51 ARCANA: CHARIOT
CONFIDENCE
entirely. Damage is dealt automatically, but you
When you roll a complete success on a Guts should first roll 2d6 plus Athleticism and check to
check, take a Wildcard. You must roll naturally; if see what happens. Certain powerful “boss” ene-
you spend a Wildcard to get the complete success mies may be immune to these effects.
• On a complete success, an enemy is knocked
you do not gain another Wildcard.
DON’T THINK, FEEL into the stratosphere and removed from the battle.
Don’t bother rolling for damage.
When trying to come up with an answer that would • On a mixed success, the enemy is not removed
normally require Knowledge while in a dangerous from the battle but they do gain the Shocked status
situation, you can instead use your character’s ailment. However, the GM should also hit you with
Guts aspect. Your character must be in danger a counterattack (roll damage for the counterattack
of getting physically hurt in the immediate future before applying Shocked to the enemy).
(i.e. in the Shadow World or perhaps facing a sud- • On a failure, you deal damage as discussed
den threat in the real world). Although something below but gain no further benefits. Furthermore,
like an exam might make you feel endangered, it the GM should hit you with a counterattack.
doesn’t count because it’s not a physical threat. This attack always automatically deals some
GALACTIC PUNT; costs 1 SP Physical damage. Roll a number of d6s equal to
your character’s WP.
When someone baton passes to you, you can in- FIRST BLOOD
voke this move. You hit something very, very hard;
so hard you might knock it out of Earth’s orbit When you are attacking an enemy who is at full
health, you may multiply the damage bonus gained
from your Phantom Steed by two. For example,
a level 5 character (WP = 1.25, rounded up to 2)
who spends to gain a speed rating of 3 would gain
a damage bonus of 10 (2 + 3 = 5 * 2 = 10). Keep
in mind that this move can only be used when
the Chariot character is using a spear on their
Phantom Steed, and again, it only applies when
the targeted enemy is at full health. This move is
unique to Chariot characters and should not be
repurposed as an S. Link bonus.
UNERRING SPEED
You are quick on the draw and always ready for
a fight. You always move first in combat, giving
you the opportunity to plan a Baton Pass. You can
also add 2 to your damage rolls on the first turn
of combat, if making a physical attack. Finally, if
your group is using the Optional Rule “Tactical
Movement”, you may increase your base
movement speed by two (this stacks with the extra
movement gained from your Steed).
WAYWARD BLOODLINE
You have Bloodline access to Ice, Electric, Nucle-
ar, and Bless damage.
ARCANA: JUSTICE 52
正 VIII - JUSTICE If you land a killing blow, but decide to call your
義 “If you tell the truth, you don’t have Justicar for a follow-up attack anyway, you gain a
small bonus. If the Justicar approves, choose one
to remember anything.” of the following:
- Mark Twain • The Justicar attacks a random enemy selected
by the GM. In addition to taking WPD6+6 Almighty
DEFAULT SUIT damage, the enemy is Downed (certain powerful
Swords “boss” enemies might be immune to this effect).
• Choose one ally (but not yourself). That ally is
STARTING STATS healed for WPD4 HP (your WP, not theirs). They
STR 1, AGI 0, END 0, MAG 1, also gain one Wildcard.
LUC 1, HP 19, SP 3
DEFAULT AFFINITIES When you call your Justicar, but the Justicar de-
Major: Bless cides not to help you, you will be unable to call
them again until you take some action to regain
Minor: Physical and Fire their favor. Alternatively, you may need to take
Weakness: Wind a long rest to give them some time to cool off. If
you are frequently at odds with your Justicar, it’s
EXPERIENCE TRIGGERS not out of the question for you to get a new one.
Justice earns experience when they follow their You should discuss with your GM how this comes
moral code, reach out to the truth, or cut someone about. Maybe you make contact with the new Jus-
down with words. ticar in a dream, or something similar. You could
even enter into conflict with an old Justicar, fighting
JUSTICE STARTING MOVE: JUSTICAR against them as your character’s morals change.
You are connected to a “Justicar”, likely super- Unlike your Persona, your Justicar is not an
natural, but wholly separate from your Persona. extension of you. Rather, they are an aspect of
Decide what form this being takes. When in doubt, the larger human subconscious (essentially, a
look for something similar in theme or origin to your Shadow).
Persona, but with a more “law-and-order” vibe.
When you roll a complete success on a damaging JUSTICE ANY-LEVEL MOVES
move, you can spend one SP or one Wildcard to • Blinding Light
call your Justicar. When the Justicar is called, the
GM must decide how they feel about recent actions • Disciple Bloodline
taken by the Justice character. This will depend on • Hama/Mudo
the Justicar’s personality and agenda (which are, • Justice Merits
ultimately, left up to the GM).
• Mutual Respect
If the Justicar is happy with you, they will perform • Simon Says
a follow-up attack for WPD6+6 Almighty damage.
If, on the other hand, they are unhappy with you, a • Sword of Justice
few things happen:
• You take damage equal to your WP. The damage BLINDING LIGHT
type is Almighty, but it can be sold narratively as In combat (and only in combat), you can use this
“psychic” damage. move to take a moment of respite, restoring your-
self. This takes an action. You become Blinded
夏• You gain some insight. Spend 3 AXP however (see following page). Choose one of the following:
you wish, across any of your Attributes. • You gain WPD4+4 HP and one Wildcard.
• If you spent an SP to call the Justicar, you get • You gain WPD4+4 HP, and one enemy is Blinded*.
one back. If you spent a Wildcard, you get it back. • Two enemies are Blinded*.
*Powerful “boss” enemies may be immune to this.
53 ARCANA: JUSTICE
BLINDED (AILMENT) MUTUAL RESPECT
Simply put, the character cannot see. When you are rolling to grow closer to any
IF A PC IS BLINDED: Refer to the 2D6 check authority figure (teacher, parent, boss, etc.), you
they made at the start of their turn. On a mixed gain a +2 bonus to your roll. If you are rolling to
success, they can move and act as normal but persuade them or change their mind in some way
suffer a -2 penalty to all 2D6 checks that require (and you have an S. Link of at least rank one),
sight. On a failure, they suffer a debilitating -4 to all you can take a +1 bonus to your roll. Additionally,
2D6 checks that require sight. when you are gaining SXP with an authority fig-
IF AN ENEMY IS BLINDED: Before each counterattack, ure, you gain one more than you normally would
flip a coin. Heads: the enemy counterattacks (i.e. four points on a complete success). Finally,
normally. Tails: the enemy flails uselessly. when you’re training Guts or Knowledge, you gain
DISCIPLE BLOODLINE 1 more AXP than you normally would.
SIMON SAYS; costs 1 or 2 SP
You have Bloodline access to Fire, Nuclear, Bless,
and Curse damage. This move is unique to Justice. Takes an action.
HAMA/MUDO; costs 1 SP During combat, on your turn, you can spend one
or two SP to make a rule. You can only have one
Takes an action. When you take this move, select rule active at a time, but you can dispel a rule at
either Hama or Mudo. In combat, you can try to any time as a free action on your turn. Whenever a
instantly kill an enemy (though certain powerful character (PC or NPC) breaks the rule, they will be
“boss” enemies may be immune). Roll 2D6 + LUC. automatically attacked by your Justicar. You are
You can use your maximum LUC stat (rather than not exempt from this — if you break your own rule,
the LUC you have currently). If you have a Blood- you will be punished! Note that if your Justicar is
line Move for the relevant damage type (Bless for upset with you, this move simply won’t work.
Hama, Curse for Mudo), you can take a +1 to this
roll. However, as with all combat moves, the limit You can set the following rule for 1 SP:
here is +4. On a complete success, your target is • A particular damage type is not allowed (choose
instantly killed. On a mixed success, your target any aside from Physical, Ranged, or Almighty).
is unharmed; you take a counterattack, but you
regain your spent SP. On a failure, you take a You can set one of the following rules for 2 SP:
• Physical damage is not allowed.
counterattack and you lose the SP. • Ranged damage is not allowed.
JUSTICE MERITS • Healing is not allowed.
This move is unique to Justice. When you take this SWORD OF JUSTICE
move, choose either Bless or Curse damage. You
gain a Justice Merit whenever you do one of the This move is unique to Justice. You can add your
following things: WP to your Justicar’s damage. Additionally, when
• Roll a complete success while using a skill of one or more of your Justicar’s damage
your chosen damage type. dice roll a six, choose one or both
• Land a killing blow on an enemy (if you also rolled of the following bonuses:
a complete success, you only gain one Merit). • Healing equal to WP * 2.
Merits reset to zero when you take a long rest, and • A Wildcard (or, if you
SUMMER
you can spend a Merit at any time to gain one of have the move 夏
the following effects: Justice Merits,
• Redo one damage roll of your chosen type. a Merit).
• Grant a Wildcard to yourself or an ally.
ARCANA: HERMIT 54
隠 IX - HERMIT • AXP for either Proficiency, Guts,
“Listening to the night rain on the or Knowledge (whichever you prefer)
roof, I sit comfortably, with both legs equal to your Hermit Link rank divided
stretched out.” by two (rounded up). For example, at
- Ryokan Hermit Link rank 3, you gain 2 AXP. You can also
者 choose to split points between the three however
DEFAULT SUIT you’d like.
Coins • One Wildcard.
• If you have the appropriate trigger, you should
STARTING STATS also gain XP at the end of the session.
STR 0, AGI 1, END 0, MAG 1, LUC 1, HERMIT ANY-LEVEL MOVES
HP 14, SP 6 • Back Off
DEFAULT AFFINITIES • Can’t Be Bothered
Major: Ice • Cold Bloodline
• Evil Smile
Minor: Wind and Curse • Life Drain
Weakness: Psychic
• Meditative Grace
EXPERIENCE TRIGGERS • Shivering Rondo
Hermit earns experience when they offer wisdom
or guidance to a peer, keep quiet when it might be
advantageous to speak up, or spend lots of time in
quiet isolation.
HERMIT STARTING MOVE: ALONE TIME
As a Hermit, you can form an S. Link with
yourself, or with someone who is far away
from where you are. To improve the Link, the
Hermit character must devote a downtime action
to spending time in physical isolation. They should
find an activity they enjoy to occupy their time -
even if it’s as simple as meditation. If the Hermit
communicates with anyone else during this time,
all communication must be virtual.
The Hermit’s Link with themselves starts at 0
and improves at the same rate as any other (see
Social Links, pg. 110). You may roll with
either Proficiency, Guts, or Knowl-
SUMMER
edge to see how many SXP you
receive. When you devote
a downtime move to Alone
Time, you gain the
夏 following benefits:
55 ARCANA: HERMIT
BACK OFF; costs 1 SP • On a mixed success you deal damage and
As a free action, when someone inflicts restore HP as is described above. However, you
Physical damage on you, you can inflict also incur a counterattack.
an ailment back on them. You can choose ei- • On a failure you do not do any damage or re-
ther Bleeding or Shocked, although certain pow- store any HP, and you also incur a counterattack.
erful “Boss” enemies may be immune to these (as MEDITATIVE GRACE
denoted by the GM).
Note: you can only use Back Off when you take Time in isolation makes you feel more complete.
Physical damage; Ranged and other forms of When you devote a downtime move to Alone
damage cannot trigger it. Time, you gain temporary HP equal to your Hermit
Link rank (after newly acquired SXP is applied),
CAN’T BE BOTHERED multiplied by four. For example, at Hermit Link
rank 4, you gain 16 temporary HP. If you still have
When you do one of the following things, take a temporary HP remaining the next time you use the
Wildcard: move, they will be reset. This move is unique to
• Turn down an S. Link who is asking to hang out Hermit characters and should not be repurposed
with you. as an S. Link bonus.
• Decline to respond when you are Called Upon at
SHIVERING RONDO; costs 1 SP
work or school.
COLD BLOODLINE This is an Almighty attack which targets all
enemies, dealing extra damage to those who are
You have Bloodline access to Ice, Wind, Psychic, Afraid. On your turn, roll 2d6 and add your MAG
and Curse damage. stat to the result.
EVIL SMILE • On a complete success you deal damage
and avoid a counterattack. This attack deals
Make a 2d6 check and add your Persona’s MAG Almighty damage; to determine how much, roll a
stat to the result. On a complete success, you number of d6s equal to your character’s WP. You
get both of the following effects. On a mixed may also add your MAG stat to the result of your
success, you get one. On a failure, you get nothing. damage roll. Finally, any enemy with the Afraid
Certain powerful “boss” enemies may be immune to status ailment receives twice the amount of
becoming Afraid (as denoted by the GM). damage they otherwise would.
• An enemy gains the Afraid status ailment (pg. • On a mixed success you deal damage as
14). described above, multiplying it for enemies that are
• A second enemy gains the Afraid status ailment.
Afraid. However, you also incur a counterattack.
LIFE DRAIN; costs 1 SP • On a failure you do not do any
damage, and you also incur a
This is an Almighty attack which targets a single counterattack.
enemy, draining some of their HP. On your turn,
roll 2d6 and add your MAG stat to the result. SUMMER
• On a complete success you deal damage
and avoid a counterattack. This attack deals
Almighty damage; to determine how much, roll a
number of d6s equal to your character’s WP. You
may also add your MAG stat to the result of your 夏
damage roll. Finally, you regain HP equal to half of
the damage you deal (rounded up).
ARCANA: FORTUNE 56
運 X - FORTUNEbe.” To invoke a Twist of Fate, simply change a small
“The only person you are destined to detail about the plot, a character, or a particular
become is the person you decide to scene. You might alter a character’s personality to
- Ralph Waldo Emerson make them less hostile, or more available for inter-
命 action. You might quickly end a dangerous scene
DEFAULT SUIT by saying the police show up. It doesn’t have to
Coins be complicated or overly dramatic; a twist can be
anything you want it to be.
STARTING STATS FORTUNE ANY-LEVEL MOVES
STR 0, AGI 1, END 0, MAG 0, LUC 2, • Adrenaline
HP 15, SP 4 • Card Thrower
• Cheater
DEFAULT AFFINITIES
Major: Wind • Double or Nothing
• Elemental Bloodline
Minor: Fire and Electricity
Weakness: Bless • Poker Face
• Roulette
EXPERIENCE TRIGGERS
Fortune earns XP when they turn a situation
around in a positive way, remain optimistic in the
face of adversity, or embrace the whims of fate.
