, weapons and armorare just cool descriptions. Shiros sword is importanttohis character; maybe his father gave it to him, or it hasthe spirit of his dead mother inside, or anything crazylike that. Thats why its a gimmick. Everybody else justdescribes using whatever weapons they like.

    Techniques and ActivationOk, so we got through the basics. Heres where wethrow in techniques, the shonen superpowers!

    Characters have 3 active techniques linked to 3 of thecard suits. Characters also have a passive technique,which is always assigned to spades ().

    If you play enough cards of a certain suit in your comboor block you will activate the technique and receivebonuses! The rules for activating techniques in combosand blocks are different. Heres how they work:

    Activating Techniques in a Combo

    The matching technique cards must be next to eachother in the combo. In other words, they must besequential and contiguous. For example:

    Playing a combo with 4, 5, and 6 activatesthe technique assigned to diamonds () sincetwo diamonds are next to each other. Playing a

    b ith 3 4 5 d 6 ld l

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    Technique Activation Example:Blocks

    On the character sheets, the #-card bonus refers to the

    number of activated technique cards. 2-card bonusesare activated if you match 2 cards, 3-card bonuses for3, etc. Taking a look at Shirosakis character sheet,youll notice that he has a 2-card bonus for HyperSpeed. If he plays a combo with two diamond cardsnext to each other, then hell activate that bonus andinflict Paralyze with his attack.

    Numbered card bonuses also activate if you play more

    than the minimum number of cards. Activating 5 cardswould activate 2-card, 3-card, 4-card and 5-cardbonuses. Although this preview only features 2-cardbonuses, its still good to know that bigger is better.

    Each technique also has basic bonuses for activating

    anyamount of cards. These are called boosts.You will always increase your attack total by thenumber of activated technique cards in a combo.

    Youll always increase your defense total by thenumber of activated cards in a block.

    Take a look at the character sheets. Youll notice thateach active technique lists something called x1 attack

    boost and x1 defense boost. These are shorthand forthose boosts. Here is an example of how to add up aboost:

    Technique Boost Example

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    This block adds up to +12.

    This block also activates the 2-card bonus for diamonds (). Whateverbonuses you get for that will also add on to the final attack value of the

    block.

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    Each character has a few special rules for theirtechniques too. These will be explained below in thecharacter section.

    Whats Up With the Passive Technique?

    Passive technique cards do not provide bonuses forcombos and blocks. You cannot activate them.

    Were mostly ignoring the powers of passive techniquecards in this preview, so you shouldnt worry about themeither. They do have uses, though. As characters growin power they can be used as wild cards or to letcombos flow into each other. You may notice somemention on the character sheets of these abilities, whichwill be explained in the full version of Shonen FinalBurst.

    Advanced Technique Stuff

    You may only activate one set of technique bonuses inany combo or block. If you play enough cards tosomehow activate two different techniques, then youmust choose one over the other. Lets say you play a

    combo like this:57and 9

    You must choose to activate either the clubs or thehearts technique. You cannot activate them both.

    As a reminder, you may only activate cards in a combothat are contiguous. Lets say you play a combo likethis:

    5 7 d 9

    These shonen come from the two example Universesdetailed in the full version of SFB. Shirosaki Sanshiroand Ruliel are characters from the fictional show White.Spiral and Crow come from Spiral Squire. These twoUniverses are loving parodies of two of the most famousshonen series of all time. Were sure you can figure itout.

    Below youll find brief descriptions of the characters andthe Universes they live in. Well also break down someof their abilities and as-yet-unexplained stuff on theircharacter sheets, like allies and archetype powers. First,heres a silly scenario for use with the combat preview just in case you want a story to go along with your

    action.

    Shonen Final Burst: Episode 1

    The Multiverse Line! Collision of the Confused Fighters!

    For unknown reasons, Universes have collided! A greatforest has sprung up outside Bakuhatsu City, themodern home of high schoolers Shirosaki Sanshiro and

    Ruliel. In this strange forest is a hidden cloister-villageof Knights, notably Spiral and Crow. Both of thesegroups go about their daily business, unaware of thecosmic oddity about to happen.

    Crow and Spiral are given a training mission by theirMaestro go and appropriate a medallion withdangerous powers. Hes sensed the evil chakra frommiles away and knows his students will have ah ll h i h d Li l d h k h i h

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    Ruliel flashes into position to protect her with angelicpower. Close save!

