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

persona TTRPG

persona TTRPG

101 CRAFTING

OPTIONAL ACTIVITIES who wants to make some Lockpicks. Let’s also say

These are optional downtime moves you have a Proficiency aspect of 3. Because the

which take up full time slots when they are Lockpick costs only 1 PP, you can make 3 Lock-

used. Optional activities include: Crafting, picks in a single session. You cannot, however,

Fishing, Gardening, Part-Time Work, Reading, make both a Lockpick and a Vanish Ball. Those

and Venues. would be two separate projects. Similarly, with

regards to items where you can choose one of

Optional activities are also a good opportunity to in- multiple effects (such as spell stones),

volve potential S. Links. You might allow players to implementing a different effect makes it a different

“unlock” certain activities as an S. Link bonus. item, meaning it requires a separate project.

CRAFTING Within reason, and at the GM’s discretion, the ef-
There are two types of crafting projects: Alchemy fect of an item can be anything the player would
and Weird Tech. The main difference is in the type of like it to be. However, the crafted items should

items produced with each, as well as their associat- be vaguely related to or inspired by their field.

ed aspects (Knowledge for Alchemy, Proficiency for Alchemy items should be inspired by arcane

Weird Tech). GMs can offer either type or both, reagents or potion-making. Weird Tech items

depending on preference. should be inspired by sci-fi or spy gadgets.

When a player wishes to improvise a new effect

Different projects will take different amounts (if it’s within reason for them to create), the GM

of time depending on their complexity. Each should give that player a cost in project points by

project has an associated number of project points basing it off of a similarly powerful effect from the

(PP). When you devote a downtime move to work- example table. A project item should essentially

ing on a project, you gain a number of points based be limited to a single effect. If the effect becomes

on your level in the related aspect. For exam- a compound sentence, the PC cannot make it.

ple, say you want to use Alchemy to craft a Love Instead, they will have to start two projects and

Potion, which costs 3 PP. Let’s also say your relat- make two separate items. Finally, each PC should

ed aspect (Knowledge) is 1. Every time you spend be limited to only one project at a time; they must

an action to craft you will gain 1 PP, meaning it will either complete or scrap their current project be-

take three “sessions” or three uses of the move to fore starting a new one.

complete the project. If your Knowledge were two,

it would take only two sessions. Please note that unless otherwise stated, all craft-
ed items are consumables, meaning they can be

Keep in mind that you lose unused points when used once and then they are gone. Also, crafted
you go over the threshold; they don’t “carry over” items generally work in both the Real World and
into your next project. Continuing with the earlier in the Shadow World (unless the GM decides

example, let’s imagine that your Knowledge as- otherwise).

pect is indeed 2, but the project cost is still 3 PP.

In two sessions, you would earn 4 PP. The single Example Alchemy and Weird

extra unused PP cannot be saved; it disappears Tech items can be found AUTUMN

into the void. on the following pages.

If your aspect would allow you to craft an item 秋
multiple times with a single downtime move, you
can do so. However, you cannot craft multiple
different types of items in one session. For
example, let’s imagine you’re a Weird Tech crafter

CRAFTING 102

SUGGESTED ITEM NAME EXAMPLE ALCHEMY ITEMS PP COST
Spell Stone 1
Stink Bomb EFFECT 1
2
Ma- Spell Stone Inflicts 1D6 damage of a certain type to a single enemy. You 3
Sticky Goo can choose the type (any aside from Physical and Almighty). 3
Love Potion 4
Creates an explosion that does no damage but smells very
Alchemists’ Fire bad. Useful for mischief. 4

Megido Stone Inflicts 1D6 damage of a certain type to all enemies. You can
choose the type (any aside from Physical and Almighty).

Causes one target to become utterly stuck in place for three
rounds. Floating targets are unaffected.

Inflicts Charmed (6) (See Infliction, pg. 22).

Inflicts Burned (5). If infliction is successful, the target also
takes extra damage each round they are Burned (equal to

the crafter’s WP).

Inflicts 2D6 Almighty damage to all enemies.

SUGGESTED ITEM NAME EXAMPLE WEIRD TECH ITEMS PP COST
Lockpick 1
EFFECT
Vanish Ball 1
Poison Gas Gives a bonus of +3 to a proficiency roll made to open a me- 2
Nerve Gas chanical (tumbler-based) lock. Cannot increase the modifier 3
Knockout Gas 3
Stealthanol higher than +4. 4

Voice Changer Immediately ends a battle (except for battles with powerful 4
“Boss” enemies, as denoted by the GM.)

Inflicts Sickened (6).

Causes one target to become utterly stuck in place for three
rounds. Floating targets are unaffected.

Inflicts Charmed (6) (See Infliction, page 22).

Inflicts Burned (5). If infliction is successful, the target also
takes extra damage each round they are Burned (equal to

the crafter’s WP).

Inflicts 2D6 Almighty damage to all enemies.

103 FISHING

FISHING There are three types of tackle: rods, lures, and

Welcome, ye gentle landlubber. So, bait. If a PC is missing a lure or bait, they take a

ye’ve heard the call of the briny depths. -1 penalty to fishing rolls. If they are missing both
lure and bait, the penalty is -2. If they are missing

In order to fish, a PC with a fishing rod must choose a rod, they can’t fish at all.

to devote one of their alloted downtime moves to it.

Due to their special protagonist powers, a PC who Bait is the only type of tackle that is expendable.

spends time fishing is guaranteed to get a bite. It can be used three times (for three seperate

They are not, however, guaranteed to actually instances of fishing) before it is depleted.

catch the fish.

Finally, before they set out, the PC should decide

To fish, the PC should roll 2d6. As a modifier, they whether they plan to fish in freshwater or saltwater.

should add only whatever modifier is granted by Different fish can be caught depending on the

whatever rod and tackle they are using. type of water.
• On a complete success, the PC gains a point;
they’re getting closer to catching the fish. THE BOSS FISH
• On a mixed success, the competitors remain The Boss Fish is a beastly, nearly prehistoric

locked in a vicious stalemate; roll again. freshwater monstrosity. Only one Boss Fish should
• On a failure, the fish gains a point; they’ve exist per campaign (or, perhaps, there could be

shimmied off the hook a bit. one for each PC.) It can be used to completely

restore all the HP and SP of all allies, making it

The act of fishing is an intense battle between useful during boss fights with powerful Shadows.

human and fish. The PC should roll again and Furthermore, due to its massive size, it can be
again, not stopping until either they or the fish have used three times before it is depleted.

scored three points. If the PC gets to three first,

the fish is caught. If the fish gets to three first, they A PC can declare, at any time, that they are

are lost and the PC’s downtime action is wasted. going for the Boss Fish. They should make a LUC

roll; on a mixed or complete success, they locate

If the fish is caught, the PC gains a fish matching the Boss Fish and can fish for it. It is, however, a

their level from one of the fish tables (starting on difficult catch.

the following page). If the GM wishes, a LUC roll

can be made. The Boss Fish inflicts a massive -5 penalty to all
• On a complete success, the PC gains two fish fishing rolls. This can only be mitigated through the

from one level higher than their own (if such a fish use of better and better tackle. GMs might fore-

exists). shadow the Boss Fish (perhaps by having it break
• On a mixed success, the PC gains two fish from the PCs’ first fishing rod). Try to get young fishers

the level which matches their own. to see it as their ultimate goal.
• On a failure, the PC gains only one fish from one

level below their own, if such a fish exists (if not, AUTUMN

from their own level).

As was previously stated, the modifier for a fish- 秋
ing roll comes only from whatever tackle the PC
is using. A tackle table can be found on the fol-
lowing page.

FISHING 104

NAME TYPE FISHING TACKLE COST
Basic Rod Rod ¥700
Lightning Rod Rod EFFECT ¥2700
Divine Rod Rod ¥5000
Red and White Lure Allows you to fish. ¥400

Bobber Lure Gives a +1 bonus to fishing rolls. ¥500
Fish-shaped Bobber
Lure Gives a +2 bonus to fishing rolls. ¥1500
Worm Bobber
Lure Negates the -1 penalty for not having a lure, ¥1600
Meaty Bobber but otherwise has no effect.
Bait ¥100
Cheese Negates the -1 penalty for not having a lure,
Bait but otherwise has no effect. ¥500
Nightcrawlers
Bait Gives a +1 bonus to fishing rolls when ¥1500
Giant Nightcrawlers fishing in freshwater.

Gives a +1 bonus to fishing rolls when
fishing in saltwater.

Negates the -1 penalty for not having bait,
but otherwise has no effect.

Gives a +1 bonus to fishing rolls for every
fish except the Boss Fish.

Gives a +1 bonus to fishing rolls for every
fish, including the Boss Fish.

LEVEL TYPE FRESHWATER FISH SELL PRICE

1 Red Goldfish EFFECT ¥5
2 Blue Goldfish ¥10
3 Ranchu Goldfish A baby fish with colored scales. Heals 1 HP. ¥25
4 Oily Catfish A baby fish with odd scales. Heals 2 HP. ¥40
5 Unruly Trout A cute fish. Heals 1d4 HP. ¥75
6 Dastardly Carp A low-quality fish. Heals 1d4 HP. ¥130
7 Rainbow Trout An aggressive fish. Heals 1d4 HP. ¥200
8 A big and clever fish. Heals 1d6 HP. ¥250
9 Black Bass A multicolored fish. Heals 1d6 HP. ¥320
10 Rugged Salmon A gothic fish. Heals 1d8 HP. ¥360
11 A fish with sharp scales. Heals 1d8 HP. ¥410
12 Sweetfish Doesn’t taste that sweet. Heals 2d6 HP. ¥500
13 Inaba Trout An Inaba native. Heals 2d6 HP. ¥650
14 Shimmering Tilapia A delicious fish. Heals 2d6 HP and 1 SP. ¥720
15 Golden Trout A beautiful fish. Heals 2d6 HP and 2 SP. ¥800
- Mighty Sturgeon A tough fish. Heals 3d4 HP and 2 SP. ¥10,000
Monarch Salmon A regal fish. Heals 3d4 HP and 3 SP.
Boss Fish
A bitter rival. Completely heals all allies’ HP and SP.
Can be used three times.

105 FISHING

LEVEL TYPE SALTWATER FISH SELL PRICE

1 Sea Bass EFFECT ¥100
2 Squid ¥20
3 You again...? Can be sold for extra cash, no other effect. ¥35
4 Generic Mackerel Becoming very common. Tastes like rubber. Heals 1 SP. ¥50
5 Sea Cucumber ¥95
6 Soldier Crab A regular fish. Heals 1 SP. ¥50
7 Manta Ray Tastes unlike a cucumber. Heals 1d4 HP and 1 SP. ¥220
8 Salty Jellyfish ¥290
9 Killer Mackerel A crab with a thick shell. Heals 2 SP. ¥360
10 Blue Snapper Looks like a pancake. Heals 1d4 HP and 2 SP. ¥400
11 Hectopus ¥450
12 Quality Pufferfish A danger sack. Heals 1d6 HP and 2 SP. ¥560
13 Electric Eel An edgy fish. Heals 1d4 SP. ¥710
14 Big Tuna ¥780
15 Apex Mackerel A well-known fish. Heals 1d4 SP. ¥900
Emperor Crab A six-tentacled squid. Heals 1d4 HP and SP.
A sought-after fish. Heals 1d6 HP and 1d4 SP.

I said ooh, girl. Heals 1d6 SP.
A massive fish. Heals 1d6 SP.
An incredible fish. Heals 1d4 HP and 1d6 SP.
A regal crab. Heals 1d6 HP and SP.

FISH SALES go all the way up to 15.

Fish can be sold at market for a small price The number of FXP needed to gain a new rank of
(although the sale price increases as the fish the Fishing Aspect is equal to the number of the
increase in quality). A GM might choose to make current rank. For example, going from rank one to
them available for sale at a fish market. If this is rank two takes only 1 FXP. Going from rank two to
the case, their buying price should be equal to rank three takes 2, and so on.
their selling price multiplied by five.

OPTIONAL FISHING RULE: EXTRA VARIETY The Fishing Aspect can be combined with LUC

The fish tables become more randomized. Starting rolls or the Extra Variety rule for GMs wanting

at level 3, characters roll a d3 to determine which a truly robust fishing experience. As a further

fish they get from a given table (a d3 is a d6 with option, a GM might choose to make defeating the

its result divided by two). At level four, they roll a Boss Fish (or purchasing certain tackle) impossi-

d4. At level 6, they roll a d6, and so on. At level 13, ble until a certain threshold of the Fishing Aspect

they roll 1d12+1. Then at levels 14 and 15 they roll has been reached.

1d12+2 and 1d12+3, respectively.

OPTIONAL FISHING RULE: FISHING ASPECT

With this optional rule, fishing becomes its own
Aspect. Every time a character fishes, whether
or not they succeed, they gain Fishing Experi-
ence Points (FXP) which can be used to improve
their Fishing Aspect. The Fishing Aspect then
determines what fish they get, rather than
their player level. It improves similarly to
any other Aspect, but it starts at 1 and can

GARDENING 106

GARDENING of (6, 4, 2), and I rolled a failure, I would only

Experience nature’s generosity! Any PC with recieve two of the crop.

access to a garden can choose to devote a

downtime move to planting and see if their passion Of course, gardening requires patience. Once a

takes root. seed is planted it takes a number of days to grow,

which is also indicated by its entry in the crop table.

Each crop (see below) has an associated set of Furthermore, crops will not grow if they are out of

numbers that looks like this: (3, 2, 1). In order season and only a certain number can be planted

to plant, one must first obtain seeds. To plant the at a time. A small planting box in someone’s yard

seeds, a PC should make a 2d6 check, adding will only have one plot for gardening, but bigger

their Guts Aspect to the result. gardens might have more space. A town or school
• On a complete success, they will get a number community garden, for example, might have one

of crops equal to the first number in the list. or two plots available for each PC.
• On a mixed success, they will get a number of

crops equal to the second number in the list. The crop list is limited for the sake of
• On a failure, they will get a number of crops simplicity, however as always GMs are

equal to the third number in the list. encouraged to use it as a baseline to impro-

vise their own material. All crops are single-use

For example, if I rolled to plant a crop with a yield consumable items unless otherwise stated.