FORTUNE STARTING MOVE: TWIST OF FATE
You are a card shark who deals in Wildcards. You
can hold five Wildcards instead of just three.
When one of the following things happens to you,
take a Wildcard:
• You roll doubles on a 2d6 check (the same
number twice, such as two 1’s or two 6’s).
• The result of one of your 2d6 checks
(including the modifier) is equal to the number 7.
If both of these things happen at once (such as
a roll of two 3’s with a modifier of +1, equalling
7), take two Wildcards. However, in this case,
you cannot use the move Double or Nothing (see
following page).
When you have your maximum of five Wildcards,
you can cash them all in at once and invoke a
Twist of Fate. Keep in mind that the GM may veto
your twist and return your Wildcards (especially if
it would break or otherwise derail the plot of their
game). You may also use your Wildcards simply
to improve rolls the same way any other character
would.
57 ARCANA: FORTUNE
ADRENALINE, costs 1 SP ELEMENTAL BLOODLINE
You take a deep breath and feel the joy
You have Bloodline access to Fire, Ice, Electric,
of the game. Spend an action and an SP to and Wind damage.
gain the following effect: for the next three
damage rolls you make, you can roll twice and DOUBLE OR NOTHING
take the better result.
Whenever you gain a Wildcard, you can opt to go
CARD THROWER double or nothing. Roll 2d6 and add your LUC to
the result of the roll. You cannot gain a modifier of
You can spend your turn to throw a Wildcard at greater than 4 when using this move.
your opponent. This is an attack that always hits, • On a complete success, you gain two Wildcards
however you lose the Wildcard you threw. It inflicts instead of just one.
a certain amount of damage based on your lev- • On a mixed success, nothing happens.
el: the number of D6s rolled for damage is equal • On a failure, you lose the Wildcard you would’ve
to your character’s WP value. You can also add gained.
your character’s Proficiency aspect to the damage
result. The damage type is Almighty. Finally, this POKER FACE
attack will always knock its target down (unless
the target is a powerful “boss” enemy; in this case When training to improve your Charm aspect, you
the GM should warn the player before the move is gain a bonus 1 Charm AXP. For example, if you
used.) roll a complete success, you gain 4 AXP instead of
3. When other PCs train their Charm aspect while
CHEATER you are in their immediate vicinity, they also gain a
bonus 1 Charm XP.
You can use this move to invoke a twist of fate
with only four Wildcards instead of five. You pull a ROULETTE
secret Wildcard from your sleeve, or some other
hiding place, to complete the full house. You might Before rolling damage for an attack, you can in-
get bad karma, though... voke this move. Roll a D36. Then, choose either
odds or evens. If the result of the D36 roll is the
When using this move, make a 2d6 check and add same as your choice, you do double damage. You
your LUC to the result. can also predict a group of six digits (1 - 6), (7 -
• On a complete success, the twist goes through 12), (13 - 18), (19 - 24), (25 - 30), or (31 - 36). If
normally with minimal unforeseen consequences you choose correctly, you do quadruple damage.
(assuming the GM approves it). Finally, you can also choose just one number. If
• On a mixed success, there might be some small you are correct, you can multiply your damage by
unforeseen consequences to the twist that the 10.
Fortune character did not intend. The GM might
hone in on a particular aspect of the twist which If your bet happens to be incorrect, you will pay
becomes a bit too extreme or problematic, corrupt- a penalty instead. In this case, select one of the
ing the player’s wish like a mischievous genie.
• On a failure, there is an extreme unforeseen con- following outcomes:
sequence. In this case, the GM should switch from • You lose an amount of money
a mischievous genie to an outright evil one. Even
if it isn’t related to the twist at all, karma will soon agreed on by the GM, but your
come rear its ugly head to the Fortune character. SUMMER
Perhaps a friend becomes very upset at them, or attack does normal damage
maybe they lose something they once held dear.
Remember: cheaters never prosper! (as if you hadn’t bet at all).
• Your attack does no dam-
age and you take an 夏
amount of damage
equal to your WP.
ARCANA: STRENGTH 58
剛 XI - STRENGTH You must keep the roll at a failure
“God made the cat so that man might and suffer any potential consequences
caress the tiger.” in order to gain these effects. Purposely
- Joseph Méry putting yourself into bad situations and then
keeping your emotions in check might also earn
毅 DEFAULT SUIT you XP at the end of the session (assuming you
Wands have the appropriate trigger).
STARTING STATS STRENGTH ANY-LEVEL MOVES
STR 1, AGI 0, END 0, MAG 1, • Armored Persona
• Calming Aura
LUC 1, HP 14, SP 6 • Ethereal Bloodline
• Lasso of Strength
DEFAULT AFFINITIES • Me Instead
Major: Psychic • Natural Athlete
Minor: Ice and Wind • Wage War
Weakness: Nuclear
EXPERIENCE TRIGGERS
Strength earns XP when they demonstrate their
inner resolve, subtly persuade their peers, or re-
strain themselves in a situation where it’s tempting
to lash out with emotion.
STRENGTH STARTING MOVE: ACTUALIZATION
You are thoughtful and focused on inner resolve
- perhaps too focused. At the start of each new
session (or when prompted by the GM), select any
of your five aspects. For the remainder of the ses-
sion, whenever you make a roll using that aspect,
you will take a penalty of -1. However, when you
fail a roll using the aspect you selected, you gain
the following benefits:
• 1 AXP for that aspect (in addition to any AXP
gained from a potential training roll).
• A Wildcard.
SUMMER
夏
59 ARCANA: STRENGTH LASSO OF STRENGTH
ARMORED PERSONA
When you have access to your Persona, When you are making a basic strike with a whip,
you automatically gain armor equal to your chain, segmented blade, or similar weapon and
WP. This can combine with worn armor, but you roll a complete success, your target gains the
not with other moves that give armor such as Shocked status ailment.
Mage Armor or Rakukaja. ME INSTEAD
CALMING AURA When one of your allies takes damage, as a free
When you are receiving an attack from an enemy action, you can shift the damage from that one
who is Enraged at you, the enemy’s +2 damage attack onto yourself instead, applying your own
bonus is negated. armor to it. This move can only be used once per
ETHEREAL BLOODLINE battle.
You have bloodline access to Ice, Wind, Psychic, NATURAL ATHLETE
and Nuclear skills. When training to improve your Athleticism aspect,
you gain a bonus 1 Athleticism XP. For example,
if you roll a complete success, you gain 4 AXP in-
stead of 3. When other PCs train their Athleticism
aspect while you are in their immediate vicinity,
they also gain a bonus 1 Athleticism XP. Note: for
Strength characters, this bonus can combine with
Actualization, granting them 3 Athleticism XP even
on a failure (if they select Athleticism for a given
session).
WAGE WAR
Make a 2d6 check and add your Persona’s MAG
stat to the result. On a complete success, you
get both of the following effects. On a mixed
success, you get one. On a failure, you get nothing.
Certain powerful “boss” enemies may be immune
to becoming Enraged (as denoted by the GM).
• An enemy gains the Enraged status ailment
(pg. 14).
•Asecond enemy gains the Enraged status ailment.
SUMMER 夏
ARCANA: HANGED 60
刑 XII - HANGED HANGED ANY-LEVEL MOVES
“Can’t hold on or life won’t change.” • Accursed Bloodline
- Persona 5 • Armored Persona
DEFAULT SUIT
死 Swords • Me Instead
• Organized Chaos
STARTING STATS
• Reflection
• Roll With It
• Selfless
者 STR 1, AGI 0, END 2, MAG 0, ACCURSED BLOODLINE
LUC 0, HP 17, SP 3 You have bloodline access to Fire, Ice, Psychic,
and Curse skills.
DEFAULT AFFINITIES
Major: Ice ARMORED PERSONA
When you have access to your Persona, you au-
Minor: Fire and Curse
Weakness: Bless
EXPERIENCE TRIGGERS tomatically gain armor equal to your WP. This can
combine with worn armor, but not with other moves
Hanged earns XP when they support others that give armor such as Mage Armor or Rakukaja.
while neglecting their own needs, make the best
of a bad situation, or rise above and/or face
interference from their rival.
HANGED STARTING MOVE: RIVAL
There’s someone else out there who represents
a way of thinking that runs contrary to yours; your
opposite, in a way. This person’s fate is unique-
ly linked to yours. They should be an available S.
Link. When, through roleplaying, you establish
a way that your personality oddly mirrors and/or
contradicts your rival’s personality, the GM should
award you with a Wildcard. The Hanged character
also gains a +2 bonus whenever they are rolling to
hang out with their rival. Finally, the Hanged char-
acter gains an experience point when they rise
above or face interference from their rival.
SUMMER
夏
61 ARCANA: HANGED
ME INSTEAD REFLECTION
When one of your allies takes damage, as a free You can choose to devote a downtime move to
action, you can shift the damage from that one at- quiet introspection. Establish a location or activ-
tack onto yourself instead, applying your own ar- ity your character uses to clear their thoughts. It
mor to it. This move can only be used once per should be different from downtime moves with
battle. pre-established benefits, such as fishing. This
ORGANIZED CHAOS move has the same benefit as training your Guts,
but it gives an extra AXP. For example, on a com-
You can choose to purposely bomb any 2d6 check. plete success you would gain 4 AXP instead of 3.
Instead of rolling, you automatically fail. However, Additionally, on a mixed or complete success, the
you gain a +4 bonus to the next 2d6 check you GM should select one of the following questions at
make after this failure, meaning you will be guar- random and answer it honestly. On a failure, the
anteed to succeed. This bonus combines with GM might answer a question in a way that is odd
any aspects or Persona stats that would normally or misleading, or they might simply stay silent.
apply. However, it cannot be used for moves that • Who is a pertinent person for the party to speak
directly inflict damage (Basic Strike, Basic Spell, to or investigate?
Command Persona, etc.) This move can only be • What Social Link holds unforeseen power?
• What’s some other thing the Hanged character
made once per long rest.
could do to get ahead that they aren’t noticing?
Finally, if the GM cannot think of a good answer on
a mixed or complete success, they should instead
award the Hanged character with a Wildcard.
ROLL WITH IT
You have a special combat stance you take
on only when you are “Downed”, such as a
rolling ball or a crab walk. When you take damage
of any kind (even a little smack from an ally) you
can choose to roll with it. You become Downed,
even if you aren’t weak to the type of damage
you took. However, you find this perspective
refreshing. When you are “Downed” you
cannot attack, but you can make other moves
such as Suit moves. You also gain an amount
of armor equal to your END stat. However, this
armor bonus does not apply to the attack that initially
knocks you down. Once you are “Downed” you can
choose to remain that way for as long as you like.
SELFLESS
You gain a +2 bonus when rolling to hang out with
any other character. However, you also take a
-1 penalty whenever you are rolling to train any
aspect. This move is best taken later in the game,
after your personality has already developed.
ARCANA: DEATH 62
死 XIII - DEATH Beyond the First Gate: You gain a
“Man is a rope tied over an abyss.” damage bonus equal to your END stat
- Friedrich Nietzche whenever you roll for damage. You may
DEFAULT SUIT also add whatever bonus you would normally
神 Wands gain from making the attack.
STARTING STATS Beyond the Second Gate: Multiply your WP
STR 0, AGI 0, END 1, MAG 1, by two, then add your END stat as well (follow
standard order of operations, i.e. the multiplication
LUC 1, HP 15, SP 5 comes first). This is your new damage bonus. For
DEFAULT AFFINITIES example, imagine a Death character with 3 END
Major: Curse who is level 9. They would have a WP of 3 (9/4
Minor: Fire and Psychic
= 2.25, rounded up to 3). This amount would be
Weakness: Bless multiplied by 2, equalling 6. Finally, Death’s END
of 3 would be added, for a total damage bonus of
EXPERIENCE TRIGGERS 9 points - quite a lot! You may also add whatever
Death earns XP when they overcome a problem bonus you would normally gain from making the
by encouraging or undergoing a useful change, attack. However, as a drawback, when you are
protecting the natural order or status quo, or cut- beyond the Second Gate of Death you
ting loose ends. automatically lose HP equal to your WP each
turn. This damage is automatic and it cannot be
DEATH STARTING MOVE: GATES OF DEATH absorbed by armor.
Divide your maximum HP amount by two (round- Beyond the Third Gate: The Death character
ed down), and make note of this amount. Do the has died, failing their checks to stabilize, perhaps
same again, this time dividing it by four (again, intentionally sacrificing themselves to achieve this
rounded down). These are your Gate threshold effect. As a parting gift, they inflict intense Almighty
numbers. When you are at or below your 50% HP damage on all enemies. The GM should have the
mark, you are beyond the First Gate of Death. At Death character roll damage for whatever attack
or below your 25% HP mark, you are beyond the they would like. Then, they should multiply the
Second Gate of Death. You can only pass through damage roll by three and apply the result of this
the Third Gate by actually dying, and you will never multiplication as Almighty damage to all enemies
come back from it. Keep your threshold numbers currently being fought (regardless of the actual
in mind, updating them whenever your character number of targets for the chosen attack). After this,
gains HP. When you cross the First and Second the Death character is gone forever.
gates, take one Wildcard for each. However, you
must take a long rest before you can gain these
two Wildcards again.
SUMMER
夏
63 ARCANA: DEATH
DEATH ANY-LEVEL MOVES HAMA/MUDO; costs 1 SP
• Accursed Bloodline Takes an action. When you take this move, select
either Hama or Mudo. In combat, you can try to
• Deep Cuts instantly kill an enemy (though certain powerful
• Life Drain “boss” enemies may be immune). Roll 2D6 + LUC.
