Thank you for checking out this preview of Shonen Final Burst. Shonen Final Burst is a table top roleplaying game designed to emulate the crazy action and excitement of shonen anime. This game allows you to create your own high-powered heroes and rock out in over-the-top battles. The themes of the shonen genre are the guiding forces behind this system. This document contains the basic combat rules and a few example characters to play around with. Before we dive into the mechanical stuff, lets take a look at the design goals of Shonen Final Burst. True to Shonen - The inspiration for this game comes from the most popular shonen manga and anime of all time: Dragon Ball Z, Bleach, Naruto, and One Piece. Because of this, the game tries to have rules for all the cool stuff you would see in those shows. There are mechanics for planet-busting super moves, powerful transformations, faking out your opponent with intricate tricks, comparing combat styles, and even calling on your friends for inspiration and big bonuses! We also cover 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 card mechanics which can become more complex as the characters increase their power. Shonen get more awesome when they take damage, so players will also find they have more tactical options as fights progress. Its all easy to get into, but you can make things more tactical down the road with more power at your disposal. The full game provides tons of easy to use character options to bring your shonen to life without making things too difficult to play. Flexible and Narrative SFB gives the players tons of narrative control. In fact, players are rewarded when they bust out awesome descriptions of attacks, transformations and actions. The shonen super powers provided have lots of customization and options, and everyone is allowed (and expected!) to make cosmetic changes to their abilities. One of the main goals of our game is to let the players be as cool as possible its just not a shonen game if its not absolutely crazy and creative! What Youll Need To Play the Preview People Weve provided 4 characters, so this preview can support 4 players at a time. There is no need for a Producer (GM) for this preview. Cards Each individual player needs a deck of standard playing cards. This is called the Personal Deck.
The whole group will also share a larger than normal deck, 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 Ace through 10 of each suit. Basically, take out all the face cards and jokers. The game deck is made up of two personal decks, for a total of 80 cards. The game deck and the personal decks should have different backs to differentiate 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 a randomizer. Others are dismayed that they have to purchase cards to play a game. Please, if you are one of those parties who are offended by cards, give us a moment to try and win you over. Cards are the randomizer in SFB for many reasons. First, they can be hidden from opponents and hiding your strength is a key shonen concept. They also allow for a unique matching system which provides tactical opportunities. Drawing cards and choosing how to use them has a different tactical feel than rolling dice for random numbers. We feel that the cardplay mechanics are much more suited to shonen action than random rolling. As for the problem of having to buy cards, we sympathize. SFB requires each player to have their own deck because the long-term experience system is based off deck-building. So for 4 players youll need 4 decks of cards, plus 2 more for the shared game deck. 6 decks of cards seems like a lot. However, unlike specialized dice, you can buy playing cards at the dollar store. Theyre also cheap at big-box retailers. If you dont have the cards already lying around you can certainly snag enough for under $10. Give it a shot, at least!
2 Rules and Sheets Youll need a copy of the included character sheets and one damage track each. Youll also need little markers for tracking damage. We recommend paper clips. This preview document will also be useful, because it has the rules in it. There are some powers and effects listed on the character sheets that reference back to this booklet, too. How To Use This Preview This document is a sneak peak at the Shonen Final Burst combat system. As such, it provides the basic rules for fighting, but not the full package. Weve left out some bells and whistles, like the Training system and Boss fights. Weve also held back on the Transformation and Signature Move mechanics. All these and more are included in the main Shonen Final Burst release. Were providing 4 starting-level shonen for you to test out in one-on-one fights. Most fights in Shonen Final Burst are 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 bouncing between them, just like in most anime. PCs can also fight other PCs, as in this preview. PCs and NPCs are mechanically similar, so these preview fights accurately reflect how the full game is run. For now, just grab a fighter and prepare to kick ass. Weve provided a little scenario with the character details to showcase the beat-downs. Its silly, but that makes 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. They then make tactical selections like what attribute theyre using for an attack, or if theyll activate any special powers. If the card arrangements match certain suits the character receives a big boost. The fighters compare attack and defense scores and receive damage simultaneously. Everybody makes cool descriptions and engages in trash talk. The round ends and the beating resumes again in a few seconds! Here is an overview of the combat process to guide you.
Combat Overview Combat involves all the players, but each player battles in a separate one-on-one fight with their opponent. Combat progresses through a round-by-round cycle, with each pair of fighters taking turns in the spotlight describing their actions. Everybody gets to attack 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 deck runs out, reshuffle the appropriate discard pile and resume drawing as needed. 2.) Declare Attack All players decide which attribute they will attack with and tell their opponent what they must defend with, based on style. 3.) Cardplay All players examine the cards they have drawn and consider which ones they will play for offense and defense, or set aside for powering up. Combos are offensive cardplay. Blocks are defensive cardplay. Cards are played face down in front of the player until both sides are ready to reveal the cards.
4.) Calculate Attack value = Attacking attribute + combo (+ other bonuses). Defense value = Defending attribute + block (+ other bonuses). 5.) Attack vs Defense The value of each players attack is compared to their opponents defense. If the attack value exceeds the defense value, damage is dealt to the defender equal to the difference. If the attack value meets or does not exceed the defense value, no damage is dealt. 6.) Damage and Effects Players will move the marker on their damage track to record how much punishment they received. Players will also take note of any status effects or other bonuses and penalties that may have come from their attack or defense. All damage and effects are dealt simultaneously. 7.) Describe the Action All players take turns narrating what happened during their attack and defense, helping the group imagine the amazing action. The order in which the players describe their actions doesnt affect the damage they suffer or any other effects. 8.) Discard Cards All players discard all the cards they have used for combos and blocks, and any leftover in their hands that they didnt use. --End of the Round--
3 Character Statistics Here are some of the statistics that characters will use in combat and some basic rules for attacking and defending. Take a look at the character sheets while going 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 and attitude, rather than physical appearance or fighting ability. All characters in SFB have an archetype and corresponding archetype power. Fighters can activate their archetype power once per battle for a unique boost. Attributes Characters have five attributes; Strength, Speed, Skill, Mind and Energy. These attributes are given a value from 1 - 100. The attributes provide the base values for your attack and defense. When you attack or defend you will add the value of an attribute to the value of your cardplay. The attributes also guide the description of your attack and defense. Each attribute represents a different flavor of fighting. All shonen are capable of being super strong and tough, or lightning quick, and they can all harness their internal power. So, the attributes dont have to quantify how strong or how skilled a fighter is, but rather if they favor laying the smack down in a certain way. Strength represents raw muscle power and toughness. Attacks with Strength are usually huge crushing blows or swings with big weapons. Defenses with Strength usually involve taking a hit dead on and shrugging it off. Speed represents physical quickness and the ability to move crazy fast. Attacks with Speed can be a thousand rapid strikes in one second or the old moves to fast to see trick. Speed defenses are all about dodging and zooming around the battlefield. Mind represents perception, intelligence and tactics. Mind attacks can be intricate set-ups to a decisive strike, or even psychological trash talk. Defenses with mind harness the characters senses to avoid trouble before it happens or to do brainiac stuff like calculating the odds or angle of an attack. Skill represents the shonens precision and practiced martial arts. Attacks with Skill are deliberate and expertly delivered, like pressure point strikes or perfect counters. Skill defenses are all about trained reactions, like parries and graceful deflections. Energy represents control over supernatural power, like ki, chi, magic or chakra. Energy attacks are often beams or blasts of raw force. Defenses with Energy can be shields of power or even just using your internal mastery to toughen up at the last second.