EXAMPLE CROPS

NAME SEASON EFFECT GROWTH YIELD SEED PRICE

Return Daikon Any Teleports the party home from a 10 days (1, 1, 1) ¥450
dungeon. 7 days (3, 2, 1) ¥200
Sun Tomato Any but Winter 7 days (6, 4, 2) ¥250
Baby Sun Any but Winter Heals 1d4 SP. 7 days (3, 2, 1) ¥180
Heals 2 SP. 5 days (2, 2, 1) ¥500
Tomato Spring Only
Bead Melon Spring / Heals 2d6 + Guts HP. 5 days (3, 2, 1) ¥150
Earth Bean Summer The next 3 times the eater inflicts 7 days (2, 1, 1) ¥160
10 days (2, 1, 1) ¥200
Hiranya Spring / Phys. or Range. damage, they
Cabbage Summer gain a +4 bonus to damage. 5 days (3, 2, 1) ¥380
Barrier Corn Summer / Fall Cures a party member of any 5 days (2, 2, 1) ¥600

Wall Paprika Summer / Fall Status Ailment except Downed.
The eater gains 3 points of armor
Moonlight Fall / Winter
Carrot for three turns.
Fall / Winter The eater can increase one of their
Star Dragon damage resistances by one tier for
Onion
three turns.
Heals 1d12 + Guts HP.

The next 3 times the eater in-
flicts any damage type aside from
Physical or Ranged, they gain a +4

bonus to damage.

107 PART-TIME WORK

PART-TIME WORK • On a mixed success, you will earn ¥2500 or the

PCs might also be able to spend time working at equivalent in a relevant currency (25 USD).
a job for which they’ve been hired. Each job has a • On a failure, you will earn ¥2000 or the

primary aspect, as well as recommended aspects. equivalent in a relevant currency (20 USD).

You can still work the job if you don’t meet these

recommendations, but it will be harder. If you are Better jobs with higher recommended aspects

severely deficient in recommended aspects, an will pay out more money in the form of a regular

employer may also refuse to hire you (at the GM’s bonus, applied regardless of what level of success

discretion). the PC achieves. For example, scoring a mixed

success while working at a job with a bonus of

To work at a job, a PC should make a 2d6 check, ¥1000 will earn you ¥3500 instead of ¥2500. Again,

using the job’s primary aspect as a modifier. In make sure to convert amounts for any game that

addition to money, working will give them 1 AXP does not take place in Japan. For a quick, rough

toward this aspect. However, for each point of conversion of yen to USD, simply divide the yen

difference between the PC’s aspects and the amount by 100. For other types of currency, you

recommended aspects for the job, they will suffer will need to determine the conversion rate on your

-1 to their 2d6 check. For example, if a job recom- own.

mends a Proficiency of 3 and your Proficiency is

1, you will take a -2 penalty when rolling to work. A list of potential example jobs can be found

below. As always, GMs are encouraged to

In terms of payment, here are minimum wages... improvise and offer jobs that are appropriate with
• On a complete success, you will earn ¥3000 regards to their choice of setting. The example

or a roughly equivalent amount of money in a jobs are simply meant to be used as a baseline.

relevant local currency (it would be 30 USD).

EXAMPLE JOBS

JOB NAME DESCRIPTION PRIMARY ASPECT RECOMMENDED ASPECTS BONUS
Dishwasher -
Easy, but boring. Proficiency Proficiency: 1 or more. -
Fry Cook Guts: 1 or more.
Library Helper Has a 100% chance of Guts -
Retail Worker making you salty. Knowledge: 1 or more. ¥500
Test Subject Proficiency: 2 or more. ¥500
Life among the pages. Knowledge ¥500
Barista Charm: 1 or more. ¥1000
Secretary Every day! Your life! Junes! Proficiency Guts: 2 or more. ¥1000
Caregiver Athleticism: 1 or more.
Help to advance the cause Guts Charm: 2 or more. 秋¥1000
Lifeguard of science. Charm Proficiency: 1 or more.
Knowledge Knowledge: 3 or more.
Serve coffee and chat with Guts Charm: 2 or more.
patrons. Guts: 2 or more.
Charm: 2 or more.
Manage the business of Knowledge: 1 or more.
stuffy salarymen. Athleticism: 3 or more.
Guts: 2 or more.
Provide for those who can’t
provide for themselves.

Mostly sit around, Athleticism
occasionally save lives.

READING 108

READING original price (maybe one fourth). Or, if the PCs take

If you wish to better yourself, there are few better books out from a library, they may have a limited

ways to spend your time than by simply reading. time to finish a book before it must be returned.

To make reading available, simply provide the PCs

with a place to purchase or rent books. Secondly, books have certain requirements.

Unlike with part-time jobs, if you do not meet the

Reading is essentially the same as training. Each aspect requirements for a book, you cannot gain

book is associated with a particular aspect. When the benefit from it at all. Many books will require

you are reading a book, you must train the aspect you to have a sufficient Knowledge aspect before

that is associated with the book. However, you will they can be fully enjoyed.

earn a single extra AXP no matter your roll result

(for example, if you roll a complete success you There are further options - the GM might also

gain 4 AXP instead of just 3). employ single-use brochures or magazines which

do not give bonus AXP, but instead point PCs

However, books come with a few drawbacks. First- toward potential story hooks, new locations, or

ly, each book has a limited number of uses. This is Social Links. Or, if they are so inclined, the

denoted by their “length” numbers. For example, GM can reflavor books entirely by turning

a book with a length of 3 can be used for Reading them into DVDs, video games, or anything

three times before the PC has finished it. A finished else they desire. If this is done, the GM might

book does not disappear. It can be reread, but this also change requirements. For example, a game

action confers no additional AXP. GMs might offer might require Proficiency rather than Knowledge.

programs which rebuy books at a fraction of the A movie might require Guts or Charm, and so on.

EXAMPLE BOOKS

NAME DESCRIPTION ASPECT REQUIREMENT LENGTH PRICE
None 1 ¥300
Fist of the A manga that will make you want Athleticism 1 ¥400
None 2 ¥700
Gourd Star to beat people up. None 2 ¥800

World of Terror A gripping Lovecraftian manga. Guts None 2 ¥1000
2 ¥1000
Geomorphs A novel about teens who can turn Charm Knowledge of 1 3 ¥1200
into rocks. or more 4 ¥1600
5 ¥2000
Fish! If Optional Rule: Fishing Aspect is Fishing Knowledge of 2
being used, this book provides 2 or more

Fishing XP when it is read. Knowledge of 2
or more
The A novel depicting the journey of a Charm
Hobgobbit reluctant half-goblin. Knowledge of 3
or more
Untying A dense book about tying and Proficiency
Every Knot untying knots. Knowledge of 3
or more
The Philiad The epic tale of a man named Knowledge
Phil.

The A horror novel that’s long and Guts

Happenstance difficult to follow at times.

Violation and Foreign literature. A dense read. Knowledge
Discipline

109 VENUES

VENUES A PC attempting the challenge must make four

Player characters can visit venues to checks, each using a different one of the specified

exchange a bit of money for a bit of aspects. This is a difficult challenge; a PC must

extra aspect experience. Venues can also get at least two complete successes out of their

provide an opportunity for role-playing! Let’s take four rolls in order to pass it. If they roll a failure

a look at an example venue; the Full Moon Café. at any point, the challenge is automatically lost. If

desired, Luck and/or Wildcards can be used to lay
FULL MOON CAFÉ the path to victory.

A cajun restaurant which also serves coffee, where

intellectuals come to chat. Even if you fail, you will gain one AXP for each of

SERVICE NAME BONUS COST these four aspects (Athleticism, Proficiency, Guts,
and Knowledge). If you succeed, though, you in-
Basic Dark Roast 1 Knowledge AXP ¥400 stead gain seven AXP (one for each, and three
Latte Combo 2 Knowledge AXP ¥800 extra that can go wherever you’d like amongst the
3 Knowledge AXP ¥1500 four) - and again, if you succeed your meal is on
Special Jambalaya

the house!

Each venue generally has at least three “services”

or items on offer. Once a PC has spent money to Here are a few more example venues, which can

purchase a service, they must spend some time be used a baseline for improvisation.

enjoying it in order to gain the effect. They can HUNGER PIT

either train an aspect or hang out with a friend
while enjoying their service. Or, if they are so in- “I am loving this.” Purveyors of the world-famous

clined, they can do nothing but let the time pass. Paradise Burger. Now featuring Burg Sticks.

They then gain the bonus from the service they SERVICE NAME BONUS COST
purchased, as well as whatever experience is
granted to them by their chosen downtime move. Bacon Pellets 1 Guts AXP ¥200
Going to a venue while making another downtime Burg Sticks 2 Guts AXP ¥600
move is considered a split action. You may only 3 Guts AXP ¥1000
Paradise Burger

perform one other type of downtime move while CITADEL ARCADE

you are splitting your action (you may not, for ex-
ample, train an aspect, hang out with a friend, and A popular spot with tons of classic arcade games.

enjoy a service all at the same time). SERVICE NAME BONUS COST

With a bit of imagination, venues can also offer Prize Machines 1 Proficiency AXP ¥300
custom services. Let’s take a look at a potential Air Hockey 2 Proficiency AXP ¥900
custom service for our example venue. 3 Proficiency AXP ¥1300
Night of Ultimate

THE JUMBO GUMBO BOWL CHALLENGE Zombification
For whatever reason, this eating challenge WORK HARDER

will make you a better person. Pay ¥3000 for a A serious gym with sweaty people and awesome

Jumbo Gumbo Bowl; if you can eat the whole thing workout music.

in thirty minutes it’s free! SERVICE NAME BONUS COST

This challenge requires Athleticism to over- Neophyte Workout 1 Athletics AXP ¥400
come the onslaught of meat, Proficiency to set 2 Athletics AXP ¥1000
the proper pace, Guts for the courage to keep Zumba Class 3 Athletics AXP ¥1600
eating, and Knowledge to understand your limits.
Personal Training
Session

SOCIAL LINKS 110

Social Links (abbreviated as S. Links) are a SIGNS OF LOVE

literal representation of the power of friend- When you introduce S. Links to your

ship. Certain important people in your campaign characters, avoid making them faceless.

should be linked to Arcana; the ones that were not Give your players something to latch onto; a

chosen by your players. These people are known great name, a powerful personality, an

as Social Links or S. Links, and spending time with interesting image, a weird character trait, or any

them is vital. Nobody acts alone - everyone needs combination of these things. You should also con-

a support network. sider acting out scenes as the S. Link, particularly

when a PC is spending timewith them. You don’t
SXP need to do a scene every single time the charac-

A third and final measure of experience, SXP ters hang out. As a rule of thumb, however, try to

(Social Link Experience Points) measure how do them when an S. Link moves to a new rank.

close you are to a given S. Link. These short scenes can be used to tell the story

of an S. Link, to prompt a PC to roleplay an inter-

Each S. Link has five ranks. They always start at esting scene, or for anything else the GM might

rank 0 when someone is first met. Like aspects, desire.

when you gain enough SXP to improve a Link, the

Link automatically improves and the SXP is reset On a similar note, if you are creating S. Link

to zero (although if you go over the threshold, you bonuses from scratch rather than using the

can keep any SXP that is leftover). examples, you might not reveal the bonuses

SXP COSTS TO IMPROVE AN S. LINK immediately after a new rank is achieved. It’s fine
• Going from 0 to 1: 3 SXP. to wait and see what ranks the PCs get before
• Going from 1 to 2: 6 SXP. thinking of appropriate bonuses; you don’t have to
• Going from 2 to 3: 9 SXP. burn yourself out by writing all of them at once.
• Going from 3 to 4: 10 SXP. The PCs will understand if they have to wait a
• Going from 4 to 5: 10 SXP. session before they get their shiny new bonus.

BONUSES Finally, if you run out of major arcana to use for
S. Links, try branching out. Tarot also contains

The real reason to pursue S. Links is that they give minor arcana which could be used; each suit
bonuses. When PCs reach levels one, three, and (wands, cups, coins, swords) has cards numbered

five with an S. Link, they will gain unique bonuses. 1 - 10 as well as a page, a knight, a king, and a

These can be anything the GM wants. Sugges- queen. Similar to the major arcana, every card in

tions are provided in the following pages. the minor arcana has its own meaning and

interpretation. Older Persona games sometimes

used zodiac signs (Leo, Gemini, etc.) as Arcana.

There is no shortage of potential material; all that’s

required is a bit of imagination on the GM’s part.

AUTUMN


111 SOCIAL LINKS

EXAMPLE S. LINKS VII - CHARIOT

Following is a list of suggested S. Link Likely characters: An athlete, an excitable peer,

characters for each Arcana, including some an ambitious go-getter.

potential bonuses for each one. Likely bonuses: 3 extra HP; a suitable Physical

0 - FOOL skill; Vigil (Hierophant Move).
Likely characters: A teacher; a coach; a parent; VIII - JUSTICE

a younger sibling; an innocent person. Likely characters: An attorney; a police officer; a

Likely bonuses: Nobody Home (Fool Move); hall monitor; someone obsessed with revenge.

5 extra XP; 1 extra Move from Arcana Suit. Likely bonuses: 5 extra XP; Never Lose Sight

I - MAGICIAN (Justice Move); 3 extra HP.

Likely characters: An exciteable peer; a starving IX - HERMIT

artist; a brilliant renaissance person. Likely characters: An introverted peer; someone

Likely bonuses: 1 extra SP; another extra SP; with an unhealthy obsession.

