PUBLIC BETA
ペルソナ PERSONA THE TABLETOP RPG JUNE AUSTIN CREATED BY AND SEAMUS HARVEY v2.0 A CRIMSON PARCEL PRODUCTION
THANK YOU to original writers and confidants JUNE AUSTIN AND SEAMUS HARVEY and to YOU, for reading! to playtesters CHESH, SERGIO, AND TRAVIS to those who have given feedback on the CRIMSON PARCEL DISCORD (https://discord.gg/Vyk93jQ) to the Crimson Parcel COMMUNITY DEVELOPMENT TEAM
CONTENTS 4 CHAPTER ONE: INTRODUCTION Introduction ........................................................ 5 Core Mechanics ................................................ 6 Ailments and Status Effects ............................ 13 Moves and Setbacks ........................................ 17 Advancement ................................................... 21 Skill Compendium ............................................ 26 CHAPTER TWO: ARCANA & SUITS Character Creation .......................................... 39 Persona Creation ............................................. 40 Arcana ............................................................. 45 0 - Fool ........................................................... 46 I - Magician ..................................................... 48 II - Priestess ..................................................... 50 III - Empress .................................................... 52 IV - Emperor .................................................... 54 V - Hierophant .................................................. 56 VI - Lovers ........................................................ 58 VII - Chariot ..................................................... 60 VIII - Justice ..................................................... 62 IX - Hermit ...................................................... 65 X - Wheel of Fortune ........................................ 67 XI - Strength .................................................... 69 XII - Hanged Man ........................................... 71 XIII - Death ...................................................... 73 XIV - Temperance ........................................... 75 XV - Devil ........................................................ 77 XVI - Tower ..................................................... 79 XVII - Star ....................................................... 81 XVIII - Moon .................................................... 83 XIX - Sun ......................................................... 85 XX - Judgement ............................................... 87 Suits ................................................................ 89 Suit: Wands ...................................................... 90 Suit: Cups ......................................................... 94 Suit: Coins ........................................................ 98 Suit: Swords .................................................... 101 Suit: Compass ..................................................104 Suit: Aeon ....................................................... 109 CHAPTER THREE: RUNNING THE GAME Downtime ......................................................... 115 Optional Downtime Rules ............................. 118 Crafting .......................................................... 119 Part-Time Work .............................................. 134 Reading ......................................................... 135 Venues ........................................................... 136 Social Links .................................................... 137 XXI - World ..................................................... 141 Japanese Culture ........................................... 142 Items .............................................................. 143 Equipment ...................................................... 151 The Shadow World ........................................ 153 Other Considerations ..................................... 155 CHAPTER FOUR: SHADOWS & OPTIONAL RULES Shadow Capture ........................................... 157 Fusion ........................................................... 159 Shadow Skills ............................................... 162 1 - Star Shadows ............................................. 173 2 - Star Shadows ............................................. 176 3 - Star Shadows ............................................. 179 4 - Star Shadows ............................................. 182 5 - Star Shadows ............................................. 185 6 - Star Shadows ............................................. 188 7 - Star Shadows ............................................. 191 8 - Star Shadows ............................................. 194 9 - Star Shadows ............................................. 198 10 - Star Shadows ............................................ 201 Optional Rules ............................................... 204 Credits ........................................................... 207 PTTRPG is a fan game. Atlus is not associated with the game in any way. No money has or should ever be made as a result of the distribution of this book.
前 書 き 5 INTRODUCTION You’re spent. You and your partners have combed every last corner of this odd tomb. A knight on horseback has just pierced your shirt with his spear - your favorite shirt! Lying on the ground, staring up at the undulating and unearthly corridors, you wonder how you’re going to explain this all to your parents. You glance at your phone and catch your reflection in the empty blue static that fills the screen. This place holds more mysteries than you can count. Thankfully, you have the power of friendship on your side. Welcome to Persona: The Tabletop Role-Playing Game (also known as PTTRPG). PTTRPG uses PbtA (Powered by the Apocalypse) as a loose framework for an extensive Persona-themed role-playing game without always strictly adhering to the PbtA structure. After all, rules are made to be broken. Shin Megami Tensei: Persona is a series of video games, all of which follow groups of high school students with the titular power of Persona. These stories focus on noir mystery and slice-of-life drama. If you aren’t familiar with the series, I would hazard a guess that you might not enjoy this book. PTTRPG uses a number of common terms in tabletop gaming, such as 2D6 (two six-sided dice), HP (hit points), GM (game master), etc. If you’ve never heard these terms before, please take a look at the following explanation. In order to play this game, you’re going to need a group of friends. One of you will take on the role of the Game Master, or GM. This person will act as both narrator and referee. They will also play the role of every character besides the main characters, including enemies. The GM will have a lot on their plate, so those who take on this role should be ready for it. This might make you anxious, but you might also find that you enjoy your time in the spotlight. Everyone who isn’t a GM will be a Player Character, or PC. These should be the main characters of the story you tell together. The PCs should work together to progress the story, work toward their goals, and most importantly have fun. In the Persona video games the “PCs” are always high school students, but that doesn’t necessarily have to be the case in this game. The players could be private detectives, teachers, construction workers, or anything else that tickles your fancy. The core mechanic of almost any RPG is is a dice roll, also known as a check. You check to see what happens when you do something with an uncertain outcome. This adds elements of both strategy and surprise to the story you and your friends will tell together. SPRING 春
コ ア メ カ ニ ッ ク SPRING CORE MECHANICS CHECKS Generally you can only make a check to do something that is humanly possible. For a check, the GM will prompt you to roll 2d6 and modify the result based on one of your character’s Aspects. On a roll of 10 or higher, you do what you wanted to do and avoid all drawbacks; a complete success. Your GM might describe how your character succeeds in a spectacular fashion. If the roll comes up as a 7-9, it is a mixed success. You do what you set out to do, but you also incur a setback. These setbacks can range from someone liking you less to getting hit by an enemy. Mixed success is the most common result. If the result of the check is a 6 or lower, it is a failure. You don’t do what you wanted to do, and you receive a setback. The number you use to modify the result of this roll (the modifier) will be equal to one of your Aspects or Persona stats. Generally, it should be obvious which one to add. For example, when your character is making a check to determine whether or not they break down a door, they would use Athleticism as a modifier. If they were studying in a library, they would use Knowledge as a modifier. Whenever you’re in doubt about which stat to use as a modifier, the GM should tell you. This is the core mechanic of PTTRPG. The following in- troductory pages contain explanations for other important mechanics. This is required reading; don’t skip it! 6 ASPECTS Characters have five Aspects which affect everything they, as a human, do. These are as follows: • ATHLETICISM is your physical strength, speed, stamina, and general self-defense ability when it comes to melee combat. • PROFICIENCY is your technical ability; how good you are with your hands, including your aptitude with ranged combat. • GUTS is your heart; your courage, your wisdom, your willpower. Gutsy people often find themselves in a leadership role. • KNOWLEDGE is your mind; not just how well studied you are, but also your intuition and deductive reasoning skills. • CHARM is your interpersonal skill; your power of influence. Charm can open many doors that would otherwise be shut. 春
w 7 CORE MECHANICS SPRING 春 COMBAT During combat, we slow down to bullet time because it’s so exciting. We slow down so the players can savor, plan, and describe all the important details of the fight they’re in. There isn’t always set order for each character to take their turn in Persona. By default, the group will use the Initiative rules, a described on page 10. However, the GM might describe the threats or the circumstances in front of you before asking, “what do you do?”. If you wish to follow rules closer to PbtA, refer to Optional Rules, at page 204. ATTACKING When you attack something, the first thing you do is make a check to see if you hit. If you’re making a melee attack as yourself, make an Athleticism Check. If you’re making a ranged attack as yourself, make a Proficiency Check. However, when you’re attacking with your Persona, you add your Persona’s stats instead. When making a melee attack with your Persona, add your Persona’s STR stat, and when making a melee attack add your Persona’s AGI stat. When using a spell, add your Persona’s MAG stat. On a 10 or higher (complete success) you hit the enemy and avoid all setbacks. Your GM might ask you to describe your character’s impressive success. On a 7-9 (mixed success), you attack the enemy but receive a setback as well; you and your opponent are “trading blows”. On a 6 or lower (failure) you fail and receive a setback; You expose yourself, you receive a status ailment, etc. The most common setback when attacking an enemy is that enemy attacking you back. DAMAGE When damage is dealt to you or your enemy, you have to determine how much damage the attack does. If you do not have access to any weapon, you can used improvised weaponry (fists, throwing debris, etc.); this does 1D4-1 plus the related stat worth of damage. Again, Melee attacks use Athleticism, Ranged attacks use Proficiency, and magic attacks use a Persona’s MAG. You might also find or purchase a weapon that does more damage. In this case, the GM should tell you how much damage your weapon does. Keep in mind that Personas can’t use human weapons. Any weapons they have are built into or specially attuned to them. Instead, your Persona will unlock new abilities that do more and more damage as they level up. More advanced combat rules, including rules for Weaknesses & Resistances, All-Out Attacks, how to use LUC, and Leveling Up can be found starting on page 16. HIT POINTS Player characters in Persona have two important resources to manage: hit points (HP) and spirit points (SP). A character’s HP stat is a representation of their overall health. When a character takes damage in combat, the damage they take is subtracted from their HP (after armor is taken into consideration; see below). When a player character hits 0 HP, they fall unconscious (see Death & Dying; page 17).