Overpowered Attributes & Limits Fighters can only apply a certain amount of their attribute value to an attack or defense. This is called the overpower limit. 20 is the base overpower limit for most starting characters, so you cannot normally add more than 20 to your attack or defense. Shirosaki Sanshiro, one of the included example characters, has a Speed of 27. His overpower limit for Speed is 20. When Shirosaki attacks with Speed he just adds +20 to his total. On the other hand, Crow has a Skill of 26 and an overpower limit of 22. When Crow attacks or defends with Skill he can add +22 to his total. So, for most normal attacks and defenses youll be limited to adding +20. There are many ways to make use of the full value of an attribute, however, so dont discount a high score just because you cant attack with the full amount. Style Characters have a unique style which determines what attributes their opponent must defend with when they are attacked. The attacker chooses which attribute to attack with, but the defender does not choose what attribute to defend with. Ruliels style, for example, has her Skill attack the opponents Speed. Every time she attacks with Skill, her enemy must defend with Speed. You can think of a characters style as their personal martial arts or fighting method. Styles should help you describe your moves. For example, if you have a style that has your Energy strike the opponents Strength, what does that say about your attacks? It could be that your Energy blasts are so ridiculously accurate that they cannot be dodged or deflected, only taken head on. Styles also encourage diverse attribute use. What would you do if your highest attribute happens to strike your opponents highest attribute? You cant change your style, so you need to consider using a different attribute to stay competitive. Attribute values can change during a fight, too. There may be rounds when striking a certain attribute is favorable. Shonen rarely do the exact same attack over and over again, and the style system encourages switching up and experimentation! Powerup & Aura Shonen have the ability to store up power for gigantic attacks and devastating transformations. This is done by setting aside cards, which is called powering up. A characters powerup score determines how many cards they can set aside each round, and their aura indicates how many cards they can store.
4 Although signature moves and transformations are not included in this preview, powering up is still useful. Most characters have special abilities that require powered up cards to activate. Techniques All shonen have unique superpowers. In Shonen Final Burst we categorize these powers into techniques. These include the ability to control elements, highly increased physical abilities, crazy stuff like making clones or stretching your body, and even having awesome pets or equipment. A characters techniques are some of their most important battle statistics. Each technique provides access to different bonuses and powers. Characters with the Wind technique may have great defensive capabilities, while one with the Fire technique can deal horrific amounts of damage. Each character has 4 techniques. 3 of those techniques are active techniques, which provide tactical boosts based off cardplay. 1 of those techniques is a passive technique, which doesnt provide cardplay bonuses but gives the fighter lots of permanent bonuses. Hobbies Hobbies are the characters non-combat skills. They are used during challenges between fights to train, scout future opponents, get past obstacles, and accomplish all kinds of social stuff. Weve calculated the hobby ranks for our example characters, but the hobby system is not included in this preview. For now, just peep them and imagine the possibilities. Allies Good shonen rely on their buddies and close rivals. Allies are a key part of the SFB system. PCs can attach (ie: equip) a certain number of allies based on their experience. Attached allies provide bonuses to hobbies and allow the fighter to use their unique ally power. Allies can be called-in (ie: used) to remove status effects, heal damage, add to an attack, and even draw more cards. They do things that techniques cannot do, so its important to attach the right allies for the right fights. Calling-in an ally can be described in many different ways. You can physically tag them into a battle, see them in flashbacks, hear them calling out from the sidelines, or even draw power from a dear promise you made to them off screen! Players have full permission to describe whatever coolness they can come up with for how the ally power bonus is received. For this preview, each character has two attached allies and one call-in per fight. This means you have to choose which of the two allies powers to activate you cant use them both in the same battle. Gimmicks Finally, all shonen characters have weird bits of flair, backstory, or equipment that make them unique. We call all these quirks, perks or items gimmicks. Each gimmick provides a bit of flavor for roleplaying and a minor bonus. For example, Shirosakis gimmick is his powerful Soul Sword, while Spirals is his often screamed catchphrase, this is MY way! Cardplay Players draw cards every round. You will always draw 5 cards from your personal deck. As the fight progresses you will start drawing cards from the game deck as well. Players use cards from their hand to increase their attack and defense. Leftover cards can be powered up and 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 or lose em! All the cards have a suit (+,v,+,+) 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 suits represent your techniques. If you match enough suits during cardplay you will get extra bonuses from your techniques. This is detailed in Techniques and Activation below. There are two main kinds of cardplay: combos and blocks. You can also power up cards. Combo Combos are offensive cardplay that add to your attacking attribute. You may play one combo per round. Combos are constructed from two to five cards with values in direct sequential order. This is essentially a straight from poker. Add the values of all the cards together for a total, which is then added to your attacking attribute. If you cannot make a combo you still attack with only the base value of your attacking attribute. If you make a combo from a 3 and 4 you would add them up for a total value of +7. Youd then add 7 to your attribute to get your attack total for the round. If you made a combo from 6, 7, 8 and 9, that would add up to +30. You couldnt make a combo from a 2, 4, 6 and 8, because those cards are not directly sequential.