Focus (Magician Move). Likely bonuses: 1 extra SP; a suitable Psy skill;

II - PRIESTESS Terror Claw (Hermit Move).

Likely characters: A mystery woman; a doctor or X - WHEEL OF FORTUNE

some sort of healer; a deep thinker. Likely characters: Someone who lives on the

Likely bonuses: 3 extra HP; Divine Waters edge; someone who deals with a lot of money.

(Cups Move). Likely bonuses: A suitable amount of cash;

III - EMPRESS 5 extra XP; a suitable accessory.

Likely characters: A female authority figure; XI - STRENGTH

a high-ranking government official; a supermodel. Likely characters: A deep, emotional peer; a

Likely bonuses: A suitable Ranged skill; charming businessperson; a matronly figure.

3 extra XP; a suitable ranged weapon. Likely bonuses: 5 extra XP; 1 extra SP; Lasso

IV - EMPEROR of Strength (Strength Move).

Likely characters: A male authority figure; a gym XII - HANGED MAN

rat; a boss; possibly a chauvinist. Likely characters: A peer facing an impossible

Likely bonuses: 3 extra HP; 1 point of armor; a dilemma. Someone who’s been through hell.

suitable melee weapon. Likely bonuses: 3 extra HP; 1 point of armor;

V - HIEROPHANT 1 extra point of armor.

Likely characters: A religious official; a rule- XIII - DEATH

maker; an officious parent or guardian. Likely characters: Someone reinventing

Likely bonuses: 3 extra XP; a suitable Bless themselves. A doctor, or a writer,
AUTUMN
skill; Vigil (Hierophant move). or a therapist.

VI - LOVERS Likely bonuses: A suitable
Curse skill; 5 extra XP,

Likely characters: A supportive peer; a cheer- 5 more extra XP.

leader; someone with lots of friends. 秋

Likely bonuses: 3 extra XP; a suitable Wind
skill; Hapirma (Cups move).

SOCIAL LINKS 112

XIV -TEMPERANCE OTHER BONUSES

Likely characters: A nature-lover; a chef; a As a GM, you might be wanting to go

thoughtful peer. more in-depth with your bonuses. It’s a

Likely bonuses: 1 extra SP; an improvement to fantastic idea. A great bonus should feel
a damage-type resistance; Emissary of Peace unique to the character in question and really

(Temperance Move). make your players glad they invested the time.

XV - DEVIL Say you have an S. Link who sells guns to the

Likely characters: A compulsive liar; someone PCs. You could give them the “Shooting Range”

who impulsively seeks pleasure; a gambler. bonus, giving the players an extra PXP each time

Likely bonuses: A suitable amount of cash; a they use the range to train their Proficiency. A

suitable melee weapon; 1 extra SP. martial artist could have a dojo which does the

XVI - TOWER same thing for Athleticism, and both of these ideas
can lead to some fun role-playing. You can go even

Likely characters: Someone befallen by tragedy; more in-depth; let’s say a PC is having fun with

an orphan; a survivor. the Move Pleasing Tea. You could introduce an

Likely bonuses: 1 point of armor; 3 extra HP; S. Link who teaches them and lets them use their

Told You So (Tower Move). brewery, increasing the effectiveness of the Move.

XVII - STAR You can and should do anything you want with
S. Link bonuses; the only caveat being that you

Likely characters: Someone who knows how to shouldn’t just give the PCs a straight-up bonus to

relax; a popular but soft spoken peer. one of their Persona Stats or Aspects. These kinds

Likely bonuses: 3 extra HP; 1 extra SP; of bonuses are too highly coveted, too sought after

Starburst (Star move). via other means, to be given away.

XVIII - MOON

Likely characters: A thoughtful and witty peer; a
night owl; an adorer of shellfish.
Likely bonuses: 1 extra SP; a suitable Ice Attack;
Makarakarn (Moon move).

XIX - SUN

Likely characters: A creative powerhouse; a
beacon of optimism; a mentor.
Likely bonuses: 1 extra SP, 2 extra SP, Solaris
(Sun move).

XX - JUDGEMENT

Likely characters: A wise and knowing
AUTUMN
figure; an overseer; a principal; a

president.

Likely bonuses: A suitable Fire

Attack; 3 extra HP; Wage War

(Judgement move).



113 XXI - WORLD

世 player Arcanas and S. Links. AS AN S. LINK
By now you may have noticed the

absence of the 22nd Arcana from both Perhaps The World could be a lead-

er, or someone who organizes the

rest of the group, but is unable to

The World represents finality, completion and lit- actually fight Shadows. Alternatively,

erally the entire world. It is too powerful and inter- 界The World could represent the overall
esting to be held by just one player. It would put
that player on a pedastal and make the others feel bond between the group as a whole.
slightly lesser. Most Persona games have a unique
S. Link which increases in level as
the team as a whole works togeth-
So, where does The World fit in? That’s entirely er more and more; The World would

up to the GM. You might draw inspiration for your be a good candidate for this.

World from this page, or come up with something AS AN ENEMY
totally unique. Whatever you do, try to demonstrate

the awe and grandeur of the final Major Arcana. The World can certainly make for a power-

ful and intimidating enemy. Maybe it’s another

Persona-wielder. Maybe it’s some sort of hive mind

which controls the Shadows. Just try not to get too

wacky with it.

AS THE WORLD

What if I told you The World was the world? If the
popularity of the group factors into their operations
(as it does in Persona 5) then maybe The World
literally represents their bond with the rest of the
population. In this case, the GM should raise and
lower the level of the S. Link as appropriate, even
sending it into the negatives. Then, the players
should use the level of the S. Link as a modifier
when they’re interacting with the general public.

AUTUMN 秋

JAPANESE CULTURE 114

高 The differences between Japa- The final section or trimester of the
nese culture and “western” culture school year goes from mid-January to
are vast. Several of them you are mid-March. At the end of the school year,
likely already familiar with. While it students get a spring vacation which lasts

isn’t extensive, this page lists some about a month. Then in mid-April, classes start

校 major differences (with a focus on over again.
school). GMs are encouraged to
research Japanese culture further Work weeks in Japan are six days instead of five,
using other resources. and this extends to the school system. The work
week begins on Monday morning and ends on
HOMEROOM Saturday evening. Sunday is the single day off.

Japanese students don’t move from class to A table of important holidays can be found below.
class the way you might be used to. Instead, the GMs are encouraged to research holidays they
teachers are the ones expected to travel between are unfamiliar with, as a full explanation of each
rooms. Students are only expected to leave their holiday is beyond the scope of this book.
homeroom for classes which require a seperate

room (such as P.E.). Students even usually eat HOLIDAY NAME DATE
lunch in their homeroom, often with a bento box.

They are, however, free to roam during lunch Shogatsu (New Year) January 1
provided they don’t leave school grounds. They
might find themselves on a bench outside the Coming of Age Day; 2nd Monday
school or even on the roof, removed from the Winter vacation ends of January
hustle and bustle. This homeroom setup can lead National Foundation Day February 11
to tightly-knit or cliquey groups. Even in small February 14
schools, some students will simply never meet Valentine’s Day March 14
one another due to luck of the draw. The home- White Day
room teacher for a class will sometimes move up 3rd Saturday
School year ends; of March
spring break begins

in years along with their class, meaning students Spring break ends; 2nd Monday
have the same teacher for the entire three years school year begins of April
they spend in high school (although they still have
other teachers to teach them other subjects). Showa Day (Golden Week) April 29

Constitution Day May 3

CHANGING SEASONS Greenery Day May 4
Children’s Day May 5
When playing in a Japanese school environ- Tanabata (Star Festival) July 7
ment, there are several cultural changes to

keep in mind in terms of the overall setup of the Summer break begins Last Saturday
of July
school year. For example, the year begins in Summer break ends
Last Monday
spring rather than fall. A typical school Respect for the Aged Day of August

year begins in April. It continues to Health and Sports Day 3rd Monday
AUTUMN Culture Day of September
the end of July, when the students Christmas;
October 10
get a single month off for summer winter vaction begins
November 3
break. Then it goes from
December 25
September to December.

秋 At the end of December,
students get a two-
week winter break.

115 ITEMS

When venturing into the depths of the for (due to buyback prices and market shifts).

Shadow World, you are not advised to rely

solely on the strength of your Persona. There By the same token, players shouldn’t even have

will be times when you must rely on items and access to powerful items until they reach an ap-

equipment. These tools can be very important to propriate level, as determined by the GM. This

the survival of the group. might not be realistic, but it will ultimately lead to a

more balanced and rewarding game.

Each item has a name and an effect, even if the

effect is only narrative. A cost is also listed in yen There are two types of items: consumables and

(Japan’s official currency, 100 yen ≈ 1 USD). A equipment. Consumables can only be used once,

location is listed telling the place this item is and then they are gone. Equipment can be used

normally retrieved from. Some items are restricted again and again. Generally speaking, HP, Status,

to certain seasons. This is a list of suggestions; SP, Battle, and Food items are consumable, while

ultimately the name, effect, cost, location, and everything else is equipment. GMs should think

actual existence of any item is up to the GM. carefully before deciding to include purchaseable

healing items. The players should mostly rely on

Sometimes items will become obsolete. It healing spells, unless their group has no healer.

shouldn’t be expected that low level healing items As an alternative, you might consider including

and weapons will sustain the team at higher Special Food items, which are far more costly and

levels. If you wish to sell items they will generally harder to discover (maybe a potential S. Link is a

be accepted at 1/5 the price they are normally sold five-star chef?).

HP ITEMS

NAME EFFECT COST SUGGESTED LOCATION

Devil Fruit Restores 4 HP to one ally. ¥100 The Shadow World
Adhesive Bandage Restores 4 HP to one ally. ¥120 Drug Store
Restores 10 HP to one ally. ¥850 Drug Store
Medicine Restores 20 HP to one ally. ¥1,600 Drug Store
Medical Powder Restores 40 HP to one ally. ¥3,400 Drug Store
Restores 30% of an ally’s HP. ¥300
Antibiotic Gel Completely heals one ally’s HP. ¥1,000 The Shadow World
Life Stone Restores 10 HP to all allies. ¥1,900 The Shadow World
Bead Restores 20 HP to all allies. ¥3,600
Restores 40 HP to all allies. ¥8,400 Drug Store
Value Medicine Completely heals all allies’ HP. ¥2,000 Drug Store
Medical Kit Drug Store
Macca Leaf The Shadow World
Bead Chain

項目リスト



ITEMS 116

NAME SP ITEMS COST SUGGESTED LOCATION
Soul Drop The Shadow World
Snuff Soul EFFECT ¥50 The Shadow World
Chewing Soul ¥400 The Shadow World
Chakra Pot Restores 1 SP to one ally. ¥800 The Shadow World
Great Chakra Restores 3 SP to one ally. ¥1,000 The Shadow World
Restores 5 SP to one ally. ¥2,000
NAME Completely heals one ally’s SP. SUGGESTED LOCATION
Bead of Life Completely heals all allies’ SP. The Shadow World

Soma REVIVAL ITEMS COST The Shadow World
¥1,750
Revival Bead EFFECT ¥3,750 The Shadow World
¥3,600
Balm of Life Completely heals one ally’s HP ¥8,400 The Shadow World
and SP. ¥16,000
Chakra Chain The Shadow World
Completely heals all allies’ HP
NAME and SP. SUGGESTED LOCATION
Dis-Poison Drug Store
Detox Solution Revives an ally and restores Drug Store
Sedative 50% of their HP Drug Store

Me Patra Gem Revives an ally and completely Drug Store
restores their HP.
Stimulant Drug Store
Revives all allies and complete-
Mouthwash ly restores their HP and SP. Drug Store
Dis-Charm Drug Store
Amrita Soda AILMENT ITEMS COST The Shadow World
¥350
Amrita Shower EFFECT ¥600 The Shadow World
¥450
Cures Sickened for one ally.
¥700
Cures Sickened for all allies.
Cures Afraid, Confused, and ¥450

Enraged for one ally. ¥450
Cures Afraid, Confused, and ¥450
¥1,000
Enraged for all allies.
Cures Shocked and Downed for ¥2,000

one ally.
Cures Silenced for one ally.
Cures Charmed for one ally.
Cures all Status Ailments for

one ally.
Cures all Status Ailments for all

allies.

117 ITEMS

NAME WEIRD HP ITEMS COST SUGGESTED LOCATION
Demon Meat ¥20 The Shadow World
Aphrodite’s Fruit EFFECT ¥20
Odd Morsel ¥20 The Shadow World
Rancid Gravy Restores 20 HP to one ally. ¥20
Old Mushrooms Causes Sickened. ¥20 The Shadow World
Muscle Drink ¥100
Restores 20 HP to one ally. The Shadow World
Causes Charmed.
The Shadow World
Restores 20 HP to one ally.
Causes Afraid. Drug Store

Restores 20 HP to one ally. SUGGESTED LOCATION
Causes Silenced. Bakery

Restores 20 HP to one ally. Bakery
Causes Confused. Bakery

Restores 20 HP to one ally. Bakery, Fall
Causes Enraged. Bakery, Fall

NAME FOOD ITEMS COST Café
Fried Bread ¥90 Café
EFFECT Café
Jam Bread ¥120
Sandwich Bread fried to get that perfect ¥200 Candy Shop
crispy texture. Candy Shop
Fruit Danish ¥200 Drug Store
Autumn Bread Just some toast with bread. ¥800 Drug Store
Lettuce and cheese in between
Coffee ¥130 Food Stall
Starvicks two fluffy slices of bread. ¥150 General Store
Earl Green A fall-time fruity danish. ¥130 General Store
Bread with carrots and chest- General Store
Wasabi Candy ¥1,000 General Store
Large Candy nuts baked into it. ¥1,000
A regular cup of joe. ¥2,000
Protein The world’s first spicy coffee! ¥4,500
Mega Protein A blend of Western and Eastern ¥120
¥400
Karaage teas. ¥400
Croquette Candy so good it hurts. ¥300
Vegan Croquette A golfball-sized jawbreaker. ¥900
Grilled Croquette Powder used for training.
Lunch Bento Box
Increases buffness by 200%.
Deep fried chicken. Delicious!
Breaded and fried fish rounds.
A variant made with potatoes.
A croquette with grilled steak.
A typical commercial bento box.