• Hama/Mudo You can use your maximum LUC stat (rather than
• Lurker at the Gates the LUC you have currently). If you have a Blood-
• Toxic Patterns line Move for the relevant damage type (Bless for
• Vaguely Creepy
ACCURSED BLOODLINE Hama, Curse for Mudo), you can take a +1 to this
roll. However, as with all combat moves, the limit
You have bloodline access to Fire, Ice, Psychic, here is +4. On a complete success, your target is
and Curse skills. instantly killed. On a mixed success, your target
DEEP CUTS is unharmed; you take a counterattack, but you
regain your spent SP. On a failure, you take a
When you make a basic strike while using a large counterattack and you lose the SP.
weapon with a curved blade such as a war scythe, LURKER AT THE GATES
a kukri, or a naginata, and you roll a complete
success, your enemy gains the Bleeding status When you are beyond the Second Gate of Death,
ailment. you gain armor equal to your END stat. This can
LIFE DRAIN; costs 1 SP combine with worn armor , but not with other
moves that give armor such as Armored Persona
This is an Almighty attack which targets a single or Rakukaja.
enemy, draining some of their HP. On your turn, TOXIC PATTERNS
roll 2d6 and add your MAG stat to the result.
When you give another PC advice about some-
• On a complete success you deal damage thing they should do differently or something they
and avoid a counterattack. This attack deals should cut out of their life, they will gain a bonus
Almighty damage; to determine how much, roll of +1 to their next check relating to the advice you
a number of d6s equal to your character’s WP. gave. Furthermore, if the advisee acts upon the
You may also add your MAG stat to the result of advice, you gain a Wildcard. The advice needs to
your damage roll. For Death characters, you also be actionable, specific, and recent for the effect to
gain the bonus granted from the Gates you’ve be gained.
passed. Finally, you regain HP equal to half of the VAGUELY CREEPY
damage you deal (rounded up).
• On a mixed success you deal damage and When training to improve either your Guts or your
restore HP as is described above. However, you Knowledge aspect, you gain a bonus 1 AXP. For
also incur a counterattack. example, if you roll a complete success, you gain
• On a failure you do not do any damage or 4 AXP instead of 3. However, you must pick one
restore any HP, and you also incur a of the other aspects (Athleticism, Proficiency,
counterattack. or Charm) to ignore. When training to improve
this aspect, you gain a penalty of -1 AXP. For
example, if you roll a failure, you gain 0 AXP
instead of 1. This move is unique to Death
characters and should not be repurposed as an S.
Link bonus.
ARCANA: TEMPERANCE 64
節 XIV - TEMPERANCE Using a Nuclear skill moves you
“The greatest pleasures bring the down one on Physical vs. Spiritual
(toward the Physical side), etc. When
greatest pains.” you are on one side of a tracker, you are
- Democritus weak to damage of the opposite type and
strong when using attacks of the same type as
制 DEFAULT SUIT the side you’re on. For example, when you are
Cups higher than 0 on the Nuke/Psy tracker, you are
strong against Psychic damage but weak against
STARTING STATS Nuclear. At zero, you are neither strong nor weak
STR 1, AGI 1, END 0, MAG 1, with regards to both elements.
LUC 1, HP 15, SP 5
DEFAULT AFFINITIES Nuke/Psy (Physical/Spiritual)
Major: None* - -2 -1 0 1 2 -
Minor: Psychic, Nuclear, Bless, and Curse Crse/Blss (Chaos/Law)
Weakness: None*
*Strength and Weakness work differently for the - -2 -1 0 1 2 -
Temperance Arcana. See “Harmony” below.
EXPERIENCE TRIGGERS Beware, however, for if at any point you make
an attack that would cause the number on either
Temperance earns XP when they overcome an tracker to move to -3 or +3, it becomes locked.
obstacle using a clever solution which does not From now on you have a permanent +2 bonus
involve violence, when they maintain the status when using whatever element you used when
quo, or when they control their emotions even you locked it, and you can no longer use any
though it’s tempting to lash out. skills of the opposing element. The tracker could
TEMPERANCE STARTING MOVE: HARMONY potentially unlock again, but only after completing
a difficult task of the GM’s design.
Temperance begins play with four skills
rather than the usual three; each starting skill As an optional rule, if your GM is allowing you
from each of their minor affinities. While they have to use custom affinities, you can swap a pair of
access to more skills than one normally would, elements out for any other pair of opposing
Temperance can be restricted on how they use their elements. The opposing element sets are:
skills. As a Temperance player, you must keep two Fire/Ice, Electricity/Wind, Psychic/Nuclear, and
trackers. One represents the balance between Bless/Curse.
physical and spiritual (nuclear and psychic), while
the other represents the balance between chaos and TEMPERANCE ANY-LEVEL MOVES
law (curse and bless). When making a • Cautionary Measures
magic Attack, Temperance must • Changeover
adjust the appropriate tracker
夏 Using a Bless skill moves • Cosmic Harmony
you up one on Chaos • Courageous
vs. Law, for example • Divine Grace
(toward the Law side).
SUMMER • Emissary of Peace
• Neutral Aura
65 ARCANA: TEMPERANCE
CAUTIONARY MEASURES COSMIC HARMONY
When you do one of the following, take a Wildcard: Your starting move “Harmony” becomes slightly
• Convince someone they’re making a mistake. better. When you use a skill that would normally
• Initiate a tactical retreat. move a tracker to +/- 3, it instead stays at +/- 2
• Come up with a viable extra solution when it and does not become locked. However, if you do
seems like there’s only one or two. it more than once in a row, the tracker will be-
come locked like normal. This move is unique to
CHANGEOVER Temperance characters and should not be repur-
As a free action on your turn, you can swap both of posed as an S. Link bonus.
your trackers to their opposite sides. For example,
a +2 on the nuke/psy tracker would become a -2, COURAGEOUS
switching your strength from nuclear to psychic. When training to improve your Guts aspect, you
This applies to both trackers at once, but not if a gain a bonus 1 Guts XP. For example, if you roll
tracker is locked. This move is unique to Temper- a complete success, you gain 4 AXP instead of
ance characters and should not be repurposed as 3. When other PCs train their Guts aspect while
an S. Link bonus. Furthermore, this move can only you are in their immediate vicinity, they also gain a
be used once between long rests. bonus 1 Knowledge XP.
DIVINE GRACE
When rolling to determine how many hit points you
or an ally recover from a healing skill, add your WP
to the result.
EMISSARY OF PEACE
You’ve always hated fighting and seek to find ways
to circumvent violent encounters. You can reroll a
mixed success or failure when trying to deescalate
a situation, as long as you are not doing so for vain
reasons or to gain something. If you choose to use
this move and roll again, you must abide by the
result of the second roll. This move should apply to
negotiations with Shadows as well, allowing you to
reliably circumvent some encounters.
NEUTRAL AURA
You can use your action to give one ally an aura of
neutrality. This means that all of their resistances
(Weak, Strong, Immune, etc.) to all damage types
will be removed. They will neither be strong nor
weak with regards to any damage types; instead
they will be neutral. The aura lasts for three of the
recipient’s turns (roughly 15 seconds).
ARCANA: DEVIL 66
悪 XV - DEVIL • A Wildcard.
“The things you own end up • Extra SP equal to your WP
(I.E. both your current and maximum
owning you.” SP values increase). If the SP Variation is
- Chuck Palahniuk
魔 DEFAULT SUIT in effect, multiply this amount by 2.
Coins • Extra HP equal to the number of your current
level (gained as temporary HP).
STARTING STATS
However, for each day that you do not indulge, you
STR 1, AGI 0, END 1, MAG 0, will start to take penalties. Make sure to keep track
LUC 1, HP 18, SP 3 of how long it’s been since your last indulgence,
DEFAULT AFFINITIES and refer to the list of penalties below.
Major: Fire • Day 0: Downtime move devoted to Indulgence.
Minor: Physical and Curse Bonuses gained. No penalties inflicted.
• Day 1 of no Indulgence: If temporary HP were
Weakness: Bless
EXPERIENCE TRIGGERS lost, they are regained by resting. If extra SP were
spent, they are not regained. No new penalties are
The Devil earns XP when they live their best life, let inflicted.
their emotions lash out with no attempt to restrain • Day 2 of no Indulgence: Extra SP removed. Ex-
them, or tempt others with fun and excitement. tra temporary HP removed. Devil character returns
DEVIL STARTING MOVE: TEMPTATION to its baseline.
• Day 3 and beyond: The Devil character can no
You have a habit that is time-consuming but not longer recover their base HP or SP values by rest-
dangerous. Others might think it’s a waste of time, ing. HP can only be restored with healing items or
but does that really matter if it’s what makes you magic. SP can only be restored with rare items.
happy? Come up with a habit for your character.
It does not have to be related to a substance - it DEVIL ANY-LEVEL MOVES
could be something like video games or shopping. • Accursed Bloodline
If it is related to a substance, consider selecting • Friendly Temptation
something that isn’t very dangerous in order to
keep the game lighthearted. Marijuana, for exam- • Infernal Rage
ple, might be a good choice (though keep in mind • No, You Shut Up
that it is difficult to find in Japan). You can choose • Savor the Flavor
to devote a downtime move to indulging in your
habit. When you do so, you gain the following: • Silver Tongue
• Sticky Fingers
SUMMER
夏
67 ARCANA: DEVIL
ACCURSED BLOODLINE • On a complete success roll to regain HP or SP
You have bloodline access to Fire, Ice, Psychic, and then multiply the amount you rolled by two.
• On a mixed success you gain a smaller bonus
and Curse skills.
FRIENDLY TEMPTATION to the amount of HP or SP recovered. The bonus
is equal to your Willpower.
When you convince an S. Link to partake in your • On a failure you gain no bonus, but you still
indulgence with you, you gain an extra SXP recover HP or SP in the normal fashion.
toward your Link with them (for example, on SILVER TONGUE
a complete success you would gain 4 SXP
instead of just 3), as well as all the other benefits of When training to improve your Charm aspect, you
partaking in your indulgence. You might also gain gain a bonus 1 Charm AXP. For example, if you
an XP for this at the end of the session (assuming roll a complete success, you gain 4 AXP instead of
you have the appropriate trigger). 3. When other PCs train their Charm aspect while
INFERNAL RAGE you are in their immediate vicinity, they also gain a
bonus 1 Charm XP.
You can invoke this move as a free action on STICKY FINGERS
your turn. You feel a surge of energy and deal
extra damage with each attack - gaining a damage When you are rolling Proficiency to take something
bonus equal to your WP multiplied by two. which doesn’t belong to you (or to avoid detection
However, each time you attack you also take while you are preparing to take something which
damage equal to your WP (at its normal value, doesn’t belong to you), take an automatic +2 to
without being multiplied). The rage ends when your roll.
you fall unconscious, when you finish your current
battle, or when a rage-curing item or spell is used
on you.
NO, YOU SHUT UP
You gain a bonus of +2 in any situation where
you are arguing with or intentionally provoking an
NPC (but not a player character). For example, if
you are trying to Charm someone into agreeing
to fight you, you might trigger this ability by subtly
implying that your opponent is a coward. Or, you
might simply be arguing with a parent about a
curfew; if you are dissenting, you gain the bonus.
Furthermore, if you roll a complete success on the
check to which you’ve received a bonus, you can
also take a Wildcard.
SAVOR THE FLAVOR
When you use a consumable item that restores
HP or SP (such as a Life Stone or a Soul Drop),
roll LUC.
ARCANA: TOWER 68
塔 XVI - TOWER • As a further option, you can
“Woe, ruin, destruction, and decay; increase the move’s effectiveness
the worst is death by falling harder. Select any number
and death will have his day.” of extra enemies. Each enemy you select
- William Shaksepeare gains the Downed ailment. However, for each
selected enemy, you take an extra 1d6 Almighty
DEFAULT SUIT damage.
Swords
Note: Unless your opponent is rolling at least two
STARTING STATS damage dice, this move will never trigger. If your
STR 1, AGI 0, END 1, MAG 1, LUC 0, opponent is rolling three or more damage dice, it
is far more likely to trigger. It won’t be good at first,
HP 20, SP 3 but it will become much better later.
DEFAULT AFFINITIES TOWER ANY-LEVEL MOVES
Major: Curse • Armored Persona
Minor: Physical and Wind • Cold Bloodline
Weakness: Electricity • Crushing Impact
EXPERIENCE TRIGGERS • Hama/Mudo
The Tower earns XP when they exercise careful • Resolve
discretion or judgement, crumble to the will of the • Used to It
people around them, or display how they’ve been
affected by crushing circumstances. • Silver Lining
TOWER STARTING MOVE: MEGIDO AVALANCHE
When someone is rolling damage against you,
if they roll six on at least two of their dice, some
interesting things will happen:
• You become Downed.
• The enemy attacking you also becomes Downed
(powerful “boss” enemies may be immune to this
effect).
• You gain a Wildcard.
• If you remain above 0 HP after your enemy’s
damage has been applied, you automatically deal
some Almighty damage to all enemies on the
battlefield. To determine the damage, roll a
number of d6’s equal to your character’s
WP. You may also add your
SUMMER
character’s MAG aspect to the
damage. In short: this
automatic attack deals
WPd6 + MAG Almighty
夏 damage to all
enemies.
69 ARCANA: TOWER
ARMORED PERSONA RESOLVE
When you have access to your Persona, When training to improve your Guts aspect, you
gain a bonus 1 Guts XP. For example, if you roll
you automatically gain armor equal to your a complete success, you gain 4 AXP instead of
WP. This can combine with worn armor, but not 3. When other PCs train their Guts aspect while
with other moves that give armor such as Mage you are in their immediate vicinity, they also gain a
Armor or Rakukaja. bonus 1 Guts XP.
COLD BLOODLINE USED TO IT
You have Bloodline access to Ice, Wind, Psychic, You get knocked down, but you get up again.
and Curse damage. You can trigger a Megido Avalanche when two
or more of your opponent’s damage dice show
CRUSHING IMPACT 5 or 6, instead of just 6. In addition to gaining
When you are using a heavy blunt weapon such Avalanches more frequently, you no longer be-
as a hammer or a heavy edged weapon such as come Downed when an Avalanche is triggered
an axe, you gain a bonus to damage equal to your (your opponent, on the other hand, still does).
WP. Furthermore, on a complete success, your tar- This move is unique to Tower characters and
get gains a status ailment. If you are using an axe should not be repurposed as an S. Link bonus.
