“You see an exasperated girl wearing a dress and an apron using a mop to clear cobwebs from around the wizard’s door. You’ve caught her eye; she stops sweeping and throws 10 million knives at you. The next thing you know, the entire room is filled with dancing fire and glowing blades. Roll initiative.”
You’d only think I was kidding when I said that the toughest video game boss fights are little girls if you haven’t played any of the Touhou games.
I haven’t playtested this yet, but I decided to try statting out a Danmaku Girl. Recommended for occasional boss use only and for higher level parties.
Armor Class: 7 (12)
Hit Dice: 10-20HD*** (S-M)
Move: 30′ (60′ flying)
Attacks: Special (See Barrage below)
Damage: 10d4 – 20d4
No. Appearing: 1d4
Save As: F5-10
Treasure Type: H
Monster Type: Humanoid (enchanted)
Very powerful trickster spirits sometimes manifest themselves in the form of petulant young girls who are often wont to cause chaos in the human world when they are able to enter it. They are more akin to fey than demons, though less powerful spirits may be bound into the service of demons to either guard shrines or perform menial labor. They hold favorable anyone who is able to defeat them. At times, very powerful human priestesses and wizards have mastered similar feats of mystic combat that they employ to subdue the more aggressive spirits.
Barrage – A Danmaku Girl will surround herself with complex patterns of magical fire, ice shards, missiles, knives, and swords, some in seemingly random arrays, some in patterns and some targeting opponents. A Danmaku Girl’s barrage will constantly be in effect during combat and extends for a 150′ radius. At the end of each round, all combatants take 1d4 damage for each of the Danmaku Girl’s Hit Dice (roll separate for each combatant). Individuals may save vs. breath to negate all damage. Individuals who have moved during the round and are not in melee with the Danmaku Girl may add INT, WIS and DEX bonus to their saving throw.
Roll to determine damage type before the saving throw is made:
Individuals may apply specific bonuses to their saving throws if they are relevant to the type of damage. Only a shield bonus may be applied to physical damage.
Spell Cards – In addition to their normal barrage, Danmaku Girls have powerful spell-like effects used by playing spell cards (similar to scrolls); each Danmaku Girl will have 1d6+1 spell cards that will increase the complexity and change nature of their attack patterns. Each Spell Card lasts 1d4+1 rounds. Each Spell Card attack has two of the following effects:
1. Shielding Patterns: AC Bonus – Danmaku Girl’s AC will be 0 (19) for duration of the Spell Card
2. Intensified Patterns: All individuals in the area must make 2 saving throws per round against the Barrage for the duration of the spell card.
3. Confusing Patterns: Individuals may not add stat bonus to saving throw (1-2 Dex, 3-4 Int, 5-6 Wis) for the duration of the spell card.
4. Targeted Patterns: One target per round gets no saving throw bonus for the duration of the spell card.
5. Radiating Patterns: Individuals in melee range with the Danmaku Girl get no saving throws for the duration of the spell card.
6. Obscuring Patterns: Individuals moving more than half their movement rate may not add stat bonuses to their saving throw.
The Danmaku Girl’s Barrage may not be dispelled or countered. A spell card may be ended early by a Dispel Magic or similar spell; Dispel Magic will not affect unused spell cards.
A Danmaku Girl will always surrender if she has no Spell Cards left or if she is below 1/4 of her starting HP. She will reward victors with a portion of her treasure and give one of the following scrolls for each spell card duration completed that she was not the target of 3rd level or higher spells or effects:
1. Prismatic Spray
3. Prismatic Sphere
4. Prismatic Wall
5. Delayed Blast Fireball
6. Hallucinatory Terrain
7. Meteor Swarm
9. Magic Missile
10. Hypnotic Pattern
(These Youtubers make it look way easier than it is)
(The little rabbit girl here isn’t even the final boss, but is probably the hardest boss fight of any game I’ve ever played.)
As a fan of both Sunn O))) and Touhou, thought this was pretty awesome in a hella bizarre way.
I don’t get how this game got such great reviews. As bullet-hell games go, there really aren’t that many bullets going on here. Despite the promises of “beautiful bullet paterns”, I feel like I don’t need more than both hands to count the times they showed up. It looks like it was made a decade ago; like a Raiden (which is a much better game) with a more muted palette. The surprising thing is that this game is by Cave, and Deathsmiles, which came out a few years before this, was a much prettier game with more solid mechanics.
I guess I’m just spoiled by playing the Touhou games. Or maybe I just like games with WAY more bullets and more elaborate patterns. Also, I feel like Akai Katana was maybe 1/3 as long as the average Touhou game, too. Good thing my girlfriend picked up it from the library instead of actually having to pay for it.
And speaking of garbage games, the legends are true! ET Cartridges have been discovered in the deserts near Alamogordo!