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Published by uygufguuydadsdas, 2022-09-23 05:17:06

persona TTRPG

persona TTRPG

ペルソナ

PERSONA

THE TABLETOP RPG

A CRIMSON PARCEL PRODUCTION

DESIGN AND WRITING BY

JAMES AUSTIN

ADDITIONAL WRITING BY

SEAMUS HARVEY

v1.23

THANK YOU

to co-writer and confidant
SEAMUS HARVEY;
to playtesters

CHESH

SERGIO

AND TRAVIS;
to those who have given feedback on the

CRIMSON PARCEL DISCORD
(https://discord.gg/Vyk93jQ);

and to YOU, for reading!

CONTENTS 4

CHAPTER ONE: INTRODUCTION CHAPTER THREE: RUNNING THE GAME

Core Mechanics ................................................ 6 Downtime ......................................................... 97

Status Ailments ................................................. 13 Optional Downtime Rules ............................. 100

Moves and Setbacks ........................................ 15 Crafting .......................................................... 101

Advancement ................................................... 20 Fishing ........................................................... 103

Skill Compendium ............................................ 22 Gardening ...................................................... 106

CHAPTER TWO: ARCANA & SUITS Part-time Work .............................................. 107

Reading ......................................................... 108

Character Creation .......................................... 29 Venues ........................................................... 109
Persona Creation ............................................. 30 Social Links .................................................... 110
Arcana ............................................................. 35 XXI - World ..................................................... 113
0 - Fool ........................................................... 36 Japanese Culture ........................................... 114
I - Magician ..................................................... 38 Items .............................................................. 115
II - Priestess ..................................................... 40 Equipment ...................................................... 123
III - Empress .................................................... 42 Weapon Creation ............................................ 125
IV - Emperor .................................................... 44 Example Weapons ........................................ 127
V - Hierophant .................................................. 46 The Shadow World ........................................ 131

VI - Lovers ........................................................ 48 CHAPTER FOUR: SHADOWS & OPTIONAL RULES
VII - Chariot ..................................................... 50

VIII - Justice ..................................................... 52 Shadow Capture ........................................... 135

IX - Hermit ...................................................... 54 Fusion ........................................................... 137

X - Wheel of Fortune ........................................ 56 Shadow Skills ............................................... 140

XI - Strength .................................................... 58 1 - Star Shadows ......................................... 151

XII - Hanged Man ........................................... 60 2 - Star Shadows .......................................... 154

XIII - Death ...................................................... 62 3 - Star Shadows .......................................... 157

XIV - Temperance ........................................... 64 4 - Star Shadows ............................................ 160

XV - Devil ........................................................ 66 5 - Star Shadows ............................................ 163

XVI - Tower ..................................................... 68 6 - Star Shadows ............................................ 166

XVII - Star ....................................................... 70 7 - Star Shadows ............................................ 169

XVIII - Moon .................................................... 72 8 - Star Shadows ........................................... 172

XIX - Sun ......................................................... 74 9 - Star Shadows ........................................... 176

XX - Judgement ............................................... 76 10 - Star Shadows .......................................... 179

Suits ................................................................ 79 Optional Rules ............................................... 182

Suit: Wands ...................................................... 80

Suit: Cups ......................................................... 82

Suit: Coins ........................................................ 84

Suit: Swords ...................................................... 86

Suit: Compass .................................................. 88

Suit: Aeon ......................................................... 92

春 PTTRPG is a fan game. Atlus is not associated with the game in any way.
No money has or should ever be made as a result of the distribution of this book.

5 INTRODUCTION
You’re spent. You and your partners 前PTTRPG uses a number of common
have combed every last corner of this odd
tomb. A knight on horseback has just pierced terms in tabletop gaming, such as 2D6
your shirt with his spear - your favorite shirt! Lying (two six-sided dice), HP (hit points), GM
on the ground, staring up at the undulating and (game master), and etc. If you’ve never
unearthly corridors, you wonder how you’re going to
explain this all to your parents. You glance at your 書heard these terms before, please take
phone and catch your reflection in the empty blue
static which fills the screen. This place holds more a look at the following explanation.
mysteries than you can count. Thankfully, you have
the power of friendship on your side. In order to play this game, you’re go-
ing to need a group of friends. One
Welcome to Persona: The Tabletop Role-Playing
Game (aka PTTRPG, btw). PTTRPG uses PbtA きof you will take on the role of the
(Powered by the Apocalypse) as a loose framework
for an extensive Persona-themed role-playing game Game Master, or GM. This person
without always strictly adhering to the PbtA structure. will act as both narrator and referee.
After all, rules are made to be broken. They will also play the role of every
character besides the main characters,
including enemies. The GM will have a lot on their
plate, so those who take on this role should be ready
for it. This might make you anxious, but you might
also find that you enjoy your time in the spotlight.

Shin Megami Tensei: Persona is a series of Everyone who isn’t a GM will be a Player
anime video games, all of which follow groups of high Character, or PC. These should be the main
schoolers with the titular power of Persona. These characters of the story you tell together. The PCs
stories focus on noir mystery and slice-of-life drama. should work together to progress the story, work
If you aren’t familiar with the series, I would hazard a toward their goals, and most importantly have fun. In
guess that you might not enjoy this book. the Persona video games the “PCs” are always high
school students, but that doesn’t necessarily have
to be the case in this game. The players could be
private detectives, teachers, construction workers,
or anything else that tickles your fancy.

The core mechanic of almost any RPG is
is a dice roll, also known as a check. You check to
see what happens when you do something with an
uncertain outcome. This adds elements of both
strategy and surprise to the story you and your
friends will tell together.

SPRING春

CORE MECHANICS 6

コGenerally you can only make a check to ASPECTS
do something that is humanly possible.
For a check, the GM will prompt you to Characters have five Aspects which affect
everything they, as a human, do. These are

roll 2d6 and modify the result based on as follows:

アone of your character’s Aspects. • ATHLETICISM is your physical strength, speed,
On a roll of 10 or higher, you do what stamina, and general self-defense ability
you wanted to do and avoid all draw- when it comes to melee combat.

backs; a complete success. Your GM • PROFICIENCY is your technical ability; how
good you are with your hands, including
メmight describe how your character suc- your aptitude with ranged combat.
ceeds in a spectacular fashion.
• GUTS is your heart; your courage, your
If the roll comes up as a 7, 8, or 9, it’s wisdom, your willpower. Gutsy people often
called a mixed success. You do what find themselves in a leadership role.

カyou set out to do, but you also incur • KNOWLEDGE is your mind; not just how well
a setback. These setbacks can be
anything; someone likes you less, studied you are, but also your intuition and
something in your enviroment chang-
es, you get hit by an enemy, etc. Mixed deductive reasoning skills.

ニsuccess is the most common result. • CHARM is your interpersonal skill; your
If the result of the check is between 1 power of influence. Charm can open many
doors that would otherwise be shut.
and 6, that’s what we call a failure. You
don’t do what you wanted to do, and

ッyou receive a setback.
The number you use to modify the re-
sult of this roll (the modifier) will be
equal to one of your Aspects or Persona

クstats. Generally, it should be obvious
which one to add. For example, when
your character is making a check to de-
termine whether or not they break down
a door, they would add their Athleticism

Aspect to the roll. If they were studying
in a library, they would add their Knowledge

Aspect. When you’re in doubt about which stat to

use as a modifier, the GM should tell you.

SPRINGThis is the core mechanic
of PTTRPG. The following in
春 troductory pages contain
explanations for other
important mechanics.
This is required read-
ing; don’t skip it!

7 CORE MECHANICS
COMBAT DAMAGE
During combat, we slow down to bullet When you attack somebody, or when
time because it’s so exciting. We slow down somebody attacks you, you have to deter-
mine how much damage the attack does. In
so the players can savor, plan, and describe all the case of a basic attack that doesn’t use a
the important details of the fight they’re in. particular weapon (fighting with your fists, throwing
a rock, etc.), the damage is 1D4-1, plus the related
There isn’t always set order for each character stat. Again, melee attacks use Athleticism and
to take their turn in Persona. Instead, the GM will ranged attacks use Proficiency. Magic attacks
move around the table and call on you when it’s gain a damage bonus equal to MAG.
your turn to act. The GM might describe the threats
or the circumstances in front of you before asking You might also find or purchase a weapon that
“what do you do?”. However, groups can add a does more damage. In this case, the GM should
proper Turn Order to the game using an optional tell you how much damage your weapon does.
rule (see Optional Rules, pg. 182).

ATTACKING Personas can’t use human weapons. Any weap-
When you attack something, the first thing you do ons they have are built into or specially attuned to
is make a check to see if you hit. If you’re making a them. Instead, your Persona will unlock new abili-
melee attack as yourself, you add your Athleticism ties that do more and more damage as they level
Aspect to the result of the check. If you’re making up.
a ranged attack as yourself, you add your Profi-
ciency (see Basic Moves; page 10). More advanced combat rules, including rules for
Weaknesses & Resistances, All-Out Attacks, how
However, when you’re attacking with your to use LUC, and Leveling Up can be found starting
Persona (which is often more effective) you add on page 16.
your Persona’s stats instead. When making a
ranged attack with your Persona, you add your HIT POINTS
Persona’s AGI stat, and when making a melee Player characters in Persona have two important
attack you add your Persona’s STR stat. When resources to manage: hit points (HP) and spir-
using a spell, add your Persona’s MAG stat. it points (SP). A character’s HP stat is a repre-
sentation of their overall health. When a character
On a 10 or higher (complete success) you hit takes damage in combat, the damage they take is
the enemy and avoid all setbacks. Your GM might subtracted from their HP (after armor is taken into
ask you to describe your character’s impressive consideration; see below). When a player charac-
success. ter hits 0 HP, they start dying (see Death & Dying;
page 17).
On a 7, 8, or 9 (mixed success), you attack the
enemy but receive a setback as well; you and your
opponent are “trading blows”.

On a 1-6 (failure) you fail and receive a setback; SPRING春
You expose yourself, you receive a status ailment,
etc. The most common setback when attacking an
enemy is that enemy attacking you back.

CORE MECHANICS 8

ARMOR WILLPOWER
Each PC has a Willpower (WP) number
Armor is a statistic that blocks incoming dam- that gets added to certain rolls. WP will
age for a given character. It starts at 0, but can scale up from 1 to 4 as a PC gains levels. To
be increased with certain abilities and pieces of determine a character’s Willpower number,
equipment. When a character with an Armor score simply divide their current level by four
greater than 0 takes damage, they subtract their and round up. WP is used when hitting an
Armor score from the damage they took. For ex- enemy’s weakness, when someone hits your
ample, if a character with an Armor score of 2 got strength, when moves such as Sukukaja are
hit for 6 points of damage, they would actually only made, and etc. For example...
lose a total of 4 HP.

SPIRIT POINTS • Characters from levels 1 to 4 have a WP of 1;
(1 / 4 = 0.25, rounded up to 1).
A character’s spirit points (SP) are a counterpart • Characters from levels 5 to 8 have a WP of 2;
to their HP. A character’s SP stat represents their (5 / 4 = 1.25, rounded up to 2).
spiritual essence and well of magical willpower. • Characters from levels 9 to 12 have a WP of 3;
When a character uses one of their more powerful (9 / 4 = 2.25).
and / or extraordinary abilities, they will typically • Characters at level 13 or higher have a WP of 4;
have to spend some of their SP. SP and HP are (13 / 4 = 3.25).
both recovered by taking a long rest; see below.

LONG RESTS AFFINITIES
Most Personas and shadows have at least one
A long rest is simply a rest of six or more hours type of damage they are strong against and at least
made in a safe area. This restores your HP and SP one that they are weak against. These are known
back to their maximum amounts. as their affinities. Exploiting affinities is often the
key to success in Shin Megami Tensei games.
LIMITATIONS
When an enemy is being targeted with a type of
When a character is making a 2d6 check for any damage that they are weak to, the 2d6 check
move that relates to harming an enemy (e.g. Basic for the attack against them gains a bonus of +2
Strike, Basic Shot, Basic Spell, Pulse, Staggering (up to a maximum of +4). The damage roll also
Strike, etc.), the modifier for the check can never recieves a bonus equal to your character’s
be higher than +4. For example, even if your LUC WP. If the attack is successful, the character
is 5 and you get a +1 Mudo bonus, you will al- who was attacked gains the Downed status ail-
ways be limited to a +4 bonus when rolling to see ment (see Status Ailments, pg. 13). When a
if Mudo hits. This limitation does not apply to other Persona or Shadow is attacked with a type of
rolls, such as the damage rolls themselves, or any damage that they are strong against, the 2d6
other roll that does not involve physical harm. check and damage rolls for the attack instead take
the opposite penalties (-2 to-hit, -WP damage).
SPRINGAdditionally, Personas have their own
stats (see Persona Stats, pg. 30). Some Personas and Shadows can “Null” or be
These are capped at 2 until level Reflective to certain types of damage. If they
春 5, 3 until level 10, and 4 from Null the damage type, attacks of the given type
then on. Aspects are instead do no damage whatsoever. If they are Reflective,
capped at 5, with no such attacks of the given type are bounced back and
limitations on growth. will instead damage whoever made the attack.