(or a similar weapon), they gain Bleeding. If you
are using a hammer (or a similar weapon), they SILVER LINING
instead gain Shocked. GMs are allowed some li- When you take this move for the first time, select
cense as to what they consider a “heavy edged any one of your five aspects. From now on, when-
weapon such as an axe”, but should avoid stray- ever you roll a failure while using that aspect, take
ing too far (i.e. a bastard sword would not apply). a Wildcard. Note: choose carefully, because once
you’ve taken the move and selected an aspect
HAMA/MUDO; costs 1 SP to apply it to you cannot change your selection.
Takes an action. When you take this move, select
either Hama or Mudo. In combat, you can try to
instantly kill an enemy (though certain powerful
“boss” enemies may be immune). Roll 2D6 + LUC.
You can use your maximum LUC stat (rather than
the LUC you have currently). If you have a Blood-
line Move for the relevant damage type (Bless for
Hama, Curse for Mudo), you can take a +1 to this
roll. However, as with all combat moves, the limit
here is +4. On a complete success, your target is
instantly killed. On a mixed success, your target
is unharmed; you take a counterattack, but you
regain your spent SP. On a failure, you take a
counterattack and you lose the SP.
SUMMER夏
ARCANA: STAR 70
星 XVII - STAR STAR ANY-LEVEL MOVES
“Throw me to the wolves • Crescendo
and I will return leading the pack.” • Deep Breath
• Finest Hour
- Seneca • Last Ditch
• Miracle
DEFAULT SUIT • Spark of Life
Cups
• Warm Bloodline
STARTING STATS
CRESCENDO
STR 0, AGI 0, END 0, MAG 1, LUC 2, When you choose to forgo rolling damage for an
HP 16, SP 4 All-Out Attack, the party receives extra healing
equal to your MAG value (in addition to what they
DEFAULT AFFINITIES get from your WP).
Major: Nuclear
Minor: Fire and Bless DEEP BREATH
Weakness: Psychic When you make a baton pass to an ally, that ally
regains 1D3 HP. For a D3, just roll 1D6 and divide
EXPERIENCE TRIGGERS the result by 2 (rounding up).
The Star earns XP when they attempt to inspire FINEST HOUR
hope in others, take some time to treat themselves When one of your allies (including you) falls to
to something they love, or demonstrate how faith 0 HP, you can grant that ally 15 temporary HP.
guides their life. The ally returns from unconsciousness and can
rejoin the fight immediately. Once these temporary
Note: The “faith” mentioned in the above HP run out, they stay gone until a long rest has
triggers need not be religious; it could be general been completed. They cannot be healed, and any
faith in the goodness of humanity or the power of healing applied to a character while they have
friendship. temporary HP goes to their regular HP. This move
can only be used once between long rests.
STAR STARTING MOVE: SHOWTIME
LAST DITCH; costs 1 SP
Seeing your teammates all on the same page You throw all of your weight into a tackle or strike
fills you with excitement, and your positivity in an attempt to knock over an enemy at a crit-
becomes a beacon of hope. When your team ical moment. On a complete success, you get
performs an All-Out Attack, you can choose to both of the following effects. On a mixed success,
forgo rolling damage for your character. If you do so, choose one. On a failure, you get nothing. Certain
your team will instead gain the following benefits: powerful “boss” enemies may be immune to these
• Every ally (including you) heals a number of HP effects (as denoted by the GM):
equal to your WP value. • The targeted enemy takes WPD6 Physical dam-
• Someone gets a Wildcard. You get to age. You can add your Athleticism aspect to this.
• The targeted enemy is Downed.
choose who it is. You can choose
yourself, if you’d like.
SUMMER
夏
71 ARCANA: STAR
MIRACLE SPARK OF LIFE
Anything could happen! Roll a d12 and You are singularly focused on self-reflection
consult the Miracle Table below. Many of and growth - but only for things that you care
the effects may be useless against certain about. At the start of each new session (or when
powerful “boss” enemies. The GM should warn prompted by the GM), choose an aspect to
players before the move is used if this is the case. focus on. For the remainder of the session, when
MIRACLE TABLE training to improve the aspect you chose, you gain a
bonus 1 AXP. For example, if you roll a complete
RESULT EFFECT success, you gain 4 AXP instead of 3. However,
1 when you take this move, you must select an
You take some Almighty damage. To aspect to ignore. The aspect remains ignored
2 determine how much, roll a number of forever. When training to improve your ignored
3 aspect, you gain a penalty of -1 AXP. When
d6’s equal to your WP. You also be- you are making any roll that uses your ignored
come Downed. aspect as a modifier, you take a penalty of -1.
Furthermore, you can never focus on your ignored
You gain an Ailment (GM’s choice; all aspect. This move is unique to Star characters and
options are viable including Downed). should not be repurposed as an S. Link bonus.
An enemy of your choice is polymor-
phed into a Harmless Mothman (see
Polymorph; pg. 80).
4 - 5 You gain ¥5,000, $50, or an appro- WARM BLOODLINE
priate similar amount in a relevant You have Bloodline access to Fire, Electric,
currency. Additionally, all members of Nuclear, and Bless damage.
your party heal HP equal to your MAG
stat.
6-9 An enemy of your choice gains an
Ailment of your choice (all options are
viable, including Downed). Additional-
ly, all members of your party heal HP
equal to your MAG stat.
10 A party member of your choice (you
can choose yourself) heals SP equal
to their WP (multiplied by two if the SP
Variation is in effect). Additionally, all
members of your party heal HP equal
to your MAG stat.
11 A party member of your choice (you
can choose yourself) heals some HP.
To determine how much, roll a num-
ber of d6’s equal to the target’s WP.
All unchosen party members gain HP
equal to your MAG stat.
12 A party member of your choice is
revived to full HP (you can choose
yourself). All unchosen party mem-
bers gain HP equal to your MAG stat.
ARCANA: MOON 72
月 XVIII - MOON • A single character hears an
“It’s hard to understand uncomplicated illusory noise such as
a sound effect or a sentence in another
how to be myself.” voice. Only one type of noise can be produced;
- Cibo Matto
DEFAULT SUIT multiple noises together (such as for a musical
cord) cannot be produced. No sense other than
Coins hearing is affected. The sound itself must be no
STARTING STATS longer than ten seconds, but it can be repeated at
STR 0, AGI 1, END 1, MAG 1, LUC 0, any interval for up to five minutes.
• A single character has their equilibrium
HP 16, SP 4 upset, causing them to fall and become Downed.
DEFAULT AFFINITIES Depending on the circumstances of the story, they
Major: Ice might also take some damage.
• A small object no heavier than five pounds makes
Minor: Ranged and Nuclear a sudden, jerky and imprecise movement. This
Weakness: Fire can be used to knock things over, cause unlocked
EXPERIENCE TRIGGERS doors to suddenly open, or etc.
The Moon earns XP when they employ deceptive MOON ANY-LEVEL MOVES
trickery, showcase a unique brand of anxiety, or • Artful Polymorph
take steps toward solving a mystery that interests
them. • Con Artist
• Heart of Gold
MOON STARTING MOVE: PHANTOM TRICKERY • Makarakarn
Some version or form of your Persona persists, • Master of Veils
always at your side. Starting from when you first • Moonspeak
• Wayward Bloodline
gain access to your Persona (as denoted by the
GM), you may invoke this move to activate one
of the following effects. You do not need to be in
the Shadow World, and you do not need to have
access to your main Persona. However, this move
can only be used once per day. If you use it you
must take a long rest before using it again.
• A single character sees a small illusory object of
any form no larger than a microwave oven. The
object affects no sense other than sight; it cannot
be touched or heard. The object can
persist for a period of up to
five minutes.
SUMMER
夏
73 ARCANA: MOON MASTER OF VEILS
ARTFUL POLYMORPH
Make a 2d6 check, adding your Persona’s MAG to You are adept with your Phantom Trickery. You can
the result. activate two effects before needing to take a long
• On a complete success, you can transform two rest. In fact, you can activate up to five effects before
targets into beautiful Luna Mothmen, changing all needing to rest. However, you need to spend one
of their stats to 0. A Luna Mothman can only Wildcard for each use of the move beyond the sec-
perform basic attacks and is weak to both ond one. This move is unique to Moon characters
Physical and ranged damage. Note: Certain and should not be repurposed as an S. Link bonus.
powerful “boss” enemies may be immune to this MOONSPEAK
effect.
• On a mixed success, you can change only one This move is unique to Moon. You have gained
enemy into a Luna Mothman. insight into a secret, imaginary language that
• On a failure, nothing happens. is only understood by you and your friends.
CON ARTIST This language can take any form - it can be a
language of symbols, words, gestures, or any
When you do one of the following things, take a Wild- odd combination of things you desire. Once
card. Depending on your Experience Triggers, you you take this move, you and all other PCs will
may also gain some XP at the end of the session. automatically and immediately become fluent in
• Trick an NPC into doing something beneficial. this language. By default, the language is called
• Mislead or misinform a captivated audience. “Moonspeak”. You may rename it as you’d like.
HEART OF GOLD You can also invoke this move to activate one of
When training to improve either your Proficiency the following effects. All listed effects count as
or your Charm aspect, you gain a bonus 1 AXP. Phantom Trickery effects, meaning you can only
For example, if you roll a complete success, you use one per day unless you are a Master of Veils.
gain 4 AXP instead of 3. However, you must pick
one of the other aspects (Athleticism, Guts, or • Moonspeak is projected into the minds of the
Knowledge) to ignore. When training to improve other PCs for a period of up to five minutes. This
this aspect, you gain a penalty of -1 AXP. For ex- effect can be used to share an auditory language
ample, if you roll a failure, you gain 0 AXP instead in silence, or to perform a visual language in
of 1. This move is unique to Moon characters and darkness.
should not be repurposed as an S. Link bonus. • One NPC gains the ability to use and
MAKARAKARN; costs 1 SP understand Moonspeak for as long as you’d like -
even indefinitely. If it’s only temporary, they
You can repel any one magical attack. The next will retain knowledge of things told to them in
time you take damage of any type other than Moonspeak even after the language itself is
Physical, Ranged, or Almighty, the damage is forgotten.
instead applied to the enemy who made the • One NPC temporarily forgets all languages other
attack. The attacker is normally affected by the than Moonspeak for a period of up to five minutes.
damage with regards to their affinities. If they During that time, to most people, they will appear
are weak, they get knocked down. If the attacker to be speaking gibberish. This effect is primarily
reflects attacks of this particular damage type, it useful for mischief.
bounces back to you and you take it after all. WAYWARD BLOODLINE
You have Bloodline access to Ice, Electric,
Nuclear, and Bless damage.
ARCANA: SUN 74
太 XIX - SUN That said, the GM should not
“Seek not the good in external things; allow silly justifications. Furthermore,
seek it in yourselves.” a fixation should generally be something
- Epictetus specific; general activities such as “learning” or
“soul-searching” are too vague.
陽 DEFAULT SUIT
Wands When you trigger this move, you gain the follow-
ing effects:
STARTING STATS • If you are pursuing your fixation while Hanging
STR 0, AGI 0, END 0, MAG 1, Out with an S. Link, you gain one SXP more than
you normally would. For example, if you roll a
LUC 2, HP 14, SP 5 complete success, you gain 4 SXP instead of 3.
• If you are pursuing your fixation while Training,
DEFAULT AFFINITIES you gain one AXP more than you normally would.
Major: Fire • You gain a Wildcard.
Minor: Nuclear and Bless If a session goes by where the Sun character
Weakness: Curse does not pursue their fixation, they will suffer from
spiritual pain, losing 1 AXP from each of their five
EXPERIENCE TRIGGERS aspects. If this decrease would cause them to go
to -1 AXP, the aspect goes down by one level. In
The Sun earns XP when they inspire others to this case, the AXP for the aspect should be reset
be happy or take action, display their passions to to one number below its improvement threshold
others, or remain optimistic in the face of adversity. (see AXP, pg. 97). However, the GM can and
should choose to forgo this penalty due to any
SUN STARTING MOVE: WAY OF LIFE extenuating circumstance, such as an especially
short session, being stuck in the Shadow World,
You have a deep-rooted passion for a etc.
particular activity or set of activities which fills
you with joy. However, you start to miss it when SUN ANY-LEVEL MOVES
it’s gone.While your character may have several • Courageous
interests or passions for the purpose of activat- • Energize
ing their experience trigger, you should decide
on one particular field of interest (such as Acting, • Glass Half Full
Cooking, Gaming, etc.) for the purpose of • Happy Dance
activating this move. In any situation where the • Iron Immunity
GM would describe your use of a downtime move • Shine a Light
as pursuing your fixation, this move will trigger. • Warm Bloodline
Generally, whenever someone is making a COURAGEOUS
When training to improve your Guts aspect, you
downtime move, they should describe the gain a bonus 1 Guts XP. For example, if you roll
a complete success, you gain 4 AXP instead of
fiction surrounding the move. This 3. When other PCs train their Guts aspect while
you are in their immediate vicinity, they also gain a
is what the GM should refer to. bonus 1 Guts XP.
SUMMER
For example, if a character
with a fixation on cooking
describes their downtime
move as “training
夏 Proficiency by
practicing new
recipes”, the move
should trigger.
75 ARCANA: SUN
ENERGIZE HAPPY DANCE, costs 1 SP, lasts ten minutes
To trigger this move, during a battle your You can use your action to make a number of
character must say something to inspire or enemies happy, enamored, or generally carefree.
invigorate their allies. If the GM agrees that When the effect wears off, the target or targets
you did this, at the end of the battle make a will realize they were Charmed. Roll 2D6 + MAG.
Guts check. On a complete success, you and On a complete success, you get all three of the
all of your allies gain one Wildcard. On a mixed following effects. On a mixed success, choose
success, nothing happens. On a failure, you lose two. On a failure, choose just one.
a single point of SP due to spiritual pain. If you • A target is charmed by you. They will not attack
have no SP to lose, you instead lose 1d4 HP. you and will be more likely to listen to things you
GLASS HALF FULL tell them.
• A second target is charmed.
In the real world, whenever you approach a • A third target is charmed.
problem with naive optimism, you gain a bonus of • The effect lasts for thirty minutes instead of ten.
+1 to any 2d6 check relating to that problem in the IRON IMMUNITY
immediate future (maximum of +4).