5 This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. Hide Your Power Hiding your fighting capabilities is a huge part of the shonen genre. A lot of the tension and excitement comes from not knowing exactly what your opponent is capable of. This is mostly done by placing your cards face down to hide their values. There are also some other statistics that can be hidden from your opponent, too. Players can and should hide: - Attribute values - Combat Style - Techniques and ranks - Powerup score - Specific values of powered up cards - Allies and Gimmicks Players are encouraged to pay attention during a fight to figure out their opponents capabilities. There are also abilities that allow characters to find out about these normally hidden statistics. However, there are some things that everyone can see and cannot be hidden or lied about: - Current damage - Status effect conditions - Number of power tokens - Number of powered up cards in the aura (although you can hide the values of the cards by turning them face down)
Cardplay Example: Combos Combos must contain cards in sequential order. Add them up for the final value!
Cardplay Example: Blocks Blocks must contain cards that match. Add them up for the final value!
Blocks Blocks are defensive cardplay that add to your defending attribute. You may play one block per round. Blocks are constructed from two to five cards which all have matching values. This is essentially a pair, three-of-a-kind or higher from poker. Add the values of all the cards together for a total, which is then added to your defending attribute. If you cannot make a block you still defend with only the base value of your defending attribute. If you make a block from a 4 and 4, you would add them together for a total value of +8. Youd then add 8 to your attribute to get your defense total for the round. If you made a block from four 6s, that would add up to +24. You couldnt make a block from a 5 and a 7, because they dont match. Powering Up Powering up cards is also a form of cardplay. You can power up a number of cards each round equal to your powerup score. You cannot power up cards you are using in a combo or block. Powered up cards are not available for use until the following round. Powered up
cards go into your aura. You cannot have more cards in your aura than your aura score. 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. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed.
6 Most of the characters in this preview have special technique powers called expend effects. These powers allow you to discard a powered up card from your aura for a bonus. If a mechanic allows you to use half the value 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 from techniques. If your attack is greater than the enemys defense, 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 are attacking with and which attribute they must use to defend, based on your style. Describe your attack based off the attribute you are using. You will then try to play cards from your hand as a combo to increase the base value of your attacking attribute. Place your selected cards face down in front of you. You dont have to show them to your enemy yet, but you must tell them theyre a combo. You will reveal your combo after your enemy is done with his cardplay. Combos are revealed simultaneously. If you cant make a combo you attack with your base attribute value. An attack is successful and deals damage if its value is greater than the opponents defense. An unsuccessful attack cannot inflict any status effects. Attack Example Take a look at Shirosaki Sanshiros character sheet. Shirosakis player has drawn the following cards this round: 1+, 7+, 8v, 9+, and 10v. He wants to attack with Speed. He tells his opponent they must defend with Energy, based on Shirosakis style. He then considers his combo cardplay and puts his cards face down. He will make a combo from 7+, 8v, 9+, and 10v. He retains the 1+ in his hand he cant make a block from it, but maybe hell power it up. When his opponent is ready they both flip their cards and tally the combo value and final attack value. Shirosakis Speed is 27. His overpower limit for Speed is 20, though. So, thats +20 from Speed to the attack. Shirosakis combo is +34 (7+8+9+10=34). His total attack is 20+34 = 54! Finally, Shirosakis player describes his attack Shiro flies right at Spiral, sword held low. At the last second his image flashes away faster than you can see! He reappears behind Spiral and delivers a quicksilver slash! Defense Your defense is the total value of your defending attribute, your block, and any additional bonuses from techniques. If your defense is greater than or equal to the enemys attack, you are not hit and suffer no damage. How Do I Defend? You will defend once per round, every round. To defend, your opponent will tell you which attribute you must use, based on their style. Describe your defense 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 defending attribute. Place your selected cards face down in front of you. You dont have to show them to your enemy yet, but you must tell them theyre a block. You will reveal your block after your enemy is done with his cardplay. Blocks are revealed simultaneously. If you cant make a block you defend with your base attribute value. Defense Example Take a look at Shirosaki Sanshiros character sheet. Shirosakis player has drawn the following cards this round: 3+, 4+, 6v, 6+, and 10v. Shiros opponent is attacking with Strength, which strikes Skill according to his style. Shiro must defend with Skill. Shiros player then considers his block cardplay and puts his cards face down. He will make a block from the 6v and 6+. Hes not using the 3+, 4+, or 10v in the block, so he can assign them to his combo or power them up. When his opponent is ready they both flip their cards and tally the block value and final defense value in response to their attacks. Shirosakis Skill is 10. So, thats +10 from Skill to the defense. Shirosakis block is +12 (6+6=12). His total defense is 10+12 = 22! Finally, Shirosakis player describes his defense, usually in reaction to his enemys attack description Shiro raises his Soul Sword like a shield to block the wave of time-clones rushing at him. Their crash is so powerful he has to brace his hand near the top of the blade for support!
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Damage The damage you inflict on your enemy is the difference between your final attack total and their final defense total, plus any additional bonuses. The damage you receive from your enemy is the difference between their final attack total and your final defense total, with bonuses. Damage Example Shirosakis attack total is 54. His opponents defense total is 29. His opponent takes 25 damage (5429 = 25). Shirosakis opponents attack total is 33. Shirosakis defense is 22. Shirosaki takes 11 damage (3322 = 11). How Do I Record Damage? When you take damage you move the marker along your damage track a number of spaces equal to the damage you received. The damage track is divided into 5 categories, each representing a different damage theme. These categories guide your description of the damage. Property damage is the first level. Attacks at this level blow up the scenery and surrounding area. The fighters can get knocked straight through buildings, causing slight scuffing, but nothing more serious. Oh, the building gets wrecked, of course. Thats the fun part. Energy beams get deflected into mountains, huge inertia-cancelling blocks cause craters to blossom beneath the fighters, windows get blown out, high schools get demolished, and so forth. Property damage is not inherently dangerous to shonen its big and flashy and tons of fun to describe, though! Cosmetic damage is the second level. Attacks at this level nick, muss, bruise and otherwise directly affect your enemy. This is the moment in a shonen fight where somebody gets a shot in that snips off a bit of hair, slices through a uniform, or grazes the cheek to draw blood. Now the fighters know that they are playing for keeps! Attacks at this level are carefully blocked, dodged or absorbed by the defender as they try to figure out the exact limits of their enemy. Serious damage is the third level. Attacks at this level are solid attacks that finally break through your opponents defenses and visibly harm them! Not a lot of clinical injury actually occurs in the previous categories; that all changes in the serious damage level. Now the fighters are totally trading body blows, breaking noses, getting in clean slashes, and landing solid energy blasts. Serious damage is the kind of hurt that would send a person to the hospital, but its survivable. Deadly damage is the fourth level. Attacks at this level are about ending the fight, either through knockout or death. The damage dealt at this level can be visually horrific, such as punching nearly all the way through a persons gut, chopping off a limb, or huge catastrophic energy blasts and the like. It can also be represented by devastating submissions and colossal knockout blows. Not all shonen take life, after all. Final damage is the special fifth level. Fighters in the final damage level are on their absolute last legs and any further damage will defeat them. Its possible for characters to die or be permanently injured after taking final level damage, if its appropriate to the story. Final damage can just as easily be a really ferocious (and total) knockout. So, the attacks and defenses at the final level are the most severe and desperate maneuvers. The final damage level is usually reserved for big and important parts of the Arc, like fights between bitter rivals, battles against insane fanatics, or throwing down with the major lieutenants of the villainous Boss. All damage descriptions can incorporate lower levels of damage, too. Costumes can be progressively destroyed well past the Cosmetic level, and Property damage is always fun! Feel free to throw enemies through planets at Deadly level if your Universe operates at that power scale. Its all about being awesome! How Do I Win? All fights begin with damage counters at zero (0). The Producer will announce what damage level the fight goes up to. Since theres no Producer in the preview, we recommend going up to 190. Fights may seem a bit long at first due to system unfamiliarity, so feel free to aim for a lower number if you like. Both fighters have the same damage limit. The fighter that goes over their limit first loses. Because you resolve damage simultaneously, its totally possible for fights to end in a draw. There is a special exception to this rule concerning the Final damage category. If both fighters start a round in the Final damage category, the battle cannot end in a draw. Whichever fighter does the most damage with their final attack is instead declared the winner. Winning and losing determines how the story progresses. In the full game the Producer can come up with interesting contingencies for winning and losing. Importantly, losing a match doesnt permanently harm the shonen. Losing is part of the genre, after all.