    The two Knights stare at the two students, guarding theevil medallion. Theres no time to explain whats going

    on. The girl needs to take that necklace off right now.Crow flashes a quick hand-sign to Spiral. The Knightsmake their move, drawing off the weird defenders intoseparate fights

    Setting Up the Fights

    Weve left the fighter pairs open. You can decide whichof the Whitecharacters fights which of the Spiral Squirecharacters. If you want to extend the scenario, you canhave the trade opponents for a second round, maybeafter a pursuit. Heck, you could also have thecharacters from the same Universes fight each other!The mysterious medallion might make them turn evil, orperhaps natural rivalry sprouts up. Go ahead and runwild; try out as many matches as you can. Each fighterhas a unique style and different powers, so try toexplore all your opportunities.

    Fights are one-on-one. Place the game deck in anaccessible place for both pairs of fighters. Everyonedraws from the same game deck. When we mentioneveryone, we mean all the players, regardless offighter pairing.

    Heres another breakdown of how the rounds willprogress:

    1.) Everyone draws cards always 5 froml d X f d k b d

    Mechanically, all fighters are fully healed after eachfight. You can describe your character still being beatenup (which is awesome), but your mechanical damage isstill set back to zero for each new fight.

    Also, discard all powered up cards in your aura at the

    end of a fight.You can decide which damage level you are willing tofight up to. Both fighters always fight up to the samenumber.

    Make sure to reshuffle the personal and game decks inbetween each fight.

    The Characters

    Shirosaki SanshiroShirosaki is just a normalhighschooler in BakuhatsuCity, modern Japan. Well,normal except for the fact

    he can see demons. Andnormal except for the fallenangel sleeping in his closet.And normal except for allhis weirdo friends and theconstant deadly fights theyget in. Yep. Totally normal.Shirosaki is the arguablemain character in the White

    U i

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    Allies: Shirosaki is allied with Cherub and AtsunoCrowley. Cherub is a minor angelic spirit thats beenstuck inside a cutesy doll. Hes stupid and foul-mouthed, but still has some holy mojo.

    To heal, move the damage marker back down

    the track 5 spaces. You cannot pass back overbarriers!

    Atsuno is one of Shiros classmates and a fellow fighter.He comes from an ancient family of demon hunters.Hes a master strategist and overall genius.

    You can use the card-drawing power right afteryou draw your normal amount. It cannot be usedafter cardplay has been finalized/revealed.

    Gimmick: Shiros gimmick is his awesome Soul Sword.

    Its the main conduit for his newfound powers, andprobably has some surprising secrets.

    Whenever Shiro activates a Holy combo (of anynumber of cards) he can increase the finaldamage of his attack by +3.

    Techniques: Shiro has Hyper Speed, Death and Holyas his active techniques. Hes crazy fast and canheighten his attacks with both Angelic holiness and

    strange Demonic malevolence. His passive technique isControl Spirit.

    Hyper Speed Activating two or more HyperSpeed cards in a combo inflicts the enemy withParalyze. Paralyze is a Status Effect. The roundfollowing infliction, his opponents Speedattribute is halved (round up). This effectdisappears at the end of the following round.

    Hyper Speed also has an Expend Effect. If hes

    ki d f di i h S d Shi

    RulielRuliel was the Guardian Angel of Bakuhatsu City, untilrecently. She was nearly killed by a rampaging demon

    d h d f f h A li

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    Allies: Ruliel is also allied with Cherub and AtsunoCrowley. Cherub is a minor angelic spirit thats beenstuck inside a cutesy doll. Hes stupid and foul-mouthed, but still has some holy mojo.

    To heal, move the damage marker back down

    the track 5 spaces. You cannot pass back overbarriers!

    Atsuno is one of Ruliel and Shiros classmates. Hecomes from an ancient family of demon hunters. Hes amaster strategist and overall genius.

    You can use the card-drawing power right afteryou draw your normal amount. It cannot be usedafter cardplay has been finalized/revealed.

    Gimmick: Ruliels gimmick is called Fallen Angel.

    Shes been direly hurt by a powerful demon and iscurrently recovering and under-the-radar. This couldcause problems in the future

    Unlike the other fighters, Ruliel can keep onecard powered up in her aura between fights.

    Techniques: Ruliel has Ice, Water and Focused Energyas her active techniques. She has awesome controlover these elements, blending them together with

    powerful Energy manipulation. Her passive technique isEnochian Magic.

    Ice Activating two or more Ice cards in acombo inflicts the enemy with Cripple. Cripple isa Status Effect. The round following infliction,her opponents Strength attribute is halved(round up). This effect disappears at the end ofthe following round.