ITEMS 118

NAME FOOD ITEMS, COTD. COST SUGGESTED LOCATION
Experimental Gum ¥100 General Store
EFFECT ¥300 General Store
Venus Salad ¥2000 General Store
Squid Pack A gum stick that’s a bit... off.
¥2800 General Store
Mixed Nuts A salad fit for a deity. ¥400 Health Food Store
Quelorie Magic ¥1,000 Health Food Store
A pack filled with tasty
Diet Food barbecued squid. ¥1,200 Health Food Store,
Spring
Spring Fruit Pack A bag of tasty roasted nuts. Home

A healthy diet soda. Place of Worship

Low in both calories and Pub
nutrition. Pub
Pub
A pack of tasty, fruity treats. Pub
Pub, Spring
Homemade Bento A bento packed with love. ¥500 Ramen Shop
Sacramental Wine Used during ceremonies. ¥2,000 Ramen Shop, Summer
Ramen Shop, Winter
Appetizer Sampler A plate of house appetizers. ¥500 Steak Shop
French Fries A salty, potato-ey treat. ¥200 Steak Shop
Burger ¥480 Steak Shop
Veggie Burger Just a simple hamburger. ¥500
Earth Burger A burger for vegetarians. ¥780 Traditional Restaurant
Heavy Soup Special mushroom burger. ¥1,000 Traditional Restaurant
Soothing Soba Soup made with a fatty stock. ¥800 Traditional Restaurant
Special Oden Cold Chinese noodles. ¥800 Traditional Restaurant,
Shish-kabob A dish that will warm your soul. ¥160
Steak Skewer ¥1,000 Spring
Secret Skewer A basic shish-kabob. ¥2,500 Vending Machine
A kabob with steak. Vending Machine
Katsu Bun A delicious kabob from the se- ¥2,000 Vending Machine
Manjū ¥200 Vending Machine
Dango cret menu. ¥200 Vending Machine
A simple steamed bun. ¥800 Vending Machine
Hanami Dango An anko-filled confection.
3-5 sweet skewered dumplings. ¥130
Smash Orange A dango usually made for ¥130
Manta ¥130
Nastea Sakura-viewing. ¥130
1UP A refreshing citrus beverage. ¥130
¥130
Durian-au-lait Makes you want to dance.
Joylent Unexpectedly great taste.
Coveted by old-school gamers.
Made from the king of fruits.

Unsettlingly delicious.

119 ITEMS

NAME FOOD ITEMS, COTD. COST SUGGESTED LOCATION
Mad Bull ¥130 Vending Machine
Dr. Salt Classic EFFECT ¥130 Vending Machine
Dr. Salt NEO Practically caffeine in a can. ¥130 Vending Machine
TaP Soda The classic peppery drink. ¥130 Vending Machine
Chunky Potage ¥130 Vending Machine
Ultimate Amazake Now with more pepper! ¥130 Vending Machine
Old-fashioned fizzy beverage.
You’ll never drink all the kernels. SUGGESTED LOCATION
Bakery
Made from fermented rice.
Bakery
SPECIAL FOOD ITEMS
Bakery
NAME EFFECT COST
Cream Puff Café
A pastry with a creamy filling. ¥2,000
Donut Restores 10 HP to one ally. Café
Taiyaki
Specialty Coffee A ring-shaped pastry. Restores ¥1,000 Candy Shop
Master Coffee 4 HP to one ally.
Heart-Shaped Fishing, caught at night
Box of Chocolates A fish-shaped cake. Restores ¥3,000 in saltwater
Skipjack Tuna 15 HP to one ally.
Huge Fish Fishing, can be caught
Trout A special secret blend. Restores ¥1,400 anywhere
Masu Salmon 1 SP to one ally.
Fishing, caught in
Ayu A blend passed through genera- ¥3,100 freshwater
Ranchu Goldfish tions. Restores 3 SP to one ally.
Fishing, caught in
Boss Fish The perfect gift for White Day. ¥6,000 freshwater
Restores 1 SP to all allies.
Beni-Azuma Fishing, caught in
A reclusive fish. Completely ¥8,000 saltwater
heals all allies’ HP.
Fishing, caught in
A huge and tough fish. Com- ¥2,000 freshwater
pletely heals all allies’ HP.
Fishing, only one per
An active fish. Restores 20 HP ¥500 campaign
to one ally.
Food Stall
A slimy fish. Restores 10 HP to ¥400
one ally.

A bright fish. Restores 5 HP to ¥300
one ally.

A cute fish. Restores 2 HP to ¥100
one ally.

A bitter rival. Completely heals Priceless
all allies’ HP and SP. Can be

used three times.

A roasted sweet potato. Re- ¥900
stores 4 HP to one ally.

ITEMS 120
SPECIAL FOOD ITEMS, COTD.

NAME EFFECT COST SUGGESTED LOCATION
Hot Dog ¥1300 Food Stall
A hot sausage in a bun. Re-
Specialty Curry stores 6 HP to one ally. ¥5,000 Foreign Restaurant

Masterwork Curry Amazing secret curry. Restores ¥10,000 Foreign Restaurant
1 SP to all allies.
Water of Rebirth ¥2,000 Vending Machine
The best curry you’ll ever taste.
Restores 3 SP to all allies.

Water with placenta in it. Re-
stores 1 SP to one ally.

LIFESTYLE ITEMS

NAME EFFECT COST SUGGESTED LOCATION
Rural Apartment Town, Suburb
A modest apartment in a suburb ~ ¥50,000 /
City Apartment or small town. month City

Normal House A studio apartment in a highly- ~ ¥120,000 / Town, Suburb
Big House trafficked inner city month Town, Suburb
Town, Suburb
Lovely Mansion A standard, cozy home. ~ ¥100,000,000 Car Dealership
Goyogo Zoomplus Car Dealership
Scrapcuest SUV A well-built and sizeable house. ~ ¥400,000,000 Car Dealership
Department Store
Ubergoer A lavish estate building. ~ ¥3,000,000,000 Department Store
CRT Television Department Store
Junesovision A cheap but reliable car. ¥15,000,000 Department Store
Megasonic Monitor Department Store
Working Laptop A tough car for the entire team. ¥20,000,000 Department Store
Gaming Computer Department Store
Zoni Gamerealm 4 A flashy foreign sports car. ¥100,000,000 Department Store
Furtado Shifter Department Store
Normal Garment A heavy and outdated monitor. ¥4,000 Movie Theater
Fashion Garment Movie Theater
Matinee Ticket A discount flatscreen TV. ¥25,000

Movie Ticket A huge, gorgeous TV. ¥60,000

A computer for businessmen. ¥30,000

A computer for elite gamers. ¥120,000

A powerful gaming console. ¥40,000

Can be played on the go! ¥20,000

An ordinary piece of clothing. ~ ¥2,000
Keeps you trendy. ~ ¥5,000

A pass for an afternoon movie. ¥600

A pass for an evening movie. ¥1,100

If you’re in America, a quick way to convert Tanaka
yen to USD is to divide it by 100. It might not
be totally accurate, but it’s good enough!

121 ITEMS

NAME SUPPORT ITEMS COST SUGGESTED LOCATION
Magic Ointment ¥3,200 The Shadow World
EFFECT
Magic Mirror ¥6,400 The Shadow World
Forms a magical barrier that The Shadow World
Physical Ointment blocks one magical attack for ¥3,200
each active Persona-wielder. The Shadow World
Attack Mirror ¥6,400 Vending Machine
As with Magical Ointment, but Vending Machine
Excalibur repels the attack instead. ¥3,200 Vending Machine
Aegis ¥3,200 Place of Worship
Forms a magical barrier that ¥3,200 Department Store
Hermes’ Shoes blocks one Phys/Rnge attack for ¥1,600
Purifying Salt ¥3,500 SUGGESTED LOCATION
each active persona user. Place of Worship
Goho-M
As with Physical Ointment, but Gun Shop
repels the attack instead. Gun Shop
Gun Shop
Same effect as Matarukaja.
SUGGESTED LOCATION
Same effect as Marakukaja. The Shadow World
The Shadow World
Same effect as Masukukaja. The Shadow World
The Shadow World
Cures all debuffs for all allies. The Shadow World

Teleports the party home from a
dungeon. Mysterious in nature.

NAME DEBUFFING ITEMS COST
Purifying Water ¥1,600
Knockout Gas EFFECT ¥500

Nerve Gas Removes all enemy buffs. ¥500

Poison Gas Causes one enemy to fall ¥500
Asleep.

Causes one enemy to become
Shocked.

Causes one enemy to become
Sickened.

NAME OFFENSIVE ITEMS COST
Agi Stone ¥200
Maragi Stone EFFECT ¥340
Bufu Stone ¥200
Mabufu Stone Causes 1D6 Fire damage to ¥340
Zio Stone one enemy. ¥200

Causes 1D6 Fire damage to
all enemies

Causes 1D6 Ice damage to
one enemy.

Causes 1D6 Ice damage to
all enemies.

Causes 1D6 Lightning damage
to one enemy.

ITEMS 122

OFFENSIVE ITEMS, COTD. LOCATION
The Shadow World
NAME EFFECT COST The Shadow World
Mazio Stone The Shadow World
Garu Stone Causes 1D6 Lightning damage ¥340 The Shadow World
Magaru Stone to all enemies. The Shadow World
The Shadow World
Psi Stone Causes 1D6 Wind damage to ¥200 The Shadow World
Mapsi Stone one enemy. The Shadow World
Frei Stone The Shadow World
Mafrei Stone Causes 1D6 Wind damage to ¥340 The Shadow World
Kouha Stone all enemies. The Shadow World
Makouha Stone The Shadow World
Eiha Stone Causes 1D6 Psychic damage to ¥200 The Shadow World
Maeiha Stone one enemy. Place of Worship
Needle Stone
Megido Stone Causes 1D6 Psychic damage to ¥340 The Shadow World
Sacramental Bread all enemies.

Straw Doll Causes 1D6 Nuclear damage to ¥200
one enemy. ¥340

Causes 1D6 Nuclear damage to
all enemies.

Causes 1D6 Bless damage to ¥200
one enemy.

Causes 1D6 Bless damage to ¥340
all enemies.

Causes 1D6 Curse damage to ¥200
one enemy.

Causes 1D6 Curse damage to ¥340
all enemies.

Causes 1D6 Ranged damage to ¥200
one enemy.

Causes 2D6 Almighty damage ¥3,300
to all enemies.

Has the same effect as the ¥2,000
move Hama. Gives a bonus of

+2 to the MAG roll.

Has the same effect as the ¥2,000
move Mudo. Gives a

bonus of +2 to the MAG roll.

123 EQUIPMENT

Explore the Shadow World in style! Equipment PTTRPG uses a freeform weapon creation
refers to items that can be equipped. A character system, allowing GMs to craft unique weapons for
can only have one item of each type equipped at a their world. The GM could also put the creation
time: one weapon, one accessory, and one armor system in the hands of the players!
piece. Furthermore, equipment can’t be changed
during combat. ARMOR AND ACCESSORIES
Armor is explained in detail on page 9 of this book.
WEAPONS Simply put, it’s a statistic that blocks incoming
Persona-wielders can use weapons to bring the damage. Accessories are special items that can
fight into the real world, or simply to increase have essentially any effect. Example accessories
their damage output. When a character makes can be found on the following page. In addition to
a basic strike or basic shot move, their dam- the examples, GMs are encouraged to come up
age is denoted by the weapon they are holding. with their own custom armor and accessories.

ARMOR

NAME EFFECT COST SUGGESTED LOCATION

Chain Vest Gives wearer 1 point of armor. ¥3,000 Metalworks

Kevlar Vest Gives wearer 2 points of armor. ¥6,800 Metalworks

Survival Guard Gives wearer 3 points of armor. ¥8,200 The Shadow World

Metal Jacket Gives wearer 4 points of armor. ¥12,800 The Shadow World

Hard Armor Gives wearer 5 points of armor. ¥28,000 The Shadow World
Gives a penalty of -2 to all
Physical damage rolls.

Haikara Shirt Gives wearer a free XP at the Priceless The Shadow World
end of each session (as long as

it was worn the entire time).

Amamusha Armor Gives wearer 3 points of armor. Priceless The Shadow World
Makes wearer immune to
becoming Shocked.

Desperate Plate Gives wearer 3 points of armor. Priceless The Shadow World
Makes wearer immune to
becoming Enraged.

Mikagura Vest Gives wearer 3 points of armor. Priceless The Shadow World
Makes wearer immune to
becoming Silenced.

Oracle Gown Gives wearer 10 additional ¥28,000 The Shadow World
points of HP.

Charm Robe Gives wearer 1 additional point ¥28,000 The Shadow World
of SP.

Uzume Robe Gives wearer 20 additional Priceless The Shadow World
points of HP.

Armada Bustier Gives wearer 3 additional points Priceless The Shadow World
of SP.

EQUIPMENT 124

NAME ACCESSORIES COST SUGGESTED LOCATION
Lobster Hairclip ¥6,000 Jewelry Store
EFFECT
Bull Hairclip ¥6,000 Jewelry Store
Gives wearer a bonus of +2
Owl Hairclip when improving relations with ¥6,000 Jewelry Store

Flame Vow the Moon Arcana. ¥10,000 Jewelry Store
Blizzard Vow ¥10,000 Jewelry Store
Storm Vow Gives wearer a bonus of +2 ¥10,000 Jewelry Store
when improving relations with ¥10,000 Jewelry Store
Volt Vow ¥10,000 Jewelry Store
Mind Vow the Sun Arcana. ¥10,000 Jewelry Store
Pulse Vow ¥15,000 Secondhand Shop
Gas Mask Gives wearer a bonus of +2 ¥16,000 Secondhand Shop
Hawaiian Shirt when improving relations with ¥18,000 Secondhand Shop
Tranquil Buddha ¥20,000 Secondhand Shop
Tin-foil Hat the Star Arcana. Priceless The Shadow World
Revenge Ring Priceless The Shadow World
Fanny Pack of Gives wearer a bonus of +2 to Priceless The Shadow World
Holding Fire damage. Priceless The Shadow World
Hunger Stone
Divine Pillar Gives wearer a bonus of +2 to
Ice damage.