8 Players continue to play even after they lose fights. The story is altered, but they are never, ever shut out of the fun. Whats All This Junk on the Damage Track? Glad you asked. There are three important things to note on the track for this preview. The first, and most important, are the black boxes around certain numbers. These are called barriers. These are like stop signs on the damage track. When you are counting the damage you take and moving your marker, stop the marker when you come to a barrier. Any leftover damage you should be counting just disappears. Take a look at the track for this example: if your marker is currently on 42 and you receive 19 points of damage, youd just move your marker up to 51 (the beginning of Cosmetic damage). Thats the barrier thats where you stop 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 your damage. Whenever a person hits a barrier they receive an opportunity to talk trash for a bonus. You can smack- talk anytime you like, of course, but in these cases there is a mechanical bonus available for entertaining roleplaying. The barriers are a minor pause in the fight where the characters can take stock of their opponent and talk about whats going on. Its the perfect opportunity for bad guys to reveal their heinous plans or for heroes to announce theyre going to save their friends, no matter what! This affects the second important thing on the track, the draw bonus arrows. Shonen become more powerful as they take damage. We see them gasping for breath and losing blood, but they still pump out crazier and crazier attacks as the fight goes on. So, there are bonuses in Shonen Final Burst based on what damage category youre in. The draw bonus allows you to draw cards from the game deck. The cards you draw from the game deck are in addition to the 5 you always draw from your personal deck. The first arrow starts at 10; once youve taken ten damage and reached that first barrier you can draw 1 card from the game deck. When youre in the Cosmetic category you can draw 2 cards, and so on for the other levels. If you talk trash when you reach a damage barrier you increase the category bonus by +1! So, someone in the Serious category who monologued to his opponent about his amazing training regimen would draw 4 extra cards every round from the game deck, in addition the his normal 5 from the personal deck. Thats 9 cards, which should present tons of options for powerful cardplay! The last important things on the damage track are the yellow P symbols, which are power tokens. Power tokens are a hyper-valuable resource that builds up fight by fight. We havent included any mechanics that use power tokens in the preview, so you can ignore them for now. You may also notice a section at the bottom of the track about Status Effects. This is a handy shorthand description of the 10 status effects in SFB. Each preview character has the capability to inflict one or more of these status effects, but well talk about them below 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 cards each round equal to your powerup score. Powered up cards go into your aura for use later. You can only have a number of cards in your aura equal to your aura score. You must power up cards before you finalize your combo and block cardplay (ie: before the cards are flipped and tallied). Cards cannot be powered up after cardplay is revealed. Powered up cards are set aside and are not available to use until the beginning of the following round. After that point they can be expended from the aura for certain effects based on the characters techniques. Powered up cards are also used to launch signature moves and to transform, but those mechanics are not presented in the preview. Expending a card discards it from the aura. Abilities and Allies All characters have an archetype power, some allies, and various expend effects. These abilities are not considered part of cardplay and can be used pretty much whenever the player likes. Archetype powers can be used once per fight. Although each character has two allies, they may only call-in one ally per fight. Characters may only use one expend effect each round. The explanations of these powers and any timing issues are noted below in the character section.