    Ice also has an Expend Effect. She can expend

    d h ( hif i )

    Focused Energy Focused Energy also has anExpend Effect. If shes attacking or defendingwith Energy, Ruliels player can expend apowered up Focused Energy card from her aurato add the value (round up) to her attack ordefense. Ruliel can use this effect once perround.

    SpiralSpiral is a young Knight-in-training from the SpiralSquire Universe. Knights are masters of uniqueelemental and martial techniques, hired to performvarious Quests through whatever means necessary. Itsbeen Spirals dream to become one of the greatest

    Knights ever, but hes honestly not that skilledHe makes up for this with overwhelming optimism!Spiral has an unshakeable spirit and never takes nofor an answer. Hes enthusiastic, fiery and brash, butgood natured and friendly.

    Spiral is a brawler, not having mastered the Knight styleof combat yet. His elemental skills are pretty crappy too.However, as a young kid he discovered and read aforbidden technique manual by accident. Its probablythe only thing he ever really mastered. Now, Spiral hasthe terrifying power to manipulate time itself!

    Archetype Power: Spiral is the I Gotta Be The Best!archetype. He is absolutely dedicated to becoming aGrand Knight, despite all odds! His archetype power letshis player draw more cards. He can draw 1 card fromthe game deck after activating this power. He can drawan additional extra card if Spiral reached a barrier on his

    d k l d H d h

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    Gimmick: Spirals gimmick is his catchphrase; this isMY way! He screams this at the top of his lungswhenever somebody says he cant succeed at being aGrand Knight (which is often).

    Spiral can increase his powerup score by 1 if he

    has no cards in his aura.Techniques: Spiral has the Summon, Time and SuperStrength techniques. Spiral uses his Time and Summonpowers to call clones of himself into existence fromalternate time-streams. He has a nearly infinite army ofdoubles! He primarily uses Strength, and his Strength isenhanced by his massive number of helping clone-hands. His passive technique is I Believe!.

    Summon Activating two or more Summon

    cards in a combo or block inflicts the enemywith Wide Open. Wide Open is a Status Effect.The round following infliction, his opponent cantuse cards valued 6 or higher to activatetechniques in blocks. Additionally, all healingeffects are reduced by 5. This effect disappearsat the end of the following round.

    Time Activating two or more Time cards in acombo inflicts the enemy with Disarm. Disarm is

    a Status Effect. The round following infliction,his opponent cant use cards valued 6 or higherto activate techniques in combos. This effectdisappears at the end of the following round.

    Super Strength Super Strength has anExpend Effect. If hes attacking or defendingwith Strength, Spirals player can expend apowered up Super Strength or I Believe! card

    f hi dd h l ( d )

    remarkable. Crow strives for perfection in all hismissions and fights.

    Archetype Power: Crows archetype is Noble Elite. Hecomes from a powerful family and has deep respect forhis position as a young Knight. His archetype power lets

    his player draw more cards. He can draw 1 card fromthe game deck after activating this power. He can drawan additional extra card if Crows damage marker islower than his opponents. He can draw yet anothercard if his opponent is at a higher transformation stagethan Crow (which doesnt apply to this preview).

    This power can be activated after drawing yournormal amount of cards. It cannot be used aftercardplay has been revealed/finalized.

    Allies: Crow is also allied with Maestro and Rose.Maestro is Spiral and Crows elder mentor. Hes apowerful and mysterious Knight with lots of combatexperience.

    You may choose to instantly remove either theParalyze or Cripple status effect from Crow.Crows attributes immediately recover after use.

    Rose is one of Spiral and Crows fellow Knights-in-training. She is a cheerful girl and the master poisonerof their three man squad.

    This power adds 3 unstoppable damage toCrows final damage. If Crows attack alreadydeals unstoppable damage, you can increase itby +3! Unstoppable damage goes over damagebarriers. For example:

    Crow hits Shiro with 32 damage, and atechnique that adds 2 unstoppable

    d Shi d k i

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    cards. If the damage from the attack hits abarrier it goes over by the amount of activatedFire cards.

    Wind Activating two Wind cards in a comboinflicts the enemy with Wide Open. Wide Open

    is a Status Effect. The round following infliction,his opponent cant use cards valued 6 or higherto activate techniques in blocks. Additionally, allhealing effects are reduced by 5. This effectdisappears at the end of the following round.

    Activating two Wind cards in a block removesBerserk. The status effect is removedimmediately, instantly ending its effects for theround and returning Crows powerup score to

    normal.

    Special Sense Activating two or more SpecialSense cards in a combo inflicts the enemy withDrain. Drain is a Status Effect. The roundfollowing infliction, his opponents Energyattribute is halved (round up). This effectdisappears at the end of the following round.