Gives wearer a bonus of +2 to
Wind damage.

Gives wearer a bonus of +2 to
Electric damage.

Gives wearer a bonus of +2 to
Psychic damage.

Gives wearer a bonus of +2 to
Nuclear damage.

Wearer is immune to becoming
Sickened.

Wearer is immune to becoming
Afraid.

Wearer is immune to becoming
Confused.

Wearer is immune to becoming
Charmed.

Makes enemies more
aggressive toward the wearer.

A stylish bag with infinite
storage capacity.

Automatically fills your party’s
bellies every day.

Wearer takes half damage from
all attacks, and always incurs
counterattacks (even if they roll
a complete success).

125 WEAPON CREATION

Persona uses a custom weapon creation system. to the Weapon Creation system once they’ve

There are five steps to creating a weapon. Some become relatively powerful.

steps are mandatory, and others are optional. On
mandatory steps, you must select an option. On STEP ONE: WEAPON ASPECT

any given step, you can only select one option. This step is mandatory. When making a weap-

Next to each choice is listed a brief description (if on attack, you make a 2D6 check the way you

one is needed), a point cost and a cost in yen. would for any other attack. The modifier used is

Point costs, when added together, can be used determined by the type of weapon you’re wielding.

as a gauge of a weapon’s strength. GMs should Melee and Ranged weapons default to the Heavy

only allow players to buy items suitable for their and Finesse Aspects, respectively. Knowledge,
current level, and should only give them access Charm, and Guts use Weird Weapons.

TYPE WEAPON ASPECTS POINT COST YEN COST

Martial EFFECT 0 0
Finesse 0 ¥500
Magical Roll with Athleticism 2 ¥1,500
Talking Roll with Proficiency 2 ¥1,500
Legendary Roll with Knowledge 2 ¥1,500

Roll with Charm
Roll with Guts

STEP TWO: WEAPON DAMAGE whatever modifier was used when making the to-

This step is mandatory. Different weapons do hit roll (i.e. a magical weapon uses the Knowledge
different amounts of damage, obviously. A greats- modifier both when rolling to-hit and when rolling

word is more lethal than a pocket knife. When for damage). However, you can also choose any

you roll for damage with a weapon, you can add other damage modifier.

TYPE WEAPON DAMAGE POINT COST YEN COST

Diminutive DAMAGE 0 ¥1,000
Light 2 ¥2,000
1D4 3 ¥8,000
Standard 1D6 4 ¥25,000
Heavy 2D4 or 1D8 6 ¥100,000
Massive 2D6 or 1D12
2D8

STEP THREE: DAMAGE TYPE 武器秋
This step is mandatory. Different weapons hurt
in different ways. Different types of damage can

overcome enemy weaknesses like normal, deal-

ing extra damage and knocking the opponent over.

WEAPON CREATION 126

TYPE DAMAGE TYPE POINT COST YEN COST
Physical 0 - ¥500
EFFECT
Ranged 0 ¥500
Can be chosen to make a ranged
Fire weapon deal Physical damage. 1 ¥4,000
Ice Can be chosen to make a melee 1 ¥4,000
Wind weapon deal Ranged damage. 1 ¥4,000
Electric The weapon deals Fire damage. 1 ¥4,000
Psychic The weapon deals Ice damage. 2 ¥7,000
Nuclear The weapon deals Wind damage. 2 ¥7,000
Bless The weapon deals Electric damage. 2 ¥7,000
Curse The weapon deals Psychic damage. 2 ¥7,000
The weapon deals Nuclear damage.
The weapon deals Bless damage.
The weapon deals Curse damage.

STEP FOUR: OTHER EFFECTS damage after a successful attack. Otherwise, the
effect is enacted alongside the damage roll for an
Some weapons will have unusual effects. If a attack. Other effects can extend into any territory
weapon applies an Ailment, the wielder must the GM wishes, even strange enchantments.
choose to apply the Ailment instead of dealing

NAME OTHER EFFECTS POINT COST YEN COST
Burning 2 ¥8,000
Freezing EFFECT 2 ¥8,000
Shocking 2 ¥8,000
Poisoned Applies the Burned Ailment. 2 ¥8,000
Taunting Applies the Frozen Ailment. 2 ¥10,000
Applies the Shocked Ailment. 2 ¥10,000
Quiet Applies the Sickened Ailment. 2 ¥10,000
Scary Applies the Enraged Ailment. 3 ¥15,000
Anesthetizing Applies the Silenced Ailment. 4 ¥20,000
Teasing Applies the Frightened Ailment. 4 ¥20,000
Confusing Applies the Asleep Ailment. 4 ¥30,000
Critical Edge Applies the Charmed Ailment.
Applies the Confused Ailment. 4 ¥30,000
Accurate Edge Rolling a 9 or higher to-hit with this
weapon causes a complete success
(instead of a 10 or higher).
Rolling a 6 - 9 to-hit with this weap-
on counts as a mixed success

(instead of a 7 - 9).

127 EXAMPLE WEAPONS

STEP FIVE: DAMAGE BONUS al. If nothing is chosen, a given weapon always
defaults to having no damage bonus or penalty.
Some weapons gain a small bonus (or penalty) Damage bonuses and penalties aren’t limited to
to their damage rolls. This is the final step, and this table and can go much higher or lower.
should be self explanatory. This step is option-

NAME DAMAGE BONUS POINT COST YEN COST

Broken EFFECT -1 - ¥1,500
Clumsy -1 - ¥1,000
Makeshift -3 penalty to damage rolls. -1 - ¥500
Default -2 penalty to damage rolls. 0
Well-Made -1 penalty to damage rolls. 1 0
Artisan No damage bonus or penalty. 2 ¥5,000
Beautiful +1 bonus to damage rolls. 3 ¥10,000
+2 bonus to damage rolls. ¥15,000
+3 bonus to damage rolls.

EXAMPLE SWORDS

NAME DAMAGE YEN COST POINT COST SPECIAL

Shortsword 1D4 ¥1,000 0 -
Kishido Blade 1D4 ¥31,000 4 Critical Edge
1D6
Longsword 1D6 ¥2,000 2 -
Rapier 1D6 Finesse
2D4 ¥2,500 2 Scary
Night Falcon 2D4 ¥12,000 4
Bastard Sword 1D8 -
1D8 ¥8,000 3 Magical
Silver Saber 1D8
Tizona 1D8 - 1 ¥9,500 5 -
2D6 ¥8,000 3 Taunting
Dark Slayer 2D6
Gardenia Sword 1D12 + 2 ¥18,000 5 Quiet
1D12 ¥18,000 5 Accurate Edge, Makeshift
Chainsaw 1D12
Skrep 1D12 ¥37,500 6 -
2D8 Curse damage
Sin Blade 2D8 ¥25,000 4
Ascalon 2D8 ¥32,000 6 Artisan
Mo Ye Anesthetizing
Damascus Rapier ¥35,000 6
Galahad’s Sword ¥40,000 7 Finesse
Gimlet Bless damage
Myohou Muramasa ¥25,500 4
Blade of Totsuka -
¥32,000 6 Curse damge
Critical Edge
¥100,000 6
Priceless 8

Priceless 10

EXAMPLE WEAPONS 128

EXAMPLE DAGGERS

NAME DAMAGE YEN COST POINT COST SPECIAL
Kunai 1D4 -
Poison Kunai 1D4 ¥1,000 0
Santou 1D6 ¥9,000 2 Poisoned
Throwing Kunai 1D6 -
Yashioori Dagger 1D6 ¥2,000 2
Fearful Kunai 2D4 ¥3,000 2 Finesse, Ranged damage
Levin Shiv 2D4 Confusing
Military Knife 1D8 ¥22,000 6 -
Castilla Knife 1D8+2 ¥8,000 3
Sleep Harpe 1D8 Electric damage, Shocking
Malakh 2D6 ¥20,000 6 -

NAME DAMAGE ¥8,000 3 Artisan
Imitation Naginata 1D6 ¥18,000 5 Anesthetizing
Hawthorne Spear 1D6
1D6 ¥23,000 6 -
Sexy Lance 2D4 ¥25,000 4
Cross Spear 2D4 SPECIAL
2D6 EXAMPLE SPEARS Finesse
Gae Bolg 2D6 Finesse, Anesthetizing
Ranseur 2D6 + 3 YEN COST POINT COST Finesse, Teasing
Poison Glaive 2D8 Finesse
Gungnir 2D8 + 2 ¥2,500 2 Finesse, Wind damage
Yanyue Dao Finesse
Tonbo-kiri ¥17,500 5 Finesse, Poisoned
Finesse, Beautiful
NAME ¥22,500 6 Finesse
Axe Finesse, Artisan
Heavy Axe ¥8,500 3
Ogre Hammer
Guillotine Axe ¥12,500 4
Ice Axe
Celtis ¥25,500 4
Fleurs du Mal
¥33,500 6

¥40,500 7

¥100,500 6

¥110,500 8

EXAMPLE AXES

DAMAGE YEN COST POINT COST SPECIAL

2D4 ¥8,000 3 -
2D6 ¥25,000 4 -
2D6 ¥55,000 8 Critical Edge
1D12 ¥25,000 4 -
1D12 ¥37,000 7 Ice damage, Freezing
2D8 ¥100,000 6 -
2D8 ¥109,500 10 Magical, Shocking

129 EXAMPLE WEAPONS

NAME EXAMPLE BLUDGEONS
Mace
Heavy Mace DAMAGE YEN COST POINT COST SPECIAL
Iron Pipe -
Sleep Stick 1D4 + 1 ¥6,000 1
Demon Pipe 1D6 Confusing
Stun Baton ¥22,000 6 -
Dragon God Pole 2D6 + 1 ¥25,000 5
Mjolnir 2D6 Magical, Anesthetizing
1D12 ¥41,500 9 -
NAME ¥25,000 4
Practice Bow 1D12 + 1 Shocking
2D8 ¥34,000 7 -
Short Bow ¥100,000 6
Siren’s Song 2D8 + 2 Artisan, Shocking
Composite Bow Priceless 10
SPECIAL
Pleiades EXAMPLE BOWS -
Hero’s Bow -
Lightning Bow DAMAGE YEN COST POINT COST
Yoichi’s Bow Confusing
Yukari’s Resolve 1D4 ¥1,000 0 -
1D6
NAME 1D6 ¥2,000 2 Magical
Replica Revolver 1D8 -
1D8 + 2 ¥22,000 6
Peacemaker 1D12 Lightning damage, Shocking
PM Sheriff 1D12 ¥8,000 3 -
Flame Pistol 2D8
Crimson Gun 2D8 + 3 ¥19,500 7 Wind damage, Beautiful
Light Gun
¥25,000 4 SPECIAL
Artillery -
Golden Gun ¥37,000 7 -
Gravity Gun
¥100,000 6 Artisan
Fire damage, Burning
Priceless 10
-
EXAMPLE HANDGUNS Shocking, Well-made

DAMAGE YEN COST POINT COST -
-
1D4 ¥1,000 0 Confusing
1D6
1D6 + 2 ¥2,000 2
1D6 ¥12,000 4
1D8
1D8 + 1 ¥14,000 5
1D12 ¥8,000 3
2D8
2D8 + 3 ¥21,000 6
¥25,000 4

¥100,000 6
Priceless 13

EXAMPLE WEAPONS 130

EXAMPLE TWO-HANDED GUNS

NAME DAMAGE YEN COST POINT COST SPECIAL
Replica SMG
1D6 ¥2,000 2 -
Wild Rifle 1D6 ¥32,000 6 Critical Edge
Mad Maximum
2D4 ¥8,000 3 -
AR-M4 1D8 ¥8,000 3 -
Love Gun Teasing, Well-made
Pumpkin Bomb 1D8 + 1 ¥33,000 8 Burning
Tommy Gun 2D6 ¥25,000 6 -
MP Victoria Artisan
Sharpshooter 1D12 ¥25,000 4 -
Yagrush Electric damage, Shocking
Wild Hunt 1D12 + 2 ¥35,000 6 Scary, Beautiful

NAME 2D8 ¥100,000 6
Trout
Snake 2D8 Priceless 9
Brass Knuckles 2D8 + 3 Priceless 11
Sonic Fist
Nuke Staff EXAMPLE MISC. WEAPONS
Nunchuks
Combat Scissors DAMAGE YEN COST POINT COST SPECIAL
Grenade Launcher
1D4 - 1 ¥500 0 Makeshift
Poisoned, Makeshift
1D4 - 1 ¥7,500 1
-
1D6 ¥2,000 2 Shocking, Well-made
Magical, Nuclear damage
1D6 + 1 ¥15,000 5
-
1D6 ¥10,500 6 Critical Edge
Finesse, Ranged damage
2D4 ¥8,000 3

2D4 ¥38,000 7

2D8 ¥100,000 6

Iwai If it bugs you, call them airsoft guns. Airsoft

is just as good in the Shadow World. What
matters is what the object represents.