9 This combo adds up to +12. This combo also activates the 2-card bonus for diamonds (+). Whatever bonuses you get for that will also add on to the final attack value of the combo. This image cannot currently be displayed. This image cannot currently be displayed. This image cannot currently be displayed. 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 deal damage without interruption. Its not narratively possible for all players to go at the same time, of course. Everyone must take turns making and announcing their calculations. The order these are announced do not make a mechanical difference players can decide who talks first themselves. Likewise, players can describe their characters actions any way they want. Just because the mechanics are resolved simultaneously doesnt mean the characters are cutting each other at the same time each and every round. The important thing is that the attacks and defenses each round are compared simultaneously, and that damage is recorded simultaneously. Declaration order and descriptions can be adjusted as you see fit. How Do I Move? Movement is part of your attack and defense description. There is no mechanical or tactical movement in Shonen Final Burst. Describing how your character leaps across rooftops or streaks through the sky is all up to you; be awesome! Fighters cannot ever be out of range of each other, nor can they mechanically run away. Escaping and out-of-combat movement is not detailed in this combat preview, so dont worry about it for now. What About Weapons and Armor? Equipment is not mechanically represented in this game. Some shonen fight with swords, others fight with fists. These are totally equal in pretty much every series. On occasion there is a fighter who has a really awesome weapon, though. Take a look at the character sheet for Shirosaki Sanshiro. His gimmick is Soul Sword: ZanTaihou some kind of angelic powerblade from his Universe. So, Shirosaki has a weapon as his gimmick and he gets a minor boost from it. The other characters have different gimmicks, so does this mean they dont use weapons? Hell no! Ruliel is another character from Shiros Universe. She certainly has a Soul Sword too. Spiral and Crow are Knights (basically ninja), so they use a variety of minor tools and weapons. Essentially, weapons and armor are just cool descriptions. Shiros sword is important to his character; maybe his father gave it to him, or it has the spirit of his dead mother inside, or anything crazy like that. Thats why its a gimmick. Everybody else just describes using whatever weapons they like. Techniques and Activation Ok, so we got through the basics. Heres where we throw in techniques, the shonen superpowers! Characters have 3 active techniques linked to 3 of the card suits. Characters also have a passive technique, which is always assigned to spades (+). If you play enough cards of a certain suit in your combo or block you will activate the technique and receive bonuses! The rules for activating techniques in combos and blocks are different. Heres how they work: Activating Techniques in a Combo The matching technique cards must be next to each other in the combo. In other words, they must be sequential and contiguous. For example: Playing a combo with 4+, 5+, and 6+ activates the technique assigned to diamonds (+) since two diamonds are next to each other. Playing a combo with 3+, 4+, 5+, and 6+ would also activate the diamond technique, and with more bonuses because three cards are activated. However, playing a combo of 4+, 5+, and 6+ would not activate the technique, as the diamonds are not contiguous. Activating Techniques in a Block Simply count the number of matching suits. For example: Playing a block with 5+, 5+, and 5v would activate the technique assigned to clubs (+). Playing a block with 5+, 5+, and 5v would not activate any technique bonuses. Technique Activation Example: Combos
10 Technique Activation Example: Blocks
On the character sheets, the #-card bonus refers to the number of activated technique cards. 2-card bonuses are activated if you match 2 cards, 3-card bonuses for 3, etc. Taking a look at Shirosakis character sheet, youll notice that he has a 2-card bonus for Hyper Speed. If he plays a combo with two diamond cards next to each other, then hell activate that bonus and inflict Paralyze with his attack. Numbered card bonuses also activate if you play more than the minimum number of cards. Activating 5 cards would activate 2-card, 3-card, 4-card and 5-card bonuses. Although this preview only features 2-card bonuses, its still good to know that bigger is better.
Each technique also has basic bonuses for activating any amount of cards. These are called boosts. You will always increase your attack total by the number of activated technique cards in a combo. Youll always increase your defense total by the number of activated cards in a block. Take a look at the character sheets. Youll notice that each active technique lists something called x1 attack boost and x1 defense boost. These are shorthand for those boosts. Here is an example of how to add up a boost:
Technique Boost Example
This image cannot currently be displayed. This image cannot currently be displayed. This block adds up to +12. This block also activates the 2-card bonus for diamonds (+). Whatever bonuses you get for that will also add on to the final attack value of the block. This combo adds up to +15. This combo also activates the 2, 3, and 4-card bonuses for diamonds (+). Additionally, this combo receives an attack boost. If the attack boost is x1, then the bonus would be +4; four cards were activated, so (4 x 1 = +4). The final combo total would be +19 (15 + 4 = +19). If the attack boost is x2, then the bonus would be +8; four cards were activated, so (4 x 2 = +8). The final combo total would be +23 (15 + 8 = +23).
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11 Each character has a few special rules for their techniques too. These will be explained below in the character section. Whats Up With the Passive Technique? Passive technique cards do not provide bonuses for combos and blocks. You cannot activate them. Were mostly ignoring the powers of passive technique cards in this preview, so you shouldnt worry about them either. They do have uses, though. As characters grow in power they can be used as wild cards or to let combos flow into each other. You may notice some mention on the character sheets of these abilities, which will be explained in the full version of Shonen Final Burst. Advanced Technique Stuff You may only activate one set of technique bonuses in any combo or block. If you play enough cards to somehow activate two different techniques, then you must choose one over the other. Lets say you play a combo like this: 5+, 6+, 7v, 8v and 9v You must choose to activate either the clubs or the hearts technique. You cannot activate them both. As a reminder, you may only activate cards in a combo that are contiguous. Lets say you play a combo like this: 5+, 6+, 7v, 8+ and 9+ This does not activate the 4-card bonuses for clubs. There are only two contiguous clubs, so it instead activates the 2-card bonuses. Only two cards count as activated for boosts as well. Finally, it may seem like its impossible to activate techniques in blocks, but you can. Remember, players are able to draw cards from the game deck. The game deck contains two copies of every card in a normal personal deck. So, it is totally possible to draw matching cards to use in blocks. Also, as characters advance they can change their personal deck around to include more cards to help make blocking easier. Shonen Final Burst puts an emphasis on offense, so blocking is slightly more difficult. Characters and Scenario Were providing 4 characters for this combat preview. These characters are fresh from the character creation process; they represent the base power of a Shonen Final Burst fighter. These shonen come from the two example Universes detailed in the full version of SFB. Shirosaki Sanshiro and Ruliel are characters from the fictional show White. Spiral and Crow come from Spiral Squire. These two Universes are loving parodies of two of the most famous shonen series of all time. Were sure you can figure it out. Below youll find brief descriptions of the characters and the Universes they live in. Well also break down some of their abilities and as-yet-unexplained stuff on their character 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 great forest has sprung up outside Bakuhatsu City, the modern home of high schoolers Shirosaki Sanshiro and Ruliel. In this strange forest is a hidden cloister-village of Knights, notably Spiral and Crow. Both of these groups go about their daily business, unaware of the cosmic oddity about to happen. Crow and Spiral are given a training mission by their Maestro go and appropriate a medallion with dangerous powers. Hes sensed the evil chakra from miles away and knows his students will have a challenge on their hands. Little do they know that right outside their forest lies a strange new world! Shiro and Ruliel are given an even more deadly mission midterm examinations! Just another normal day at school for them. Well, maybe not exactly. Their friend Reiko has been showing off a new locket she found on the way to class. It looks like a European antique, but Ruliel gets a strange vibe from it As the Knights-in-training approach Bakuhatsu Highschool, trying to ignore the strange sights and sounds of the surrounding modern city, they split up to cover more angles. Using powerful Knightcraft they sneak into the schoolyard like ninja. The target is right in front of them: that amulet the girl is wearing! Their chakra-sense can see the evil seeping into her. No time to be subtle! They jump in and think to simply snatch the thing off her - If not for her two friends! Shiro reacts instantly and grabs the wrist of one of the two young Knights. What are these middle schoolers doing here?! he thinks. No time to ponder; the other one is right behind Reiko!