You are immune to all physical ailments except
for Downed (Burned, Shocked, etc). You can still
be affected by mental ailments (Afraid, Charmed,
etc).
SHINE A LIGHT
When you inspire someone else to take a sig-
nificant action that you believe will lead to their
happiness, or explain what’s getting in the way
of their happiness, take a Wildcard as well as a
point of AXP in either Guts or Charm (whichever
you prefer). You might also gain a point of XP at
the end of the session if you have the appropriate
trigger. This move can only be triggered once per
session. The GM should maintain the right to veto
the activation of this move for a reason that is silly
or frivolous.
WARM BLOODLINE
You have Bloodline access to Fire, Electric,
Nuclear, and Bless damage.
SUMMER 夏
ARCANA: JUDGMENT 76
審 XX - JUDGMENT The following events increase Mercy by one point:
“If there’s a Judgment Day, as some • You witness someone take a meaningful action
folks think, He’s going which goes against your sense of morality, but you
to have a lot to answer for.” forgive them (if you witness multiple people doing
- Phillip Appleman
判 the same thing, it only counts once).
DEFAULT SUIT • You take a meaningful action that perfectly
Wands exemplifies your sense of morality.
STARTING STATS The following events increase Wrath by one point:
• You witness someone take a meaningful action
STR 0, AGI 0, END 1, MAG 1, which goes against your sense of morality, and
LUC 1, HP 14, SP 5 you confront them about it, telling them why
DEFAULT AFFINITIES they’re wrong (if you tell off multiple people about
Major: Fire the same event, it only counts once).
• You display how your character is concretely
Minor: Bless and Curse negatively affected by brutal honesty or by
Weakness: Ice powerful emotions such as anger or sadness.
• You go against your own sense of morality (this
EXPERIENCE TRIGGERS also causes you to lose a point of Mercy).
Judgment earns XP when they display their
personal morality, defer to logic and planning, or During combat, you can spend a point of
show how faith guides them. Mercy to use the Ritual of Mercy. Or, you can
JUDGMENT STARTING MOVE: WRATH AND MERCY spend a point of Wrath to use the Ritual of Wrath.
However, if you are at zero Mercy, the Ritual of
When creating a Judgment character, you must
first decide what their personal moral tenets are. Wrath costs three points of Wrath instead of one.
This also works vice-versa (at zero Wrath, the
These are the standards by which others will be Ritual of Mercy costs three points). Note that the
judged. Your character’s sense of morality might trackers can never go above three or below zero.
include a fairly standard tenet such as “always
maintain law and order”. On the other hand, “steal
from the rich and give to the needy” might be more • RITUAL OF MERCY: Takes an action. Grants healing
to you and your entire time. The amount healed is
their speed. You can have up to three different WPD4+4. Also removes any ailments.
tenets, each regarding something your character • RITUAL OF WRATH: Takes an action. Costs 1 point of
feels strongly about. Furthermore, you should only Wrath. Automatically inflicts WPD6+6 Almighty
have tenets that are both actionable and specific.
Tenets such as “don’t be evil” should be replaced damage to one enemy of your choice. Also, auto-
with more actionable ones; i.e. “don’t stand by and matically inflicts the Fear ailment on 1D4 random
allow evil things to happen”. enemies (certain powerful “boss” characters may
be immune to this effect).
If appropriate, the GM may allow you to change As is stated above, going against your own moral
your tenets between sessions, as the result of code causes you to gain a point of Wrath and lose
character development.
a point of Mercy. If you’re frequently breaking your
own moral code, it may time for you to discuss
As a Judgment character, you have two seperate changing that code with the GM.
trackers: one for Mercy, and one for Wrath. Each
tracker goes from zero to three, starting at zero.
You can increase them by taking certain actions.
77 ARCANA: JUDGMENT
JUDGMENT ANY-LEVEL MOVES JEERING TAUNT
• Disciple Bloodline
• Jeering Taunt You can use your action to attempt to enrage your
• Knower opponents. Make a 2d6 check and add either
• Last Rites your character’s Charm or their Guts aspect,
• Merciful Blessing whichever is higher. The target of your taunts
• Pride in Balance will become Enraged, but they will also suffer a
• Pride in Mercy -WP damage penalty (rather than the standard
• Pride in Wrath +WP damage bonus). You are encouraged to say
• Wrathful Scream some things that will make them upset. A kind
GM who appreciates your taunting might award
DISCIPLE BLOODLINE you a +1 bonus to your check. Characters who
You have Bloodline access to Fire, Nuclear, Bless, are Enraged will devote all their energy to arguing
and Curse damage. with or attacking you. They will be much less
likely to notice other things happening around
them. Certain powerful “boss” enemies may be
immune to these effects.
• On a complete success, if you want, you can
select an additional target. Both targets become
Enraged as described above.
• On a mixed success, only the original target be-
comes Enraged.
• On a failure, the target is not Enraged, but they
do gain a damage bonus against you equal to your
WP for the remainder of the fight (or, if you aren’t
in a fight, it carries over if you ever do get into
one). If you fail multiple taunts against the same
character in the same fight, the bonus stacks.
KNOWER
This move is unique to Judgment. You always know
when an enemy or character nearby has recently
done something which goes against your sense
of morality. Though you won’t know the exact
nature of their actions, they will give off a malicious
aura that only you can see. You can see this aura
whenever you’re within 100 feet of the character in
question. It radiates in darkness and even through
walls. You gain a +2 to non-combat
2d6 checks against these char-
SUMMER
acters, particularly to intimidate
or persuade them. Note that
you cannot gain Mercy or
Wrath for forgiving or
condemning these
characters until you 夏
know exactly what
they did.
ARCANA: JUDGMENT 78
LAST RITES PRIDE IN WRATH
After a fight that involved your Persona, wherein This move is unique to Judgment. You
your party was victorious, you may choose to lay can only have one of the three “Pride”
your enemies to rest or condemn them. Make a 2d6 moves. All restrictions on your character at
check with either your Knowledge or your Charm. zero Mercy are removed. You can freely use
• On a complete success, you can gain either a all Wrath abilities, even with no Mercy. Additionally,
point of Mercy or a point of Wrath (your choice). when you are training Athleticism or Knowledge,
Or, you can instead take two of the benefits list- you gain 1 more AXP than you normally would.
ed for a mixed success. Note that unless you are Finally, when you roll for Curse damage, you can
a Judgment character, you cannot earn Mercy or add your Wrath to the result.
Wrath.
• On a mixed success, choose one of the WRATHFUL SCREAM
following: You regain WPD4 HP, you gain a Wild- This move is unique to Judgment. Takes an action,
card, or in your next fight you Nullify one damage and costs two points of Wrath. If you are at zero
type of your choice. Mercy, it instead costs three points. Automatically
• On a failure, you are drained. You lose 2 SP. If inflicts the Downed ailment to everyone on the
you have no SP to lose, you instead take WPD6 opposing team. If your team then follows up with
damage. The damage type is Almighty. an All-Out Attack, each teammate (including you)
MERCIFUL BLESSING gains a bonus of +1D4 to their AoA damage for
that one attack. When you reach level 9, the
This move is unique to Judgment. Takes an action, damage bonus increases to +2D4.
and costs two points of Mercy. If you are at zero
Wrath, it instead costs three points. Choose
Matarukaja, Marakukaja, or Masukukaja. Your
party immediately gains the effects of this move.
PRIDE IN BALANCE
This move is unique to Judgment. You can only
have one of the three “Pride” moves. All restrictions
on your character at zero Wrath or zero Mercy are
removed. You can freely use all abilities at their
default costs. No additional benefits are gained.
PRIDE IN MERCY
This move is unique to Judgment. You can only
have one of the three “Pride” moves. All restrictions
on your character at zero Wrath are removed. You
can freely use all Mercy abilities, even
with no Wrath. Additionally, when
SUMMER
you are training Charm or Guts,
you gain 1 more AXP than you
normally would. Finally,
when you roll for Bless
夏 damage, you can add
your Mercy to the
result.
79 SUITS
In addition to basic and unique The following pages detail the moves
Arcana moves, Persona wielders have of the Wands suit. Personas of the
access to a number of Special Moves, Wands Suit typically excel at deal-
ワalso known as SP Moves. Each SP Move ing damage and destroying foes with
has an associated cost in SP or Spirit Points. magic.
ン
When you perform the move, your character’s SP STARTING MOVE
will decrease. • Pulse
Only certain Personas have access to certain SP PULSE; costs 1 SP
Moves. The moves you have access to are deter-
mined by your suit. For example, Personas of the ドWhen making a magic attack, you
Magician Arcana have the suit Wands and Perso-
nas of the Priestess Arcana have the suit Cups. can invoke this Move to do 1D6 ex-
However, Personas can learn moves outside of tra damage on a successful hit. For
their Suit by sacrificing a level when they gain example, if you would normally roll
1D6+1 damage, you now roll 2D6+1.
enough experience to do so. For more information In addition, on a roll of 10 or higher, the attack will
on “Multiclassing”, see page 58.
inflict a status ailment based on the type of dam-
age it does. Refer to page 59 to see the effects of
Each Persona starts with one SP Move they al- these ailments.
ready know, which is noted on their Arcana page.
They then get to pick an additional move, for a to- • Fire/Psychic: The target is Burned.
tal of two known at character creation. • Wind/Nuclear: The target is Downed.
• Electric: The target is Shocked.
Once your character has run out of SP, they cannot • Ice: The target is Frozen.
use SP Moves until they rest for at least 6 hours in • Bless/Curse: The target is Afraid.
the real world. If, however, the real world and the
other world are one and the same, your GM might ANY-LEVEL MOVES
allow you to recover simply by resting in a safe • Alter Perception
area (again, for at least six hours). • Dia
• Float
Furthermore, keep in mind that SP Moves can only
be used by a character when they are in full con- • Mage Armor
trol of their Persona, unless otherwise stated. • Oil Slick
Most moves are only available to Personas of a • Ping-Pong
particular Suit. However, one move can be used • Polymorph
by Personas of any Suit at any time without having
to be learned. • Quicken
• Stunning Flash
BATON PASS
• Tarukaja
• Veil of Fog
• Whispering Invocation
After successfully downing an enemy, you can SUMMER 夏
invoke this Move. You choose who acts next, in-
stead of the GM. Additionally, whoever you passed
the baton to gets a bonus of +1 to their next roll, no
matter what it is. This Move has no cost, but can
only be used once per battle.
SUIT: WANDS 80
杖 ALTER PERCEPTION; costs 1 SP, lasts 10 PING-PONG; always active
minutes When using a magic attack against an
You can use your action to complete- enemy who is immune to the type of dam-
ly change the way one character per- age being used, roll 2d6. On a roll of 10 or high-
cieves one other character or object. er, the Skill does normal damage, bypassing the
You can change the way this thing affects two (and immunity. On a roll of 6 or lower, the Skill bounc-
only two) of the target’s senses for the duration of es back, dealing its damage to the caster. On a
the spell. mixed success, roll again.
DIA; costs 1 SP POLYMORPH; costs 1 SP, lasts 1 minute
You can use your action to heal yourself or an Make a 2d6 check, adding your MAG. On a mixed
ally. The target immediately recovers hit points or complete success, you can transform one en-
equal to 2d6 + your MAG stat. emy into a Harmless Mothman. Statistics for this
creature can be found below. On a failure, nothing
FLOAT; costs 1 SP, lasts 10 minutes happens. Certain high-level “boss” enemies may
You can use your action to give the entire party the be immune to this effect, as denoted by the GM.
ability to float. They can move horizontally and de-
scend, but not ascend, at a speed not exceeding HARMLESS MOTHMAN
10 miles per hour. If appropriate, you might ride on STR -1 AGI -1 END -1 MAG -1 HP n/a*
the back of your floating Persona.
WEAK: Ranged
OIL SLICK; costs 1 SP, lasts 1 minute SKILLS: none**
You can use your action to cover a 10 square-foot PERSONALITY: Timid
area in slippery grease. Any character who tries to TREASURE: none
pass through this area must make a Proficiency *A Harmless Mothman has as much HP as
check (AGI for Personas). On a failure or mixed whatever it was transformed from, at the time that
success, the character falls prone. They must use it was transformed. If it is reduced to zero HP, it
a subsequent turn to make another check. If this dies along with its original form.
check is a failure, they continue to slip around use- **Even with no skills, any Shadow can make a
lessly. On a mixed or complete success, the char- basic Physical or Ranged attack. For a Harmless
acter gets up and leaves the Oil Slick in whatev- Mothman, this attack does 1d4-1 damage.
er direction they choose. The oil evaporates after
one minute, at which point characters no longer
need to make a check to get out of it. Characters
or Personas who can float or fly can pass over the
area unaffected if doing so.
MAGE ARMOR, costs 1 SP
In the Shadow World, you can use your action to
grant yourself some sort of magical protective film.
You gain WP points of armor, in addition to what
you’re already wearing. The effect of this move
lasts until your character takes a long rest, leaves
the Shadow World, or otherwise loses access to
their Persona. This can combine with worn armor
, but not with other moves that give armor such as
Armored Persona or Rakukaja.
81 SUIT: WANDS LEVEL 10+ MOVES 杖
QUICKEN; costs 1 SP • Fly
When you roll a complete success while
• Media
casting a basic spell, you can invoke this • Matarukaja
move to roll another attack against a different
enemy, regardless of whether or not you’ve earned • Sleep
a one-more. You can continue to chain hits as long • Wall
as you keep rolling complete successes with the FLY; costs 2 SP, lasts 10 minutes
basic spell move.
STUNNING FLASH; costs 1 SP You can use your action to give your entire party
the ability to fly. They can fly in any direction, at
You can use your action to attempt to stun a char- a speed not exceeding 30 miles per hour. If ap-
acter or Persona. Anyone who is looking at you propriate, you can ride on the back of your flying
while you use this move must make a Guts check Persona.
(CON for Personas). On a failure or mixed suc- MEDIA; costs 2 SP
cess, they are Shocked (see page 59). You can
also use this move to light dark areas in a pinch. You can use your action to heal your entire party at
Using it at this lower frequency allows it to go on once. Everyone recovers hit points equal to 2D6 +
for a full hour. During this time it can still be used your MAG stat.
offensively, but this requires an additional 1 SP to MATARUKAJA; costs 2 SP
be spent.