131 THE SHADOW WORLD

If you’ve played a Persona game, then THE END
you should have a pretty good idea for
the overall structure of your campaign. The unthinkable has happened. There no longer
is a “real world” or a “Shadow World”, there is only
The following section discusses possibilites one. Shadows walk the streets. Entire cities have
and guidelines. At the start of their campaign, become strangely affected by wild magic. Random
the GM must ask themselves some very important humans wake up to find that they wield Personas.
questions: How did this happen? How is society coping, if at
all? How will you strike a balance between those
What form will my Shadow World take? Will there who use their Personas in a morally acceptable
be just one world, or multiple worlds that somehow way and those who don’t?
link together? Will I take inspiration from one of the
games? Will I make something weird and unique? THE WIRED

A few suggestions are provided below. The Other World is a real place where business
is conducted, and where some choose choose
BABEL to live out their lives in Virtual Reality. The game
A massive tower is a classic setup. Where did it takes place in a distant cyberpunk future, where
come from? What lies at the top? Why do Shadows the Shadow World is the internet. Why do the PCs
keep pouring out from the bottom? How does the have their powers? Are there other people with the
Tower change as it gets taller? Is there a unique same powers? Who controls the Shadow World,
mechanism the PCs have to use to ascend it (ele- and society at large? How does it all work from a
vator, pulley, portal)? practical perspective?

CANVAS CRUSADERS HODGEPODGE
At the edge of human consciousness is imagina-
tion. In the realms of imagination, demons from an- The Shadow World is odd. Sometimes, it seems
cient times crawl back into the light. These realms like it just changes at random, as if some bored
are most concrete where someone has made a individual is pulling the strings. The Player
concrete representation of them - a work of art. Characters have some way to access mutliple
Painting, video, book, it doesn’t matter. The works Shadow Worlds, each of which has its own unique
can contain manifestations of emotion or anxiety set of rules. A dark carnival where the players must
which threaten the very sanity of their artists. How earn tickets to stop the coming of Shadows; a
do the players enter the painted world? Is it purely puzzle-filled prison of howling madmen, or
spiritual, or can other humans take advantage of anything else you can come up with. The sky’s
it? the limit. Persona is a weird series; GMs are
encouraged to get weird with it.

AUTUMN秋

THE SHADOW WORLD 132

METHODS OF ACCESS RITUALS
How the players reach the Shadow World can
be just as unique and interesting as the Shad- It could be that the PCs need to
ow World itself. Keep in mind that whatever you conduct a ritual to enter the Shadow
decide will likely also be the method of introduc- World. What does the ritual entail? Does it
tion for the different PCs, unless the group decides require material components? Can you end
their characters knew each other beforehand. up in a different part of the Shadow World by
performing the ritual in a different real location?
Sometimes the method of access will seem obvi- How noticeable is the ritual? How long does it
ous, or come to you naturally based on the form take? The players should feel like they need a safe
of the Shadow World. It might be a good idea to place to perform it.
go with your gut and try not to overthink.
TIMES
DREAMS
Perhaps the players cross into the Shadow World Time could be an interesting factor when it comes
while they sleep. This can be problematic, as it to accessing the Shadow World. In Persona 3,
takes control away from the players (unless they the “PCs” all experience a 25th hour in the day,
can actively decide to go to the Shadow World as referred to as The Dark Hour. This literally forces
some form of lucid dreaming). However, a shared them into the Shadow World each night (although
dream can be a very effective way to start a cam- doesn’t force them to actually do anything as they
paign by forcefully introducing the players to the can sleep right through it). This concept could be
Shadow World. used even more effectively in a tabletop RPG,
where a time constraint of an in-game hour would
PORTALS greatly increase the level of dramatic tension. Sud-
Portals are a simple, helpful mechanic to have for denly, operations in the realm of shadows become
a number of reasons. They can force the players much more rushed, and much more considered.
to a specific location in the real world. They can
open and close at dramatic intervals. They can THE TICKING CLOCK
even give the players cause to search through the
real world, which can be a tense and satisfying af- This is a common element across all Persona
fair. As the GM, you should decide how the portals games. Do something – accomplish some task in
work. How many are there? Just one? In this case, the Shadow World – before this date, or something
it should be in an interesting (possibly highly traf- bad will happen. Shadows will walk the streets.
ficked) location. Are there a lot? In this case, is the An innocent person will die. A member of your
location of the portal related to its destination in team will get in trouble with the law. Whatever the
the Shadow World? consequences are, the Ticking Clock will keep the
stakes high. Consider keeping consistent track of
the in-game date, or at least how many days the
players have until their deadline.

AUTUMN


133 OTHER CONSIDERATIONS

WHERE TO SET YOUR GAME In my opinion, Persona is at its most fun when
the players are interacting with some weird gim-
You don’t need to set your game in a mick. The Shadow World is highly based around
Japanese high school. What you need to do the perception of people in the real world, and
can often come across as dreamlike. It should be
is set in somewhere that’s interesting to you. a stark contrast to the more sedated slice-of-life
A Japanese high school could be just as interest- downtime segments. Let the players describe the
ing as an American college or a Mediterranean oil badass things they’re doing during combat. En-
rig or a colony of space cadets. What’s important courage them to interact with their Personas in
is that you, as the GM, are excited about the set- creative ways. Put challenges in front of them that
ting. Don’t feel obligated to use a setting you don’t combine the wild nature of a dream with the fun
think you or your group will be comfortable with. improv that comes from traversing a dungeon in
D&D. Instead of having a player climb a wall, have
WHAT TO PUT IN YOUR GAME them climb a wall where the footholds suddenly
pop in and out. Force the players to jump across
Similarly, you should use story elements in your giant fixtures, in and out of paintings, across times
game that you think are interesting. The great thing and worlds. Toss them into ancient Persia for no
about Persona from the perspective of tabletop reason. Shrink them down to the size of ants and
gaming is that each game is different in terms of pit them against insects. Involve them in the affairs
plot, but familiar in terms of structure. If you can’t of Zeus. Make them prisoners on a demon pirate
think of anything, there’s absolutely nothing wrong airship. Just get weird with it. The Persona writers
with taking inspiration from the games. There’s a certainly aren’t afraid to.
reason Persona 4 featured a whodunnit mystery
plot - that type of story is exciting. It’s fine to base Oh, and I would strongly suggest you add music.
your campaign around an evil Persona-wielder The Persona music is amazing. For Discord users,
who for some reason has decided to start killing Rythmbot comes highly recommended.
people. This classic setup should easily get the
players to act; especially once they realize they’re
the only ones who can stop the killer.

Alternatively, perhaps a teacher or graduated stu- PEOPLEAUTUMN
dent leads the players to the Shadow World. Re- Finally, always remember that the core theme of
ports of strange monsters lurking the streets have Persona is people. Friendship, love, and support
caused this person to take action. They want to all make the world go around, and especially so
help, but can’t - for some reason they’ve lost the here. It might seem corny or cheesy, but it really
power of Persona. It’s possible that age is the isn’t. It takes a certain level of maturity to
cause of this. After all, children do tend to have acknoeledge the fact that we need
active imaginations... other people in our lives. Showing
affection to your friends is heal-
Once you’ve decided how you’re going to thy. This is the message
get your players to take that first leap into the Persona wants to share.
Shadow World, things should start to evolve natu- It’s a good one; don’t
rally. Your next step should be deciding what form forget about it.
theShadow World will take, and what the players
are going to find on their first adventure. Try to 秋
come up with ideas that entertain you. The best
idea is one that makes you think “man, I wish I
could play this myself.”



135 SHADOWS & OPTIONAL RULES

Welcome to the Cathedral of Shadows, as Dia. When a Shadow would normally coun-

where demons gather. terattack, the GM can elect to have them use an

SP Move instead. Each Shadow SP Move has

The Shadow World holds great evil which an associated cooldown number listed in the Skill

threatens the livelihood of all those who venture Compendium at the end of the chapter. Each time

in. These threats come in the form of the darkest the Shadow makes an attack or counterattack,

lingering desires of humankind, the emotions and the GM should roll a D6. If the result of the D6 roll

thoughts of strangers on the street and the foul is greater than or equal to the cooldown number,

demons of long forgotten lore. The Shadow World the SP Move can be used again immediately.

is, of course, overrun with these demons. OPTIONAL RULE: SHADOW CAPTURE

In the Daemonica, Shadows are arranged from A timeless element of Shin Megami Tensei.

weakest to strongest. They’re ranked by star Shadow capture makes discovering monsters

values from one to ten and numbers from 1 - more exciting. It also ups the ante in terms of

36. Lower numbers represent weaker Shadows, strategy and interactivity.

those with easy to overcome weaknesses (such
as Physical) and those that give helpful items In the Persona video games, one person has

upon defeat. Those listed at higher numbers are the ability to capture and shift Personas, while

generally stronger, with resistances which are dif- everybody else is locked into one. Do not ever do
ficult to overcome. They may not give any items or this. Shadow capture must be all or nothing; either
money upon defeat. These might be compared to everybody can do it, or nobody can. If you are

red enemies in the Persona games. interested in giving your players the power of the

wild card, read on.

A short summary of each creature is listed. Then

their HP, Strengths, and Weaknesses, followed by Each player has their default Persona - one they

their skills. Unlike players, Shadows and Demons come up with themselves based on the Arcana

automatically attack, as part of a counterattack they chose. Players always start any given battle

action. They do not need to roll to hit, automat- using their default Persona, but can switch at any

ically dealing damage when they’re targeted by time. Shifting Personas is a free action, meaning

an attack that isn’t a complete success. A list of it takes no time in the fiction of the game to do;

what each skill does exactly can be found in the you can shift Personas and also take a normal

back of this section. After the skills, the Shadow’s action to move and/or attack. However, there’s

personality is listed. This is referred to when a a restriction on how often you can shift Perso-

player is trying to convince the Shadow to join nas. In a given fight, a player can only 1) shift

their team. Finally, most Shadows will drop loot from their default Persona to any other Persona

when they’re killed; suggestions for this are listed they command and then 2) shift back from their

as well. switched Persona to their default Persona on a

subsequent turn. GMs could give their

If you’re unsure what monsters to use, they’re players the opportunity to switch

numbered from 1 to 36. It’s recommended that Personas more than just once
WINTER
you roll 2D6 and multiply the results together in per battle (perhaps as an

order to get a random one from a nice bell curve. S. Link bonus).

Some Shadows have access to SP Moves, such 冬

136SHADOWS & OPTIONAL RULES

Once they’ve shifted Personas, the combat statis- it to you if they don’t like your stupid

tics and skills of the PC will change to those of the face. In order to convince Shadows,

Persona they’ve shifted into. They keep their old you have to befriend them.

SP Moves (and can’t use Shadow SP Moves). If

the PC has taken damage, the Persona they shift As the GM, when your group is trying to

into will have taken the same amount of damage. negotiate with a Shadow, just talk to them as

It’s possible for a PC to shift into a Persona with the Shadow. Refer to the Shadow’s personality,

too few HP and immediately die. and ask the PCs some questions. What are the

PCs like? What are their hobbies? What do they

Once a Shadow has been captured, it’s referred want out of life? Are they dating anyone? Do they

to as a Persona. Players can have a stable of think murder can be justified? If they could be an

up to eight Personas (not including their default animal, what animal would they be? What’s

Persona) at any given time. When a Persona has their favorite cocktail? (“You’re 16? Oh... I don’t

outlived its usefulness, it can be ground up into know if I should be talkin’ to you...”) You might

cold hard cash (¥50 per star level) or (perhaps discover through these conversations that the

more respectfully) released back into the void. As random Shadow you’re role-playing happens to
a third option, the GM might allow players to fuse have a distinct and memorable personality.
obsolete Shadows into newer, more powerful ones

(see following page). Once the conversation is done, the group should

SHADOW CAPTURE: HOLD UP! elect one person to make a Charm roll. If they’re
trying to capture a Shadow, the roll should be made

Whenever a group with the power to capture by whoever will command the Shadow. Otherwise,

Shadows would normally do an all-out attack, they whoever has the best Charm can make the roll.
can elect to do a holdup instead. During a holdup,
SHADOW CAPTURE: NEGOTIATION
the PCs draw their weapons and move to surround

their downed opponents. You ask a cornered shadow to join your team or

perform some minor favor. Make a 2d6 check and

Anyone in the group can attempt to negotiate add your Charm aspect to the result of the roll.

with a Shadow at any time. However, only one
Shadow can actually be negotiated with. If a group • On a complete success, the Shadow agrees to

tries to talk to or recruit multiple Shadows at the join the party or do the favor.
same time, they will likely all grow confused or • On a mixed success, the GM can decide wheth-

frustrated and attack. er or not the Shadow does what’s asked of it based

on whether or not they like whoever is asking

The group should then state their demands. What (ideally, based on a brief conversation had before

do they want from the Shadow? Do they want it to the move was made).
give them money? Do they want it to leave while • On a failure, the Shadow gets upset and either

they still show mercy? Do they want it to flees or attacks.

join their team? More reasonable

demands will obviously be easier The GM should reserve the right to say a
WINTER
to attain, but Shadows don’t particularly powerful Shadow doesn’t join

really care about whether or the team, even if the Charm roll was a
or not they can give some- complete success and the PCs gave good

冬 thing. You could ask answers. This should be especially true if the
a rich Shadow for PCs have made an unreasonable demand.
money, and they Remember that Shadows are generally fickle and
just won’t give easy to upset.

137 FUSION

Negotiations finish once any one FUSION: QUICKFIRE

single request has been made and carried GMs who wish for a simple and fast way to make

out (or when the enemies get mad and give up). new Personas should use this method.

If, at this point, there are any enemies still on

the battlefield, they recover from their Downed With the Quickfire method, two Personas of the

status (with a -1 penalty to their next roll) and same star level are fused to form one Persona

the battle resumes with the next character’s turn. from the next highest star level. For example,

two 1-star Personas will fuse to form one 2-star

Sometimes, the PCs might gain unique skills from Persona, and etc.

captured Shadows. Some have SP moves such

as Dia, which can be used by the players. If a PC After determining the star level of the new Per-

uses a skill with a Cooldown number, they must sona, the GM should roll randomly to determine

pay SP equal to half the Cooldown number, round- which it is. As the GM, roll 2d6. Multiply the re-

ed down. Most skills will cost 1 or 2 SP. sults of the two dice together, rather than adding.