春 SPRING CORE MECHANICS 8 ARMOR Armor is a statistic that blocks incoming damage for a given character. It starts at 0, but can be increased with certain abilities and pieces of equipment. When a character with an Armor score greater than 0 takes damage, they subtract their Armor score from the damage they took. For example, if a character with an Armor score of 2 got hit for 6 points of damage, they would only lose a total of 4 HP. SPIRIT POINTS A character’s spirit points (SP) are a counterpart to their HP. A character’s SP stat represents their spiritual essence and well of magical willpower. When a character uses one of their more powerful and/or extraordinary abilities, they will typically have to spend some of their SP. LONG RESTS A long rest is usually a rest of eight or more hours made in a safe area. This restores your HP and SP back to their maximum amounts. LIMITATIONS When a character is making a 2d6 check for any move that relates to harming an enemy (e.g. Basic Strike, Basic Shot, Basic Spell, Pulse, Staggering Strike, etc.), the modifier for the check can never be higher than +4. For example, even if your LUC is 5 and you get a +1 Mudo bonus, you will always be limited to a +4 bonus when rolling to see if Mudo hits. This limitation does not apply to other rolls, such as the damage rolls themselves, or any other roll that does not involve physical harm. Additionally, Personas have their own stats (see Persona Stats, pg. 30). These are capped at 2 until level 5, 3 until level 10, and 4 from then on. Aspects are instead capped at 5, with no such limitations on growth. WILLPOWER Each PC has a Willpower (WP) number that gets added to certain rolls. WP will scale as a PC gains levels. To determine a character’s Willpower number, divide their current level by four and round up. WP is used when hitting an enemy’s weakness, when someone hits your strength, when moves such as Sukukaja are made, etc. • Characters from levels 1 to 4 have a WP of 1; (1 / 4 = 0.25, rounded up to 1). • Characters from levels 5 to 8 have a WP of 2; (5 / 4 = 1.25, rounded up to 2). • Characters from levels 9 to 12 have a WP of 3; (9 / 4 = 2.25). • Characters at level 13 or higher have a WP of 4; (13 / 4 = 3.25). SHADOWS / DEMONS Shadows and demons are monsters that dwell in the realm of the human subconscious. They are embodiments of human spirituality given power by those who believe in them. This book occasionally refers to shadows and demons interchangeably; they are both “enemy monsters”. Some GMs may let their players capture shadows for use in battle (see Shadow Capture, pg. 135) Shadows in PTTRPG (and all enemies in PbtA games) use a more limited ruleset than PCs, in order to make the GM’s job easier. Most notably, enemies do not take turns the way PCs do; they act only as the result of setbacks incurred when PCs roll mixed successes or failures. Enemies have HP, but they do not have a process for dying the way PCs do. When an enemy reaches 0 HP, they simply die on the spot. Enemies can have armor, but they do not have SP; their SP is essentially unlimited.
9 CORE MECHANICS LUC LUC is a special statistic which doubles as an expendable resource. When you have an undesirable roll on a 2d6 check, you can opt to spend a point of LUC to reroll the check. However, you must take the result of the new roll, regardless of if it’s better or worse. You can only spend one point of LUC at a given time. The LUC disappears and will not return until later. The GM may also ask you to make a LUC roll to determine the outcome of an action that falls outside the purview of your other Stats (such as fumbling through a pitch-black room or playing a game of cards). In this case, you should use the LUC you currently have as the modifier, rather than your maximum LUC stat. LUC refills itself on a regular basis as determined by the GM. By default, LUC is restored to its full amount at the beginning of a new session. However, the GM should feel free to change this interval to suit their needs. WILDCARDS Wildcards are a special expendable resource similar to LUC. When you receive an undesirable roll on a 2d6 check, you can opt to spend a Wildcard to improve your level of success. Wildcards differ from luck in that they are only gained as a reward for good roleplaying and/or clever thinking. You can only carry three Wildcards at a given time, so use them wisely! ARCANA POINTS Arcana Points are a special resource gained through unique triggers listed under a given Arcana (see for more information). These points can be used to invoke powerful moves unique to the Arcana you have; however, keep in mind that you can only ever hold three Arcana Points at once. AFFINITIES Most Personas and Shadows have at least one type of damage they are strong against and at least one they are weak against. These are known as their Affinities. Exploiting affinities is often the key to success in Shin Megami Tensei games. When an enemy is targeted by a type of damage they are weak to, the check for the attack against them gains a bonus of +2 (up to a maximum of +4). The damage roll also receives a bonus equal to the character’s WP or Threat Level. If the attack is successful, the target of the attack is Downed (see Status Ailments). When a Persona or Shadow is attacked by a type of damage they are strong against, the check and damage rolls instead take a penalty of –2 to hit. Shadows double their Threat Level armor against attacks they resist, characters with Personas add their WP to Armor (stacking with Armored Persona). Some Personas and Shadows can nullify or reflect certain types of damage. Nullified attacks deal no damage whatsoever. Reflected attacks are bounced back, instead damaging whoever made the attack. Even rarer is the ability to absorb certain types of damage; if the target of an attack absorbs a damage type, they recover health from the attack instead. Keep in mind that, unless an attack is affected by a nullifying affinity (Null, Reflect, and Absorb), an attack can NOT be reduced to 0 damage; it must be 1 damage at minimum. Lastly, there is a special damage type called Almighty. Almighty damage ignores all affinities when calculating checks and damage rolls, and bypasses any Armor, whether it be worn, from Armored Persona, or from a Shadow's Threat Level. However, this kind of damage can not exploit any weaknesses, and are only available through special means, like Social Links (see pg. 137 for more information). For more information on the different kinds of Almighty attacks, refer to the Skill Compendium (pg. 22).