9 CORE MECHANICS

SHADOWS / DEMONS LUC

Shadows or demons are monsters that dwell in the LUC is a special statistic which doubles as an

realm of the human subconscious. They are em- expendable resource. When you fail or get a mixed

bodiments of human spirituality, given power by success on a 2d6 check, you can opt to spend a

those who believe in them. This book occasional- point of LUC to improve your level of success. For

ly refers to shadows and demons interchangably; example, if you roll a failure and spend a point

they are both “enemy monsters”. Some GMs may of LUC, you effectively rolled a mixed success

let their players capture shadows for use in battle instead. You can only spend one point of LUC at
(see Shadow Capture, pg. 135)
a given time. The LUC disappears and will not

return until later. The GM may also ask you to make

Shadows in PTTRPG (and all enemies in PbtA a LUC roll to determine the outcome of an action

games) use a more limited ruleset than PCs, in that falls outside the purview of your other Stats

order to make the GM’s job easier. Most notably, (such as fumbling through a pitch-black room or

enemies do not take turns the way PCs do - they playing a game of cards). In this case, you should
act only as the result of setbacks incurred when use the LUC you currently have as the modifier,

PCs roll mixed successes or failures. rather than your maximum LUC stat.

Enemies do have HP, but they do not have a pro- LUC refills itself on a regular basis, as determined
cess for dying the way PCs do. When an enemy by the GM. By default, LUC is restored to its full
reaches 0 HP, they simply die on the spot - no amount at the beginning of a new session. Howev-
saves, nothing. Enemies can have armor, but they er, the GM should feel free to change this interval
do not have SP - their SP is essentially unlimited. to suit their needs.

WILDCARDS

Wildcards are a special expendable resource
with the same function as LUC. When you fail
or get a mixed success on a 2d6 check, you can
opt to spend a Wildcard to improve your level of
success. Wildcards differ from luck in that they are
gained at random intervals. Usually, one of your ar-
cana moves will give you a Wildcard. Sometimes,
the GM might give you one simply as a reward for
excellent role-playing.

You can carry three Wildcards at once, sav-
ing them to be used when they’re needed most.
Any Wildcards gained while you are already at your
limit will disappear into the void. Note: Even
though some character sheets have five slots for
Wildcards, you can still only hold three. The fourth
and fifth slots are a special consideration for the
Fortune character, who can instead hold five.

CORE MECHANICS 10

TURN ORDER OPTIONAL RULES

There are three methods for determing player Turn Optional rules can be either used or left

Order. Your GM should tell you which they plan to untouched depending on the preferences

use. of the GM and the players. They may pop up

METHOD 1: POWERED BY THE APOCALYPSE. throughout the book. If a rule is optional, it will

always be denoted as such. You can, of course,
With the default method there is no set turn decide to break any “mandatory” rule you’d like.

order. Instead, the GM moves around the table Optional Rules have been prebalanced and

and describes the circumstances or threats in considered so that GMs can tweak things

front of each player, allowing them to act when without the headache of wondering whether or

appropriate. not their tweaks will break the game. All Optional

METHOD 2: VARIANT TURN ORDER Rules are compiled at the end of this book, begin-
ning on page 182.

Players and enemies both roll to determine when

they take their turn. Powered by the Apocalypse For example, here is an optional rule you may wish

counterattacks are not used. Instead, action plays to consider:

out in a manner more similar to a traditional RPG
such as Dungeons and Dragons. To learn more, OPTIONAL RULE: SP VARIATION

see Optional Rule: Turn Order (pg. 182). In Persona, characters have access to a

METHOD 3: STRUCTURED PBTA number of elemental skills; Agi is a skill that
damages enemies with fire, Zio with electrici-

Each player makes an AGI roll. Those who rolled a ty, and so on. Magic skills are very powerful. By

complete success go first, followed by those who default, in PTTRPG, magic skills have no cost.

rolled a mixed success, and finally those who rolled SP is instead used only when someone is mak-

a failure. When two players achieve the same ing a special move (SP move). The SP Variation

level of success, the PC with the better AGI changes that.

should go first. If the two players in question have

the same AGI, simply flip a coin or roll a die to With this rule, every magic skill (Agi, Zio, Maragi,

determine who goes first. If desired, the GM can Ziodyne, etc.) costs 1 SP. PCs will have to think

prompt players to roll once when they enter a more carefully about how often they want to use

dangerous area or start a new session, then use these skills.

those rolls as the de facto turn order indefinitely.

Or, the GM can ask you to roll for each battle, or To account for the increase in SP expenditure, the

they can simply decide what the turn order should SP Variation also introduces a boost in SP gained

be. by the players. PCs start with 5 more SP than what

is noted on their Arcana page. They will also gain

When using PbtA methods, enemies do not roll 1 more SP than what they normally would when

for turns and instead act only as the their character gains additional SP by leveling up
result of player failure or mixed (see Leveling Up, pg. 20) When you’re making
success (see Shadows, your character, be sure to ask your GM whether
SPRING
previous page). or not they plan on using SP and/or HP Variations,

so you can calculate your statistics appropriately.



11 CORE MECHANICS
ONE-MORE ALL-OUT ATTACKS

When a Player Character makes a roll Sometimes, the players can perform an All-
against an enemy while using a type of Out Attack. To do this, have each player

damage that the enemy in question is weak roll damage for a basic melee or ranged
to, and they down the enemy, they may im- attack (see Basic Moves, pg. 16). Then, add the

mediately take another action. This is known as results of all their rolls together. Finally, apply the

“getting a one-more”. One-mores can be chained resulting damage sum to each enemy on the

idefinitely, but only if a different enemy is targeted battlefield.

each time. After successfully downing an enemy

and gaining a one-more, any character can invoke Two conditions must be met before an All-Out
the universal move Baton Pass.
Attack (AOA) can be initiated. First, an AOA can

BATON PASS only be initiated on a one-more turn immediately
after a PC has Downed an enemy. Secondly, all

After invoking this move, you choose who acts enemies in the current fight must be Downed.

next, instead of the GM. If you are using Variant Any enemies left alive after an AOA immediately

Turn Order, whoever is passed to gets an extra stand back up.

turn! The turn they gain from being passed to is EXPLODING DICE
considered an “extra” turn, outside the normal turn

order. Once someone has been passed to, they Certain abilities mention causing damage dice to
cannot receive another Baton Pass until a round of explode. An exploding die can be rolled again if it
combat has passed after the round in which they shows its maximum value. The new value is added

got the pass. Essentially, after receiving a pass to what was already rolled in an ongoing tally.

you cannot receive another for two turns. Exploding dice can be rerolled again and again if

they keep showing their maximum value - if you’re

Baton Passing confers an additional +1 bonus for lucky, this can result in an incredible amount of
to-hit and damage rolls, and this bonus becomes damage. Note: only damage dice should explode,
magnified when the Passes are chained together. never dice which are used for 2d6 checks.

Even if the receiver of the baton does not make

an attack, they will still gain a +1 bonus to the first For example, let’s say you roll 2d6 exploding

2d6 check they make on their extra turn, no matter dice. The first one comes up as a 1. Nothing

what it’s for. happens. However, the second one comes up as

BATON CHAIN a 6. Because 6 is its maximum value, this die can
be rolled again. Let’s imagine you roll another 6,

When someone is passed to, their bonus starts allowing you to roll yet again. Then you roll a 3,

at a +1. If they then gain a One-More from a ending the explosion. The 6 and the 3 you rolled

subsequent attack, they can choose to pass to would be added to the 1 and the 6 you initially

someone else and continue the chain. On the rolled. The total comes out to 16 - a huge result

second chained turn, the baton receiver gets a never normally attainable on a roll of 2d6!

bonus of +2, both for to-hit and for damage rolls.

On the third chained turn, the receiver gets a SPRING

bonus of +3. On the fourth, it’s +4. On subsequent

turns, it remains at +4 until the chain is broken.

This massive bonus cannot be held back by the

+4 rule and can be used to propel to-hit rolls up to 春
massive heights of guaranteed success - modifiers

of 5, 6, even 8 - but only if it’s used strategically!

CORE MECHANICS 12

1~4 BREAKING THE RULES

Certain skills mention that they “target 1~4” ene- If you dislike any of the rules in this

mies. If a skill “targets 1~4”, an extra calculation game you are not only encouraged, you
is required to determine its effect. 1~4 skills are are implored to get rid of those rules and write

unpredictable but tend to be very effective against your own. Don’t let us get in the way of your

single, solitary targets. fun! Writing your own rules for PTTRPG is

generally very simple. Once you know how the
First, roll a d4. This is the amount of times you‘ll game works you should easily be able to do it
roll damage for the attack. 1~4 skills let you attack even on the fly. Sometimes, it can be fun to break

multiple times in the same turn, but you cannot the rules just to see what happens. Go nuts!

select your targets. Instead, the GM will randomly

select a target for each round of the attack. Now that you’ve learned the basics, it’s time to
move on to ailments and moves. Alternatively, if
BLOODLINES you’re a player looking to get a quick start, you
Every character has access to a Bloodline Move might wish to simply skip straight on to more
based on their Arcana. A Bloodline Move will say important sections; Advancement (pg. 20) and
something like: “You have Bloodline access to Character Creation (pg. 29).

Fire, Ice, Electric, and Wind damage”. When you

take this move, select one of the damage types.

From now on, your character gains a damage bo-

nus equal to their WP whenever they use a skill

which inflicts that type of damage. You can take

your Bloodline move multiple times if you select a

different damage type each time.

REWARDING GOOD ROLEPLAY

Persona is all about getting into your role.
This theme has its roots in Jungian
Psychology, which posits that any given person
has multiple personas or different roles they play
depending on whom they’re interacting with.
To this end, GMs should always reward players
who make interesting choices, act out interesting
scenes, or fully step into their personas.

One way this is accomplished in-game is through

the experience system, which rewards charac-

ters who act out the themes of their Arcana. The

GM is also encouraged to reward

excellent roleplaying with random
SPRING
points of Aspect or S. Link XP

(similarly to the dialogue

bonuses in the games).

The GM might also give

春 out Wildcards like
points of Inspir-
ation from D&D.

13 STATUS AILMENTS BLEEDING
Sometimes, characters will recieve

an “Ailment”. Persona Wielders and The character is wounded and will lose

Shadows react to ailments in different ways. some HP each time they move.
The most common ailment, and the one you’ll IF A PC IS BLEEDING: They suffer damage equal
be referring to most often, is Downed.
to their WP value plus two every time they take

DOWNED an action.
If AN ENEMY IS BLEEDING: They suffer the same effect

Characters get Downed when they’re hit with a (use the WP of whoever inflicted the ailment).

type of damage that they’re weak to. They fall over BURNED

embarassingly.
IF A PC IS DOWNED: They automatically stand up on The character has been wounded or

their turn. They can still take an action, however weakened after getting caught in a blaze.
any 2D6 checks they make on this turn suffer a IF A PC IS BURNED: They suffer damage equal to

penalty of -1. their WP when they act, as well as a -WP
IF AN ENEMY IS DOWNED: They do not stand back up penalty to all damage rolls.
until a full round of combat has passed. Also they If AN ENEMY IS BURNED: They suffer the same effect (use

cannot counterattack, making them an incredibly the WP of whoever inflicted the ailment).

easy and low-risk target. FROZEN

There are a number of other ailments, divid- The character is entombed by ice. Though they

ed into two categories: Physical and Mental. may be able to move around a bit, they cannot

When a Player has an ailment, they must attack during this time.
make a 2D6 check before each action. On a IF A PC IS FROZEN: They are unable to move or act.

complete success, the Player shakes the ailment Another Player can spend a turn to unfreeze them,

and can proceed normally. Otherwise, check the as long as they have access to fire.
ailment’s description to see what happens. If the IF AN ENEMY IS FROZEN: They are unable to

ailment being checked against is Physical, the counterattack for three turns. If a PC hits them with

Player should add their Persona’s END modifier to fire, the ailment is removed.

the result of their roll. If the ailment is Mental, they SHOCKED
should add their character’s Knowledge Aspect.

The character is stiffened, staggered, or otherwise

If a character has had an ailment for three turns paralyzed. Hair is likely to stand on ends.
of combat without managing to shake it off, it IF A PC IS SHOCKED: Refer to the 2D6 check they

fades away (unless otherwise noted). This is how made at the start of their turn. On a mixed

enemies shake ailments. They don’t roll for it; they success, they can move and act as normal but

suffer the consequences and after three turns their suffer a -2 penalty to all 2D6 checks made on this

ailment simply disappears. PCs also automatically turn. On a failure, they can’t do anything this turn.
shake off ailments after three turns have passed, IF AN ENEMY IS SHOCKED: Before each counterattack, flip

or if they take a short rest outside of combat. a coin. Heads: the enemy

counterattacks successfully.
Tails: the enemy flinches.
PHYSICAL AILMENTS SPRING
• Bleeding 春
• Burned
• Frozen
• Shocked
• Sickened
• Rattled

STATUS AILMENTS 14

SICKENED ASLEEP
The character is poisoned, or has seen something The character is snoozing. Sweet dreams.
that’s caused their constitution to fail them. IF A PC IS ASLEEP: If they can’t shake the Ailment by
IF A PC IS SICKENED: Refer to the 2D6 check they made rolling, they may also wake up if they are attacked.
at the start of their turn. On a mixed success, Otherwise, they sleep for three turns.
they can move and act as normal but take dam- IF AN ENEMY IS ASLEEP: They don’t act or counterattack.
age equal to their WP. On a failure they take this If attacked, they wake up.
damage and can’t move.
IF AN ENEMY IS SICKENED: They suffer damage equal to CHARMED
their Star level when they act. The character is infatuated by another. They will
do anything for them, including betray their team.
RATTLED If A PC IS CHARMED: The GM controls their character.
The character is temporarily transformed into a They may attack allies, heal opponents, or do
tiny rodent. How cute! nothing at all.
IF A PC IS RATTLED: Refer to the END check they made IF AN ENEMY IS CHARMED: They behave in much the
at the start of their turn. On a mixed success, they same way a Charmed PC would (attacking their
can move and act as normal but they suffer a allies and so on). If attacked, they will not counter-
devastating -3 penalty to all rolls while they remain attack.
Rattled. On a failure, the character’s brain is taken
over for a few moments; for this round they must CONFUSED
behave as a rat. The character is stupefied, mystified, or otherwise
IF AN ENEMY IS RATTLED: They suffer a -4 penalty to rattled in the brain-cage.
every roll they make, and they cannot use any skill IF A PC IS CONFUSED: The GM decides what they do.
with an associated Cooldown number. They will often do silly or illogical things such as
tossing away money.
MENTAL AILMENTS IF AN ENEMY IS CONFUSED: They behave in the same
• Afraid way a Confused PC would. If attacked, they will
• Asleep not counterattack.