    Activating two or more Special Sense cards in ablock removes Drain. The status effect isremoved immediately, instantly ending itseffects for the round and returning CrowsEnergy attribute to normal.

    The full game

    Thanks again for downloading the Shonen Final Burstcombat preview.

    For future details on the game, please visit www.shonenfinalburst.com

    Or email [email protected]

    The completed game will be available in PDF form and will include:

    C C TechniquesShi ki S hi

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    Name: Archetype:

    0

    10

    20Strength Mind

    Energy

    Speed

    Skill

    Style

    Overpower limits(Base 20 without bonuses)

    Str Spd Mnd Skl Eng

    Strength

    Skill

    Mind

    Speed

    Attacks

    Attacks

    Attacks

    A k

    aura

    TechniquesName / Rank

    Passive

    Archetype

    Power

    Used

    Combo Flow /

    Powerup Wildcard

    Attribute

    Boost

    Current Arc

    Completed Arcs

    hobbiesComfort

    craft

    deceive

    exercise

    frighten

    inspire

    Mystic

    romance

    Base Rank /

    Ally Bonus

    ++

    +

    +

    +

    +

    +

    +

    Quick technique notes

    Attached Allies

    FeaturedGimmicks

    Used

    Shirosaki Sanshiro Pure-Hearted Warrior

    Heal yourself for 15

    damage, and your

    opponent heals 5.

    Hyper Speed

    Death

    Holy

    Control Spirit

    5

    3

    2

    1

    Spd

    Str

    HYPER SPEED

    x1 attack boost

    x1 defense boost

    2-card combos inflict

    Paralyze

    Expend: If attacking or defending

    with Speed, add 1/2 expended

    card's value to total.

    16

    7 10

    5

    27

    20 20 20 20 20

    2SkillEnergy

    Strength

    Mi d

    Cherub - Heal 5 damage.

    Atsuno Crowley - Draw 2 cards

    1

    1 Soul Sword: Zantaihou -

    TechniquesR li l

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    Name: Archetype:

    0

    10

    20Strength Mind

    Energy

    Speed

    Skill

    Style

    Overpower limits(Base 20 without bonuses)

    Str Spd Mnd Skl Eng

    Strength

    Skill

    Mind

    Speed

    Attacks

    Attacks

    Attacks

    A k

    aura

    TechniquesName / Rank

    Passive

    Archetype

    Power

    Used

    Combo Flow /

    Powerup Wildcard

    Attribute

    Boost

    Current Arc

    Completed Arcs

    hobbiesComfort

    craft

    deceive

    exercise

    frighten

    inspire

    Mystic

    romance

    Base Rank /

    Ally Bonus

    Quick technique notes

    Attached Allies

    FeaturedGimmicks

    Used

    Ruliel Mysterious Know-it-All

    Opponent must reveal all

    overpowered attributes and

    values, and if they have

    Ice

    Water

    Focused Energy

    Enochian Magic

    4

    3

    2

    2

    Skl

    Eng

    6

    19 19

    11

    8

    20 20 20 20 20

    3StrengthEnergy

    Skill

    S d

    11

    Fallen Angel - You can keep 1

    rank 9 or higher techs.

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    Name TechniquesC bl li

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    Name: Archetype:

    0

    10

    20Strength Mind

    Energy

    Speed

    Skill

    Style

    Overpower limits(Base 20 without bonuses)

    Str Spd Mnd Skl Eng

    Strength

    Skill

    Mind

    Speed

    Attacks

    Attacks

    Attacks

    A k

    aura

    TechniquesName / Rank

    Passive

    Archetype

    Power

    Used

    Combo Flow /

    Powerup Wildcard

    Attribute

    Boost

    Current Arc

    Completed Arcs

    hobbiesComfort

    craft

    deceive

    exercise

    frighten

    inspire

    Mystic

    romance

    Base Rank /

    Ally Bonus

    Quick technique notes

    Attached Allies

    FeaturedGimmicks

    Used

    Crow Noble Elite

    Draw 1. Draw +1 extra if

    you have less damage than

    your opponent, and an extra

    Fire

    Wind

    Special Sense

    Control Chakra

    3

    3

    3

    2

    Skl

    Skl

    6

    10 26

    16

    6

    20 20 20 22 20

    2SkillSpeed

    Mind

    1

    1

    Grim Orphan - Increase Skill

    +1 if they are transformed.

    1

    ++

    +

    +

    +

    +

    +

    +

    1

    Mnd

    0

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