12 Ruliel flashes into position to protect her with angelic power. Close save! The two Knights stare at the two students, guarding the evil 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 Knights make their move, drawing off the weird defenders into separate fights Setting Up the Fights Weve left the fighter pairs open. You can decide which of the White characters fights which of the Spiral Squire characters. If you want to extend the scenario, you can have the trade opponents for a second round, maybe after a pursuit. Heck, you could also have the characters from the same Universes fight each other! The mysterious medallion might make them turn evil, or perhaps natural rivalry sprouts up. Go ahead and run wild; try out as many matches as you can. Each fighter has a unique style and different powers, so try to explore all your opportunities. Fights are one-on-one. Place the game deck in an accessible place for both pairs of fighters. Everyone draws from the same game deck. When we mention everyone, we mean all the players, regardless of fighter pairing. Heres another breakdown of how the rounds will progress: 1.) Everyone draws cards always 5 from personal, and X from game deck based on damage level. 2.) Each fighter in a pair will announce to their opponent what attribute they are attacking with, and what the opponent must use to defend. 3.) Everyone considers cards and plays combos, blocks and powerups face down. 4.) Each pair of fighters flips their cardplay over at the same time and calculates their attack and defense totals. a. Everyone will take a moment to describe their attack, individually. 5.) Each fighter in a pair will announce to their opponent their attack and defense values and calculate damage. a. Everyone tallies up damage and moves their markers. 6.) Everyone has an individual moment to describe the effects of their attack and defense. Pairs of fighters should work together to make really cool descriptions. 7.) All leftover cards are discarded and the next round begins! Mechanically, all fighters are fully healed after each fight. You can describe your character still being beaten up (which is awesome), but your mechanical damage is still 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 to fight up to. Both fighters always fight up to the same number. Make sure to reshuffle the personal and game decks in between each fight. The Characters Shirosaki Sanshiro Shirosaki is just a normal highschooler in Bakuhatsu City, modern Japan. Well, normal except for the fact he can see demons. And normal except for the fallen angel sleeping in his closet. And normal except for all his weirdo friends and the constant deadly fights they get in. Yep. Totally normal. Shirosaki is the arguable main character in the White Universe. Shiro is a standoffish type of guy. Hes not the most talkative kid in school, but hes a loyal friend and a defender of the weak. When not making up homework, he hunts the streets of Bakuhatsu City looking for lost souls to help and demons to slay. Shiro has been granted Angelic powers from near-death contact with Ruliel (featured below). He was already athletic, but now his capabilities are boosted by new spiritual energy. In combat he manifests a mighty Soul Sword, the weapon of Angelic warriors. Hes still learning to master the strange balance of deadly but holy power the sword gives him. Archetype Power: Shirosaki is a Pure-Hearted Warrior. He defends the weak and punishes jerks. His archetype power lets him call for an honorable breather during the fight. This heals him for 15 points of damage, but also heals the opponent for 5. To heal, move the damage marker back down the track 15 spaces. You cannot pass back over barriers!
13 Allies: Shirosaki is allied with Cherub and Atsuno Crowley. Cherub is a minor angelic spirit thats been stuck 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 over barriers! 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 after you draw your normal amount. It cannot be used after cardplay has been finalized/revealed. Gimmick: Shiros gimmick is his awesome Soul Sword. Its the main conduit for his newfound powers, and probably has some surprising secrets. Whenever Shiro activates a Holy combo (of any number of cards) he can increase the final damage of his attack by +3. Techniques: Shiro has Hyper Speed, Death and Holy as his active techniques. Hes crazy fast and can heighten his attacks with both Angelic holiness and strange Demonic malevolence. His passive technique is Control Spirit. Hyper Speed Activating two or more Hyper Speed cards in a combo inflicts the enemy with Paralyze. Paralyze is a Status Effect. The round following infliction, his opponents Speed attribute is halved (round up). This effect disappears at the end of the following round. Hyper Speed also has an Expend Effect. If hes attacking or defending with Speed, Shiros player can expend a powered up Hyper Speed card from his aura to add the value (round up) to his attack or defense. Shiro can use this effect once per round. Death When Shiro activates a Death combo, he deals automatic damage equal to the number of activated Death cards. If the attack is successful, simply add the automatic damage value onto the damage total. If the attack misses, the defender still takes the automatic damage value. Holy Activating two or more Holy cards in a combo inflicts the enemy with Hopeless. Hopeless is a Status Effect. The round following infliction, his opponent cannot use their archetype power or call-in any allies. This effect disappears at the end of the following round. Activating two or more Holy cards in a block removes Wide Open. Wide Open is a Status Effect. The status effect is removed immediately, instantly ending its effects for the round. Shiro can activate this bonus even if inflicted with Wide Open, breaking the normal rules.
Ruliel Ruliel was the Guardian Angel of Bakuhatsu City, until recently. She was nearly killed by a rampaging demon and had to transfer some of her Angelic power to Shirosaki Sanshiro, a strange teenager with latent spiritual abilities. She now sleeps in his closet, trying to regain her strength and keep the City safe at the same time. Ruliel is cool and pragmatic. Shes lived and hunted demons for hundreds of years, but still looks like an 18- year old girl. Her attitude and speech is a bit old fashioned, but shes quickly made friends at Shiros school. Ruliel still possesses most of her Angelic prowess. She is a student of Enochian magic and uses it more than her Soul Sword. Ruliel is a highly trained fighter and uses an elegant combination of martial technique and magic to defeat errant demons. Archetype Power: Ruliel is a Mysterious Know-it-All. She has been alive for hundreds of years and knows so much more about the spiritual world than she shares with Shiro. Her archetype power lets her find out hidden information from her enemy. When used, the opposing player must state any overpowered attributes (>19) and their values.