• Charmed ENRAGED
• Confused The character is furious. Their rage is often
• Enraged devoted to a specific target, whom they despise.
• Silenced IF A PC IS ENRAGED: Before each turn they roll 2D6 +
Knowledge. On a complete success, they are no
AFRAID longer Enraged. Otherwise, they will do nothing
The character is terrified. They are hallucinating, except use one of their strongest (not necessarily
or perhaps they are simply awestruck. the most tactically sound) Attacks on the source
IF A PC IS AFRAID: Refer to the 2D6 check they made at of their rage. The GM picks which attack they use.
the start of their turn. On a mixed success, they can SP Moves cannot be used. The PC also gains a
still act but take a penalty of -2 to all 2D6 checks bonus of +1 to-hit and +WP to damage.
made on this turn. On a failure, the PC flees from IF AN ENEMY IS ENRAGED: They will only act or
the current battle. counterattack against the source of their rage, but
IF AN ENEMY IS AFRAID: They are likely to run away. these attacks gain a damage bonus equal to the
Brash and foolhardy enemies may continue to WP of the character they’re mad at.
fight, at the GM’s option. However, they suffer a
penalty of -2 to damage rolls. The fear subsides
after three rounds.

15 MOVES AND SETBACKS
SILENCED Playbooks, pg. 35). There is a way to get moves

The character is completely unable to use skills or from Arcana besides your own, but it isn’t as
reliable as Multiclassing (see Social Links, pg. 110).
SP Moves; they may act confused or nervous.
IF A PC IS SILENCED: They cannot use SP Moves,

Basic Spell or Command Persona, but can still Downtime moves are low-stakes moves which

make Basic Strikes or Basic Shots. take a good amount of time (generally a few hours).
IF AN ENEMY IS SILENCED: They incur the same effects a On days when they aren’t busy, the players will

PC would and might have to resort to using basic have the opportunity to make downtime moves.

attacks. Downtime moves are meant to encourage slice-
of-life roleplaying (see Downtime Moves, pg. 98).
MOVES
SETBACKS
Moves are prewritten guidelines for things your

character can do. As you play, you will gain new Oftentimes a PC will incur something called a “set-

moves. Everything you do in PTTRPG is technical- back” as a penalty for failure or mixed success.

ly considered a move. As a GM, you can refer to These can be anything the GM wishes, but they

the basic moves if you’re ever unsure what should should be appropriate given the story at hand and

happen in a given situation. Then, once you get the circumstances of the move being made. As a

a feel for it, you can rely more heavily on improv. GM, when you’re coming up with a setback, consider

Moves all fall into one of four categories. the following list of generic setbacks. Of course,

you can also improvise any other setback that

Basic moves are direct character-driven actions suits your will and is appropriate to the situation.

that can be taken at any time, even without access GENERIC SETBACKS

to your Persona. Generally speaking, the PCs
have access to all basic moves at all times. If this • The PC falls over embarrassingly and gains the

is not the case (such as with moves requiring a Downed status ailment.
Persona), it will be explicitly stated in the move’s • The PC bumps their head, twists their ankle, or

description. Basic moves are described in detail incurs some other minor injury. The GM should in-

starting on the following page. flict a small amount of damage on them (see table).

Suit moves are abilities you gain from your suit LEVEL SUGGESTED DAMAGE
as you level up. There are six suits (Wands, Cups, 1-2 1d2

Coins, Swords, Compasses, and Aeon). Suits can 3-4 1d4

be thought of like character classes from any other 5-9 1d6

RPG. Suit moves can only be used when you have 10 - 15 2d4

access to your Persona, unless otherwise stated
(see Suit Playbooks, pg. 79). There’s also a way • An NPC grows suspicious of the PC.
to get moves from other suits (see Multiclassing, • A piece of equipment breaks and must be fixed.
pg. 21). • An enemy or group of enemies is alerted to the

presence of the PC.
Arcana moves are moves you gain from your Ar- • Some unseen mechanism suddenly triggers.
cana as you level up. There are twenty-one Arcana • The action succeeds, but it takes an inordinate

(the only Major Arcana not selectable is World). amount of time.
Arcana are also a bit like classes, but there are • The PC loses one SP due to spiritual pain.
more of them. Arcana moves can be used at any • A friend of the PC becomes upset and must be

time, unless the move in question has an SP cost, soothed before they can be hung out with again.
in which case it can only be used when you have • An NPC grows suspicious of the PC or likes them
access to your Persona (see Arcana , pg. 36).
less for whatever reason.

BASIC MOVES 16

Keep in mind that if a move being used describes The following pages contain

a specific setback, the GM should generally stick explanations of every basic move in

to that setback. However, as always, the GM is the game, including suggested setbacks.

free to improvise something else if they think it BASIC STRIKE
would be more appropriate. As a rule of thumb,

PCs should only be allowed to make moves You go after an opponent and try to hit them with
for tasks that are actually within the realm of a melee weapon. Make a 2d6 check and add your
possibility for them to accomplish.
Athleticism aspect to the result.

If a character is doing something and you aren’t • On a complete success, your strike connects.

sure that there’s an appropriate move for it, don’t Roll the damage dice indicated by the melee
panic. Just use the Golden Move as a guideline weapon your character is wielding and add your

to determine success or failure. You can always Athleticism aspect to the result. Then, tell the GM

improvise the effects of the Golden Move, or what how much damage you did. If you do not have

happens in the story as a result. a weapon, by default you can always do 1d4 +

GOLDEN MOVE Athleticism damage with your bare hands. If
the enemy being targeted is weak to Physical

This is a catch-all move. It can cover any charac- damage, they will become Downed and the PC will
ter-driven action that has an uncertain outcome. As gain a one-more (see One-Mores; pg. 9).
a player, make a 2d6 check. The GM will prompt • On a mixed success, your strike connects

you to add an appropriate aspect or Persona stat but you leave an opening for your enemy. Roll

to the result. If the GM is not certain that any as- for damage as if you had rolled a complete suc-

pect or stat would apply, they may prompt you to cess. The GM should then make a move as the

add your current LUC stat. character you’re fighting. If the enemy being

targeted is weak to Physical damage, they will
• On a complete success, you do what you set become Downed after their counterattack.

out to do. The GM should describe any obsta- However, the PC will not gain a one-more.
cles you overcome and / or how the story moves • On a failure, your strike fails to connect and you

forward as a result. leave an opening for your enemy. The GM should
• On a mixed success, you do what you set out make a move as the character you’re fighting.

to do but the GM can inflict a setback. If the GM is

unable to think of any setback, they are free to say

the move goes off without a hitch even on a mixed

success.
• On a failure, you do not do what you set out to

do and the GM can inflict a setback.

SPRING


17 BASIC MOVES
BASIC SHOT • On a mixed success, your spell connects but you

You take aim and try to hit an opponent leave an opening for your enemy. Roll for damage

with a ranged weapon. Make a 2d6 check as if you had rolled a complete success. The GM

and add your Proficiency aspect to the result. should then make a move as the character you’re

fighting. If the enemy being targeted is weak to the
• On a complete success, your shot connects. type of damage the skill inflicts, they will become

Roll the damage dice indicated by the ranged Downed after their counterattack. However, the

weapon your character is wielding and add your PC will not gain a one-more.
Proficiency aspect to the result. Then, tell the GM • On a failure, your spell fails to connect and you

how much damage you did. If you do not have a leave an opening for your enemy. The GM should

ranged weapon, by default you can always do 1d4 make a move as the character you’re fighting.

+ Proficiency damage by hurling random debris. COMMAND PERSONA
If the enemy being targeted is weak to Ranged

damage, they will become Downed and the PC will You command your Persona to use a combat skill,

gain a one-more. such as Snap or Lunge. Select the skill, make a
• On a mixed success, your shot connects but you 2d6 check and add the appropriate Persona stat

leave an opening for your enemy. Roll for damage to the result. Attacks that inflict Physical damage

as if you had rolled a complete success. The GM should gain a bonus equal to the STR stat. Ranged
should then make a move as the character you’re attacks gain an AGI bonus. If the optional rule HP
fighting. If the enemy being targeted is weak to Variation is in effect, this move costs 1 HP to use.

Ranged damage, they will become Downed after
their counterattack. However, the PC will not gain • On a complete success, your attack

a one-more. connects. Roll the damage dice indicated
• On a failure, your strike fails to connect and you by the skill you are using and add the appro-

leave an opening for your enemy. The GM should priate Persona stat to the result. Then, tell the

make a move as the character you’re fighting. GM how much damage you did. If the enemy

BASIC SPELL being targeted is weak to the type of damage the
skill inflicts, they will become Downed and the PC

This is either a basic move or an SP move will gain a one-more.
depending on whether or not the optional SP • On a mixed success, your attack connects but

Variation is in effect. If it is an SP move, it costs 1 you leave an opening for your enemy. Roll for

SP to use. You command your Persona to strike damage as if you had rolled a complete success.

an opponent using an elemental skill you have The GM should then make a move as the charac-

access to, such as Agi or Zio. Select the skill and ter you’re fighting. If the enemy being targeted is

make a 2d6 check, adding your Persona’s MAG weak to the type of damage the skill inflicts, they

stat to the result. If you do not have access to any will become Downed after their counterattack.

magic skills, you cannot make this move. However, the PC will not gain a one-more.
• On a failure, your spell fails to connect and you
• On a complete success, your spell connects. leave an opening for your enemy.

Roll the damage dice indicated by the skill you The GM should make a move
SPRING
are using and add your Persona’s MAG stat to the as the character you’re

result. Then, tell the GM how much damage you fighting.

did. If the enemy being targeted is weak to the

type of damage the skill inflicts, they will become

Downed and the PC will gain a one-more. 春

BASIC MOVES 18

SNEAK AROUND • On a mixed success you do what

They’ll never see it coming! Make a 2d6 check you set out to do, but the GM can inflict

and add your Proficiency aspect to the result. a setback. As the GM, if you wish, choose

one of the following setbacks.
• On a complete success you remain quiet and 1) The PC bumps their head, twists their ankle,

utterly hidden as you sneak through an area, swipe or incurs some other minor injury. The GM should

an object, or prepare to make another move. inflict a small amount of damage on them.
• On a mixed success you remain somewhat 2) A piece of the PC’s equipment becomes broken

hidden, but the GM should inflict a setback. As the or unusable until it is repaired.

GM, choose one of the following setbacks. 3) The PC makes a loud noise, alerting a nearby

1) A PC trying to sneak up on an enemy is discov- enemy or group of enemies.
ered at the last minute, meaning they are unable • On a failure you do not do what you set out to

to perform a Backstab. do, and the GM can inflict a setback. As the GM, if

2) A single enemy catches a glimpse of a PC and you wish, choose one of the setbacks as if the PC

heads over to investigate. had rolled a mixed success.

3) The enemies go on alert, inflicting a penalty of A PROFICIENT SOLUTION
-1 when using this move again in the foreseeable

future. You use your technical skill to overcome an
• On a failure, you are spotted. As the GM, choose obstacle. You might be disassembling a trap,

one of the following setbacks. picking a lock, nimbly dodging a hazard, or etc.

1) A PC trying to sneak up on an enemy is Make a 2d6 check and add your Proficiency

discovered at the last minute, meaning they are aspect to the result.

unable to perform a Backstab.
2) A group of enemies gets a good look at the PC • On a complete success you do what you set out

and heads over to stop them. to do, perhaps even with additional flair and style.
3) The enemies go on high alert, inflicting a pen- • On a mixed success you do what you set out to

alty of -2 when using this move again in the fore- do, but the GM can inflict a setback. As the GM, if

seeable future. you wish, choose one of the following setbacks.

AN ATHLETIC DISPLAY 1) The PC knicks themselves with a sharp object,
gets electrocuted, or incurs some other minor

You leverage your physical skill to overcome an injury. The GM should inflict a small amount of

obstacle. You might be running and jumping over a damage appropriate to their level.

large gap, breaking open a shut door, intimidating 2) A piece of the PC’s equipment becomes broken

an NPC, or etc. Make a 2d6 check and add your or unusable until it is repaired.

Athleticism aspect to the result. 3) Some unseen mechanism, such as an alarm or

a trap, suddenly triggers.
• On a complete success you do what you set out • On a failure you do not do what you set out to

to do, perhaps even with additional flair and style. do, and the GM can inflict a setback. As the GM, if

you wish, choose one of the setbacks as if the PC

SPRING had rolled a mixed success.