TARUKAJA; costs 1 SP As with Tarukaja, but able to affect the entire par-
ty at once.
You can use your action to greatly increase the SLEEP; costs 2 SP, lasts 10 minutes
damage output of yourself or an ally. The next
three times that ally rolls to damage an enemy, You can use your action to give enemies the Asleep
they add 2 to their roll. This bonus also applies Status Ailment (see page 19). Make a MAG check
to manual tasks that require strength, such as with your Persona. On a complete success, this
moving heavy obstacles. The effect lasts until can affect three targets. On a mixed success, it
the recipient either makes three damage rolls or affects only two. On a failure, it affects one.
takes a long rest. WALL; costs 2 SP, lasts 1 hour
VEIL OF FOG; costs 1 SP You can use your action to create a large wall of
You can use your action to create a 30 square an element that your Persona has access to. The
foot cloud of fog. Making a ranged attack from wall is 100 feet high, and can be long enough to
within, or on someone within, can only succeed completely encircle your party. Enemies who are
on a complete success. Additionally, Proficiency weak to the element cannot pass through the
rolls to escape battle made from within the fog wall. Enemies who are resistant pass
gain a bonus of +2. through normally. Other enemies can
WHISPERING INVOCATION; costs 1 SP attack the wall. Each enemy who
consistently does this will reduce
SUMMER
Your Persona makes a basic magic attack against the spell’s duration by 5 min-
an opponent. On a mixed or complete success, utes. However, the spell
the target takes 1D4 + MAG damage and gains always lasts for a min-
the Afraid Status Ailment (see page 19). This Move imum of 10 minutes. 夏
cannot be used on targets who are at a higher
Star level than the user’s level.
SUIT: CUPS 82
聖Personas of the Cups Suit typically DAZZLER; costs 1 SP
excel at healing and buffing their al- You can use your action to let out a
lies with magic. They sometimes take concussive blast of light and sound. Roll
the form of robed magicians, angels, 2D6 + MAG. On a 7 - 9, choose one of the
following. On a complete success, you get both.
杯or other healers (although any Per- On a failure, you get neither.
sona can take any form you’d like). • The target is Shocked, and has a
chance to not make attacks for a short
STARTING MOVE period of time (see pg. 18).
• Diarama • The target takes 1D6 + MAG damage. At level
five, this increases to 2D6. At level 10, 3D6.
DIARAMA; costs 1 SP
You can use your action to heal yourself or an ally. DIVINE WATER; costs 1 SP, lasts 1 hour
The target immediately recovers a number of hit Roll 2D6 + MAG. On a 7 - 9, choose one of the
point. To determine how many, roll a number of following. On a complete success, you get two. On
d6’s equal to your WP (minimum of two) and add a failure, you get nothing.
your MAG stat to the result. • The party can walk on water as if it were sand.
• The party can breathe underwater.
ANY-LEVEL MOVES • The party takes on the form of water, allowing
• Amrita Drop them to squeeze through tight cracks. However,
they cannot fight in this state.
• Compel
• Dazzler DORMINA; costs 1 SP
• Divine Waters You can use your action to lull someone to sleep.
• Dormina Roll 2D6 + MAG. On a mixed success, the target
• Hapirma falls asleep for 10 minutes. On a complete suc-
• Quicken cess the target is out cold, and will not wake up
• Sukukaja for several hours. On a failed roll, the target re-
• Ward Rune mains awake, and notices they’ve been targeted
by a spell.
AMRITA DROP; costs 1 SP
You can use your action to immediately cure the HAPIRMA; costs 1 SP, lasts 10 minutes
status ailment of one of your allies. You can use your action to make a character or
Persona happy, enamored, or generally carefree.
COMPEL; costs 1 SP, lasts 1 minute Roll 2D6 + MAG. On a 7 - 9, choose one of the
following. On a complete success, you get two.
You can use your action to attempt to control the On a failure, you get nothing.
• The target is charmed by you. They will not at-
mind of a character or Persona. Roll 2D6 + MAG. tack you and will be more likely to listen to things
you tell them.
On a 7 - 9, choose one of the following. On a com- • The effect lasts for thirty minutes, instead of ten.
• The target doesn’t realize a spell was used on
plete success, you get both. On a failure, you get them once it’s over.
nothing.
• The target carries out a simple
SUMMERone-word command for one
minute.
• The target doesn’t
realize a spell was
夏 used on them once
it’s over.
83 SUIT: CUPS
QUICKEN; costs 1 SP 聖AMRITA SHOWER; costs 2 SP
When you roll a complete success while
You can use your action to immedi-
casting a basic spell, you can invoke this ately cure the status ailments of your
move to roll another attack against a different entire party at once.
enemy, regardless of whether or not you’ve earned
a one-more. You can continue to chain hits as long 杯DIARAHAN; costs 2 SP
as you keep rolling complete successes with the
basic spell move. You can use your action to greatly
heal an ally. They recover all of their
SUKUKAJA; costs 1 SP hit points.
You can use your action to greatly increase the
agility of yourself or an ally. The next three times HAPPY DANCE; costs 2 SP
that ally rolls to hit, they add 2 to their roll. This As with Hapirma, but able to affect two enemies
bonus also applies to climbing, running, jumping, at once. Spend another SP to affect another ene-
etc. The effect lasts until the recipient either makes my. Up to five can be targeted at once.
three rolls to hit or takes a long rest.
MARIN KARIN; costs 2 SP, lasts 1 hour
WARD RUNE; costs 1 SP, lasts 1 hour You can use your action to attempt to charm an
You can use your action to create an explosive rune enemy. Roll 2D6 + MAG. On a 7 - 9, choose one
that does 1D6 damage when someone touches it. of the following. On a complete success, you get
At level 5, this increases to 2D6. At level 10, 3D6. two. On a failure, you get nothing. This Move can
The rune must have an associated damage type, only be used on a target who is the same or a
which must be something that your Persona has lower level as the user.
access to. You cannot choose Physical or Ranged • The target will attack its allies.
as a damage type. Roll 2D6 + MAG. On a 7 - 9, • The target will happily carry out simple, one
choose two of the following. On a complete suc- word commands, as long as they don’t conflict
cess, choose three. On a failure, choose just one. with its core desires.
You must choose at least one area of effect or the • The target will heal its enemies, if it is able to.
Move will do nothing.
• The area of effect is five square feet. MEDIARAMA; costs 2 SP
• (Only if the above has already been chosen) The You can use your action to heal your entire party at
area of effect increases to ten square feet. once. They recover the amount they would if you
• The rune is invisible to the naked eye. had used Diarama, but all of them are affected.
• The rune does an extra 1D6 damage.
MASUKUKAJA; costs 2 SP
LEVEL 10+ MOVES As with Sukukaja, but able to affect the entire
• Amrita Shower party at once.
• Diarahan SUMMER
• Happy Dance
• Marin Karin
• Masukukaja
夏
SUIT: COINS 84
金 Personas of the Coins suit are true DEDUCE; costs 1 SP
phantoms. Jacks of all trades, Coins Roll 2D6 + Knowledge. On a 7 - 9, you
Personas can move quietly, break can ask your GM one of the following quest-
through hidden barriers, and strike ions. On a complete success, you can ask two.
On a failure, you can’t ask anything. If the GM
貨 from the shadows. On occasion, they has nothing to tell you, they should return your
can even bend the rules of the world. spent SP. This Move can be used at any time,
regardless of whether or not you have access to
STARTING MOVE your Persona.
• Backstab • What secret, hidden, or out of place aspect do I
notice about the current situation?
BACKSTAB • What’s a possible explanation for this seemingly
When you attack an enemy who didn’t see it com- unexplainable event?
ing with either a ranged or melee skill, you can • What do I think we’re we missing?
invoke this move. If your roll to-hit is a complete • What do I feel motivates a particular character?
success, you do extra damage and don’t incur a
counterattack. If your attack roll is a 7 – 9, you KNOCK; costs 1 SP
have to choose either one or the other. To deter- You can use your action to open a locked or blocked
mine how much extra damage you do, roll a num- passage. Roll 2D6 + MAG. On a 7 - 9, choose one
ber of d6s equal to your character’s WP. of the following. On a complete success, you get
both. On a failure, you get neither.
Enemies that are Afraid, Asleep, Confused, • A blocked passageway is cleared or opened.
Downed, Frozen, Shocked, or Sickened can be • The move is silent. It this is not chosen, it makes
considered to “not see it coming” for the purpose a deafening sound like knocking on hard wood.
of inflicting a Backstab. However, once an enemy
has been Backstabbed, any ailments they had are ENSHADOW; costs 1 SP, lasts 10 minutes
removed. You can use your action to bend environment
around you to your will, creating shadows and
ANY-LEVEL MOVES other hiding spots wherever you please. If no
• Cut Open route for stealth existed before, one does now.
• Deduce Enemies’ minds will do their best to rationalize
• Knock the mysterious twisting of their world.
• Enshadow
PLEASING TEA
• Pleasing Tea You can use your Downtime action in the Real
• Sling Guns World to make a special tea, coffee, or some
• Substitute other form of refreshment. Roll 2D6 + Proficiency.
• Sukukaja On a complete success, the tea can be used to
• Tools of the Trade return 4 SP to an ally. On a 7 - 9, the tea returns
3 SP. On a failure, 2 SP. Only one use of tea can
CUT OPEN; costs 1 SP be brewed each time the ability is used, and a
When using a melee skill, you can given character can only refresh themselves with
tea once. After this, they’ll need to restore their
invoke this move. If you hit suc- SP at least once in the traditional manner before
cessfully, your target gains the they can use the tea again.
Bleeding status ailment.
SUMMER
夏
85 SUIT: COINS
金making a ranged attack, you can invoke
SLING GUNS; costs 1 SP INVISIBILITY; costs 2 SP
When you roll a complete success while You can use your action to render
yourself or an ally completely invis-
this move to roll another ranged attack against ible. The invisibilty ends when they
a different enemy. You can continue to chain make a large noise or motion, as 貨
attacks as long as you keep rolling complete in to attack someone, or when you
successes with the basic shot move. choose to end it.
SUBSTITUTE; costs 1 SP LAST SURPRISE; always active
You can invoke this move once per battle to es- This Move requires Backstab. The
cape a counterattack you incurred as the conse- size of extra damage dice recieved from
quence of a failure or mixed success. the move increases from 1D6 to 1D8.
SUKUKAJA; costs 1 SP SANCTUARY; costs 2 SP, lasts indefinitely
You can use your action to greatly increase the You can use your action to create a Safe Room
agility of yourself or an ally. The next three times in the Other World which enemies cannot enter.
that ally rolls to hit, they add 2 to their roll. This The entrance to the room must be inlaid in a wall
bonus also applies to climbing, running, jump- or floor. The room can be used to plan, reassess,
ing, etc. The effect lasts until the recipient either or even retreat to the Real World. Only one play-
makes three rolls to hit or takes a long rest. er-created Sanctuary can be active at a time. En-
emies can attack the door to the Sanctuary and
TOOLS OF THE TRADE; always active eventually break it. If one enemy is attacking the
Your Persona has access to anything both you entrance constantly, it takes an hour. For each
and your GM agree a thief might have access to; additional enemy trying to break inside, subtract
lockpicks, climbing tools, etc. Maybe they come ten minutes from this time. However, the Sanctu-
from a satchel your Persona keeps, or maybe ary should always be impossible to break open
they’re actually a part of your Persona. If you ever for at least five minutes after the attacks begin. If
fail a roll using these tools, they become dam- the entrance isn’t broken, the Sanctuary remains
aged. They will remain unusable until you spend in place until the Move is canceled or another
a few minutes and 1 SP to fix them. Sanctuary is placed elsewhere.
LEVEL 10+ MOVES
• Bend Reality
• Invisibility
• Last Surprise
• Sanctuary
BEND REALITY; costs 2 SP SUMMER 夏
You suggest a change to the current scene;
something as simple as “this character now has
a mustache” or as complex as anything else you
can imagine. The GM will maintain the right to
veto your suggestion and ask for another one.
Once it’s approved, roll 2D6+LUC. On a complete
success, you get exactly what you wanted. On a
7 - 9, there’s an unintended consequence. On a
failure, the spell backfires utterly.
SUIT: SWORDS 86
剣 Personas of the Swords suit excel HOLD THE LINE; costs 1 SP
at defending allies and striking down When one of your allies takes damage,
enemies with fearsome melee at- you can invoke this Move to protect them,
tacks. Warriors, knights, and tacti- shifting the damage onto yourself. You can con-
cians all fall into the Swords suit. tinue to protect them from damage until the fight
ends, as long as you don’t leave their immediate
STARTING MOVE vicinity. You can only protect one ally per battle.
• Staggering Strike
INFUSE WEAPON; costs 1 SP, lasts 1 day
STAGGERING STRIKE; costs 1 SP You can use your action to add an elemental ef-
When making a basic melee strike, you can invoke fect to your or an ally’s weapon; it radiates flame,
this Move to increase your damage output. If you sparks with electricity, or etc. You must choose a
roll a 7 - 9 to hit, choose one. If you roll a complete type of damage that your Persona has access to.
success, choose two. If you roll a failure, you get You cannot choose infuse a weapon with Physical
nothing but don’t incur a counterattack. or Ranged damage. The weapon then does both
• You do an extra D8 of damage. damage types for the purpose of exploiting weak-
• You do another extra D8 of damage. nesses and knocking enemies over.
• You don’t incur a counterattack.
INTIMIDATE; costs 1 SP
ANY-LEVEL MOVES You can use your action to terrify your opponent.
• Blood Frenzy Roll 2D6 + STR. On a 7 - 9, your target gains the
• Bond of Friendship Afraid status ailment (see page 19). On a com-
• Hold the Line plete success, you can apply it to another enemy.
• Infuse Weapon On a failure, the target becomes Enraged (see
page 19) and targets the move’s user exclusively.
• Intimidate This Move cannot be used on targets who are at a
• Rakukaja higher level than the user.
• Rising Slash
• Sweep Low RAKUKAJA; costs 1 SP
• Signature Weapon You can use your action to greatly reduce the
• Uncompromising Force amount of damage taken by yourself or an ally.