14 Allies: Ruliel is also allied with Cherub and Atsuno Crowley. Cherub is a minor angelic spirit thats been stuck 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 over barriers! Atsuno is one of Ruliel and Shiros classmates. He comes from an ancient family of demon hunters. Hes a master strategist and overall genius. You can use the card-drawing power right after you draw your normal amount. It cannot be used after cardplay has been finalized/revealed. Gimmick: Ruliels gimmick is called Fallen Angel. Shes been direly hurt by a powerful demon and is currently recovering and under-the-radar. This could cause problems in the future Unlike the other fighters, Ruliel can keep one card powered up in her aura between fights. Techniques: Ruliel has Ice, Water and Focused Energy as her active techniques. She has awesome control over these elements, blending them together with powerful Energy manipulation. Her passive technique is Enochian Magic. Ice Activating two or more Ice cards in a combo inflicts the enemy with Cripple. Cripple is a Status Effect. The round following infliction, her opponents Strength attribute is halved (round up). This effect disappears at the end of the following round. Ice also has an Expend Effect. She can expend a card to change (shift, in game terms) any one Status Effect her opponent is inflicted with or suffering from to Paralyze. This happens immediately. She can use this effect once per round. For example: Ruliel is fighting Spiral. Spiral has been inflicted with Cripple, which halves his Strength. Ruliel expends an Ice card to shift that Status Effect to Paralyze. Spiral is no longer Crippled his Strength immediately returns to normal, but now hes Paralyzed. His Speed is now halved. Water Activating two or more Water cards in a combo inflicts the enemy with Berserk. Berserk is a Status Effect. The round following infliction, her opponents powerup score is reduced by 1, and he cannot use cards valued 6 or higher for expend effects. This effect disappears at the end of the following round. Activating two or more Water cards in a block removes Paralyze. The status effect is removed immediately, instantly ending its effects for the round and returning Ruliels Speed to normal. Focused Energy Focused Energy also has an Expend Effect. If shes attacking or defending with Energy, Ruliels player can expend a powered up Focused Energy card from her aura to add the value (round up) to her attack or defense. Ruliel can use this effect once per round.
Spiral Spiral is a young Knight-in-training from the Spiral Squire Universe. Knights are masters of unique elemental and martial techniques, hired to perform various Quests through whatever means necessary. Its been Spirals dream to become one of the greatest Knights ever, but hes honestly not that skilled He makes up for this with overwhelming optimism! Spiral has an unshakeable spirit and never takes no for an answer. Hes enthusiastic, fiery and brash, but good natured and friendly. Spiral is a brawler, not having mastered the Knight style of combat yet. His elemental skills are pretty crappy too. However, as a young kid he discovered and read a forbidden technique manual by accident. Its probably the only thing he ever really mastered. Now, Spiral has the terrifying power to manipulate time itself! Archetype Power: Spiral is the I Gotta Be The Best! archetype. He is absolutely dedicated to becoming a Grand Knight, despite all odds! His archetype power lets his player draw more cards. He can draw 1 card from the game deck after activating this power. He can draw an additional extra card if Spiral reached a barrier on his damage track last round. He can draw yet another extra card if Spiral is currently in the Deadly or Final damage category. This power can be activated after drawing your normal amount of cards. It cannot be used after cardplay has been revealed/finalized. Allies: Spiral is allied with Maestro and Rose. Maestro is Spiral and Crows elder mentor. Hes a powerful and mysterious Knight with lots of combat experience. You may choose to instantly remove either the Paralyze or Cripple status effect from Spiral. Spirals attributes immediately recover after use. Rose is one of Spiral and Crows fellow Knights-in- training. She is a cheerful girl and the master poisoner of their three man squad. This power adds 3 unstoppable damage to Spirals final damage. Unstoppable damage goes over damage barriers. For example: Spiral hits Shiro with 32 damage. Shiros damage marker is at 44, and theres a barrier at 51. Spiral calls-in Rose and gets 3 unstoppable damage! Shiro moves his marker up to 51, then +3 to 54.
15 Gimmick: Spirals gimmick is his catchphrase; this is MY way! He screams this at the top of his lungs whenever somebody says he cant succeed at being a Grand 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 Super Strength techniques. Spiral uses his Time and Summon powers to call clones of himself into existence from alternate time-streams. He has a nearly infinite army of doubles! He primarily uses Strength, and his Strength is enhanced 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 enemy with Wide Open. Wide Open is a Status Effect. The round following infliction, his opponent cant use cards valued 6 or higher to activate techniques in blocks. Additionally, all healing effects are reduced by 5. This effect disappears at the end of the following round. Time Activating two or more Time cards in a combo inflicts the enemy with Disarm. Disarm is a Status Effect. The round following infliction, his opponent cant use cards valued 6 or higher to activate techniques in combos. This effect disappears at the end of the following round. Super Strength Super Strength has an Expend Effect. If hes attacking or defending with Strength, Spirals player can expend a powered up Super Strength or I Believe! card from his aura to add the value (round up) to his attack or defense. Spiral can use this effect once per round. Spiral can use his passive technique card for this effect as a special bonus because his rank is so high! Crow Crow is another young Knight-in-training from the Spiral Squire Universe. He is a boy driven to greatness due to the tragic past of his family. Where Spiral is fiery, Crow is cool. Hes very serious about his training and resents Spirals luck and accidental success. Crow will certainly grow into a grim teenager, and an even darker adult. Crow is insanely skilled for his age basically a prodigy. He fights better than most adults and still practices every night. His control over the basic Knightcraft elements of fire and air is remarkable. Crow strives for perfection in all his missions and fights. Archetype Power: Crows archetype is Noble Elite. He comes from a powerful family and has deep respect for his position as a young Knight. His archetype power lets his player draw more cards. He can draw 1 card from the game deck after activating this power. He can draw an additional extra card if Crows damage marker is lower than his opponents. He can draw yet another card if his opponent is at a higher transformation stage than Crow (which doesnt apply to this preview). This power can be activated after drawing your normal amount of cards. It cannot be used after cardplay has been revealed/finalized. Allies: Crow is also allied with Maestro and Rose. Maestro is Spiral and Crows elder mentor. Hes a powerful and mysterious Knight with lots of combat experience. You may choose to instantly remove either the Paralyze 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 poisoner of their three man squad. This power adds 3 unstoppable damage to Crows final damage. If Crows attack already deals unstoppable damage, you can increase it by +3! Unstoppable damage goes over damage barriers. For example: Crow hits Shiro with 32 damage, and a technique that adds 2 unstoppable damage. Shiros damage marker is at 44, and theres a barrier at 51. Crow calls-in Rose and gets +3 unstoppable damage! Shiro moves his marker up to 51, then +5 (2 + 3 = +5) to 56. Gimmick: Crows gimmick is his family background Grim Orphan. His noble family was killed in some horrible tragedy, and Crow is still coming to grips with it. This gimmick increases Crows Skill overpower limit by +2. Techniques: Crow has the Fire, Wind and Special Sense techniques. He skillfully uses basic and advanced flame and air chakra manipulation during combat. His Special Sense is the ability to predicatively read chakra- use in his opponents. His eyes change to funky yin-yangs when he uses this disturbing power. His passive technique is Control Chakra. Fire When Crow activates a Fire combo, he deals unstoppable damage equal to the number of activated Fire
16 cards. If the damage from the attack hits a barrier it goes over by the amount of activated Fire cards. Wind Activating two Wind cards in a combo inflicts the enemy with Wide Open. Wide Open is a Status Effect. The round following infliction, his opponent cant use cards valued 6 or higher to activate techniques in blocks. Additionally, all healing effects are reduced by 5. This effect disappears at the end of the following round. Activating two Wind cards in a block removes Berserk. The status effect is removed immediately, instantly ending its effects for the round and returning Crows powerup score to normal. Special Sense Activating two or more Special Sense cards in a combo inflicts the enemy with Drain. Drain is a Status Effect. The round following infliction, his opponents Energy attribute is halved (round up). This effect disappears at the end of the following round. Activating two or more Special Sense cards in a block removes Drain. The status effect is removed immediately, instantly ending its effects for the round and returning Crows Energy attribute to normal.