19 BASIC MOVES
A GUTSY ATTEMPT • On a failure you do not do what you set out to

You call upon your well of courage to do, and the GM can inflict a setback. As the GM, if

stomach or persevere through a tough you wish, choose one of the setbacks as if the PC

obstacle. You might be dealing with a situation had rolled a mixed success.

which is awkward or uncomfortable, searching for A CHARMING PERSUASION
the will to do something dangerous, trying not to

throw up at a terrifying sight, or etc. Make a 2d6 You use your force of personality and social insight

check and add your Guts aspect to the result. to overcome a problem. You might be convincing

someone with facts and logic, attempting to put
• On a complete success you do what you set out on a good poker face, trying to discern whether or

to do without breaking a sweat. not someone is being honest, or etc. Make a 2d6
• On a mixed success you do what you set out to check and add your Charm aspect to the result.

do, but the GM can inflict a setback. As the GM, if
you wish, choose one of the following setbacks. • On a complete success you do what you set

1) The PC gains a status ailment such as Afraid or out to do, and others will find you charismatic and

Sickened. convincing.
2) The PC accidentally does something weird • On a mixed success you do what

which an NPC finds disturbing and / or off-putting. you set out to do, but the GM can inflict a

3) The PC loses an SP due to spiritual pain. setback. As the GM, if you wish, choose one
• On a failure you do not do what you set out to of the following setbacks.

do, and the GM can inflict a setback. As the GM, if 1) The PC says or does something that causes an

you wish, choose one of the setbacks as if the PC NPC to like or trust them less.

had rolled a mixed success. 2) An NPC gives in, but demands compensation

A KNOWLEDGEABLE QUANDARY such as a favor or bribe.
3) The PC loses an SP due to spiritual pain caused

You attempt to come up with a solution to a by embarrassment or guilt.
problem using your intellect and deductive • On a failure you do not do what you set out to

reasoning skills. You might be trying to solve a do, and the GM can inflict a setback. As the GM, if

difficult puzzle, using a complicated tool such as you wish, choose one of the setbacks as if the PC

a computer, studying for an upcoming midterm, or had rolled a mixed success.

etc. Make a 2d6 check and add your Knowledge

aspect to the result.

• On a complete success you do what you set SPRING 春
out to do with no hesitation as the answers come

to you immediately.
• On a mixed success you do what you set out to
do, but the GM can inflict a setback. As the GM, if

you wish, choose one of the following setbacks.

1) The PC gets a headache and suffers -1 to all
further Knowledge rolls until they take a long rest.

2) An answer sought by the PC is known, but the
knowledge is fuzzy or incomplete.

3) An answer eventually comes to the PC, but only
after an inordinate amount of time has passed.

ADVANCEMENT 20

Over the course of the game, your character will • NEW SKILL: Gained at every level. You get to choose
earn XP based on your successes. At the end of a new skill. Your level and affinities determine
each session, your GM will prompt you to answer which skills you have access to. For more infor-
some questions based on how you think you did. mation, see the Skill Compendium (pg. 22).
• BONUS HP: Also gained at every level. Your maxi-
END OF SESSION QUESTIONS mum HP increases by at least two points. If your
• QUESTION 1. Did the group overcome a powerful or Persona’s END stat is 3, it instead increases by
unique enemy or obstacle, or did we learn some- three points. If your END is 4, it increases by 4.
thing about our goal? If so, everyone gains two • NEW SUIT MOVE: Gained at every other level. You get
XP. The answer to this question should, more of- to choose a new move from your suit. If you are at
ten than not, be yes. least level 10, you can pick a level 10+ move.
• QUESTION 2. Did you begin or advance a Social Link • BONUS SP: Gained at every third level. Your max-
during the session? If so, you gain one XP. Did you imum SP increases by an amount equal to your
begin or advance multiple S. Links? If so, you gain MAG stat (minimum of 1). If the SP Variation is in
two XP. effect, you gain an amount equal to your MAG stat
• QUESTION 3. Look at the XP Trigger on your Arcana plus one (minimum of 2).
Page. Did you satisfy one of the conditions? If so, • NEW ARCANA MOVE: Gained at levels 3, 5, 9, and 11.
you gain one XP. Did you satisfy two of them? If You get to choose a new move from your Arcana.
so, you gain two XP. • BONUS STATS: Gained at every fifth level. You can
improve your Persona stats. Select two stats and
LEVELING UP improve each of them by one. You must select two
To gain a new level, you have to spend XP equal separate stats (you cannot increase the same stat
to the number of the new level + 3. For example, twice). Also keep in mind that until you’re level 10,
moving from level one to two costs 5 XP. Moving your stats can’t go higher than 3. They can never
to level 3 costs 6 XP, and etc. There are a total of go higher than 4.
15 levels. Leveling up comes with a wide array of
benefits.

ADVANCEMENT CHART

LEVEL XP REQUIRED WP BONUSES

1 -1 -

2 51 New Suit Move, New Skill, Bonus HP

3 61 New Arcana Move, New Skill, Bonus HP, Bonus SP

4 71 New Suit Move, New Skill, Bonus HP

5 82 New Arcana Move, Bonus Stats, New Skill, Bonus HP

6 92 New Suit Move, New Skill, Bonus HP, Bonus SP

7 10 2 New Affinity, Two New Skills, Bonus HP

8 11 2 New Suit Move, New Skill, Bonus HP

9 12 3 New Arcana Move, New Skill, Bonus HP, Bonus SP

10 13 3 Bonus Stats, New Suit Move, New Skill, Bonus HP

11 14 3 New Arcana Move, New Skill, Bonus HP

12 15 3 New Suit Move, New Skill, Bonus HP, Bonus SP

13 16 4 New Skill, Bonus HP

14 17 4 New Suit Move, New Skill, Bonus HP

15 18 4 Bonus Stats, New Skill, Bonus HP, Bonus SP

21 MULTICLASSING AND DEATH

RETROACTIVE BONUSES Level. Once you’ve purchased a Move from an-

Stat increases apply retroactive other Suit, you need to Level up before you

bonuses with regards to HP and SP gains. can do it again. Secondly, you cannot use the

For example, let’s say you level up to 5 and Multiclassing system to purchase moves from

increase your END by 1. Because you gain HP at either of the special suits (Compasses and Aeon).
every level based on your END stat, you would However, Compass and Aeon characters can use

gain a retroactive bonus to your HP equal to the the Multiclassing system to purchase moves from

number of times you increased it (i.e., your cur- other Suits. You can also use the Multiclassing

rent level minus one). In other words, recalculate system to “back-order” moves from your own suit
your character’s HP as if they’d had an extra END the same way you would from any other.
the entire time. This applies to SP as well. If you
increase your MAG, you should gain a retroactive DEATH AND DYING

bonus to your SP. However, keep in mind that SP When an enemy hits 0 HP, they die. Particular-
is only gained at every third level, not at every ly powerful enemies might share some parting

level. words, but that’s it. On the other hand, when a PC

BACK-ORDERING hits 0 HP they get one last chance at life. The dying

character should make a roll of 2D6. No modifier

You may also choose to spend your XP to flesh gets added to this, unless the PC in question has

out your Persona’s moveset. Though a given Per- completed one or more S. Links (as in, brought
sona can only have eight skills at a time, you can them up to their maximum level of 5). In this case,
always swap them out when you’re full. If you they use their total number of completed S. Links

choose to spend your XP gaining an Attack from as the modifier, up to a maximum of +4.

the list of Available Attacks for your Arcana, the XP
cost is equal to the number of the level at which • If the dying PC rolls a complete success, they

you gained access to the Attack in question. For gain a point of success.
instance, let’s say I’m playing as the Magician. My • If the dying PC rolls a mixed success, they gain
Persona is Lv. 6, and I want the Attack Frei, but I a point of failure.
don’t want to spend 10 XP going up to Lv. 7. In- • If the dying PC rolls a failure, they gain two points
stead, I’ll just Back-Order Frei from the list of Avail- of failure.

able Attacks for the Magician. Since Frei becomes

available at level 4, it costs 4 XP to order. Dying PCs must make this death saving roll for

MULTICLASSING each round of combat (every five seconds or so).

If the PC accumulates three points of success,

Say you’ve been looking through the list of SP they are considered stable. A stable PC has their

Moves. You think a particular Move sounds real- HP reset to 1 and is unconscious for a period of

ly great, but it doesn’t belong to your Suit. This is time determined by the GM (generally at least an
where Multiclassing comes in.
hour). If the PC accumulates six points of failure,

on the other hand, they die. Any healing applied to

To purchase a Move from another Suit, you have the character during this period will

to spend XP equal to your current Lv. + 2. In this stabilize them, but they will be left
way, Multiclassing becomes much easier and unconscious. Items which revive
SPRING
cheaper when you are at a low level. However, a character (such as revival

some restrictions have been put in place to keep beads) will return them

players from “bottoming out” and staying at a low from the brink imme-

level while they buy entire suites of Moves. First- diately, allowing them 春
ly, before Lv. 10 you can only Multiclass once per to act on their turn.
Level. Once you’ve purchased a Move from

SKILL COMPENDIUM 22

COMPENDIUM INFLICTION

The following skills may be taken by players Some skills have notes indicating that they inflict
as they level up, assuming they meet the an ailment, such as “Inflicts Rage (3)” or “Inflicts
requirements. You must have a major or minor Charmed (4)”. When a character is targeted by
affinity for the proper category of skill, and you one of these skills, have the target roll 1d6 and
must be at the proper level. Also keep in mind that add their END stat to the result of the roll. Then
you can only have eight skills at a given time, and refer to the number in parenthesis. If the result is
you’ll eventually have to replace the older ones. equal to or lower than the parenthetical number,
the target gains the ailment in question.

SKILL NAME PHYSICAL AFFINITY SKILLS LEVEL
REQUIREMENT
Lunge EFFECT
Dream Fist -
Terror Claw Deals light (1d6) Physical damage to one foe. 2
Mind Slice Deals light (1d6) Physical damage to one foe. Inflicts Asleep (3). 2
Deals light (1d6) Physical damage to one foe. Inflicts Afraid(3). 2
Blight Deals light (1d6) Physical damage to one foe. Inflicts Confused (3). 4
Giant Slice Deals light (1d6) Physical damage to all foes. Inflicts Sickened (3). 5
Binding Claw 6
Skull Cracker Deals medium (2d6) Physical damage to one foe. 6
Vajra Blast Deals medium (2d6) Physical damage to one foe. Inflicts Shocked (3). 6
Assault Dive Deals medium (2d6) Physical damage to one foe. Inflicts Confused (3). 9
Tetanus Cut 10
Deadly Fury Deals medium (2d6) Physical damage to all foes. 10
Heatwave Deals heavy (3d6) Physical damage to one foe. 11
Madness Deals heavy (3d6) Physical damage to one foe. Inflicts Sickened (3). 12
Deals heavy (3d6) Physical damage to one foe. Inflicts Afraid (3).
Nails Deals heavy (3d6) Physical damage to all foes. 13
Brave Blade Deals heavy (3d4) Physical damage to 1~4 random enemies. 15

Giganto- Inflicts Charmed (3).
machia Deals severe (4d6) Physical damage to one foe.
Deals severe (4d6) Physical damage to all foes.

23 SKILL COMPENDIUM

SKILL NAME RANGED AFFINITY SKILLS LEVEL
REQUIREMENT
Needle Shot EFFECT
Dream Needle -
Deals light (1d6) Ranged damage to one foe. 2
Toxic Sting Deals light (1d6) Ranged damage to one foe. Inflicts Asleep (3). 2
Madness Deals light (1d6) Ranged damage to one foe. Inflicts Sickened (3). 2
Needle Deals light (1d6) Ranged damage to one foe. Inflicts Confused (3).
Automatic Shot 3
Deals light (1d6) Ranged damage to all foes. 5
Snap Deals medium (2d6) Ranged damage to one foe. 6
Piercing Shot Deals medium (2d6) Ranged damage to one foe.
7
Shoot Out Ignores armor when calculating damage. 8
Stun Needles Deals medium (2d6) Ranged damage to all foes.
Deals medium (2d4) Ranged damage to 1~4 random enemies. 9
Snipe 11
Triple Down Inflicts Shocked (3). 13
One-shot Kill Deals heavy (3d6) Ranged damage to one foe. 15
Rain of Arrows Deals heavy (3d6) Ranged damage to all foes.
Deals severe (4d6) Ranged damage to one foe.
Deals severe (4d6) Ranged damage to all foes.

SKILL NAME FIRE AFFINITY SKILLS LEVEL
REQUIREMENT
Agi EFFECT
Maragi -
Fire Breath Deals light (1d6) Fire damage to one foe. 2
Agilao Deals light (1d6) Fire damage to all foes. 4
Maragilao Deals light (1d4) Fire damage to 1~4 random enemies. 5
Hellfire Deals medium (2d6) Fire damage to one foe. 7
Agidyne Deals medium (2d6) Fire damage to all foes. 8
Maragidyne Deals medium (2d4) Fire damage to 1~4 random enemies. 9
Inferno Deals heavy (3d6) Fire damage to one foe. 11
Ragnarok Deals heavy (3d6) Fire damage to all foes. 12
Blazing Hell Deals heavy (3d4) Fire damage to 1~4 random enemies. 13
Deals severe (4d6) Fire damage to one foe. 15
Deals severe (4d6) Fire damage to all foes.

SKILL COMPENDIUM 24

SKILL NAME ICE AFFINITY SKILLS LEVEL
REQUIREMENT
Bufu EFFECT
Mabufu -
Ice Breath Deals light (1d6) Ice damage to one foe. 2
Bufula Deals light (1d6) Ice damage to all foes. 4
Mabufula Deals light (1d4) Ice damage to 1~4 random enemies. 5
Ice Paradise Deals medium (2d6) Ice damage to one foe. 7
Bufudyne Deals medium (2d6) Ice damage to all foes. 8
Mabufudyne Deals medium (2d4) Ice damage to 1~4 random enemies. 9
Glacier Blast Deals heavy (3d6) Ice damage to one foe. 11
Diamond Dust Deals heavy (3d6) Ice damage to all foes. 12
Niflheim Deals heavy (3d4) Ice damage to 1~4 random enemies. 13
Deals severe (4d6) Ice damage to one foe. 15
Deals severe (4d6) Ice damage to all foes.

