The illustrations in the book look amazing. May i ask a few clarifications since i want to plan a game of this.
With anything regarding range, does it work in tactical rpg logic? That is, every point in range lets you go one point further in any orthogonal direction and you could change directions midway, or do you have to stick to a single direction for the entire range? That is, can you move in an L shape and such depending on how high your range is? Applies for both movement and spellcard range.
Can I get more clarification on "Whenever Reimu moves, she may also move the Yin-Yang Ball anywhere within 4
spaces of her. It always moves in a straight line from where it was." Does it mean that the yin yangs are always on the same square as Reimu unless she moves them herself? And doesn't "move anywhere within 4 spaces of her" and "it always moves in a straight line" contradict each other?
What is "Blast"? I am assuming it is the same thing as burst? And if so, what are the numbers next to it? I'm assuming the range of the burst but it says that it's always a cross shape of 5 squares? Since all blast/burst abilities have a 2 range though, all of them are the same square shape, but it would be strange for the range to be 2 in that case.
For Sanae's aspects, can she always choose which aspect to cast whenever she uses one of the spellcards?
With regards to the damage mechanics, does accumulating wounds, mean that an injury happens when accumulating the wounds or when taking the wounds *after* accumulating the required wounds? Like does receiving a severe wound immediately injure a character or do they need to get wounded again afterwards?
What does scaling on the scenarios mean? The amount of players playing?