Then pick the Shadow from the correct star level

Finally, the players should not be able to hold an whose number matches the result of the multipli-

unlimited number of Personas. The default limit is cation. This is the new Persona. However, note

5 captured Shadows for each player (not counting that 10-star Personas cannot be fused this way.

their starting Persona), but GMs might adjust this Furthermore, PCs cannot create Personas at a

number. star level which is higher than their own PC level.

OPTIONAL RULE: FUSION FUSION: FULL

GMs who wish to allow their players to fuse This is a complicated process which takes a

Shadows into stronger versions should use one of bit of time, and thus it should probably only
the following methods to do so. Do not use a fusion be done between sessions, or at the end of a
calculator unrelated to PTTRPG unless you are session. If you or your players find the Full rules
trying to break the game. too complicated, there is absolutely nothing wrong

with just sticking to the Quickfire method.
Note that, unlike in the video games, you can-

not use your starting Persona for fusion. This To use the Full fusion method, perform the
Persona will constantly grow in strength, meaning it following steps. The steps are detailed within the
is never obsolete. A starting Persona is considered following pages. The final four steps might go
to be tied to its wielder, and it can never be gotten differently depending on the result of step three.
rid of.
STEP ONE: New Star Level
There are two fusion methods. GMs can either STEP TWO: Fusion Affinity
pick one or use both and allow the PCs to switch STEP THREE: Fusion Result
between them. The quickfire method has the STEP FOUR: Resistances
benefit of being simple and fast. The full method, STEP FIVE: Persona Stats
while it takes significantly longer, holds the poten- STEP SIX: Skills
tial for deep customization and strategy. STEP SEVEN: Aesthetics
WINTER


FUSION 138

STEP ONE: NEW STAR LEVEL STEP TWO: FUSION AFFINITY

Add the star levels of the two Shadows being The personalities of the fused Personas
fused together. If the level of the PC attempting will affect the form they take. Some
the fusion is greater than this result, the fusion pro- personality types suit one another; this leads
ceeds. If the PC’s level is equal to or less than this to a simpler fusion. Some do not; in this case,
result, the fusion cannot be completed at this time. the fusion can go wrong. Each combination of
Then, divide the sum of the two star levels by two, personalities has an associated number. This
rounding up. This number is the star level of the number is used in the next step of the process, so
new fused Persona. keep it in mind.

FUSION AFFINITY OF TWO PERSONALITY TYPES

GLOOMY IRRITABLE TIMID UPBEAT

GLOOMY +3 +1 +2 0
IRRITABLE
+1 +3 0 +2
TIMID
UPBEAT +2 0 +3 +1

0 +2 +1 +3

STEP THREE: FUSION RESULT STEP FOUR: RESISTANCES

Based on the affinity, the Fusion either goes as The persona’s new strengths and weaknesses

planned or something weird happens. Even Igor are calculated by averaging the resistances of

and Mido sometimes fail at fusion. The player the fused Personas. For example, if Persona A is

performing the fusion should roll 2D6 and add the weak to fire and Persona B is weak to fire, Perso-

fusion affinity number to the result of the roll. This na C will be weak to fire. If A is weak to fire and B

result will affect every other step of the process. is strong against fire, C will be neutral. Some com-
• On a complete success, the fusion goes off binations have two options - in this case the GM

without a hitch; a standard fusion. can choose between the two. Try to make choic-
• On a mixed success, the fusion goes off without es that are fair to the players. There are five tiers

a hitch... mostly. This is a weird fusion. of resistance - Absorb and Reflect are considered
• On a failure, something truly strange happens; a equivalent. The GM can choose which they prefer.

botched fusion. NEW RESISTANCE TO A GIVEN DAMAGE TYPE

WEAK NEUTRAL STRONG NULL ABSORB/REF

WEAK Weak Weak or Neutral Neutral or Strong
NEUTRAL Weak or Neutral Neutral Strong
STRONG Neutral or Strong Strong or
Neutral Strong Null
NULL Strong Strong or Null Null
ABSORB/REF Neutral Neutral or
Strong Strong or Null Null Null or
Neutral or Strong Absorb/Ref
Strong Null Null or Absorb/Ref
Strong Strong or Null Absorb/Ref

139 FUSION

STEP FOUR: STANDARD FUSION STEP SIX: SKILLS

If the fusion went as expected, the Along with the prior bonuses, the new Perso-

resistances calculated in step four do not na gets new skills. The player chooses half the

change. In general, the standard fusion result is skills from each of the fused Personas (rounded

simply what’s written under the name of the step. down). In addition, the Persona gains two new

STEP FOUR: WEIRD FUSION skills which are chosen by the player performing
the fusion. Each skill has certain requirements.

On a weird fusion, one resistance is increased by Personas can often only gain skills in this way for

one tier, and one other is decreased by one tier. The elements they are good with, and only if they

tiers in order are weak, neutral, strong, null, and meet a certain star level requirement (see the

absorb/ref. Improving a weak resistance by one tier Skill Compendium starting on the following

would turn it into a neutral resistance, for example. page). Skills with a - in the Requirements column

The GM can either choose which resistances to cannot be gained, unless they are being carried

alter themself or roll to decide. over from a previous Persona. A Persona can

STEP FIVE: BOTCHED FUSION never have more than eight skills. However, if you
reach this limit, you can choose to replace old

On a botched fusion two resistances are decreased skills with new ones.

by one tier. The GM can either choose which STEP SIX: WEIRD FUSION
resistances to alter themself or roll to decide.

STEP FIVE: PERSONA STATS On a weird fusion you still gain skills from
the fused Personas, but you only get one

The stats of the new Persona are once again de- additional skill.

termined by averaging the stats of the two fused STEP FIVE: BOTCHED FUSION
Personas. Since you are creating something

supposedly better than the sum of its parts, you On a botched fusion you still gain skills from the

should round up the results. However, if the GM fused Personas, but you get no additional skills.

feels that rounding down would be more appropri- STEP SEVEN: AESTHETICS
ate they are free to do so. Once again, be fair to

the players. The PC can create a Persona or take one from

history/mythology. Decide what it looks like and

For example, if Persona A had 2 STR and Persona what its name is. Lastly, decide its personality.

B had a 0 STR, Persona C has 1. If A had 2 and With this, the fusion is complete.

B had 1, C has 2 (or 1, if the GM prefers to round STEP SEVEN: WEIRD FUSION
down).

STEP FIVE: WEIRD FUSION The PC can create the Persona, but the GM should
alter the creation in odd ways that suit their will.

On a weird fusion one stat decreases by one, STEP SEVEN: BOTCHED FUSION
down to a minimum of negative 1. One other stat

increases by one, up to a maximum of three. The The GM should create the Persona.

GM can either choose which stats to alter themself Make it a weird one. WINTER

or roll to decide.

STEP FIVE: BOTCHED FUSION 冬

On a botched fusion two stats are decreased by
one. The GM can either choose which stats to
alter themself or roll to decide.

SHADOW SKILLS 140

SHADOW SKILLS must wait another turn to try again. If

The following section is meant to be used as a the result is greater than the cooldown

quick reference when you aren’t sure what a number, the skill can be reused immediately.

particular Skill does, or when creating INFLICTION
a new Persona. The Skills listed here might also

be acquired with skill cards. GMs are encouraged Some skills have notes indicating they inflict an

to use the skills listed in this section as a base- ailment, such as “Inflicts Rage (3)” or “Inflicts

line to create their own. The Shin Megami Tensei Charmed (4)”. When a character is targeted by

series has so many skills that listing them all here one of these skills, have them roll 1d6 and add

would be nearly impossible, therefore no attempt their END stat to the result of the roll. Then refer to

is made to do so. the number in parenthesis. If the result is equal to

COOLDOWN or lower than the parenthetical number, the char-
acter gains the ailment.

If a skill has a “cooldown” number listed in its

effect description, it can only be used every so

often. After it is used, wait a turn. On the

the character’s next turn, roll 1d6. If the result is

equal to or less than the cooldown number, they

SKILL NAME PHYSICAL SKILLS REQUIREMENTS
Cleave / Lunge Star level 1
EFFECT Star level 2
Double Fang Deals light (1d6) Physical damage to one foe. Star level 3
Terror Claw Deals light (2d4) Physical damage to one foe.
Deals light (1d6) Physical damage to one foe. Star level 3
Dream Fist
Inflicts Afraid (3). Star level 3
Giant Slice Deals light (1d6) Physical damage to one foe. -
Ayamur
Inflicts Asleep (3). Star level 4; Phys. resist of
Vajra Blast / Deals medium (2d6) Physical damage to one foe. Neutral or better
Vicious Strike Deals medium (4d3) Physical damage to one foe. -

Mind Slice Unique to Baal. Star level 6; Phys. resist of
Deals medium (2d6) Physical damage to all foes. Neutral or better
Assault Dive
Deals medium (2d6) Physical damage to one foe. Star level 7; Phys. resist of
Heatwave Inflicts Confused (3). Neutral or better
-
Brain Buster Deals heavy (3d6) Physical damage to one foe.
Star level 9; Phys. resist of
Brave Blade / Deals heavy (3d6) Physical damage to all foes. Strong or better
God’s Hand
Gigantomachia Deals heavy (3d6) Physical damage to one foe. Star level 10; Phys. resist
Inflicts Confused (4). of Strong or better

Deals colossal (4d6) Physical damage to one foe.

Deals colossal (4d6) Physical damage to all foes.

141 SHADOW SKILLS

SKILL NAME RANGED SKILLS REQUIREMENTS
Needle Shot Star level 1
Poison Needle EFFECT Star level 3
Deals light (1d6) Ranged damage to one foe.
Stun Needle Deals light (1d6) Ranged damage to one foe. Star level 3

Snap Inflicts Sickened (3). Star level 3
Burst Fire Deals light (1d6) Ranged damage to one foe. Star level 4
Snake’s Fangs
Inflicts Shocked (3). -
Snipe Deals medium (2d6) Ranged damage to one foe.
Deals medium (2d6) Ranged damage to all foes. Star level 6; Rnge. resist
Full Auto Deals medium (2d6) Ranged damage to one foe. of Neutral or better

One-shot Kill Inflicts Sickened (4). Star level 7; Rnge. resist
Deals heavy (3d6) Ranged damage to one foe. of Neutral or better
Riot Gun
Deals heavy (3d6) Ranged damage to all foes. Star level 9; Rnge. resist
of Strong or better
Deals colossal (4d6) Ranged damage to one foe.
Star level 10; Rnge. resist
Deals colossal (4d6) Ranged damage to all foes. of Strong or better

SKILL NAME FIRE SKILLS REQUIREMENTS
Agi
EFFECT Star level 1
Fire Breath Deals light (1d6) Fire damage to one foe.
Maragi Deals light (1d4) Fire damage 1~4 random enemies. -
Deals light (1d6) Fire damage to all foes.
Agilao Star level 1; Fire resist of
Deals medium (2d6) Fire damage to one foe. Neutral or better
Maragilao
Deals medium (2d6) Fire damage to all foes. Star level 3; Fire resist of
Agidyne Neutral or better
Deals heavy (3d6) Fire damage to one foe.
Maragidyne Star level 3; Fire resist of
Deals heavy (3d6) Fire damage to all foes. Strong or better
Ragnarok
Deals severe (4d6) Fire damage to one foe. Star level 6; Fire resist of
Blazing Hell Strong or better
Deals severe (4d6) Fire damage to all foes.
Inferno of God Star level 6; Fire resist of
Deals severe (4d6) Fire damage to all foes. Null or better
Ignores armor and resistances.
Star level 9; Fire resist of
Null or better

Star level 9; Fire resist of
Absorb or Reflect

-

SHADOW SKILLS 142

SKILL NAME ICE SKILLS REQUIREMENTS
Bufu
EFFECT Star level 1
Mabufu Deals light (1d6) Ice damage to one foe. Star level 1; Ice resist of
Deals light (1d6) Ice damage to all foes.
Bufula Neutral or better
Deals medium (2d6) Ice damage to one foe. Star level 3; Ice resist of
Mabufula
Deals medium (2d6) Ice damage to all foes. Neutral or better
Bufudyne Star level 3; Ice resist of
Deals heavy (3d6) Ice damage to one foe.
Mabufudyne Strong or better
Deals heavy (3d6) Ice damage to all foes. Star level 6; Ice resist of
Diamond Dust
Deals severe (4d6) Ice damage to one foe. Strong or better
Ice Age Star level 6; Ice resist of
Deals severe (4d6) Ice damage to all foes.
Hailstorm of Null or better
God Deals severe (4d6) Ice damage to all foes. Star level 9; Ice resist of
Ignores armor and resistances.
Null or better
Star level 9; Ice resist of

Absorb or Reflect
-

SKILL NAME ELECTRIC SKILLS REQUIREMENTS
Zio
EFFECT Star level 1
Mazio Deals light (1d6) Electric damage to one foe.
Deals light (1d6) Electric damage to all foes. Star level 1; Elec. resist of
Zionga Neutral or better
Deals medium (2d6) Electric damage to one foe.
Mazionga Star level 3; Elec. resist of
Deals medium (2d6) Electric damage to all foes. Neutral or better
Ziodyne
Deals heavy (3d6) Electric damage to one foe. Star level 3; Elec. resist of
Maziodyne Strong or better
Deals heavy (3d6) Electric damage to all foes.
Thunder Reign Star level 6; Elec. resist of
Deals severe (4d6) Electric damage to one foe. Strong or better
Wild Thunder
Deals severe (4d6) Electric damage to all foes. Star level 6; Elec. resist of
Lightning of Null or better
God Deals severe (4d6) Electric damage to all foes.
Ignores armor and resistances. Star level 9; Elec. resist of
Null or better