SKILL NAME ELECTRIC AFFINITY SKILLS LEVEL
REQUIREMENT
Zio EFFECT
Mazio -
Shock Deals light (1d6) Electric damage to one foe. 2
Zionga Deals light (1d6) Electric damage to all foes. 4
Mazionga Deals light (1d4) Electric damage to 1~4 random enemies. 5
Jupiter’s Fury Deals medium (2d6) Electric damage to one foe. 7
Ziodyne Deals medium (2d6) Electric damage to all foes. 8
Maziodyne Deals medium (2d4) Electric damage to 1~4 random enemies. 9
Electric Dance Deals heavy (3d6) Electric damage to one foe. 11
Thunder Reign Deals heavy (3d6) Electric damage to all foes. 12
Wild Thunder Deals heavy (3d4) Electric damage to 1~4 random enemies. 13
Deals severe (4d6) Electric damage to one foe. 15
Deals severe (4d6) Electric damage to all foes.

25 SKILL COMPENDIUM

SKILL NAME WIND AFFINITY SKILLS LEVEL
REQUIREMENT
Garu EFFECT
Magaru -
Wind Breath Deals light (1d6) Wind damage to one foe. 2
Garula Deals light (1d6) Wind damage to all foes. 4
Magarula Deals light (1d4) Wind damage to 1~4 random enemies. 5
Storm Breath Deals medium (2d6) Wind damage to one foe. 7
Garudyne Deals medium (2d6) Wind damage to all foes. 8
Magarudyne Deals medium (2d4) Wind damage to 1~4 random enemies. 9
Killer Wind Deals heavy (3d6) Wind damage to one foe. 11
Phanta Rei Deals heavy (3d6) Wind damage to all foes. 12
Vacuum Wave Deals heavy (3d4) Wind damage to 1~4 random enemies. 13
Deals severe (4d6) Wind damage to one foe. 15
Deals severe (4d6) Wind damage to all foes.

SKILL NAME PSYCHIC AFFINITY SKILLS LEVEL
REQUIREMENT
Psi EFFECT
Mapsi -
Psi Pulse Deals light (1d6) Psychic damage to one foe. 2
Psio Deals light (1d6) Psychic damage to all foes. 4
Mapsio Deals light (1d4) Psychic damage to 1~4 random enemies. 5
Psychokinesis Deals medium (2d6) Psychic damage to one foe. 7
Psiodyne Deals medium (2d6) Psychic damage to all foes. 8
Mapsiodne Deals medium (2d4) Psychic damage to 1~4 random enemies. 9
Cerebral Deals heavy (3d6) Psychic damage to one foe. 11
Dance Deals heavy (3d6) Psychic damage to all foes. 12
Psycho Force Deals heavy (3d4) Psychic damage to 1~4 random enemies.
Psycho Blast 13
Deals severe (4d6) Psychic damage to one foe. 15
Deals severe (4d6) Psychic damage to all foes.

SKILL COMPENDIUM 26

SKILL NAME NUCLEAR AFFINITY SKILLS LEVEL
REQUIREMENT
Frei EFFECT
Mafrei -
Fission Wave Deals nuclear (1d6) Nuclear damage to one foe. 2
Freila Deals light (1d6) Nuclear damage to all foes. 4
Mafreila 5
Acid Rain Deals light (1d4) Nuclear damage to 1~4 random enemies. 7
Freidyne Deals medium (2d6) Nuclear damage to one foe. 8
Mafreidyne Deals medium (2d6) Nuclear damage to all foes. 9
Atomic Dance 11
Atomic Flare Deals medium (2d4) Nuclear damage to 1~4 random enemies. 12
Cosmic Flare Deals heavy (3d6) Nuclear damage to one foe. 13
Deals heavy (3d6) Nuclear damage to all foes. 15

Deals heavy (3d4) Nuclear damage to 1~4 random enemies.
Deals severe (4d6) Nuclear damage to one foe.
Deals severe (4d6) Nuclear damage to all foes.

SKILL NAME BLESS AFFINITY SKILLS LEVEL
REQUIREMENT
Kouha EFFECT
Makouha -
Starlight Deals light (1d6) Bless damage to one foe. 2
Deals light (1d6) Bless damage to all foes. 4
Kouga Deals light (1d4) Bless damage to 1~4 random enemies. 5
Makouga Deals medium (2d6) Bless damage to one foe. 7
Nirvana Deals medium (2d6) Bless damage to all foes. 8
Kougaon Deals medium (2d4) Bless damage to 1~4 random enemies. 9
Makougaon Deals heavy (3d6) Bless damage to one foe. 11
Holy Wrath Deals heavy (3d6) Bless damage to all foes. 12
Deals heavy (3d4) Bless damage to 1~4 random enemies. 13
Divine Deals severe (4d6) Bless damage to one foe.
Judgement 15
Shining Arrows Deals severe (4d6) Bless damage to all foes.

27 SKILL COMPENDIUM

SKILL NAME CURSE AFFINITY SKILLS LEVEL
REQUIREMENT
Eiha EFFECT
Maeiha -
Soul Divide Deals light (1d6) Curse damage to one foe. 2
Deals light (1d6) Curse damage to all foes. 4
Eiga Deals light (1d4) Curse damage to 1~4 random enemies. 5
Maeiga Deals medium (2d6) Curse damage to one foe. 7
Grimoire Deals medium (2d6) Curse damage to all foes. 8
Eigaon Deals medium (2d4) Curse damage to 1~4 random enemies. 9
Maeigaon Deals heavy (3d6) Curse damage to one foe. 11
Dark Slumber Deals heavy (3d6) Curse damage to all foes. 12
Demonic Deals heavy (3d4) Curse damage to 1~4 random enemies. 13
Decree Deals severe (4d6) Curse damage to one foe.
Abyssal Wings 15
Deals severe (4d6) Curse damage to all foes.



29 CHARACTER CREATION
FOR EXAMPLE, I’m going to make a char-
acter and let’s just say his name is
Junpei. I want Junpei to be dumb,
brash, and overall just kind of
Character creation in Persona is fairly
simple, and shouldn’t take more than an

hour or so. The following guide will help you

創get your character ready for their first journey
into the unknown. awful. Eventually, though, he’ll

1. TALK TO YOUR GROUP. probably have some sort of sweet

Make sure everyone is on the same page. Don’t 造redemption arc.
bring your character, who is a criminal, into a
group of cops unless everyone agrees on it. If the I already know what sort of
character I want him to be, so all I
GM is running a game set in a school, you should have to do now is set his starting

probably make a student or a teacher. Aspects. I’ll start with Proficiency. I want him to be

2. CONSIDER YOUR BACKSTORY decent at fighting, too, so I’ll give him a point in
Athleticism. Finally Guts, since he’s too dumb to
What’s your character’s name? How do they act? know better.
What are their hobbies? What motivates them?

You can go as in-depth as you want, but try to Now I have to decide whether or not to take the

come up with answers for these questions, at least. optional rule. I’m going to go for it. In this case,

The best characters are the ones that take on lives I’ll choose to increase his Guts, which now

of their own; if you’ve done it correctly, you’ll find becomes +2 instead of +1. Junpei is very

you need to put very little thought into what your courageous. He also wants to be a leader, but

character does at any given moment. The answer there’s someone outshining him. Someone

will come to you organically. smarter, more charismatic, and more talented than

3. SET YOUR STARTING ASPECTS he is.

Each of your Aspects start at 0. You can increase Since I took the optional rule, I also have to
a few of them now, but most of them will only go decrease one of my stats to -1. I’m going to pick
up when you better yourself as a person. Choose my Knowledge, since I just don’t care about it.
three different Aspects. You can add a point to Now, when I make a Knowledge check, I have to
each of them right now, giving them a value of +1. subtract 1 from the result of the roll.

4. OPTIONAL: ADD MORE PERSONALITY We’ll catch up with Junpei after we learn about

You can choose to start the game with slightly al- Persona creation.

tered stats. If you take this option, select one of

the Aspects you chose in Step 3 and increase it to

+2. However, you must also select an Aspect you

didn’t pick in Step 3 and change it to -1.

5. CREATE YOUR PERSONA SUMMER 夏

Your character either has or will soon have
another half, called their Persona. When a
Persona becomes available to you, you will
become much more powerful. The guide for
Persona creation begins on the following page.

PERSONA CREATION 30

A Persona is a mask you wear - a mythical being PERSONA STATS
born from a person’s perception of themselves. It’s
up to the GM to determine when and how you gain Personas have five stats which affect their
access to your Persona. Perhaps some condition abilities. Some stats (namely LUC) are also
must be met, or perhaps you simply always had it. useful to the Persona’s wielder.
In either case, Personas confer significant power
to their owners. • STR, or Strength, is a measure of a Perso-
na’s aptitude for straight-up melee combat.

Each Persona is associated with a particular • AGI, or Agility, is a measure of a Persona’s
card in the Major Arcana of the Tarot. This is re- aptitude for ranged combat .
ferred to simply as your Arcana. There are 21
Arcana. Almost all of Tarot’s Major Arcana are • END, or Endurance, is a measure of a Per-
represented. The exception is World, a special sona’s fortitude which affects HP. It can also
Arcana which is not available to players. help a Persona wielder to shake off or resist
World is discussed further in the section on status ailments.
Running the Game (pg. 113).

Because there are so many Arcana, many of them • MAG, or Magic, is a measure of a Persona’s
can be similar. Each Arcana is put into a category arcane affinity which affects SP and spell-
called a suit. There are six suits, each represent- casting aptitude.
ing a particular trope.
• LUC, or Luck, is a measure of a Persona
WANDS. Personas of the Wands suit typically excel wielder’s ability to resist fate. It can be used
at bending reality and destroying foes with magic. to turn failure into success.

CUPS. Personas of the Cups suit typically excel at To create a Persona, carry out the following steps:
healing and buffing their allies with magic.

COINS. Personas of the Coins suit can move • CHOOSE AN ARCANA
quietly, break through barriers, and strike from • CHOOSE A SUIT*
concealment. • DETERMINE PERSONA STATS
• DETERMINE STARTING HIT POINTS
• DETERMINE STARTING SPIRIT POINTS
SWORDS. Personas of the Swords suit excel at • DETERMINE CUSTOM AFFINITIES*
defending allies and striking down enemies with • DETERMINE SKILLS
fearsome melee attacks. • DETERMINE EXPERIENCE TRIGGERS
• CHOOSE ARCANA MOVES
The final two are special suits which are not • CHOOSE SUIT MOVES
associated with any particular Arcana. • FINISHING TOUCHES


COMPASSES. Compass characters are terrible at Each step is explained in detail in the
fighting, but excel at buffing their allies and following pages. Steps marked with an asterix (*)
navigating the terrors of the other world. are optional - your GM will tell you whether or not
you should use them.
AEON. Aeon characters are heartless androids who
were designed to eliminate shadows.

31 PERSONA CREATION
CHOOSE AN ARCANA In other words, you only gain the opportunity to
Select an Arcana. The GM may also spend one of your 5 points to increase a stat to 3,
instruct you to “choose an Arcana or an you do not get an extra ‘sixth’ point. You will have
more opportunities to improve your stats later in
Arcana with a special suit” (see Step 6.) the game.
Keep in mind that you should not have two
characters with the same Arcana or two characters DETERMINE STARTING HIT POINTS
with the same special suit in one campaign (multiple
characters with the same standard suit is fine, There are two methods to determine your start-
though). ing HP. Consult with your GM to make sure you’re
using the correct method.
CHOOSE A SUIT (OPTIONAL)
Because there are so many Arcana, each is METHOD 1: DEFAULT HP. Simply take the number listed
put into a category called a suit. Each suit is under Starting Stats for your Arcana.
essentially a suite of moves. You can think of it
as your character’s class. Suit moves are shared METHOD 2: ROLL RANDOMLY. Roll 2D6. Then, consult the
among all Arcana of the same suit, whereas table below to determine your starting HP.
Arcana moves represent minor differences
between characters of the same suit. There are six STARTING HP BY ROLL RESULT
suits, each representing a particular trope.
WANDS <7 7-9 >9
DETERMINE PERSONA STATS CUPS 8 + END 12 + END 16 + END
There are two methods to determine your COINS 10 + END 14 + END 18 +END
starting Persona stats: the Default method and the SWORDS 10 + END 14 + END 18 + END
Point-Buy method. Be sure to ask your GM which COMPASSES 12 + END 16 + END 20 + END
they plan on using. AEON 7 + END 9 + END 11 + END

METHOD 1: DEFAULT 12 16 20
Look at the starting stats for your Arcana. Choose
two of these and increase them each by one point. DETERMINE STARTING SPIRIT POINTS
You can increase a third stat (not one you just
picked) by one point as well, but to do this you There is only one way to determine your
must also select a stat you did not pick and de- character’s starting SP value - simply take what’s
crease it by one. For example, you might choose listed in the Starting Stats section for your Arcana.
to increase STR, END, and LUC but decrease HP and SP values will gradually increase as your
MAG, each by one point. Though they are listed character gains new levels.
as stats, HP and SP cannot be changed from their
default values at this time.

METHOD 2: FULL POINT-BUY SUMMER 夏

Set all of your stats to 0, then spend 5 points
among all of them. You cannot spend points to
improve a stat to 3 or higher at character creation,
with one exception. If you decrease one of your
stats to -1, you may spend a point to increase one
of your other stats to 3. This can only be done
with a single pair of stats. You do not receive an
extra point for decreasing one of your stats to -1.