The full game Thanks again for downloading the Shonen Final Burst combat preview. For future details on the game, please visit www.shonenfinalburst.com Or email contact@shonenfinalburst.com The completed game will be available in PDF form and will include: - Character Creation - Signature Moves - Transformations - Over 20 Techniques - 16 Archetypes - The Training and Hobby systems - Creation rules for Gimmicks and Allies - Producer info, like how to design wicked Bosses and story Arcs - The deck building experience system - Everything else you need for over-the-top shonen action! Shonen Final Burst Name: Archetype: 0 10 20 Strength Mind Energy Speed Skill Style Overpower limits (Base 20 without bonuses) Str Spd Mnd Skl Eng Strength Energy Skill Mind Speed Attacks Attacks Attacks Attacks Attacks
powerup aura
Techniques Name / Rank Passive Archetype Power Used Combo Flow / Powerup Wildcard Attribute Boost Current Arc Completed Arcs hobbies Comfort craft deceive exercise frighten inspire Mystic romance science sneak Base Rank / Ally Bonus + + + + + + + + + + Quick technique notes Attached Allies Featured Gimmicks 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 2 1 Skill Energy Strength Mind Speed Cherub - Heal 5 damage. Atsuno Crowley - Draw 2 cards 1 1 Soul Sword: Zantaihou - Shonen Final Burst Name: Archetype: 0 10 20 Strength Mind Energy Speed Skill Style Overpower limits (Base 20 without bonuses) Str Spd Mnd Skl Eng Strength Energy Skill Mind Speed Attacks Attacks Attacks Attacks Attacks
powerup aura
Techniques Name / Rank Passive Archetype Power Used Combo Flow / Powerup Wildcard Attribute Boost Current Arc Completed Arcs hobbies Comfort craft deceive exercise frighten inspire Mystic romance science sneak Base Rank / Ally Bonus Quick technique notes Attached Allies Featured Gimmicks 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 3 2 Strength Energy Skill Speed Mind 1 1 Fallen Angel - You can keep 1 rank 9 or higher techs. Shonen Final Burst Name: Archetype: 0 10 20 Strength Mind Energy Speed Skill Style Overpower limits (Base 20 without bonuses) Str Spd Mnd Skl Eng Strength Energy Skill Mind Speed Attacks Attacks Attacks Attacks Attacks
powerup aura
Techniques Name / Rank Passive Archetype Power Used Combo Flow / Powerup Wildcard Attribute Boost Current Arc Completed Arcs hobbies Comfort craft deceive exercise frighten inspire Mystic romance science sneak Base Rank / Ally Bonus Quick technique notes Attached Allies Featured Gimmicks Used Spiral I Gotta Be The Best! Draw 1. Draw +1 extra if last round you hit a barrier, and an extra +1 if you Summon Time Super Strength I Believe! 2 3 2 4 Spd 19 11 3 10 15 21 21 21 21 21 7 2 Mind Skill Energy Strength Speed 1 Maestro - Remove Cripple or Rose - Increase unstoppable 1 1 "This is MY way!" - Increase your hit deadly or final. 2 + + + + + + + + + + Shonen Final Burst Name: Archetype: 0 10 20 Strength Mind Energy Speed Skill Style Overpower limits (Base 20 without bonuses) Str Spd Mnd Skl Eng Strength Energy Skill Mind Speed Attacks Attacks Attacks Attacks Attacks
powerup aura
Techniques Name / Rank Passive Archetype Power Used Combo Flow / Powerup Wildcard Attribute Boost Current Arc Completed Arcs hobbies Comfort craft deceive exercise frighten inspire Mystic romance science sneak Base Rank / Ally Bonus Quick technique notes Attached Allies Featured Gimmicks 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 2 1 Skill Speed Mind Energy Strength 1 1 1 Grim Orphan - Increase Skill +1 if they are transformed. 1 + + + + + + + + + + 1 1 Mnd 1 0 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 51 Cosmetic Damage - Draw + 2 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 191 192 193 194 195 196 197 198 199 151 190 Deadly Damage - Draw + 4 201 200 Final Damage - Draw + 5 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 101 Serious Damage - Draw + 3 Current Power Tokens P 0 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 10 Property Damage - Draw + 1 P P P P P P Status Effects Trash talk bonus Talk smack to your opponent when you reach a barrier and receive an extra 1 draw bonus. Cripple Paralyze Surprise trick Drain Berserk Disarm Hopeless Terror Wide Open N - Reduce Str by 1/2 I - Reduce Str by 30 N - Reduce Spd by 1/2 I - Reduce Spd by 30 N - Reduce Mnd by 1/2 I - Reduce Mnd by 30 N - Reduce Skl by 1/2 I - Reduce Skl by 30 N - Reduce Eng by 1/2 I - Reduce Eng by 30 N - -1 powerup. Cards > 6 cannot be used for Expend Effects. I - -3 powerup. No cards can be used for Expend Effects. N - Cards > 6 have no suit in combos. I - No cards have suits for combos. N - All ally levels -1. Cannot use archetype ability. Launch cost of SMs +1 PT. I - All ally levels -3. Cannot use archetype ability. Launch cost of SMs +3 PT. N - Highest combo card is worth 0. I - Two highest combo cards are worth 0. N - Cards > 6 have no suit in blocks. All healing, damage reduction and reflection is -5. I - No cards have suits for blocks. All healing, damage reduction and reflection is -15.