SPRING CORE MECHANICS 10 春 CRITICAL HITS All attack rolls result in a Critical Hit when the dice sum is a Natural 11-12 (11-12 before modifiers. Certain abilities increase this range to include 10 or 9 or decrease this range (to only 12, or even removing Critical Hits altogether). Basic Strike and Basic Shots gain the following benefits on a Critical Hit: • An extra die of damage (1d6 becomes 2d6, 2d4 becomes 3d4). • The target of the attack is Downed. • The attacker gains a One More. Physical (Melee/Ranged) skills gain the following benefits on a Critical Hit: • An extra WPd4 of damage. • The target of the attack is Downed. • The attacker gains a One More. When a character using a magic attack rolls a critical hit, one target of the attack of the player’s choice gains a Status Ailment. Note that targets are NOT Downed by magic attacks: • Fire spells inflict Burned • Ice spells inflict Frozen • Electric spells inflict Shocked • Wind spells inflict Dizzy • Psychic spells inflict Confused • Nuclear spells inflict Sickened • Bless spells inflict Afraid • Curse spells inflict Silenced INITIATIVE At the start of combat, all combatants roll for initiative. This is 2d6+WP for players or 2d6+Threat Level for Shadows. In the case of ties between allies, the players should resolve the turn order among themselves, with the GM making a final call. If a player is tied with an enemy, the one with higher Agility should go first. If those values are equal, then both should roll again with the higher value going first. The GM should feel free to make general rules of turn priority between players and enemies if they differ from these ones. In addition, on a player's turn, they can choose to drop their initiative to go later in the round. However, this drop is permanent for the rest of the battle.
11 CORE MECHANICS SPRING 春 ONE-MORE When a Player Character makes a roll against an enemy while using a type of damage that the enemy in question is weak to, and they down the enemy, they may immediately take another action. This is known as “getting a one-more”. One-mores can be chained indefinitely, but only if a different enemy is targeted each time. After successfully downing an enemy and gaining a one-more, any character can invoke the universal move Baton Pass. BATON PASS After invoking this move, you choose who acts next, instead of the GM. If you are using Variant Turn Order, whoever is passed to gets an extra turn! The turn they gain from being passed to is considered an “extra” turn, outside the normal turn order. Once someone has been passed to, they cannot receive another Baton Pass until a round of combat has passed after the round in which they got the pass. Essentially, after receiving a pass you cannot receive another for two turns. Baton Passing confers an additional +1 bonus for to-hit and damage rolls, and this bonus becomes magnified when the Passes are chained together. Even if the receiver of the baton does not make an attack, they will still gain a +1 bonus to the first 2d6 check they make on their extra turn, no matter what it’s for. BATON CHAIN When someone is passed to, their bonus starts at a +1. If they then gain a One-More from a subsequent attack, they can choose to pass to someone else and continue the chain. On the second chained turn, the baton receiver gets a bonus of +2, both for to-hit and for damage rolls. On the third chained turn, the receiver gets a bonus of +3. On the fourth, it’s +4. On subsequent turns, it remains at +4 until the chain is broken. This massive bonus cannot be held back by the +4 rule and can be used to propel to-hit rolls up to massive heights of guaranteed success - modifiers of 5, 6, even 8 - but only if it’s used strategically! ALL-OUT ATTACKS Sometimes, the players can perform an AllOut Attack. To do this, have each player roll damage for a basic melee or ranged attack (see Basic Moves, pg. 16). Next, add the results of all their rolls together. Finally, apply the resulting damage sum to each enemy on the battlefield. Two conditions must be met before an All-Out Attack (AOA) can be initiated. First, an AOA can only be initiated on a one-more turn immediately after a PC has Downed an enemy. Secondly, all enemies in the current fight must be Downed. Any enemies left alive after an AOA immediately stand back up. EXPLODING DICE Certain abilities mention causing damage dice to explode. An exploding die can be rolled again if it shows its maximum value. The new value is added to what was already rolled in an ongoing tally. Exploding dice can be rerolled again and again if they keep showing their maximum value - if you’re lucky, this can result in an incredible amount of damage. Note: only damage dice should explode, never dice which are used for 2d6 checks. For example, let’s say you roll 2d6 exploding dice. The first one comes up as a 1. Nothing happens. However, the second one comes up as a 6. Because 6 is its maximum value, this die can be rolled again. Let’s imagine you roll another 6, allowing you to roll yet again. Then you roll a 3, ending the explosion. The 6 and the 3 you rolled would be added to the 1 and the 6 you initially rolled. The total comes out to 16 - a huge result never normally attainable on a roll of 2d6!
CORE MECHANICS 12 BLOODLINES Every character has access to a Bloodline Move based on their Arcana. A Bloodline Move will say something like: “You have Bloodline access to Fire, Ice, Electric, and Wind damage”. When you take this move, select one of the damage types. From now on, your character gains a damage bonus equal to their WP whenever they use a skill which inflicts that type of damage. You can take your Bloodline move multiple times if you select a different damage type each time. OPTIONAL RULES Optional rules can be either used or left untouched depending on the preferences of the GM and the players. They may pop up throughout the book. If a rule is optional, it will always be denoted as such. You can, of course, decide to break any “mandatory” rule you’d like. Optional Rules have been prebalanced and considered so that GMs can tweak things without the headache of wondering whether or not their tweaks will break the game. All Optional Rules are compiled at the end of this book, beginning on page 182. REWARDING GOOD ROLEPLAY Persona is all about getting into your role. The games have roots in Carl Jung’s works, which posits that any given person has multiple personas or different roles they play depending on whom they’re interacting with. To this end, GMs should always reward players who make interesting choices, act out interesting scenes, or fully step into their personas. One way this is accomplished in-game is through the experience system, which rewards characters who act out the themes of their Arcana. The GM is also encouraged to reward excellent roleplaying with random points of Aspect or S. Link XP (similarly to the dialogue bonuses in the games). The GM might also give out Wildcards like points of Inspiration from D&D. BREAKING THE RULES If you dislike any of the rules in this game you are not only encouraged, you are implored to get rid of those rules and write your own. Don’t let us get in the way of your fun! Writing your own rules for PTTRPG is generally very simple. Once you know how the game works you should easily be able to do it even on the fly. Sometimes, it can be fun to break the rules just to see what happens. Go nuts! Now that you’ve learned the basics, it’s time to move on to ailments and moves. Alternatively, if you’re a player looking to get a quick start, you might wish to simply skip straight on to more important sections; Advancement (pg. 20) and Character Creation (pg. 29).
13 AILMENTS AND STATUS EFFECTS AILMENTS Characters will sometimes receive an Ailment, a hindering or harmful condition that has varying effects on characters. SP Moves, such as Dazzler, use supernatural power to hinder enemies of the caster in various ways. Many Melee and Ranged skills have a chance of inflicting ailments, and basic spells apply them on a Critical Hit. Shadows and PCs can use SP moves for inflicting ailments, such as Thunderwave from the Wands suit. These apply ailments at a high rate to one or two targets. When hit with a Melee or Ranged skill that inflicts an ailment, such as Oni-Kagura, targets damaged by it must make an END check. On a failure or mixed success, they’re inflicted with the ailment. This applies to PCs and most kinds of enemies. Basic Spells land a Critical Hit when a check rolls a natural 11-12. If this happens, the spell automatically applies its corresponding ailment. Persona Users and Shadows generally suffer from ailments in the same way. If not, the ailment notes the difference. Characters can only suffer from one ailment at a time; if another one would be inflicted by a skill or SP move, it automatically fails against characters with an ailment. CURING AILMENTS When a Persona User has an ailment, they must make an END check at the start of their turn before each action. On a complete success, they shake the ailment and can proceed normally. Otherwise, they will continue to suffer from the ailment (check the ailment’s description to see what happens). If a character has had an ailment for three rounds of combat without managing to shake it off, it fades away unless otherwise noted. If you don’t want to wait three rounds, every Ailment has specific ways to remove them. Every Suit has specific Suit Moves that remove a number of ailments if you don’t have items: • Swords can learn Patra and Me Patra. • Coins can learn Baisudi and Mabaisudi. • Wands can learn Energy Drop and Energy Shower. • Cups can learn Amrita Drop and Amrita Shower, which can remove any ailment, but they’re more expensive spells. GMs: When making your game, you should decide whether Shadows will roll END checks to end ailments early or not. Traditionally, the game has been balanced around Shadows having to deal with an ailment for the maximum of three rounds of ailments. This choice is important, but it’s one we leave to you to make. AILMENTS • Afraid • Asleep • Bleeding • Charmed • Confused • Dizzy • Enraged • Frozen • Shocked • Sickened • Silenced AFRAID The character is terrified, hallucinating, or perhaps simply awestruck. IF A CHARACTER IS AFRAID: Make an END check at the start of their turn. On a mixed success, they suffer a –2 penalty to attack rolls. On a failure, they freeze up in fear, or they might flee battle at the GM’s discretion. Afraid can be removed by certain items and the Energy Drop or Energy Shower SP moves.