PERSONA CREATION 32

DETERMINE CUSTOM AFFINITIES (OPTIONAL) DETERMINE SKILLS

Different attacks inflict different types of damage, At level one, you will have access to the

and certain characters are either strong or weak starting skills for your major and minor affinities.

against the various types. The damage types You will gain access to better skills as you level up.

are: Physical, Ranged, Fire, Ice, Electric, Wind, For now, simply note your starting skills on your

Psychic, Nuclear, Bless, and Curse. character sheet.

There’s also a special damage type called STARTING SKILLS BY AFFINITY
Almighty, but you cannot select it for an affinity. • PHYSICAL: Lunge (1d6 Physical damage).
• RANGED: Needle Shot (1d6 Ranged damage).
As an optional rule you, as a player, may be
allowed to choose your own affinities. Your • FIRE: Agi (1d6 Fire damage).
affinities will determine the skills you gain access • ICE: Bufu (1d6 Ice damage).
to, and therefore which damage types you can • ELECTRIC: Zio (1d6 Electric damage).
inflict. Ask your GM if they plan on using custom • WIND: Garu (1d6 Wind damage).
affinities. GMs who are not using custom affinities • PSYCHIC: Psi (1d6 Psychic damage).
will instead have you take the suggested affinities • NUCLEAR: Frei (1d6 Nuclear damage).
for your Arcana, which are mostly pre-balanced. If • BLESS: Kouha (1d6 Bless damage).
you are using them, read on. • CURSE: Eiha (1d6 Curse damage).

First, choose a damage type for your major DETERMINE EXPERIENCE TRIGGERS

affinity, also known as your strength. You will Each character has three conditions they

gain skills of this type as you level up, and you can meet in order to gain experience and

also effectively have 2 points of armor against it. strengthen their Persona. These are known as

You cannot select Physical, Ranged, or Almighty their “Experience Triggers”. By default, your

damage as your major affinity. Experience Triggers are determined by your Ar-

cana. However, you may choose to swap one or

Next, choose two more damage types. These are more of them for Custom Triggers from your Suit.

your minor affinities. You are neither strong to Each suit has many potential triggers, but a given

nor weak against these damage types, but you’ll character may only have three at a time.

gain skills from their skill categories as you level

up. At level seven, you will gain the opportunity to Custom experience triggers are listed on the

take a third minor affinity. The only damage type following page. After these you’ll find the final
that cannot be taken as a minor affinity is Almighty. steps for Persona Creation. Please note that this

rule is not optional. The GM should never force the

Finally, choose a fourth damage type for your players to use XP Triggers that don’t interest them.

weakness. You will not gain moves of this type as
you level up. Furthermore, when you take damage Note: Some of the following triggers contradict one
of this type, you will take 2 extra points of damage another. While it is not technically against the rules
and may also be knocked down. You cannot select to take contradictory triggers, the GM may wish
Physical or Almighty damage as your weakness. to stop players from doing so unless they have a

good reason for it.

333 CCUUSSTTOOMMEEXXPPEERRIIEENNCCEETTRRIIGGGGEERRSS
WANDS characters can earn XP when they... AEON characters can earn XP when they...
• Advocate for or make use of spirituality. • Strike a substantial blow against the Shadow
• Undertake a unique or ambitious project.
• Demonstrate how they’ve been affected by World.
• Learn a fact about human culture that changes
reckless ambition.
• Excercise their ego. their view.
• Struggle with their purpose. • Showcase the development of their personal-
• Lay out a carefully crafted plan.
• Pursue recognition among their peers. ity.
• Allow impulse to guide their actions. • Illustrate how they aren’t that different from hu-

mans.
• Struggle with their unique nature.

CUPS characters can earn XP when they... COMPASS characters can earn XP when they...
• Demonstrate how their life is guided by • Open a new path in life.
• Give heartfelt advice.
emotion. • Avoid confrontation with clever thinking.
• “Cleanse” toxicity from a person or thing. • Deescalate a conflict.
• Display how they’re held back by a sentimen- • Struggle with their lack of usefulness.

tal or nostalgic mindset.
• Display how they’re held back by being

constantly lost in thought.
• Pursue artistic creativity.
• Pursue romance.

COINS characters can earn experience when they...
• Display how their life is affected by their lack of

material wealth.
• Display how their life is affected by their abun-

dance of material wealth.
• Put in extra effort to succeed at work or school.
• Win over a friend with an appropriate, carefully

considered gift.
• Demonstrate a love for logistics and planned

procedures.

SWORDS characters can earn XP when they...
• Display their brilliant mental sharpness.
• Display how they are held back by their lack of

intelligence.
• Rely on brute force.
• Display how they are held back by anger.
• Cut someone down with words.
• Insist on competition.
• Cut toxic people or things out of their life.

PERSONA CREATION 34

DETERMINE ARCANA MOVES start with the skills “Agi”, “Cleave”,

Look at your Arcana playbook. You begin the game and “Needle Shot” (from his major and
with the listed starting move for your Arcana. You minor affinities).

can also select one additional move from the list
at this time. Please make note of your two Arcana For his experience triggers, we’re going to replace
the Magician’s “employ careful or unique planning”
moves on your character sheet.
and “engage in subtle manipulation” triggers - they

DETERMINE SUIT MOVES just don’t fit Junpei’s character. We’ll replace them

Refer to the suit playbooks which start on page 79. with “display how you’re held back by your lack of
You begin the game with the listed starting move intelligence” and “insist on competition” from the
for your suit. You can also select one additional Swords suit.

move from the list of any-level moves (not level
10+ moves). Please note these moves down on Lastly, we have to pick his moves. He starts
with two moves. These are Focus Manipulation
your character sheet. and Staggering Strike - the starting moves from

FINISHING TOUCHES Magician and Swords, respectively. We can

Put any final touches you’d like on your then select two additional moves - one from the
character. This is a good time to paint broad strokes Magician Arcana move list and one from the Sword
suit move list. From Magician, let’s take Manifest
of a character’s background and personality.
because it sounds fun. From Swords, we’ll take
FOR EXAMPLE, let’s create Junpei’s Persona together. Hold the Line. With that, Junpei’s Persona is
Let’s say the GM is letting us pick a custom suit complete!

and custom affinities, but all other rules are set to

default.

First, we choose an Arcana. Let’s go with Magician.
Next, we note his starting statistics (STR 0, AGI
1, END 0, MAG 2, LUC 0, HP 13, SP 5) and im-
prove them. Let’s increase his STR and his END to
make them respectable. The only stat we couldn’t
increase would be MAG, since 2 is the limit for
Persona stats until we reach level 5. For HP and
SP we’ll take the default values.

Next, his suit. Let’s make him a Swords character.
It’s unique for the Magician arcana, but we’ll do it
anyway.

SUMMERFor his affinities, we have to pick a
Major, two minors, and one weak-
ness. We’ll take Fire for his major,
夏 then Physical and Ranged
for his minor affinities.
For his weakness, we’ll
go with Wind. That
means Junpei will

35 ARCANA
Following is a list of the game’s 21 X - WHEEL OF FORTUNE. Coins Suit. Has access to Phys,
Fire, Ice, Elec, and Wind. A lucky thief with access
Arcana. Also included are their suits, to wild and random magic.

elements they have access to, and a brief

description of what they might be like. The XI - STRENGTH. Wands Suit. Has access to Ice, Elec,
Wind, and Psy. A diplomatic and confident soul, a
following 20 pages cover each Arcana in depth. tamer of beasts.

0 - FOOL. No set Suit. Has access to Phys, Range, XII - HANGED MAN. Coins Suit. Has access to Fire, Ice,
Fire, Elec, and Nuke. A carefree Persona with Blss, and Curse. An unlucky yet enduring person
many specializations that may eventually found caught up in a series of tough choices.
itself spread thin.

I - MAGICIAN. Wands Suit. Has access to Fire, Elec, XIII - DEATH. Wands Suit. Has access to Ice, Psy,
Wind, and Nuke. An intense wizard that can inflict Nuke, and Curse. A dark magician with the power
heavy damage. to kill opponents instantaneously.

II - PRIESTESS. Cups Suit. Has access to Range, Ice, XIV - TEMPERANCE. Cups Suit. Has access to Ice,
Wind, and Psy. A mysterious healing Persona who Wind, Nuke, and Blss. A cosmic soul in search of
sees through the veil of dreams. balance.

III - EMPRESS. Coins Suit. Has access to Range, Elec, XV - DEVIL. Swords Suit. Has access to Phys, Fire,
Psy, and Bless. A stylish and poised specialist in Psy, and Curse. A warrior who revels in violence
ranged combat. and excess.

IV - EMPEROR. Swords Suit. Has access to Phys, Ice, XVI - TOWER. Swords Suit. Has access to Phys, Elec,
Elec, and Bless. A steadfast leader who focuses Wind, and Curse. A uniquely resilient person who
mainly on defense. is followed by doom and misfortune.

V - HIEROPHANT. Cups Suit. Has access to Fire, Elec, XVII - STAR. Cups Suit. Has access to Fire, Ice, Wind,
Nuke, and Blss. A divine healer, generally a leader and Bless. A shining bastion of hope and resil-
or figure of authority. ience.

VI - LOVERS. Cups Suit. Has access to Range, Elec, XVIII - MOON. Coins Suit. Has access to Ice, Elec,
Wind, and Psy. A kind soul who specializes in heal- Nuke, and Curse. A thief who specializes in veils,
ing and support. tricks, and generalized deception.

VII - CHARIOT. Swords Suit. Has access to Phys, Ice, XIX - SUN. Wands Suit. Has access to Fire, Wind,
Wind, and Nuke. A fleet-footed and powerful Per- Nuke, and Bless. A spellcaster filled with blazing
sona, usually belonging to an athelete. inspirational power, who can guide others.

VIII - JUSTICE. Swords Suit. Has access to Phys, Fire, XX - JUDGEMENT. Wands suit. Has access to
Nuke, and Bless. A divine warrior who seeks to
right wrongdoings and stamp out chaos. Fire, Elec, Psy, and Bless. A magical

IX - HERMIT. Coins Suit. Has access to Fire, Wind, powerhouse imbued with the
Psy, and Curse. A wise, often introverted person,
who strikes from the shadows they know so well. approval of holy forces. 夏

ARCANA: FOOL 36

愚 0 - FOOL • Your stats all start at zero. In
“It is the empty space which makes exchange, you always have five points
the bowl useful.” to spend on them at character creation
- Laozi (essentially, Fool characters always use the
point-buy method).
者 DEFAULT SUIT • Whenever your character would normally gain
n/a bonus stats by leveling up, you can choose three
stats to improve instead of just two.
STARTING STATS

STR 0, AGI 0, END 0, MAG 0, FOOL ANY-LEVEL MOVES
LUC 0, HP 15, SP 3 • Beginner’s Luck

DEFAULT AFFINITIES • Courageous
None; the Fool character should always select • Just Let Go
• Nobody Home
their own affinities. • Open-Minded
• Prismatic Bloodline
EXPERIENCE TRIGGERS • Unorthodox
The Fool earns experience when they demonstrate

shifts in personality depending on whom they’re

speaking with, hold fast to a misguided sense of

courage or optimism, or have a significant new ex-

perience in life.

STARTING MOVE: ENDLESS POSSIBILITIES

You do not have a Suit - you have all of them. When

you would normally gain an SP move by levelling

up, you can select the move from any of the four

standard Suits. You must be at an appropriate level

to take the move in question, and moves from the

special suits Compasses and Aeon are forbidden.

When you create your character, you can choose

one of any of the four starting suit moves (Pulse,

Dia, Backstab, or Staggering Strike). Choose

wisely, however, because after this you may not

choose a starting move ever again. Once your

starting move is chosen, you can then choose one

any-level move from any of the four suits as you

normally would at character creation.

Additionally, you gain the following

effects:
SUMMER


37 ARCANA: FOOL
BEGINNER’S LUCK COURAGEOUS

When you make a 2d6 check for anything you are When training to improve your Guts aspect, you

doing for the first time in your life, you can improve gain a bonus 1 Guts XP. For example, if you roll

your tier of success by one (i.e. a failure a complete success, you gain 4 AXP instead of

becomes a mixed success and a mixed success 3. When other PCs train their Guts aspect while

becomes a complete success). you are in their immediate vicinity, they also gain a

bonus 1 Guts XP.

As opposed to the similar Fool XP JUST LET GO
trigger, the activity does not have to be

significant. The bonus applies to the use of You can choose to intentionally fail any roll in

any new Persona skills, SP moves, downtime exchange for a Wildcard.

activities, anything at all as long as this is your NOBODY HOME
character’s very first time doing it. However, the

GM can choose to veto the use of this move if it’s In the Shadow World, you are immune to all

being used too frequently, or for activities that are mental status ailments (Afraid, Charmed, etc).
utterly inconsequential. If either you or your GM
are in doubt as to whether or not this is your fist OPEN-MINDED

time, no bonus is gained. You may wish to mark In the real world, when you approach a problem

off new skills and moves as you use them for the with naive open-mindedness, you gain a bonus of

first time. +1 to your next 2d6 check relating to that problem.

PRISMATIC BLOODLINE

You have Bloodline access to all damage types
except for Physical, Ranged, and Almighty.

UNORTHODOX

When you make any move that inflicts damage,
you can invoke this move as well. Make a 2d6
check, adding either your Proficiency or your Guts
aspect to the result. You can attempt the move
regardless of whether or not your attack actual-
ly hits. You might also describe your character’s
bizarre fighting style, and a kindly GM might give
you a +1 on the related 2d6 check if they appreci-
ate your description. This move can only be used
once per battle.