The next three times that ally takes damage, they
BLOOD FRENZY; costs 1 SP subtract 2 from the damage they take. This bonus
When you roll a complete success while making also applies when suffering intense environments
a melee attack, you can invoke this move to roll or resisting disease. The effect lasts until the re-
another attack against a different enemy. You can cipient either takes damage three times or takes
continue to chain hits as long as you keep rolling a long rest.
complete successes with the basic strike move.
SUMMER BOND OF FRIENDSHIP RISING SLASH; costs 1 SP
When someone Baton Passes to you, you can in-
This Move requires Hold the Line. voke this Move. Choose a target and roll 2d6 +
夏 Line.When protecting an ally, you AGI. On a complete success, you do 4D4 + STR
damage. On a mixed success you do the same
can mitigate some damage. amount of damage, but incur a counterattack.
Subtract damage equal to
your S. Link level with
the ally you’re pro-
tecting, times two.
87 SUIT: SWORDS 剣
SWEEP LOW; costs 1 SP LEVEL 10+ MOVES
When you hit using a melee Skill, • Brutal Strike
you can invoke this move to knock your
• Counter
target prone for the purpose of performing • Deadly Fury
an All-Out attack. This won’t work on enemies that • Second Wind
are larger than you, or who are at a higher level, BRUTAL STRIKE
or who don’t have legs, etc. You may only use this This move requires Uncompromising Strike. The
move with skills that target a single enemy. bonus dice received from the Move increase in
SIGNATURE WEAPON size from 1d10 to 1d12.
Your Persona is tied to its Signature Weapon. De- COUNTER; costs 2 SP
scribe what type of weapon it is, and what it looks You can invoke this move to reflect the damage
like. When rolling for damage while wielding your you take from an attack. You are unharmed, and
signature weapon, take a +1 bonus. However, con- the damage is reapplied back onto the attacker,
stant use of this powerful weapon has made you with Weakness and Resistance taken into account.
reliant on it. If the weapon is ever lost or removed,
you take a -1 penalty to damage rolls. DEADLY FURY; costs 2 SP
This move requires Rising Slash. The damage
UNCOMPROMISING STRIKE dealt by the move increases from 4D4 to 8D4.
This move requires Staggering Strike. The bonus
dice received from the Move increase in size from SECOND WIND
1d8 to 1d10.
When you reach 0 HP, you can invoke this Move.
Roll 2D6 + END. You regain the result of this roll in
HP. Once you’ve used this Move, you can’t use it
again until after you’ve taken a long rest.
SUMMER 夏
SUIT: COMPASS 88
方 Compass is a special suit. These Compasses also start with relatively
characters are supporters who low HP, and gain it half as fast. When
typically avoid direct conflict, most characters level up, they gain a min-
opting instead to buff their allies and imum of 2 HP. Compasses gain a minimum
位 assist in navigation of the Shadow of only one. Furthermore, rather than gaining
World. There are key differences HP equal to their END stat, they gain HP equal to
between a Compass Persona and, half their END stat (rounded up). This means that
for example, a Swords or Cups they will be gaining a meager 1 HP per level until
Persona. they hit 3 END, at which point they will gain 2 HP
磁 STARTING STATS per level. Compasses’ other stats (including SP)
When creating a Compass charac- are unaffected by this trait and will increase at a
ter, you should choose an Arcana normal rate.
from the list. Although your playsty-
This might seem devastating, but bear in mind
針 le will differ from that of your chosen that because your character will not make many
Arcana, you can still consider it attacks, they also will not incur many coun-
yours. Compass characters should terattacks. This can be explained narrative-
have the same stats, affinities, and ly by your character being on the back lines;
experience triggers as their linked protected by their friends.
Arcana. The only exceptions are HP STARTING MOVES
and SP, which should start at 9 and 10, respectively. • Analyze
• Cheer
NON-COMBATANT
As a Compass character, you will have some sort
of hang-up preventing you from excelling in direct Note: Compasses begin play with both of the list-
combat. You might be afraid of getting hurt, or ed starting moves. They can then select one more
think yourself feeble. Alternatively, there may be from the list of any-level Compass moves during
a magical force tied to your powers which keeps character creation.
you weak. ANALYZE; costs 1 SP
This doesn’t mean you can’t fight at all, just that When you use this move, select one of the follow-
your time is better spent elsewhere. Compass- ing benefits.
es suffer a staggering penalty of -3 to all of their • (During combat) Select one enemy and list four
combat-related rolls. This penalty affects both to-hit damage types you’d like to know about (physical,
and damage rolls. Furthermore, a Compass char- fire, nuke, etc.). The GM should then tell you the
acter can never have a modifier greater than +2 for enemy’s weaknesses and resistances with respect
any combat-related roll (again, for both to-hit to those four damage types.
and damage). At the GM’s option, this • Gain insight into the medical or psychological
restriction may be removed when condition of another human.
the Compass character is unable • Gain a sense of what direction someone or
SUMMER
to use their Persona (i.e., something is in, as long as you have an object that
in the real world). was once owned by the person or an object that is
夏 from the given place.
• Locate points of entry or weakness in a building
or structure.
The GM may introduce other benefits to this move
however they desire.
89 SUIT: COMPASS 方
CHEER ANY-LEVEL MOVES
• Amrita Drop
This move has no SP cost, and can be • Assurance
used even without access to a Persona. • Collaborate
• Dia
You show support for an ally. Make a 2d6 • Float 位
check and add either your Guts or your Charm • Marakukaja
aspect to the result. • Masukukaja
• On a complete success, your support is • Matarukaja
resonant. Pick one ally. The ally receives A) a • Pep Talk
bonus of +1 to their next to-hit roll when making • Total Empathy 磁
an attack (maximum of +4) and B) a bonus of +2 AMRITA DROP; costs 1 SP
to their next damage roll when making an attack.
• On a mixed success, your support is heard. You can use your action to immedi-
Pick one ally. The ally receives either A) a bo-
nus of+1 to their next to-hit roll when making an
attack (maximum of +4) or B) a bonus of +2 to 針ately cure the status ailment of one
their next damage roll when making an attack.
• On a failure, your support falls on deaf ears. of your allies.
ASSURANCE
This move has a passive effect.
When your teammates roll damage
for an all-out attack, they can reroll a single die if
it came up as a one. Furthermore, any dice that
come up on their maximum result in an all-out at-
tack damage roll (i.e., a d4 showing a 4), those dice
explode. This means they can be rolled again, and
the result is added to the overall damage rolled
previously. If exploding dice show their maximum
result, that result is added and the dice continue
to explode until something other than the highest
result is rolled.
SUMMER 夏
SUIT: COMPASS 90
方 COLLABORATE MASUKUKAJA; costs 2 SP
This move can only be made in You can use your action to greatly
combat and only once per combat increase the agility of your entire party
encounter. However, it can be used at once. Each ally, including yourself, gains
the effect. The next three times that ally rolls to
位 at any time, even on someone else’s hit, they add 2 to their roll. This bonus also applies
turn and even if you have already to climbing, running, jumping, etc. The effect lasts
taken a turn in this “round” of com- until the recipient either makes three rolls to-hit or
bat. When one of your allies rolls a takes a long rest.
mixed success or failure on a 2d6
MATARUKAJA; costs 2 SP
磁 check, you can use this move to You can use your action to greatly increase the
improve their tier of success. For damage output of your entire party at once. The
example, if they rolled a failure, they next three times they roll to damage an enemy,
effectively rolled a mixed success they add 2 to their roll. This bonus also applies to
instead. If they rolled a mixed manual tasks that require strength, such as mov-
ing heavy obstacles. The effect lasts until the re-
針 success it becomes a complete cipient either makes three damage rolls or takes a
success. This move can only be used long rest.
on allies; you cannot collaborate with
yourself, as it were.
DIA; costs 1 SP
You can use your action to heal yourself or an ally.
The target immediately recovers hit points equal to
2d6 + your MAG stat.
FLOAT; costs 1 SP, lasts 10 minutes
You can use your action to give the entire party the
ability to float. They can move horizontally and de-
scend, but not ascend, at a speed not exceeding
10 miles per hour. If appropriate, you might ride on
the back of your floating Persona.
MARAKUKAJA; costs 2 SP
You can use your action to greatly reduce the
amount of damage taken by your entire party at
once. Each ally, including yourself, gains the ef-
fect. The next three times they take damage, they
subtract 2 from the damage they take. This bonus
also applies when suffering intense environments
or resisting disease. The effect lasts
until the recipient either takes
SUMMER
damage three times or takes
a long rest.
夏
91 SUIT: COMPASS
方 Aspects (Athleticism, Guts, etc.). That You can use your action to create a
PEP TALK; costs 1 SP SANCTUARY; costs 2 SP, lasts indefi-
Pick an ally. Then, pick one of your ally’s nitely
Aspect is increased temporarily by one point Safe Room in the Other World which
(up to a maximum of 3) until that ally takes a long enemies cannot enter. The entrance
位• It can only be used on allies; you cannot give the Real World. Only one player-
rest. There are some other restrictions: to the room must be inlaid in a wall
• The move can only be used once on a given ally or floor. The room can be used to
until they take their long rest. plan, reassess, or even retreat to
yourself a pep talk. 磁created Sanctuary can be active
• Only a character’s Aspects can be improved with
a pep talk; Persona stats are unaffected. at a time. Enemies can attack the
door to the Sanctuary and eventually
TOTAL EMPATHY break it. If one enemy is attacking the
entrance constantly, it takes an hour.
This move has a passive effect which applies at For each additional enemy trying
all times, even if you do not have access to your to break inside, subtract ten min-
Persona. When you roll to hang out with utes from this time. However, the
針someone, you gain an automatic +2 to your roll (up Sanctuary should always be
to a maximum of +4) to improve your S. Link with impossible to break open for at least
that person. five minutes after the attacks begin.
LEVEL 10+ MOVES If the entrance isn’t broken, the Sanctuary remains
in place until the Move is canceled or another
Diarama Sanctuary is placed elsewhere.
Heat Riser WEAK POINT; costs 1 SP
Fly
Sanctuary This move can only be made in
Weak Point combat and only once per combat encounter. You
DIARAMA; costs 3 SP spot a weak point in the enemy’s defenses. Pick
an ally. The next attack that ally makes will be a
You can use your action to greatly heal an ally. complete success, no matter what. Only insta-kill
They recover all of their hit points. moves are exempt (see “Hama/Mudo”; pg. 53 and
HEAT RISER; costs 1 SP “Optional Rule: Instant Death”; page 143.)
You can use your action to make one ally better
at everything. They gain the effects of Rakukaja,
Sukukaja, and Tarukaja all at once.
FLY; costs 2 SP, lasts 10 minutes SUMMER
You can use your action to give your entire party
the ability to fly. They can fly in any direction, at
a speed not exceeding 30 miles per hour. If ap-
propriate, you can ride on the back of your flying
Persona.
夏
SUIT: AEON 92
永 Aeon is a second special suit. The STARTING MOVES
Aeon character is an android de- • Inbuilt Storage
signed to battle against shadows. As
with the other special suit, Compass- • Orgia Mode
劫 es, there can only be a single player Aeons begin play with both of the listed
with the Aeon suit per game. If two starting moves.
players both wish to have it, they
must work the issue out between INBUILT STORAGE
themselves. Aeon characters have a compartment in their
body which can be used to secretly store small
STARTING STATS objects no larger than a toaster oven. The opening
When creating an Aeon character, choose an mechanism is electronic and is controlled by the
Arcana from the list. Aeon characters begin play Aeon character. It could be pried open, but this is a
with all stats, affinities, experience triggers listed difficult task that would require an average person
for their Arcana, including HP and SP. at least five minutes to perform.
HEARTLESS
Unlike all other player characters, Aeon
characters start with a crippling disadvantage to
their personality. Their aspects (Athleticism,
Proficiency, etc.) all start at 0. They cannot be
improved or modified in any way at character
creation, and will only become better as the Aeon
character develops their personality through
downtime. This is not to say that Aeon characters
must be roleplayed with no personality - just that
they have more learning to do than the other
characters.
SHADOW SUPPRESSION UNIT
Because the Aeon is a literal all-in-one robot, at
the GM’s option, they may be able to retain their
powers and SP moves for use in the real world,
making them a powerful ally if the PCs ever get
into a fight with Earthlings. As the GM, don’t pass
up this unique opportunity for roleplaying and
storytelling - where did the Aeon come from? What
does society think of them? Do they
need to hide their true nature? The
Aeon should be a fun character
to tie into your overarching plot.
SUMMER
夏
93 SUIT: AEON
ORGIA MODE 永• Gain insight into the medical or psy-
When you make a move that deals
chological condition of a human.
damage to an enemy (Basic Attack, • Gain a sense of what direction
Command Persona, etc.), you can spend an someone or something is in, as long
SP to activate Orgia Mode.
劫as you have an object that was once
Orgia Mode has a varying duration. For the
duration, you can only repeat the attack you used owned by the person or an object
to trigger it (although you can change targets). Fur- that is from the given place.
thermore, for the move’s duration, you gain a bonus • Locate points of entry or weakness
of +3 when rolling damage. After the move ends, in a building or structure.
however, the Aeon character takes a penalty of -1 The GM may introduce other benefits
to every roll they make until until the encounter is to this move however they desire, perhaps altering
over. certain effects or adding their own.
To determine the duration of Orgia Mode, make DISCHARGE
an END check. On a complete success, it lasts
three turns. On a mixed success, it lasts two. On When you take damage, you can invoke this move.
a failure it lasts only one. This Move can only be Make a note that you have one point. Every time
used once per encounter. you take damage of the same type as the kind you
took when invoking the move, mark another point.
ANY-LEVEL MOVES You can use your action to activate the ability and
• Anti-Death Driver do damage of this type to one enemy. You deal
1D6 damage for every point you have, up to 3D6.
• Analyze The attack hits its target automatically. Discharg-
• Discharge ing takes an action and once you do it, the points
• Extendo Driver reset. The charge even remains between encoun-
• Improved Airflow ters, as long as you don’t take a long rest. You
• Improved Graspers can use this move to deal damage of a type you
• Inbuilt Tools don’t have access to. However, you cannot invoke
• Inbuilt Weapon the move when taking damage of a type that you
• Safeguard are weak to, nor can you invoke it for Physical,
• Pheromone Cannon Ranged, or Almighty damage.