14 ASLEEP The character is snoozing. Sweet dreams. IF A CHARACTER IS ASLEEP: They are unable to move or act. If they take damage, they wake up. Asleep can be removed by certain items and the Patra or Me Patra SP moves. BLEEDING The character is wounded and loses some HP with every passing turn. IF A CHARACTER IS BLEEDING: They suffer 10% of their HP as damage at the start of their turn, rounding up. (e.g. A Shadow with 127 HP takes 13 Bleeding damage, from 12.7 being rounded up). Certain powerful enemies may be resistant to Bleeding damage, taking potentially far less than 10% every turn. Bleeding can be removed by certain items and the Baisudi or Mabaisudi SP moves. BURNED The character has been wounded or weakened after getting caught in a blaze. IF A CHARACTER IS BURNED: They suffer damage equal to the WP/TL of the character that inflicted them with the ailment when they act, as well as a WP/ TL penalty to healing received. Burned can be removed by certain items and the Baisudi or Mabaisudi SP moves. CHARMED The character is infatuated by another. They will do anything for them, including betray their team. IF A CHARACTER IS CHARMED: The GM controls them. They may attack allies, heal opponents, or do nothing at all. Charmed can be removed by certain items and the Energy Drop or Energy Shower SP moves. AILMENTS AND STATUS EFFECTS CONFUSED The character is stupefied, mystified, or otherwise rattled in the brain-cage. IF A CHARACTER IS CONFUSED: The GM decides what they do. They will often do silly or illogical things, such as tossing away money. Shadows might toss away items that PCs can pick up after battle. Confused can be removed by certain items and the Energy Drop or Energy Shower SP moves. DIZZY A character has been disoriented, blinded, or otherwise put off kilter, interfering with their actions. IF A CHARACTER IS DIZZY: They suffer a –3 penalty to all checks (including attack rolls), except for the END check to resist or end Dizzy. Dizzy can be removed by certain items and the Baisudi or Mabaisudi SP moves. ENRAGED The character is furious. Their rage is often devoted to a specific target they despise. IF A CHARACTER IS ENRAGED: The GM decides what they do. They use one of their strongest (but not necessarily the most tactically sound) attacks on the source of their rage. SP Moves can’t be used. They also gain a bonus of +1 to hit and the inflictor's WP or Threat Level to damage. Enraged can be removed by certain items and the Energy Drop or Energy Shower SP moves. FROZEN The character is entombed or restrained by ice. Though they may be able to move around a bit, they cannot take actions or attack during this time. IF A CHARACTER IS FROZEN: They are unable to move or act. Frozen can be removed by certain items, taking Fire damage, and the Baisudi or Mabaisudi SP moves.
15 AILMENTS AND STATUS EFFECTS SHOCKED The character is stiffened, staggered, or otherwise paralyzed. Hair is likely to stand on ends. IF A CHARACTER IS SHOCKED: Make an END check at the start of their turn. On a mixed success, they can act normally, but suffer –2 to attack rolls. On a failure, they’re completely paralyzed and can’t move or act. Shocked can be removed by certain items and the Patra or Me Patra SP moves. SICKENED The character is suffering from a toxin, virus, or something else that caused their constitution to fail them. IF A CHARACTER IS SICKENED: Make an END check at the start of their turn. On a mixed success, they can act normally, but suffer a penalty to all damage rolls equal to the ailment inflictor's WP/TL. On a failure, they’re completely overwhelmed by the ailment and can’t move or act. Sickened can be removed by certain items and the Patra or Me Patra SP moves. SILENCED The character is unable to speak. Personas can’t be commanded, and they may act confused or nervous. IF A CHARACTER IS SILENCED: They can’t use SP moves, basic spells, or command their Persona, but they can still make basic strikes or basic shots. Silenced can be removed by certain items and the Patra or Me Patra SP moves. STATUS EFFECTS Status effects are changes to a character’s condition or capabilities other than those inflicted by an ailment. Some of these are positive effects, many of them are negative. The main difference between status effects and ailments is that unless otherwise noted, status effects stack with each other, and with ailments. The most common status effect, and the one you’ll be referring to the most, is Downed. DOWNED Characters get downed when they’re hit with a type of damage they’re weak to. They fall over embarrassingly. Reactions such as Hold the Line can’t be taken while Downed. IF A PERSONA USER IS DOWNED: They automatically stand up on their turn and can still take an action; however, any checks they make on this turn suffer a penalty of –1. IF A SHADOW IS DOWNED: They do not stand back up until a full round of combat has passed. They waste an entire turn, unable to take actions, making them an easy and low-risk target. Keep in mind that powerful enemies, such as bosses, may be immune to this status effect. ARCANA AND SUIT MOVES Many moves grant buffs to party members, such as Emperor’s Inspiring Battlecry, Fortune’s Cards Up Your Sleeve, Swords’ Charge, or Wands’ Impalement Chant. While these aren’t generally things that can be removed by skills like Dekunda or Dekaja, it can be useful to categorize them as status effects. ARMORED PERSONA The character adds their Willpower or Threat Level to their armor, stacking with existing Armor and effects like Rakukaja. A character can only benefit from one source of Armored Persona at a time. Unless otherwise specified, Armored Persona is active as long as you have access to your Persona.
16 BUFFS AND DEBUFFS • Tarukaja • Tarunda • Rakukaja • Rakunda • Sukukaja • Sukunda TARUKAJA Tarukaja increases all damage rolls a character makes by 2 * WP for three rounds. Tarunda and Dekaja cancel Tarukaja. TARUNDA Tarunda decreases all damage rolls a character makes by 2 * WP for three rounds. Tarukaja and Dekunda cancel Tarunda. RAKUKAJA Rakukaja increases armor by 2 * WP for three rounds. Rakunda and Dekaja cancel Rakukaja. RAKUNDA Rakunda decreases damage taken by 2 * WP for three rounds. Rakukaja and Dekunda cancel Rakunda. SUKUKAJA Sukukaja increases all attack rolls a character makes by 2 for three rounds (limited by the maximum of +4). Sukunda and Dekaja cancel Sukukaja. SUKUNDA Sukunda decreases all attack rolls a character makes by 2 for three rounds. Sukukaja and Dekunda cancel Sukunda. AILMENT RESISTANCE • Fortify Spirit • Foul Breath FORTIFY SPIRIT Fortify Spirit increases rolls to resist or overcome ailments by 2 for three rounds. Foul Breath cancels Fortify Spirit. AILMENTS AND STATUS EFFECTS FOUL BREATH Foul Breath decreases rolls to resist or overcome ailments by 2 for three rounds. Fortify Spirit cancels Foul Breath. TRANSMOGRIFICATION AND POLYMORPHING Some spells or abilities may transmogrify a character into something else, generally a weak Shadow. Polymorphed characters can only perform the actions or skills allowed by their form. For example, a Harmless Mothman can only make basic strikes or basic shots. Other forms of transmogrification other than the Polymorph suit move may exist. OPTIONAL RULE: THRESHOLD INFLICTION AND RESISTANCE With this rule set, Persona and Shadow stats function as both the power of the ailment inflicting skill and the threshold that must be met or exceeded for an ailment to be inflicted. No roll is necessary with this system. Example: a Shadow with 3 MAG casts Makajam. A character with 3 END is inflicted with Silence because the ailment caster’s MAG meets or beats the resistance stat. Example 2: A character with 2 MAG casts Marin Karin. A Shadow with 3 END resists Charmed because the ailment caster’s MAG fails to meet or beat the resistance stat.