Star level 9; Elec. resist of
Absorb or Reflect

-

143 SHADOW SKILLS REQUIREMENTS

SKILL NAME WIND SKILLS Star level 1
Garu
EFFECT Star level 1; Wind resist of
Magaru Deals light (1d6) Wind damage to one foe. Neutral or better
Garula Deals light (1d6) Wind damage to all foes.
Magarula Star level 3; Wind resist of
Garudyne Deals medium (2d6) Wind damage to one foe. Neutral or better
Magarudyne
Phanta Rei Deals medium (2d6) Wind damage to all foes. Star level 3; Wind resist of
Vaccuum Wave Strong or better
Tornado of God Deals heavy (3d6) Wind damage to one foe.
Star level 6; Wind resist of
Deals heavy (3d6) Wind damage to all foes. Strong or better

Deals severe (4d6) Wind damage to one foe. Star level 6; Wind resist of
Null or better
Deals severe (4d6) Wind damage to all foes.
Star level 9; Wind resist of
Deals severe (4d6) Wind damage to all foes. Null or better
Ignores armor and resistances.
Star level 9; Wind resist of
Absorb or Reflect

-

SKILL NAME PSYCHIC SKILLS REQUIREMENTS
Psi
EFFECT Star level 1
Mapsi Deals light (1d6) Psychic damage to one foe.
Deals light (1d6) Psychic damage to all foes. Star level 1; Psy. resist of
Psio Neutral or better
Deals medium (2d6) Psychic damage to one foe.
Mapsio Star level 3; Psy. resist of
Deals medium (2d6) Psychic damage to all foes. Neutral or better
Psiodyne
Deals heavy (3d6) Psychic damage to one foe. Star level 3; Psy. resist of
Mapsiodyne Strong or better
Deals heavy (3d6) Psychic damage to all foes.
Psycho Blast Star level 6; Psy. resist of
Deals severe (4d6) Psychic damage to one foe. Strong or better
Psycho Force
Deals severe (4d6) Psychic damage to all foes. Star level 6; Psy. resist of
Null or better

Star level 9; Psy. resist of
Null or better

Star level 9; Psy. resist of
Absorb or Reflect

SKILL NAME SHADOW SKILLS 144
Frei
NUCLEAR SKILLS REQUIREMENTS
Mafrei
Freila EFFECT Star level 1
Mafreila Deals light (1d6) Nuclear damage to one foe. Star level 1; Nuke resist of
Freidyne Deals light (1d6) Nuclear damage to all foes.
Mafreidyne Deals medium (2d6) Nuclear damage to one foe. Neutral or better
Atomic Flare Deals medium (2d6) Nuclear damage to all foes. Star level 3; Nuke resist of
Cosmic Flare Deals heavy (3d6) Nuclear damage to one foe.
Deals heavy (3d6) Nuclear damage to all foes. Neutral or better
SKILL NAME Deals severe (4d6) Nuclear damage to one foe. Star level 3; Nuke resist of
Kouha Deals severe (4d6) Nuclear damage to all foes.
Strong or better
Makouha BLESS SKILLS Star level 6; Nuke resist of
Kouga
EFFECT Strong or better
Makouga Deals light (1d6) Bless damage to one foe. Star level 6; Nuke resist of
Kougaon Deals light (1d6) Bless damage to all foes.
Makougaon Deals medium (2d6) Bless damage to one foe. Null or better
Deals medium (2d6) Bless damage to all foes. Star level 9; Nuke resist of
Divine Deals heavy (3d6) Bless damage to one foe.
Judgement Deals heavy (3d6) Bless damage to all foes. Null or better
Shining Arrows Deals severe (4d6) Bless damage to one foe. Star level 9; Nuke resist of
Deals severe (4d6) Bless damage to all foes.
Absorb or Reflect

REQUIREMENTS

Star level 1
Star level 1; Bless resist of

Neutral or better
Star level 3; Bless resist of

Neutral or better
Star level 3; Bless resist of

Strong or better
Star level 6; Bless resist of

Strong or better
Star level 6; Bless resist of

Null or better
Star level 9; Bless resist of

Null or better
Star level 9; Bless resist of

Absorb or Reflect

145 SHADOW SKILLS

SKILL NAME CURSE SKILLS REQUIREMENTS
Eiha
EFFECT Star level 1
Maeiha Deals light (1d6) Curse damage to one foe.
Deals light (1d6) Curse damage to all foes. Star level 1; Curse resist
Eiga of Neutral or better
Deals medium (2d6) Curse damage to one foe.
Maeiga Star level 3; Curse resist
Deals medium (2d6) Curse damage to all foes. of Neutral or better
Eigaon
Deals heavy (3d6) Curse damage to one foe. Star level 3; Curse resist
Maeigaon of Strong or better
Deals heavy (3d6) Curse damage to all foes.
Demonic Star level 6; Curse resist
Decree Deals severe (4d6) Curse damage to one foe. of Strong or better
Abyssal Wings
Deals severe (4d6) Curse damage to all foes. Star level 6; Curse resist
Oblivion Wave of Null or better
Deals severe (4d6) Curse damage to all foes.
Inflicts Shocked (4). Cooldown 4. Unique to Cthulhu. Star level 9; Curse resist
of Null or better

Star level 9; Curse resist
of Absorb or Reflect

-

SKILL NAME ALMIGHTY SKILLS REQUIREMENTS
Life Drain -
EFFECT
Megido Star level 4
Deals light (1D6) Almighty damage to one foe. The
skill’s user regains half of the damage dealt as HP

(rounded down).
Deals light (1d6) Almighty damage to all foes.

Megidola Deals medium (2d6) Almighty damage to all foes. Star level 6
Megidolaon Deals heavy (3d6) Almighty damage to all foes. Star level 8

Door of Hades Deals heavy (3d6) Almighty damage to all foes. -

Inflicts Charmed (4). Cooldown 5. Unique to Thanatos.

SKILL NAME HEALING SKILLS REQUIREMENTS
Dia Star level 3
EFFECT
Media Star level 6
Heals one member of caster’s party by 2d6 + MAG.
Diarama Cooldown 3. Star level 6

Heals each member of caster’s party by 2d6 + MAG.
Cooldown 4.

Heals one member of caster’s party by 4d6 + MAG.
Cooldown 4.

SHADOW SKILLS 146

SKILL NAME HEALING SKILLS, COTD. REQUIREMENTS
Mediarama Star level 8
Diarahan EFFECT Star level 8
Mediarahan Star level 9
Heals each member of caster’s party by 4d6 + MAG. Star level 3
Patra Cooldown 5. Star level 6
Me Patra Star level 3
Amrita Drop Completely heals one member of caster’s party. Star Level 6
Amrita Shower Cooldown 5.
Cadenza -
Completely heals each member of caster’s party.
Regenerate Cooldown 6. -

Cures one member of the caster’s party of mental
ailments such as Rage or Confusion. Cooldown 3.

Cures each member of the caster’s party of mental
ailments such as Rage or Confusion. Cooldown 4.

Cures one member of the caster’s party of physical
ailments such as Burned or Shocked. Cooldown 3.

Cures each member of the caster’s party of physical
ailments such as Burned or Shocked. Cooldown 3.

Heals each member of caster’s party by 2d6 + MAG.
Also grants each member of party the effects of the

move Sukukaja. Cooldown 6.

A character with this skill regains HP each turn, but
only when they are in combat. The amount they gain

is equal to their MAG stat / 2 (minimum of one).

SKILL NAME AILMENT SKILLS REQUIREMENTS
Burn -
EFFECT -
Paralyzing Eyes -
Posumudi Inflicts Burned (4). -
Inflicts Shocked (4). -
Pandemic Bomb Inflicts Sickened (4). -
Ominous Words Inflicts Sickened (3). Targets all enemies. -
-
Tentarafoo Inflicts Afraid (5). -
Dormina Inflicts Afraid (3). Targets all enemies.
Lullaby -
Dream Raga Inflicts Asleep (4). -
Inflicts Asleep (3). Targets all enemies.
Marin Karin Inflicts Asleep (4). Also inflicts the effect of the move
Sexy Dance Rakunda, even if the target did not fall asleep.

Unique to Krishna. Cooldown 4.
Inflicts Charmed (4).

Inflicts Charmed (4). Targets all enemies.

147 SHADOW SKILLS

SKILL NAME AILMENT SKILLS, COTD. REQUIREMENTS
Alluring Banter -
EFFECT
Reverse Rub -
Wage War Inflicts Charmed (4). Also inflicts the effect of the -
move Rakunda, even if the target did not fall asleep. -
Pandemic Bomb -
Makajama Unique to Cleopatra. Cooldown 4. -
Inflicts Enraged (5). -
Makajamaon
Shivering Taboo Inflicts Enraged (4). Targets all enemies. -
-
Foul Breath Inflicts Sickened (3). Targets all enemies.
REQUIREMENTS
Hellish Mask Inflicts Silenced (3). -
-
Inflicts Silenced (4).
-
Has multiple effects. Roll 1d6 to determine which.
1-2: Inflicts Afraid (4), 2-4: Inflicts Shocked (4), -
5-6: Inflicts Sickened (4). -
-
One targeted foe has their END reduced by 2 for -
three rounds for the purpose of resisting Ailments.
One targeted ally has their END increased by 2 for
three rounds for the purpose of resisting Ailments.

SKILL NAME SUPPORT SKILLS
Rakukaja
Sukukaja EFFECT

Tarukaja The next three times the recipient of this skill takes
damage, the damage is reduced by 2. Cooldown 3.
Marakukaja
Masukukaja The next three times the recipient of this skill rolls
Matarukaja to make an attack (Basic Strike, Command Perso-
na, etc.), they gain a +2 bonus to their 2d6 check.
Rakunda
Sukunda Cooldown 3.

The next three times the recipient of this skill rolls
to make an attack (Basic Strike, Command Perso-
na, etc.), they gain a +2 bonus to their damage roll.

Cooldown 3.

Same as Rakukaja, but targets all allies. Cooldown 5.

Same as Sukukaja, but targets all allies. Cooldown 5.

Same as Tarukaja, but targets all allies. Cooldown 5.

The next three times the target of this skill takes
damage, they take 2 bonus damage. Cooldown 3.

The next three times the target of this skill is target-
ed by an attack, the attacker takes a +2 bonus to-hit.

Cooldown 3.

SHADOW SKILLS 148

SKILL NAME SUPPORT SKILLS, COTD. REQUIREMENTS
Dekaja -
EFFECT
Dekunda -
Removes all temporary stat bonuses from moves
Ali Dance such as Rakukaja or Sukukaja from all characters on -

Debilitate an opposing team. Cooldown 3. -
Makarakarn -
Cures the caster’s party of all temporary stat penalties
from moves such as Rakunda or Sukunda.
Cooldown 3.

The caster becomes evasive. The next three times a
character rolls to hit the caster of this skill, they take a

-3 penalty to their roll. Cooldown 6.

The target gains the effects of Rakunda, Sukunda,
and Tarunda, all at the same time. Cooldown 6.

The target gains a magical shield. The next magical
attack that hits them (i.e. not Physical or Ranged) is

reflected back at the attacker. Cooldown 6.

PASSIVE SKILLS

SKILL NAME EFFECT REQUIREMENTS
Star level 3
X Boost Characters with this skill gain a +2 bonus when rolling
Dodge X X damage. Star level 5
X Pleroma
Attacks made against a character with this skill using Star level 7; X resist of
X Wall X damage suffer a -2 penalty to hit. Strong or better

Counter Characters with this skill gain a +4 bonus when rolling Star level 7; X resist of
X damage. Strong or better
Makara Break
The caster selects one ally. The target gains a Strong -
Resistance to X damage for the next three times they
are targeted by it, or until the battle they are in ends. -

When a character with this skill is targeted by an
attack that deals Physical damage, they can roll a D6.
On a 6, the character deals half of the damage they

received back to the attacker.

The caster can completely ignore the effects of the
move Makarakarn when making an attack.

PASSIVE SKILLS CLARIFICATION type of damage, which is then locked in forev-
er (unless the move is replaced). Physical and
For the sake of simplicity, the wide array of Almighty damage cannot be chosen. “X Boost” is
passive skills has been shortened to “X Boost”, not the actual name of a skill. For example, you
“Dodge X”, “X Pleroma” and “X Wall”. “X” can be any might have the skill “Fire Boost” where Fire is X,
one type of damage. If a PC takes one of these skills and whoever has the skill gets +2 to Fire damage.
while creating a Persona, they must pick a type of

149 SHADOW SKILLS

MISCELLANEOUS SKILLS

SKILL NAME EFFECT REQUIREMENTS
Star level 4
Charge The Skill’s user spends a turn charging their next
attack. If their next attack successfully inflicts Physical Star level 4
or Ranged damage, they automatically do full damage -
and then they roll the damage as well, adding the two -
-
results together for a massive total. -

Concentrate Same as Charge, but works with every other damage REQUIREMENTS
type besides Physical or Ranged. -
-
Attack Master A character with this Skill automatically gains the ef- -
fects of the move Tarukaja at the start of each battle.

Defense Master A character with this Skill automatically gains the ef-
fects of the move Rakukaja at the start of each battle.

Speed Master A character with this Skill automatically gains the ef-
fects of the move Sukukaja at the start of each battle.

Taunt The caster selects one foe. For the next three turns,
the target can only use attacks, not healing or support

Skills. Cooldown 3.

SKILL NAME ENEMY-ONLY SKILLS
Summon
EFFECT
Run Away
The caster calls a Shadow for backup. The Shadow
Self-Destruct should be of a similar or slightly lower power level as

whoever summoned it. Cooldown 6.

The skill’s user rolls 2D6 + AGI. On a mixed or com-
plete success, they escape and likely disappear into

the ether. On a failure, nothing happens.

Deals heavy (3d6) Almighty damage to all foes. Once
this skill is used, its user dies gloriously.

Shadow skills can only be used by Shadows! Jack
If a PC gets hold of a Shadow with a Shadow
skill the skill suddenly disappears, hee-ho!


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