ANTI-DEATH DRIVER EXTENDO DRIVER
You start every day with 10 temporary hit points.
Once the hit points are lost, they cannot be healed Both of your arms can move out of your body,
and remain gone until you take a long rest. up to 30 meters away. You can use them to grab
small objects, press buttons, or even make a basic
strike.
ANALYZE; costs 1 SP SUMMER
When you use this move, select one of the
following benefits.
• (During combat) Select one enemy and list four 夏
damage types you’d like to know about (physical,
fire, nuke, etc.). The GM should then tell you the
enemy’s weaknesses and resistances with respect
to those four damage types.
SUIT: AEON 94
永 IMPROVED AIRFLOW INBUILT WEAPON
You are outfitted with fans that are
somewhat loud, but keep you from You have access to an inbuilt weapon.
overheating. When you take this When you take this move, choose either
Physical or Ranged damage. If you choose
劫 move, your character’s Athleticism Physical, you roll to hit with Athleticism and
aspect immediately increases by can also add it to your damage rolls. If you choose
one point (up to a maximum of +4). Ranged, you’ll use Proficiency. For damage, roll a
Also, when training to improve your number of d6’s equal to your character’s WP. As
Athleticism aspect, you gain a bo- with all moves, this can only be taken once. Once
nus 1 XP. For example, if you roll a you choose your damage type, you’ll be locked in.
complete success, you gain 4 AXP instead of 3.
SAFEGUARD
IMPROVED GRASPERS
When one of your allies takes damage, you can
Human hands are clunky. You are outfitted with a invoke this Move to protect them, shifting the dam-
supplement for your hands. These could be any- age onto yourself. You can continue to protect
thing you desire from tiny graspers that protrude them from damage until the fight ends, as long as
from your chest to tiny gadgets stored in your fin- you don’t leave their immediate vicinity. You can
gertips. When you take this move, your charac- only protect one ally per battle.
ter’s Proficiency aspect immediately increases by
one point (up to a maximum of +4). Also, when
training to improve your Proficiency aspect, you
gain a bonus 1 XP. For example, if you roll a com-
plete success, you gain 4 AXP instead of 3.
INBUILT TOOLS
You have access to a set of useful inbuilt tools
which include:
• 100 ft. Nylon ropes which come out of your palms.
• Anything you would find on a swiss army knife.
• A set of small lockpicks
• An oven in your stomach which can reach
temperatures of 400°F.
You may also have other tools, if you and your
GM agree that it would be appropriate for your
character to have them. If any of your inbuilt tools
break, they will remain broken until you
spend a few minutes and an SP
to fix them.
SUMMER
夏
95 SUIT: AEON LEVEL 10+ AEON MOVES 永
PHEROMONE CANNON
Affinity Driver
When you take this move, pick a mental Counter
ailment (Afraid, Charmed, etc.). This move
CPU Overclock
can inflict that ailment upon one enemy.
When you use this skill on them, they must roll 劫Second Wind
1d6, adding their END to the result. On a 4 or low-
er, the ailment is inflicted. AFFINITY DRIVER
You can increase the “tier” of
one of your elemental affinities.
For example, you can turn your
weakness into a minor affinity. Alternatively, you
can turn one of your minor affinities (potentially
Physical or Ranged) into a major affinity, meaning
you resist it. As with all moves, this can only be
taken once. Choose wisely.
COUNTER; costs 2 SP
You can invoke this move to reflect the damage
you take from an attack. You are unharmed, and
the damage is reapplied back onto the attacker,
with Weakness and Resistance taken into account.
CPU OVERCLOCK
The damage bonus received from Orgia Mode
increases from +3 to +6.
SECOND WIND
When you reach 0 HP, you can invoke this Move.
Roll 2D6 + END. You regain the result of this roll
in HP. Once you’ve used this Move, you can’t use
it again until after you’ve taken a long rest.
SUMMER 夏
97 DOWNTIME
The following pages offer explanations On a day of work or school, the GM might also
of downtime and equipment, as well as tips use a move such as Called Upon to show a brief
for GMs who are pulling the strings together glimpse into daily life. However, they should not
for their campaign. feel obligated to make a move for each and ev-
DOWNTIME ery PC each and every day; simply choose a
PC or roll to randomly decide, then perform a
Sometimes things quiet down. Maybe the heros single move for that one PC for that one day. If
are between missions. Maybe they’re tired, or desired, the GM can also choose to gloss over a
maybe they just have things they need to do in the day of work or school by simply saying “nothing
real world. Persona isn’t just about action - it’s also interesting happened”. PCs who go to work
about slice of life drama and relaxation. or school should also get both of their allotted
THE ANATOMY OF A DAY downtime moves once their daily obligations have
been completed. The GM might also decide that a
GMs are encouraged to go in detail regarding the particularly demanding job takes up a PC’s daytime
activities of the PCs for every day of their life - or “afternoon” activity slot. If this is the case, the
regardless of whether or not they do anything of PC should be fairly compensated for their efforts.
importance. The GM is advised to give each PC AXP
a number of downtime moves they can perform in
a given day. By default, there are two “time slots” AXP (Aspect Experience Points) are used to track
in a day - daytime and evening. PCs can perform the personality development of Player Characters.
one downtime move for each time slot. The GM can award an AXP to a PC at any time for
good role-playing, but they are mainly earned by
making downtime moves. Each Aspect requires a
certain amount of AXP before improving. Once the
threshold is reached, the Aspect immediately im-
proves by one and the AXP for that Aspect is reset
to zero (although if you go over the threshold, you
can keep any leftover XP). There is also yet a third
type of XP, called SXP, which stands for Social
Experience Points (see Social Links, pg. 110).
AXP COSTS TO IMPROVE AN ASPECT
• Going from -1 to 0: 10 AXP.
• Going from 0 to 1: 15 AXP.
• Going from 1 to 2: 20 AXP.
• Going from 2 to 3: 25 AXP.
• Going from 3 to 4: 30 AXP.
• Going from 4 to 5: 30 AXP.
AUTUMN 秋
CORE DOWNTIME RULES 98
CORE DOWNTIME RULES HANG OUT
The following “core” downtime moves and rules During free time, you perform an
are generic examples which should be available in activity or just chat with a friend or
every Persona game, no matter what. acquaintance. The GM should pick an
CALLED ON appropriate aspect depending on either A)
the activity at hand or B) the mood of
At work or school, a boss, coworker, or instructor whoever is being hung out with. Do they want
asks you to answer a specific question or perform to be flattered with Charm or impressed with
a certain task. The GM will pick an appropriate Athleticism? Make a 2d6 check and add what-
aspect or stat to associate with the move. ever aspect the GM prompts you to add.
Generally Athleticism, Proficiency, Knowledge, or
LUC will be called on. Make a 2d6 check and add • On a complete success, a great time is had by
the given aspect or stat to the result of the roll. all. If whoever is being hung out with is an S. Link
character, the GM should award you with 3 SXP
• On a complete success, you give a perfect toward their Link (see Social Links, pg. 110). If they
answer or otherwise exemplary performance. The are not an S. Link character, the GM might instead
GM should pick either Charm or Knowledge and award you with 3 AXP for an appropriate aspect
give you 2 AXP for one of the two. (likely the one that was associated with the roll).
• On a mixed success, your performance is • On a mixed success, a decent time is
acceptable but could stand improvement. The GM had. The GM should award you with 2 SXP
should pick either Charm or Knowledge and give toward the Link, or 2 AXP for an appropriate
you 1 AXP for one of the two. aspect.
• On a failure, your performance misses the mark • On a failure, things are awkward or otherwise
entirely and you get nothing. uninteresting. However, the GM should still award
you with 1 SXP toward the Link, or 1 AXP for an
While most downtime moves give at least some appropriate aspect.
reward, even on a failure, Called Upon is the TRAIN
exception. This is because it doesn’t take a time
slot, like the other moves do. It’s simply meant During free time, you devote some time to working
to show a brief glimpse into the daily life of a on an aspect of yourself. Pick an aspect, then
particular character. make a 2d6 check and add that aspect to the
result. You should also describe what your
character is doing to improve themselves.
AUTUMN • On a complete success, you have an epiphany
which leads to deeper understanding. You gain 3
AXP for the aspect you chose to train.
• On a mixed success, you go through the
motions. You gain 2 AXP for the aspect you chose
to train.
• On a failure, the training is mostly unproductive
but you still gain 1 AXP for the aspect you chose
to train.
秋
99 CORE DOWNTIME RULES
PC HANGOUT SPLIT ACTIVITIES
Player characters can also hang out with PCs are not limited to doing just one thing at a time.
each other - often with minimal involvement They can, for example, hang out with a friend while
required on the GM’s behalf. First, simultaneously training their Athleticism. Simply
the players should establish what they have the PC make a roll for the activity the same
are doing together. They can also do a way you would for any other, prompting them to add
brief scene in character, if they wish. When an appropriate aspect as a modifier. As with other
everyone agrees that the scene is over, each downtime moves, a complete success confers
player should establish what they are “looking for” 3 XP, a mixed success 2, and a failure only 1.
in the other. However, the PC can then choose to split their
earned XP between categories if they wish.
As a player, choose the aspect you feel the
other PC was channeling or embodying; this is For example, let’s imagine the above scenario
what you’re looking for in them. Alternatively, where a PC is training with a friend. Say they roll a
simply choose an aspect that suits your fancy. The complete success, earning 3 XP. They can decide
other player will make a 2d6 check and add the where they want those points to go between their
aspect you selected to the result of their roll. Athletics aspect and their S. Link with their friend.
They might choose to put 1 into their Athletics XP
• On a complete success, they will gain 3 SXP and 2 into the Link with their friend, or all 3 into
toward an S. Link with you. Athletics and none into the Link, or so on.
• On a mixed success, they will gain 2 SXP. This same philosophy should generally extend to
• On a failure, they will gain only 1.
all downtime moves within reason. For example,
Repeat this process for the other player; ask them players might be able to divide attention between
what they are looking for in you and make a 2d6 effort at work and time spent with a work colleague.
check using that aspect as the modifier. You then This effectively lets them choose which tier of
gain the appropriate amount of SXP toward a Link success they get for the Part-Time Work move
with that PC. (which affects how much money they earn). XP
that are not spent on the Work move will instead
A Link with another player is essentially the same go into the potential S. Link. If you’re curious,
as any other Link. It ranks up at the same rate as Part-Time Work can be found in the section on
well as conferring bonuses at ranks 1, 3, and 5. Optional Downtime Rules immediately following
The GM can improvise whatever bonuses they this section.
wish. Alternatively, they can select a prewritten
Arcana move to serve as a bonus (perhaps Note that PCs should generally refrain from
utilizing one that hasn’t already been selected by performing three or more activities at the same
the player). Be mindful and try to avoid giving a time, unless the GM has decided to make a special
move to a player that does the exact same thing exception.
as a move they already have access to. Different
players can get different bonuses at the same rank AUTUMN
of the same S. Link, if the GM wishes. For more
information on S. Link bonuses, see Social Links
(pg. 110).
秋
100OPTIONAL DOWNTIME RULES
OPTIONAL DOWNTIME RULES CHALK DODGE
The moves you’ve read about up to now are both At school, a PC finds themselves
generic and necessary to include. PCs must be daydreaming or even nodding off. An
able to train and hang out with friends, at the very instructor doesn’t take kindly to this and
least. The GM should occasionally use Called On decides to test the PC’s reflexes by whipping a
to show brief glimpses into the daily lives of the piece of chalk at their head. The PC should make a
PCs. However, there are many other possibilities 2d6 check and add either their Athleticism or their
for potential downtime moves. Not all of them will Proficiency aspect to the result of the roll.
be appropriate for every campaign, so they can
be used or unused depending on what feels right. • On a complete success, the PC sees it coming
There’s no shame in using all of them! and nimbly dodges out of the way. The GM should
pick an appropriate aspect (Athleticism, Proficien-
GMs are also highly encouraged to come up with cy, or Charm) and give them 2 AXP for it.
their own custom downtime moves to offer to the • On a mixed success, they barely duck away at
players, perhaps by using the ones they find here the last moment. The GM should pick an appropri-
as a baseline. ate aspect and give them 1 AXP for it.
• On a failure, it’s a direct hit. It stings; the PC
SCHOOL MOVES loses 1 HP.
School moves are optional alternatives to Called
On for GMs wishing to add a bit more flavor to EXAMS
their games. While they are focused on a school At school, the time for a test has come. This move
environment, keep in mind that your game can use consists of a series of Knowledge checks. It may
any setting you’d like! (especially in a Japanese school) span across sev-
eral days of testing, with each check taking place
School moves include: Actual Trivia, Chalk Dodge, on a different day. GMs who incorporate trivia into
and Exams. their games are encouraged to work it into exams
ACTUAL TRIVIA as well. By default, the PCs will have to make six
knowledge checks. Each check will earn them a
Rather than having players roll when they are certain number of points.
Called On, literally call on them. As the GM, come • On a complete success, they get two points.
up with a question or a piece of trivia that tickles • On a mixed success, they get one point.
your fancy and ask a player about it. You might • On a failure, they get nothing.
offer them a multiple-choice question, or even Once they’ve made six checks, add up their points.
an open-ended discussion question. If the player Multiply the number of points they got by 8. Then,
gives an answer that is correct and/or satisfactory, increase this result by up to 15 points (but not over
the GM should pick either Knowledge or Charm 100). As the GM, you may assign these points
and award them 2 AXP for it. If the answer is however you’d like based on how much effort
incorrect or unsatisfactory, they should still get 1 was put into studying for the test by a given PC,
AXP for learning something new. Only particularly in the days leading up to it. The final
AUTUMN if the player stubbornly refuses to result is the character’s grade out of 100. GMs might
participate should they not improvise further effects for high or low test scores.
• Characters who scored higher than 85 gain 2
recieve an AXP reward.
秋 Charm AXP.
• Characters who scored between 70 and 85 gain
1 Charm AXP.
• Characters who scored lower than 70 get
nothing.