17 MOVES AND SETBACKS Downtime Moves are low-stakes moves which take a good amount of time (generally a few hours). On days when the players aren’t busy, they will have the opportunity to make downtime moves. Downtime moves are meant to encourage sliceof-life roleplaying (see Downtime Moves, pg. 98). SETBACKS Oftentimes a PC will incur something called a “setback” as a penalty for failure or mixed success. These can be anything the GM wishes, but they should be appropriate, given the story at hand and the circumstances of the move being made. As a GM, when you’re coming up with a setback, consider the following list of generic setbacks. Of course, you can also improvise any other setback that suits your will and is appropriate to the situation. GENERIC SETBACKS • The PC falls over embarrassingly and gains the Downed status ailment. • The PC bumps their head, twists their ankle, or incurs some other minor injury. The GM should inflict a small amount of damage on them (see table). • An NPC grows suspicious of the PC. • A piece of equipment breaks and must be fixed. • An enemy or group of enemies is alerted to the presence of the PC. • Some unseen mechanism suddenly triggers. • The action succeeds, but it takes an inordinate amount of time. • The PC loses one SP due to spiritual pain. • A friend of the PC becomes upset and must be soothed before they can be hung out with again. • An NPC grows suspicious of the PC or likes them less for whatever reason. MOVES Moves are pre-written guidelines for things your character can do. As you play, you will gain new moves. Everything you do in PTTRPG is technically considered a move. As a GM, you can refer to the basic moves if you’re ever unsure what should happen in a given situation. Then, once you get a feel for it, you can rely more heavily on improv. Moves all fall into one of four categories. Basic Moves are direct character-driven actions that can be taken at any time, even without access to your Persona. Generally speaking, the PCs have access to all basic moves at all times. If this is not the case (such as with moves requiring a Persona), it will be explicitly stated in the move’s description. Basic moves are described in detail starting on the following page. Arcana Moves are moves you gain from your Arcana as you level up. There are twenty-one Arcana (the only Major Arcana not selectable is World). Arcana moves can be used at any time, unless the move in question has an SP cost, in which case it can only be used when you have access to your Persona (see Arcana, pg. 36). There is a way to get moves from Arcana besides your own, but the method of doing so isn't very sustainable. (see Social Links, pg. 110). Suit Moves are abilities you gain from your suit. There are six suits (Wands, Cups, Coins, Swords, Compasses, and Aeons). Suit moves can only be used when you have access to your Persona unless otherwise stated (see Suits, pg. 79). You can also get moves that aren’t from your suit through Multiclassing (see pg. 21). LEVEL SUGGESTED DAMAGE 1 - 2 1d2 3 - 4 1d4 5 - 9 1d6 10 - 15 2d4
BASIC MOVES 18 BASIC STRIKE You go after an opponent and try to hit them with a melee weapon. Make an Athleticism Check. • On a complete success, your onslaught connects. Roll the dice indicated by the weapon your character is wielding; if the targeted enemy is weak to Melee damage, they will become Downed and the PC will gain a One-More (see Affinities; pg. 9). Your strike may have additional effects depending on your Skills and Moves (e.g. Staggering Strike, Pulse, etc.) • On a mixed success, your strike connects. Roll for damage. If the enemy being targeted is weak to Melee damage, they will become Downed and the PC will gain a One-More. • On a failure, your strike fails to connect and you leave an opening for your enemy. BASIC SHOT You take aim and try to hit an opponent with a ranged weapon. Make a Proficiency Check. • On a complete success, your barrage connects. Roll the damage dice indicated by the weapon your character is wielding. If the targeted enemy is weak to Ranged damage, they become Downed and the PC will gain a One-More. Your shot may have additional effects depending on your Skills and Moves (e.g. Staggering Strike, Pulse, etc.) • On a mixed success, your shot connects. Roll for damage. If the enemy being targeted is weak to Ranged damage, they will become Downed, and the PC will gain a One-More. • On a failure, your shot fails to connect and you leave an opening for your enemy. Keep in mind that if a move being used describes a specific setback, the GM should generally stick to that setback. However, as always, the GM is free to improvise something else if they think it would be more appropriate. As a rule of thumb, PCs should only be allowed to make moves for tasks that are actually within the realm of possibility for them to accomplish. If a character is doing something and you aren’t sure that there’s an appropriate move for it, don’t panic. Just use the Golden Move as a guideline to determine success or failure. You can always improvise the effects of the Golden Move, or what happens in the story as a result. The following pages contain explanations of every basic move in the game, including suggested setbacks. GOLDEN MOVE This is a catch-all move. It can cover any character-driven action that has an uncertain outcome. As a player, make a Check. The GM may prompt you to add an appropriate aspect or Persona stat to the result. If the GM is not certain that any aspect or stat would apply, they may prompt you to add your current LUC stat. • On a complete success, you do what you set out to do. The GM should describe any obstacle you overcome and/or how the story moves forward as a result. • On a mixed success, you do what you set out to do, alongside some sort of setback. If the GM is unable to think of any setback, they are free to say the move goes off without a hitch even on a mixed success. • On a failure, you do not do what you set out to do and the GM can inflict a setback.
19 BASIC MOVES SPRING 春 BASIC SPELL You command your Persona to strike an opponent using an elemental skill you have access to, such as Agi or Mazio. Select the skill and make a MAG Check. If you do not have access to any magic skills, you cannot make this move. If you are using the SP Variation rule, this move costs 1 SP. • On a complete success, your magic connects. Roll the damage dice indicated by the skill you are using. If the targeted enemy is weak to the type of damage the skill inflicts, they will become Downed and the PC will gain a One-More. Your spell may have additional effects depending on your Skills and Moves (e.g. Staggering Strike, Pulse, etc.) • On a mixed success, your spell connects. Roll for damage. If the targeted enemy is weak to the type of damage the skill inflicts, they will become Downed and the PC will gain a One-More. • On a failure, your spell fails to connect and you leave an opening for your enemy. COMMAND PERSONA You command your Persona to use a Physical skill, such as Lunge or Needle Shot. Select the skill and make a Check based on the appropriate Persona stat. Attacks that inflict Melee damage should use STR, while Ranged attacks use AGI. If the optional rule HP Variation is in effect, this move costs 1 HP to use. • On a complete success, your strike connects. Roll the damage dice indicated by the skill you are using. If the enemy being targeted is weak to the type of damage the skill inflicts, they will become Downed and the PC will gain a OneMore. Your command may have additional effects depending on your Skills and Moves (e.g. Staggering Strike, Pulse, etc.) • On a mixed success, your attack connects. Roll for damage. If the enemy being targeted is weak to the type of damage the skill inflicts, they will become Downed and the PC will gain a One-More. • On a failure, your command fails to connect and you leave an opening for your enemy. SNEAK AROUND They’ll never see it coming! When it comes to evading an enemy, stealing treasure, or hiding in the shadows in general, make a Proficiency Check. • On a complete success, you remain quiet and utterly hidden as you sneak through an area, swipe an object, or prepare to make another move. • On a mixed success, you remain somewhat hidden, but something goes awry. This can include being discovered at the last second (making skills like Backstab unusable), causing an enemy to investigate, or making enemies go on alert, causing a -1 penalty to this move in the foreseeable future. • On a failure, you are spotted. With your cover blown, you may be unable to perform skills like Backstab. Enemies may also be alerted to your presence, causing them to pursue and attempt to stop you; they may also be on high alert for the forseeable future, causing a -2 penalty when this move is used again. AN ATHLETIC DISPLAY You leverage your physical skill to overcome an obstacle. You might be running and jumping over a large gap, breaking open a shut door, or intimidating an NPC. Make an Athleticism Check. • On a complete success, you do what you set out to do, perhaps even with additional flair. • On a mixed success you recklessly charge through to get the job done. You might have incurred a minor injury, made a loud sound that alerted a nearby enemy or group of enemies, or broke some of your equipment, requiring it to be repaired for it to be used again. • On a failure, you do not have the strength to complete your goal. The GM may choose one or more of the setbacks listed above.