• On a complete success, the enemy you are tar-
geting becomes Confused. If your attack targeted
multiple enemies, select just one to become Con-
fused. However, the GM might say a particularly
powerful “boss” enemy is not affected.
• On a mixed success, nothing happens.
• On a failure, you become Confused due to your
own actions.

ARCANA: MAGICIAN 38

魔 I - MAGICIAN • You may also spend three points
“I am the master of my fate, I am to gain the following effect:
For a single round, you gain a
the captain of my soul.” free use of the Wands suit move
- William Ernest Henley “Pulse”, even if you are not in the Wands
suit. You do not have to spend any SP to use it.
術 DEFAULT SUIT
師 Wands MAGICIAN ANY-LEVEL MOVES
• Counterspell
STARTING STATS • Dispel Aura
STR 0, AGI 1, END 0, MAG 2,
• Elemental Bloodline
LUC 0, HP 13, SP 5 • Manifest
• Outlet
DEFAULT AFFINITIES
Major: Fire • Passionate
• Switcher
Minor: Wind and Electric
Weakness: Psychic COUNTERSPELL; costs 1 SP
When you are hit with a damage type for which
EXPERIENCE TRIGGERS you have a major or minor affinity, you can invoke
this move as a free action to block the damage.
The Magician earns experience when they take The damage is treated as if you nullify it.
initiative, employ careful or unique planning, or
engage in subtle manipulation.

STARTING MOVE: FOCUS MANIPULATION

Your body stores residual magic energy when you
cast spells. Whenever you make the Basic Spell
move to use a magical skill such as Agi or Zio, you
gain a point of Focus. You can hold four Focus
Points at once, but no more. You may spend two
Focus Points to use an ability below. Invoking one
of these effects is a free action, but it can only be
done when it’s your turn (and only one effect can
be invoked per turn).

• Switch the damage type of a magical skill to

Almighty (the amount of damage dealt remains the

same, as do any other effects).
• Change one target’s resistance to a

given damage type to reflect or absorb

for three of the target’s turns. You

must select which damage type,
SUMMER
and whether the damage is

reflected or absorbed. Reroll

the damage for a magical

skill you just used

夏 and take the higher
result.

39 ARCANA: MAGICIAN
DISPEL AURA • On a complete success the object is exactly

When you are hit with magic damage (any how you imagined it.
damage type aside from Physical, Ranged or • On a mixed success the object deviates from

Almighty), you gain a focus point. Additionally, what you imagined in a small but inconvenient

you are immune to the Silenced ailment. way; the GM should describe this deviation.
ELEMENTAL BLOODLINE • On a failure the object is only tangentially
related to what you had imagined. The GM should

You have Bloodline access to Fire, Ice, Electric, describe this new object. In all likelihood, it will

and Wind damage. be almost completely useless with regards to the

MANIFEST situation at hand.

Once per day, in the real world or in the Shadow A manifested item might be used as a weapon

World, you can bring a single small object into which deals 1d6 damage of an appropriate type.

existence. The object must be no larger and The GM should decide if a manifested item can be

no more complicated than a toaster. Intricate, used in this manner, and if so what type of damage

modern devices such as smartphones cannot be it does. Manifested items remain in existence for

made. Furthermore, you must roll LUC to see if it a full 24 hours before they fizzle out of existence.

goes according to plan: OUTLET

Once per day, when you participate in the act
of creation, you gain a Wildcard. This may be
triggered by the Arcana move Manifest, by the
downtime move Crafting (see pg. 101), or just
through roleplaying while using other moves.

PASSIONATE

When training to improve either your Proficiency
or your Knowledge aspect, you gain a bonus 1
AXP. For example, if you roll a complete success,
you gain 4 AXP instead of 3. However, you must
pick one of the other aspects (Athleticism, Guts,
or Charm) to ignore. When training to improve this
aspect, you gain a penalty of -1 AXP. For example,
if you roll a failure, you gain 0 AXP instead of 1.
This move is unique to Magician characters and
should not be repurposed as an S. Link bonus.

SWITCHER

You can spend a focus point and use your action
to switch two affinities for a single opponent. For
example, if an enemy is weak against ice and
neutral against fire, you can switch those affinities
to make them weak against fire but neutral against
ice. You can do this with any pair of affinities.
However, you may not select Physical, Ranged,
or Almighty affinities for the purpose of switching.

ARCANA: PRIESTESS 40

女 II - PRIESTESS • What is a vague omen I find in
“Don’t try to comprehend with your the world of the subconscious?
mind. Your minds are very limited.”
- Madeleine L’Engle Additionally, the GM should occasionally
speak to the Priestess player as their inner
教 DEFAULT SUIT voice, giving them appropriate and well-meaning
皇 Cups advice. This can even manifest as a “sixth sense”
whereby the Priestess character gains a super-
STARTING STATS natural awareness of events they otherwise could
STR 0, AGI 0, END 0, MAG 2, not know about. If the Priestess player chooses to
follow up on the advice from their inner voice, they
LUC 1, HP 15, SP 4 will gain a Wildcard (only one Wildcard for each
piece of advice, and only for advice given freely by
DEFAULT AFFINITIES the GM; acting on answers to the above questions
Major: Psychic does not grant a Wildcard).
Minor: Ice and Wind
Weakness: Curse

EXPERIENCE TRIGGERS

The Priestess earns XP when they provide gen-
uine heartfelt wisdom, gain a new perspective on
their rich inner world, or display a calm meditative
grace.

PRIESTESS STARTING MOVE: INNER VOICE

You are deeply in touch with your inner thoughts
and subconscious feelings. Once between long
rests, you can search within yourself for an-
swers. The answers might come in the form of
an epiphany, or maybe your Persona themselves
will guide you. Ask the GM one of the following
questions. The GM should answer it honestly. If,
for whatever reason, the GM cannot give a satis-
factory answer, they should allow you to use the
move again without resting.

• What potential solution to this problem are we
not seeing?

• What should I say to get a particular
NPC to like me more? (Players who
follow through with the advice
should get get a +1 bonus to
a subsequent Hang Out roll
with that NPC).
SUMMER


41 ARCANA: PRIESTESS
PRIESTESS ANY-LEVEL MOVES PASSIVE ANALYSIS

• Dream Journal When you start a battle, choose one enemy and
• Eternal Rest one damage type. The GM should tell you the
chosen enemy’s affinity with regards to that
• Ethereal Bloodline damage type. This move triggers automatical-
• Lullaby ly. It does not take a turn, nor does it cost an SP.
However, it can only trigger once per battle.
• Passive Analysis
• Spirit Infusion SPIRIT INFUSION
• Studious

DREAM JOURNAL You gain the Coins suit move “Pleasing Tea”

You keep a record of your nightly adventures, so (page ??), even if you are not in the Coins suit.

you can meditate on and remember them. When Additionally, your refreshment always heals 1

you take a long rest of at least six hours, you gain more SP than it normally would. For example, on a

a single point of AXP for a random aspect of the complete success your refreshment would restore

GM’s choice. Additionally, when you choose to 5 SP instead of just 4.

spend time taking a nap instead of pursuing other STUDIOUS

downtime options, you gain the following benefits:
• A single point of AXP for an aspect of your choice When training to improve your Knowledge aspect,

(not the GM’s). you gain a bonus 1 Knowledge XP. For example,
• A Wildcard. if you roll a complete success, you gain 4 AXP in-

ETERNAL REST stead of 3. When other PCs train their Knowledge
aspect while you are in their immediate vicinity,

When you use any single-target magical skill on they also gain a bonus 1 Knowledge XP.

an opponent who is Asleep, the following things

happen:
• Your damage dice explode.
• All other sleeping enemies take half of the

damage you dealt (rounded down).
• If the target of your attack survives, they wake up

and become Enraged (with you as the source of

their rage).
• All other sleeping enemies wake up (although

they do not become Enraged).

ETHEREAL BLOODLINE

You have bloodline access to Ice, Wind, Psychic,
and Nuclear skills.

LULLABY; costs 1 SP SUMMER 夏
Make a 2d6 check and add your Persona’s MAG
stat to the result. On a complete success, you get
both of the following effects. On a mixed success,
you get one. On a failure, you get nothing. Certain
powerful “boss” enemies may be immune to falling
Asleep (as denoted by the GM).
• An enemy falls Asleep.
• A second enemy falls Asleep.

ARCANA: EMPRESS 42

女 III - EMPRESS both your current and maximum
“The royal purple is the noblest SP values increase by a number equal
to your WP). If the SP Variation is in effect,
shroud.” multiply this amount by 2.
- Theodora

帝 DEFAULT SUIT EMPRESS ANY-LEVEL MOVES
Coins • Advisor

STARTING STATS • Cold Bloodline
STR 0, AGI 2, END 0, MAG 0, • Dazzling Flash

LUC 1, HP 17, SP 3 • Glamor
• Noble Shroud
DEFAULT AFFINITIES
Major: Psychic • Snipe
Minor: Ranged and Wind • Untouchable
Weakness: Fire
ADVISOR
EXPERIENCE TRIGGERS When you give another PC heartfelt and genuinely
useful advice, they will gain a bonus of +1 to their
The Empress earns XP when they support their next 2d6 check relating to the advice you gave.
friends in a meaningful way, implement a clever Furthermore, if the advisee acts upon the advice,
plan, or gracefully overcome a difficult obstacle. the advisor gains a Wildcard. The advice needs to
be actionable, specific, and recent for the effect to
be gained.

EMPRESS STARTING MOVE: BEAUTY

Regardless of gender, you have an undeni-
able feminine beauty. This confers a number
of benefits.

• You take a +1 to Charm rolls when interacting

with people who care about such things.
• You can spend a downtime move to pursue beau-

ty by shopping, going to a salon, developing a self-

care routine, or etc. This is the same as training

your Charm. However, you gain an extra AXP (I.E.

if you roll a complete success you would gain 4

AXP instead of 3).
• When pursuing beauty, if you either A) describe

how your character’s fashion sense is evolving or

B) discover a new self-care activity, you

can also take a Wildcard.
• After you’ve pursued beauty, for
SUMMER
the following two days you

gain extra SP equal to

your WP (I.E. both

夏 your current and
maximum SP

43 ARCANA: EMPRESS
COLD BLOODLINE GLAMOR

You have Bloodline access to Ice, Wind, Psychic, You have honed your self-care routines for

and Curse damage. maximum efficiency. When you gain extra SP from

DAZZLING FLASH pursuing beauty, you gain even more extra SP
equal to your Charm aspect (or, if the SP Variation

Make a 2d6 check and add your Persona’s is in effect, your Charm aspect multiplied by two).

MAG stat to the result. On a complete In short: combine your Willpower and your Charm
success, you get all of the following ef- to determine how much extra SP you gain. This
fects. On a mixed success, choose two of move is unique to Empress characters and should
them. On a failure, choose just one. Certain not be repurposed as an S. Link bonus.

powerful “boss” enemies may be immune to NOBLE SHROUD
becoming Shocked (as denoted by the GM).
• An enemy gains the Shocked status ailment You gain the Coins starting move Backstab, even
(see pg. 13). if you are not in the Coins suit (assuming you don’t
• A second enemy gains the Shocked status already have it). Additionally, you gain the follow-

ailment. ing benefits:
• All enemies take an amount of Almighty dam- • Take a bonus of +2 whenever you are using the

age determined by your level. The number of d6’s move Sneak Around to quietly approach an enemy

rolled for damage is equal to your character’s (maximum of +4).
• When you roll a complete success on a
Willpower.

Backstab, take a Wildcard.

SNIPE; costs 1 SP
You can choose to invoke this move before using
Command Persona to attempt a ranged skill. You
attempt to shoot your target in an exposed area.
If you roll a complete success, your damage dice
explode (see below). If you roll a mixed success or
a failure, nothing happens but you get your spent
SP returned to you. Also, on a mixed success,
you can still roll damage for the ranged skill like
normal.

UNTOUCHABLE

You gain the Coins suit move Substitute, even if
you are not in the Coins suit. Additionally, you may
use Substitute as many times as you want in a
single battle. However, you still need to spend an
SP each time you use it.

ARCANA: EMPEROR 44

皇 IV - EMPEROR EMPEROR ANY-LEVEL MOVES
“It is not titles that honor men, but • Advisor

men that honor titles.” • Armored Persona
- Niccolò Machiavelli • Inspiring Cry

帝 DEFAULT SUIT • Milk and Honey
Swords • Natural Athlete

STARTING STATS • Shrug it Off
STR 1, AGI 0, END 2, MAG 0, • Warm Bloodline

LUC 0, HP 18, SP 3 ADVISOR
When you give another PC heartfelt and
DEFAULT AFFINITIES genuinely useful advice, they will gain a bonus of
Major: Electric +1 to their next 2d6 check relating to the advice
you gave. Furthermore, if the advisee acts upon
Minor: Physical and Nuclear the advice, the advisor gains a Wildcard. The
Weakness: Wind advice needs to be actionable, specific, and
recent for the effect to be gained.
EXPERIENCE TRIGGERS

The Emperor earns XP when they embrace a
leadership position, employ careful tactics, or
display their strength of will.

EMPEROR STARTING MOVE: CONFIDANT’S SHIELD

You begin the game with the Swords any-level
move “Hold the Line”, even if you are not playing a
character in the Swords suit. Additionally, you gain
the following benefits...