BASIC MOVES 20 A PROFICIENT SOLUTION You use your technical skill and finesse to overcome an obstacle. You might be disassembling a trap, picking a lock, or nimbly dodging a hazard. Make a Proficiency Check. • On a complete success, you do what you set out to do, perhaps with additional finesse. • On a mixed success, you clumsily manage to achieve your goal. You might incur some kind of minor injury, trigger an unseen alarm and/or trap, or break your equipment, rendering it unusable until it's repaired. • On a failure, you fail to overcome the obstacle. The GM may choose one or more of the setbacks listed above. A GUTSY ATTEMPT You call upon your well of courage to stomach or persevere through a tough obstacle. You might be dealing with an awkward situation, searching for the will to do something dangerous, or trying to stay calm in the face of terror. Make a Guts Check. • On a complete success, you do what you set out to do without breaking a sweat. • On a mixed success, you force yourself to get the job done. You may gain an ailment such as Afraid or Sickened, make an NPC uncomfortable in your presence, or lose SP from spiritual pain. • On a failure, you are unable to will yourself to fulfill your goal. The GM may choose one or more of the setbacks listed above. A KNOWLEDGEABLE QUANDARY You attempt to come up with a solution to a problem using your intellect and deductive reasoning. You might be trying to solve a difficult puzzle, using a complicated tool such as a computer, or studying for an upcoming test. Make a Knowledge Check. • On a complete success, you obtain the answers you seek without issue or hesitation. • On a mixed success, you eventually come to a conclusion after struggling with your thoughts. As as result, you might obtain a vague or incomplete answer, receive an answer after an inordinate amount of time, or suffer from a headache, causing a -1 penalty to all Knowledge rolls until you take a long rest. • On a failure, you are unable to comprehend the issue at hand. The GM may choose one or more of the setbacks listed above. A CHARMING PERSUASION You use your personality and social insight to overcome a problem. You might be attempting to convince someone, hiding the truth with lies, or trying to discern whether or not someone is being honest. Make a Charm Check. • On a complete success, you successfully talk your way through the problem; others might find you charismatic and convincing. • On a mixed success, you get your point across after stumbling on your words several times. You might cause NPCs to like or trust you less, have to provide compensation to an NPC for them to agree, or lose SP from embarrassment or guilt. • On a failure, you are unable to convince your target. The GM may choose one or more of the setbacks listed above.
21 ADVANCEMENT END OF SESSION QUESTIONS Over the course of the game, your character will earn XP. At the end of each session, your GM will prompt you to answer some questions based on your actions and how you think you did. • HOW LONG WAS YOUR SESSION? If you played a full session (e.g. 5 hours), gain 2 XP. If you played a half session (e.g. 2.5 hours), gain 1 XP. • DID YOU GET CLOSER TO ACHIEVING YOUR GROUP'S STATED GOAL? This can be done various ways, such as by discovering new facts or by striking a blow against a foe. If so, gain 2 XP. • DID YOU BEST A MAJOR FOE AND/OR CLEAR A MAJOR AREA? (DUNGEON, PALACE, ETC.) This may or may not be relevant to the plot. If you did so, gain 2 XP. • AS A GROUP, DID YOU PARTAKE IN A MAJOR EVENT UNRELATED TO THE MAIN QUEST? (EXAMS, FESTIVAL, ETC.) If so, gain 1 XP. If your group concluded said event, gain 3 XP. LEVELING UP To gain a new level, you have to cross a certain threshold, as shown on the tables in the following pages. There are three ways to go about deciding what these requirements are: • STANDARD PROGRESSION follows a balanced system in which the XP requirement gets larger every few levels. This is the default option for advancement. • FAST TRACK PROGRESSION allows for a faster leveling system, lowering the XP requirement so that players can obtain new skills and bonuses at a faster rate. This is recommended for campaigns that wish for players to have more skills at their arsenal sooner than usual. • EXTENDED PLAY PROGRESSION ramps up the XP requirement per level so that players will need more XP as they progress. This is recommended for longer campaigns that reward persistence. Regardless of whatever progression system is used, players will enjoy a wide variety of bonuses, should they reach a new level when gaining XP. • NEW SKILL: Choose a new skill, as shown in the Skill Compendium (pg. 26). Your level and affinities determine which skills you have access to. • ARCANA MOVE: Choose a new move from your Arcana. • SUIT MOVE: Choose a new move from your Suit. If you are at Level 10 or higher, you can pick a Level 10+ move. You may also notice that the table will sometimes mention "Suit Move from Any Normal Suit"; refer to page 25 for more information on Multiclassing. • HP UP: Your maximum HP increases by two points. If your Persona’s END stat is 3, it instead increases by three points. If your END is 4, it increases by four. • SP UP: Your maximum SP increases by an amount equal to your MAG stat, with a minimum of 1. If the SP Variation is in effect, you gain an amount equal to your MAG stat plus one, with a minimum of 2. • STATS UP: You can improve your Persona stats. Select two stats and improve each of them by one. You must select two separate stats (you cannot increase the same stat twice). Keep in mind that your stats can't go higher than 3 until you’re at or above Level 10. They can never go higher than 4. • NEW AFFINITY: Choose a new element to become a Minor Affinity and gain the corresponding starter skill (see Persona Creation, pg. 40) Keep in mind that you can NOT turn your weakness into a Minor Affinity, and that Almighty cannot be chosen.
ADVANCEMENT 22 ADVANCEMENT CHART (STANDARD PROGRESSION) LEVEL XP REQUIRED WP BONUSES 1 - 1 Three Skills, Starting Arcana Move, Arcana Move, Starting Suit Move, Suit Move 2 5 1 New Skill, Suit Move, HP Up 3 5 1 New Skill, Arcana Move, HP Up, SP Up 4 6 1 New Skill, Suit Move from Any Normal Suit, HP Up 5 6 2 New Skill, Arcana Move, HP Up, Stats Up 6 7 2 New Skill, Suit Move, HP Up, SP Up 7 7 2 Two New Skills, HP Up, New Affinity 8 8 2 New Skill, Suit Move from Any Normal Suit, HP Up 9 8 3 New Skill, Arcana Move, HP Up, SP Up 10 9 3 New Skill, Suit Move, HP Up, Stats Up 11 9 3 New Skill, Arcana Move, HP Up 12 10 3 New Skill, Suit Move from Any Normal Suit, HP Up, SP Up 13 10 4 New Skill, HP Up 14 11 4 New Skill, Suit Move, HP Up 15 11 4 New Skill, Suit Move, HP Up, SP Up, Stats Up OPTIONAL EXTENDED ADVANCEMENT 16 12 4 New Skill, Suit Move from Any Normal Suit, HP Up 17 12 5 New Skill, HP Up 18 12 5 New Skill, Suit Move, HP Up, SP Up 19 12 5 New Skill, HP Up 20 12 5 New Skill, Suit Move from Any Normal Suit
ADVANCEMENT CHART (FAST TRACK) ADVANCEMENT LEVEL XP REQUIRED WP BONUSES 1 - 1 Three Skills, Starting Arcana Move, Arcana Move, Starting Suit Move, Suit Move 2 5 1 New Skill, Suit Move, HP Up 3 5 1 New Skill, Arcana Move, HP Up, SP Up 4 5 1 New Skill, Suit Move from Any Normal Suit, HP Up 5 6 2 New Skill, Arcana Move, HP Up, Stats Up 6 6 2 New Skill, Suit Move, HP Up, SP Up 7 6 2 Two New Skills, HP Up, New Affinity 8 7 2 New Skill, Suit Move from Any Normal Suit, HP Up 9 7 3 New Skill, Arcana Move, HP Up, SP Up 10 7 3 New Skill, Suit Move, HP Up, Stats Up 11 8 3 New Skill, Arcana Move, HP Up 12 8 3 New Skill, Suit Move from Any Normal Suit, HP Up, SP Up 13 9 4 New Skill, HP Up 14 9 4 New Skill, Suit Move, HP Up 15 9 4 New Skill, Suit Move, HP Up, SP Up, Stats Up OPTIONAL EXTENDED ADVANCEMENT 16 10 4 New Skill, Suit Move from Any Normal Suit, HP Up 17 10 5 New Skill, HP Up 18 10 5 New Skill, Suit Move, HP Up, SP Up 19 10 5 New Skill, HP Up 20 10 5 New Skill, Suit Move from Any Normal Suit 23
ADVANCEMENT 24 LEVEL XP REQUIRED WP BONUSES 1 - 1 Three Skills, Starting Arcana Move, Arcana Move, Starting Suit Move, Suit Move 2 3 1 New Skill, Suit Move, HP Up 3 4 1 New Skill, Arcana Move, HP Up, SP Up 4 5 1 New Skill, Suit Move from Any Normal Suit, HP Up 5 6 2 New Skill, Arcana Move, HP Up, Stats Up 6 7 2 New Skill, Suit Move, HP Up, SP Up 7 8 2 Two New Skills, HP Up, New Affinity 8 9 2 New Skill, Suit Move from Any Normal Suit, HP Up 9 10 3 New Skill, Arcana Move, HP Up, SP Up 10 11 3 New Skill, Suit Move, HP Up, Stats Up 11 12 3 New Skill, Arcana Move, HP Up 12 13 3 New Skill, Suit Move from Any Normal Suit, HP Up, SP Up 13 14 4 New Skill, HP Up 14 15 4 New Skill, Suit Move, HP Up 15 15 4 New Skill, Suit Move, HP Up, SP Up, Stats Up OPTIONAL EXTENDED ADVANCEMENT 16 15 4 New Skill, Suit Move from Any Normal Suit, HP Up 17 15 5 New Skill, HP Up 18 15 5 New Skill, Suit Move, HP Up, SP Up 19 15 5 New Skill, HP Up 20 15 5 New Skill, Suit Move from Any Normal Suit ADVANCEMENT CHART (EXTENDED PLAY)
SPRING RETROACTIVE BONUSES When stats such as END or MAG are increased at every fifth level, HP and SP are given retroactive bonuses. This means that the stats are now treated as though they have always been increased. For example, if you had 23 HP at level 4 and increased your END to 3 at level 5, you would not gain 26 HP. Instead you would gain 30 HP, adding an additional 1 HP for each level. SP is a similar pattern, however, you only gain SP every third level, which means if you increase it to 3 when it was 2, you would gain an additional point of SP. BACKORDERING You can also spend XP to gain skills that you may not have taken originally in order to flesh out your persona moveset. The XP cost is equal to half the level at which you gain access to the move, rounded up. For example, if you were to grab Agilao via backordering, it would cost 3 XP (the level requirement is 5, so half is 2.5, rounded to 3). Keep in mind that you must have the proper affinity to back order skills. Additionally, you can only have a maximum of eight skills at a time, but you can swap them out whenever. MULTICLASSING Say you’ve been looking through the list of SP Moves. You think a particular Move sounds really great, but it doesn’t belong to your Suit. This is where Multiclassing comes in. There will be opportunities at every fourth level (4, 8, 12, and if you're using Extended Advancement, 16 and 20), where you can choose a Suit Move from any Normal Suit. Keep in mind that you can NOT select Suit Moves from Compass or Aeon; however, should you be the Compass or Aeon, you are allowed to multiclass with the four normal suits. Lastly, You can use the Multiclassing system to “backorder” moves from your own Suit the same way you would from any other. DEATH AND DYING When an enemy hits 0 HP, they die. Particularly powerful enemies might share some parting words, but that’s it. However, PCs don't die. While most consider the possibility of death a vital component of a tabletop RPG, those who have played Persona will note that Persona users never actually die in the games. Instead, PCs that reach 0 HP simply fall unconscious. The team might still lose the game or enter a bad situation if everyone falls unconscious, but they will not die. Upon winning a battle, PCs that fell unconscious are restored to 1 HP. Should a revival item or skill be used on an unconscious ally (like Recarm or a Revival Bead), they are brought back with restored health corresponding to the used item. Should you wish for a more unforgiving campaign, the Memento Mori Optional Rule may be something to consider (found on pg. 206). 25 MULTICLASSING AND DEATH 春
1~4 Certain skills mention "1~4 random targets". For these skills, an extra calculation is required to determine its effect. 1~4 skills are unpredictable, with a much wider range of damage. First, roll a d4. This is the amount of times you‘ll roll damage for the attack. 1~4 skills let you attack multiple times in the same turn, but you cannot select your targets. Instead, the GM will randomly select a target for each round of the attack. If a target is hit multiple times, roll damage against them once with an additional 1d4 instead of the full damage value. For example, if a 3d4+2 damage skill hits a target three times, they take 6d4+2 damage. COMPENDIUM The following skills may be taken by players as they level up. You must have a major or minor affinity for the proper category of skill, and you must be at the proper level. Keep in mind that you can only have eight skills at a given time, so you’ll eventually have to replace the older ones when you reach the limit. You may notice that Almighty skills are listed here with level requirements. This refers to an Arcana move exclusive to the Star (see pg. 81), and should not be used by any other Arcana (with some exceptions, as denoted by the GM). You may also notice that some skills have ailments attached. Refer to Ailments and Status Effects (pg. 17) for how to inflict ailments onto targets. SKILL COMPENDIUM 26 MELEE AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Lucky Punch Deals Minuscule (1d6) Melee damage to one target. Increased Critical Hit range (Nat. 10-12). - Cleave Deals Light (2d6) Melee damage to one target. 