• You can switch which ally you are protecting as a
free action once per turn. You can do this as many
times as you’d like in a given battle.
• When you are protecting an ally, you gain an
armor bonus equal to your current S. Link rank
with that character.
• When rolling to spend time with a direct team-
mate (as in someone you fight alongside, most
likely another PC), you gain a bonus of +2 to

your roll as long as the GM agrees
that you come across as somewhat
professional or intelligent.
SUMMER


45 ARCANA: EMPEROR
ARMORED PERSONA MILK AND HONEY
When you are hanging out with an S. Link NPC
When you have access to your Persona, who is a peer (i.e., someone of roughly the same
you automatically gain armor equal to your social standing as yourself), if your S. Link is at
least rank three, you can choose to sacrifice all
WP. This can combine with worn armor, but not the SXP you would’ve gained by hanging out. In
with other moves that give armor such as Mage exchange, you can make a request of them. You
Armor or Rakukaja. might be able to change how the peer does or
sees things, somehow changing their cognition.
INSPIRING CRY The GM should shoot down requests they deem
too extreme, or ones that go completely against
When you go into battle, select a single ally and the target’s moral compass. Once the SXP have
make a 2d6 check. Add either your Guts or your been sacrificed, the change should go through; no
Charm aspect to the result of the roll, whichever second roll is required. However, the GM might still
is higher. This can only be done at the start of a slightly warp or corrupt a request made of a peer
battle. However, it costs no SP. The bonus granted (especially a request that changes their cognition
lasts for the entire encounter. You might also act in a significant way).
out the inspiring cry in-character, and a kindly GM
might give you a +1 on the related 2d6 check if Note: You may not make a request of a peer
they like what you have to say. unless you devote a downtime move to
• On a complete success, the ally you chose gets hanging out with the peer, even if your S. Link is at
a bonus of +2 which applies to either their damage its maximum rank.
rolls, their armor, or their to-hit rolls (keep in mind
that the highest bonus to-hit you can get is +4). NATURAL ATHLETE
• On a mixed success, the ally you chose gets When training to improve your Athleticism aspect,
the bonus mentioned above, but only a +1. you gain a bonus 1 Athleticism XP. For example,
• On a failure, nothing happens. if you roll a complete success, you gain 4 AXP
instead of 3. When other PCs train their
Athleticism aspect while you are in their immediate
vicinity, they also gain a bonus 1 Athleticism XP.

SHRUG IT OFF; costs 1 SP
You can invoke this move when you take damage
from any source. Instead, you take no damage.
This move can only be used once between long
rests.

WARM BLOODLINE

You have Bloodline access to
Fire, Electric, Nuclear, and
Bless damage.
SUMMER


ARCANA: HIEROPHANT 46

法 V - HIEROPHANT HIEROPHANT ANY-LEVEL MOVES
“Tradition is not the worship of • Advisor
ashes, but the preservation of fire.”
- Gustav Mahler • Disciple Bloodline
• Divinity Marks
王 DEFAULT SUIT
Cups • Follow the Leader
• Grains of Rice
STARTING STATS
STR 0, AGI 0, END 0, MAG 2, • Here’s Why You’re Wrong
• Marching Order
LUC 1, HP 15, SP 4
ADVISOR
DEFAULT AFFINITIES When you give another PC heartfelt and genu-
Major: Bless inely useful advice, they will gain a bonus of +1
to their next 2d6 check relating to the advice you
Minor: Fire and Nuclear gave. If the advisee acts upon the advice, you gain
Weakness: Psychic a Wildcard. The advice needs to be actionable,
specific, and recent for the effect to be gained.
EXPERIENCE TRIGGERS Also, when you train an Aspect with your allies,
they gain 1 more AXP than they normally would.
The Hierophant earns experience when they
follow their moral code, act as a good role model, DISCIPLE BLOODLINE
or maintain the status quo. You have Bloodline access to Fire, Nuclear, Bless,
and Curse damage.

HIEROPHANT STARTING MOVE: VIGIL

You rally your party and tell them how it is. You

remind them that their cause is just, or that a

higher power is watching over them. Make a

small speech. This speech can be as long or

as short as you’d like, but usually takes about

five minutes in the fiction of the game. Every-

one in your party who can hear the speech (this

includes you) gains a Wildcard. This Move can

only be performed when the party is resting in a

relatively safe location. Once it’s been performed,

it can only be performed again after the PCs have

taken a long rest. Finally, any ally of the Hierophant

character who has recently heard a Vigil speech,

and who has at least one Wildcard, gains

a bonus during baton chains. If the

chain previously included the
SUMMER
Hierophant character, these

allies can take a +1 to-hit

bonus (up to a max-

imum of +4).



47 ARCANA: HIEROPHANT
DIVINITY MARKS This move can be used in combat (if a suitable

This move is unique to the Hierophant character. argument is put forth), but it may take several

When you take this move, select either Bless or rounds. The GM can decide on how many. It will

Curse damage. From now on, when you roll a probably be at least two or three; remember that

complete success while making an attack that deals a single round is only a few seconds. Once the

this type of damage, you gain three Divinity Marks. move has been used, it cannot be used against

These reset to zero when you take a long rest, and the same target until at least an hour of in-game

they can be spent in the following ways: time has passed.
• Grant a Wildcard to yourself or an ally (2 Marks).
• Redo a damage roll of your chosen type (2 Marks). • WANDS / AEON: The target becomes Confused.
• (If the SP Variation is in effect) Use a skill of your They are temporarily obsessed with some
chosen damage type for zero SP. (4 Marks).
insightful or bizarre argument. Until they shake the

FOLLOW THE LEADER ailment, they will do stupid, illogical things. They

won’t remember what happens during this time.
When you hit an enemy’s weakness, an ally who • CUPS / COMPASS: The target falls Asleep. Maybe

takes a turn immediately after you can choose to they got so bored they couldn’t take it anymore,

copy the skill you used, potentially hitting the exact or maybe an argument was so shocking that they

same weakness. This move can be activated up to literally passed out. In either case, until they shake

three times in any given fight. The ally in question the ailment, they will be completely unconscious.
gains access to the skill you used as a temporary • COINS: The target becomes Charmed. Something

“ninth” skill, for just one turn. If the ally in question about the argument has won them over. Until

already has that skill (or a more powerful version they shake the ailment, they will be highly open to

of it), and they decide to use it on their turn, they suggestions.
instead gain a damage bonus equal to your WP. • SWORDS: The target becomes Enraged. They

GRAINS OF RICE will devote all their energy and attention to
furiously arguing with or attacking the Hierophant

Increases damage for baton chains. When you character, until they can shake the ailment. They

pass the baton, the person you pass to (the second will be much less likely to notice other things

person in the chain) receives a bonus to damage happening around them during this time.

(but not to hit) equal to their WP. If the chain MARCHING ORDER; costs 1 SP

continues, the third person can multiply their WP

by two and use this for the bonus. The fourth in the Instead of attacking on your turn, you pass

chain, and anyone beyond this (fifth, sixth, etc.), the baton and start a Baton Chain. The Chain

can multiply their WP by four. continues, regardless of whether or not

HERE’S WHY YOU’RE WRONG One-Mores are earned, as long as your allies
continue to roll complete successes. Furthermore,

When you spew rhetoric and make a successful, an ally can continue the chain by spending 1 SP,

meaningful argument (as agreed upon by the even if they roll a mixed success.

GM), if your rhetoric is directed at a single However, if a failure is rolled at

target, that target is physically affected in any point, that’s it; the chain
SUMMER
some way. The effect is based on your starting is over.
Suit (see the list to the right), but you can spend a

Wildcard or an SP to gain an effect from a different All of the normal Hiero-

Suit. Even if you’ve multiclassed, your default effect phant bonuses still 夏
always comes from your starting Suit. However, apply to this special
the GM might agree to let you change your default Baton Chain.
effect if you’ve multiclassed very heavily.

ARCANA: LOVERS 48

恋 VI - LOVERS hanging out with a direct teammate,
愛 “A friend is one soul abiding in take a Wildcard.

two bodies.” LOVERS ANY-LEVEL MOVES
- Diogenes • Divine Grace

DEFAULT SUIT • Ethereal Bloodline
Cups • Harisen Recovery

STARTING STATS • Martyr
STR 0, AGI 0, END 0, MAG 2, • Recognition
• Restorative Synergy
LUC 1, HP 14, SP 4 • Social Butterfly

DEFAULT AFFINITIES DIVINE GRACE
Major: Wind
When rolling to determine how many hit
Minor: Ice and Psychic points you or an ally recover from a move
Weakness: Electricity which restores HP (such as Dia), you gain a
bonus equal to WP. This bonus can combine with
EXPERIENCE TRIGGERS Confidant’s Grace to improve your healing skills by
Lovers earns XP when they practice good active a significant degree.
listening, develop their own personality through
spending time with others, or demonstrate
optimism and compassion to others.

LOVERS STARTING MOVE: CONFIDANT’S GRACE

You begin the game with the Cups any-level move
“Dia”, even if you are not playing a character in
the Cups suit. Additionally, you gain the following
benefits...

• When you are rolling to determine how many hit
points an ally recovers from a move which restores
HP (such as Dia), you gain a bonus to recovered
HP equal to your current S. Link with them. Note:
If you are using a move which heals multiple allies
(such as Media) only the highest S. Link should be
used as a modifier.
• When rolling to spend time with a direct team-
mate (someone you fight alongside,

most likely another PC), you gain a
bonus of +2 to your roll as long as
the GM agrees that you come
across as somewhat
endearing or disarming.

夏 • When you roll a com-
plete success while
SUMMER

49 ARCANA: LOVERS
ETHEREAL BLOODLINE • You gain a +1 bonus from any S. Link you have
You have bloodline access to Ice, Wind, at rank three, up to a maximum of +4 (normally
Psychic, and Nuclear skills. the bonus is only gained from those at rank five).
• You gain an automatic +1 to all death and dying
HARISEN RECOVERY rolls (again, maximum of +4), even if you do not
As a free action, on your turn, you can remove any have any S. Links at rank 3.
status ailment (besides Downed) from one of your
allies. After you’ve taken this free action, you may RECOGNITION
continue your turn as normal. This move can only You’ve had a realization; one can only see one’s
be used once per battle. true self through the eyes of others. When you
roll a complete success when hanging out with
MARTYR an S. Link (any S. Link, not just a direct ally), you
You have every reason to hang onto life, and you learn something new about yourself. You gain a
know your friends do too. When one of your direct Wildcard, as well as two points of AXP toward
allies suffers damage that would bring them to 0 whatever aspect you used when making the
HP, you can elect to receive the damage instead hang out roll. If you already gained a Wildcard from
(along with any associated ailments or debuffs). the roll via your starting move, you do not gain
This move can only be used once per battle. Addi- another.
tionally, when you are dying, you gain the following
effects: RESTORATIVE SYNERGY
When you heal an ally, you regain HP equal to
half the amount of HP that was healed (rounded
down).

SOCIAL BUTTERFLY

When training to improve your Charm aspect, you
gain a bonus 1 Charm AXP. For example, if you
roll a complete success, you gain 4 AXP instead
of 3. When other PCs train their Charm aspect
while you are in their immediate vicinity, they also
gain a bonus 1 Charm XP.

SUMMER夏

ARCANA: CHARIOT 50

法 VII - CHARIOT • When making basic attacks with a
“What stands in the way spear, you deal extra damage equal to
your WP plus your speed rating. This also
becomes the way.” applies when you are rolling damage for an All-
- Marcus Aurelius

王 DEFAULT SUIT Out Attack.
Swords • If your group is using the Optional Rule
Tactical Movement, you can move an extra
STARTING STATS number of squares equal to your speed rating on
your turn.

STR 1, AGI 1, END 1, MAG 0,

LUC 0, HP 17, SP 3 There are a few considerations to keep in mind:
• You may not ride your Steed in unreasonably
DEFAULT AFFINITIES close or confined quarters (as denoted by the GM).
Major: Nuclear • You may not ride your Steed at all unless you
Minor: Physical and Ice give it a speed rating of at least one.
Weakness: Psychic • Once you have invested in a speed rating, your
Steed will remain by your side until you either take
EXPERIENCE TRIGGERS a long rest or lose access to your Persona. Once

The Chariot earns XP when they overcome a the Steed is lost, the speed rating resets to 0 and
problem with reckless athleticism, display more SP must be spent to ride it again.
boisterous confidence, or stubbornly charge • You may choose to increase the Steed’s speed
rating at any time by spending more SP. However,
through a difficult situation.
you may not decrease it.
• The highest possible speed rating you can get
CHARIOT STARTING MOVE: PHANTOM STEED

You have an ethereal Phantom Steed which aids is 3; you can never spend to increase it to 4 or
your travels through the Shadow World. Though it higher.

is referred to as a steed, this can be any form of CHARIOT ANY-LEVEL MOVES
transportation within reason. You can summon or • Always Moving
dispel the Phantom Steed at any time as a free • Confidence
action on your turn. Players are encouraged to • Don’t Think, Feel
consider creating a Persona that they ride, such • Galactic Punt
as a horse or a motorcycle. However, this is not • First Blood
required; the Steed can be a separate entity which • Unerring Speed
is unrelated to your actual Persona if you so desire.
• Wayward Bloodline

When you mount your Steed, choose a speed ALWAYS MOVING
rating. You then have to pay an amount
of SP equal to your chosen speed When training to improve either your Athleticism
rating. After choosing a speed rating, or your Guts aspect, you gain a bonus 1 AXP. For
SUMMER
when riding your Steed, you example, if you roll a complete success, you gain
gain the following benefits: 4 AXP instead of 3. However, you must pick one
of the other aspects (Proficiency, Knowledge, or

Charm) to ignore. When training to improve this

夏 aspect, you gain a penalty of -1 AXP. For exam-
ple, if you roll a failure, you gain 0 AXP instead of
1. This move is unique to Chariot characters and
should not be repurposed as an S. Link bonus.


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