2 Dream Fist Deals Light (2d6) Melee damage to one target. Inflicts Asleep. 3 Terror Claw Deals Light (2d6) Melee damage to one target. Inflicts Afraid. 3 Sledgehammer Deals Light (2d6) Melee damage to one target. Inflicts Dizzy. 3 Rampage Deals Light (2d6) Melee damage to all targets. 4 Blight Deals Light (2d6) Melee damage to all targets. Inflicts Sickened. 5 Hundred Knives Deals Light (2d6) Melee damage to all targets. Inflicts Bleeding 5 Slap Frenzy Deals Light (2d6) Melee damage to all targets. Inflicts Enraged. 5 Gatling Blows Deals Light (2d4) Melee damage to 1~4 random targets. 5 Giant Slice Deals Medium (3d6) Melee damage to one target. 6 Mind Slice Deals Medium (3d6) Melee damage to one target. Inflicts Confused. 7 Headbutt Deals Medium (3d6) Melee damage to one target. Inflicts Silenced. 7 Binding Claw Deals Medium (3d6) Melee damage to one target. Inflicts Shocked. 7 Vital Strike Deals Light (2d6) Melee damage to one target. Ignores all Armor. 7 Vicious Strike Deals Medium (3d6) Melee damage to all targets. 8 Miracle Rush Deals Light (2d6) Melee damage to all targets. Increased Critical Hit range (Nat. 10-12). 8 Vajra Blast Deals Medium (3d6) Melee damage to all targets. Inflicts Shocked. 9 Madness Nails Deals Medium (3d6) Melee damage to all targets. Inflicts Charmed. 9 Brutal Beatdown Deals Medium (3d6) Melee damage to all targets. Deals an additional 2d6 damage to Downed targets. 9
27 SKILL COMPENDIUM MELEE AFFINITY SKILLS (CONT'D) SKILL NAME DESCRIPTION LEVEL REQ Blade of Fury Deals Medium (3d4) Melee damage to 1~4 random targets. 9 Assault Dive Deals Heavy (4d6) Melee damage to one target. 10 Hysterical Slap Deals Heavy (4d6) Melee damage to one target. Inflicts Enraged. 11 Tetanus Cut Deals Heavy (4d6) Melee damage to one target. Inflicts Sickened. 11 Brain Buster Deals Heavy (4d6) Melee damage to one target. Inflicts Confused. 11 Lethal Technique Deals Medium (3d6) Melee damage to one target. Ignores all Armor. 11 Heat Wave Deals Heavy (4d6) Melee damage to all targets. 12 Oni-Kagura Deals Heavy (4d6) Melee damage to all targets. Inflicts Enraged. 13 Bloodbath Deals Heavy (4d6) Melee damage to all targets. Inflicts Bleeding. 13 Flash Bomb Deals Heavy (4d6) Melee damage to all targets. Inflicts Dizzy. 13 Brain Shake Deals Heavy (4d6) Melee damage to all targets. Inflicts Charmed. 13 Swift Strike Deals Heavy (4d4) Melee damage to 1~4 random targets. 13 Brave Blade Deals Severe (5d6) Melee damage to one target. 14 Vorpal Blade Deals Severe (5d6) Melee damage to all targets. 15 Death Scythe Deals Severe (5d6) Melee damage to one target. Inflicts Afraid. 16 Megaton Raid Deals Severe (5d6) Melee damage to one target. Inflicts Sickened. 16 Tempest Slash Deals Severe (5d6) Melee damage to one target. Inflicts Shocked. 16 Rebellion Blade Deals Severe (5d6) Melee damage to one target. Deals an additional 2d6 damage to Downed targets. 16 Guillotine Deals Severe (5d6) Melee damage to one target. Instantly kills on a Critical Hit (certain powerful enemies may be immune to this). 16 Agneyastra Deals Severe (5d4) Melee damage to 1~4 random targets. 17 Mind Scream Deals Severe (5d6) Melee damage to all targets. Inflicts Silenced. 18 Dormin Rush Deals Severe (5d6) Melee damage to all targets. Inflicts Asleep. 18 Arm Chopper Deals Severe (5d6) Melee damage to all targets. Inflicts Bleeding. 18 Whirlwind Kick Deals Severe (5d6) Melee damage to all targets. Inflicts Dizzy. 18 God's Hand Deals Heavy (4d6) Melee damage to one target. Ignores all Armor. 18 Deadly Fury Deals Colossal (6d6) Melee damage to one target. 19 Gigantomachia Deals Colossal (6d6) Melee damage to all targets. 20
SKILL COMPENDIUM 28 RANGED AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Magic Bullet Deals Minuscule (1d6) Ranged damage to one target. Increased Critical Hit range (Nat. 10-12). - Needle Shot Deals Light (2d6) Ranged damage to one target. 2 Dream Needle Deals Light (2d6) Ranged damage to one target. Inflicts Asleep. 3 Toxic Sting Deals Light (2d6) Ranged damage to one target. Inflicts Sickened. 3 Madness Needle Deals Light (2d6) Ranged damage to one target. Inflicts Confused. 3 Auto Shot Deals Light (2d6) Ranged damage to all targets. 4 Flash Grenade Deals Light (2d6) Ranged damage to all targets. Inflicts Dizzy. 5 Molotov Deals Light (2d6) Ranged damage to all targets. Inflicts Burned 5 Shrapnel Spray Deals Light (2d6) Ranged damage to all targets. Inflicts Bleeding. 5 Burst Fire Deals Light (2d4) Ranged damage to 1~4 random targets. 5 Snap Deals Medium (3d6) Ranged damage to one target. 6 Cryo Round Deals Medium (3d6) Ranged damage to one target. Inflicts Frozen. 7 Taser Shot Deals Medium (3d6) Ranged damage to one target. Inflicts Shocked. 7 Head Graze Deals Medium (3d6) Ranged damage to one target. Inflicts Silenced. 7 Piercing Shot Deals Light (2d6) Ranged damage to one target. Ignores all Armor. 7 Shoot Out Deals Medium (3d6) Ranged damage to all targets. 8 Magic Magazine Deals Light (2d6) Ranged damage to all targets. Increased Critical Hit range (Nat. 10-12). 8 Gas Grenade Deals Medium (3d6) Ranged damage to all targets. Inflicts Asleep. 9 Stun Needles Deals Medium (3d6) Ranged damage to all targets. Inflicts Shocked. 9 Breach and Enter Deals Medium (3d6) Ranged damage to all targets. Deals an additional 1d6 damage on a Baton Pass. 9 Spray and Pray Deals Medium (3d4) Ranged damage to 1~4 random targets. 9 Snipe Deals Ranged (4d6) Melee damage to one target. 10 Skull Knocker Deals Heavy (4d6) Ranged damage to one target. Inflicts Dizzy. 11 Tranquilizer Deals Heavy (4d6) Ranged damage to one target. Inflicts Confused. 11 Incendiary Round Deals Heavy (4d6) Ranged damage to one target. Inflicts Burned. 11 Vital Shot Deals Medium (3d6) Ranged damage to one target. Ignores all Armor. 11 Triple Down Deals Heavy (4d6) Ranged damage to all targets. 12 Quadruple Shot Deals Heavy (4d6) Ranged damage to all targets. Inflicts Bleeding. 13 Dirty Bomb Deals Heavy (4d6) Ranged damage to all targets. Inflicts Sickened. 13
29 SKILL COMPENDIUM RANGED AFFINITY SKILLS (CONT'D) SKILL NAME DESCRIPTION LEVEL REQ Kabura-ya Deals Heavy (4d6) Ranged damage to all targets. Inflicts Afraid. 13 Deafening Fire Deals Heavy (4d6) Ranged damage to all targets. Inflicts Silenced. 13 Frag Grenade Deals Heavy (4d4) Ranged damage to 1~4 random targets. 13 Heartseeker Deals Severe (5d6) Ranged damage to one target. 14 Riot Gun Deals Severe (5d6) Ranged damage to all targets. 15 Sturmschuss Deals Severe (5d6) Ranged damage to one target. Inflicts Afraid. 16 Mr. Sandman Deals Severe (5d6) Ranged damage to one target. Inflicts Asleep. 16 Intensive Nerve Deals Severe (5d6) Ranged damage to one target. Inflicts Shocked. 16 Called Shot Deals Severe (5d6) Ranged damage to one target. Deals an additional 1d6 damage on a Baton Pass. 16 One-Shot Kill Deals Severe (5d6) Ranged damage to one target. Instantly kills on a Critical Hit (certain powerful enemies may be immune to this). 16 Bombardment Deals Severe (5d4) Ranged damage to 1~4 random targets. 17 Cryo Bomb Deals Severe (5d6) Ranged damage to all targets. Inflicts Frozen. 18 Madness Volley Deals Severe (5d6) Ranged damage to all targets. Inflicts Confused. 18 Napalm Deals Severe (5d6) Ranged damage to all targets. Inflicts Burned. 18 Laughing Gas Bomb Deals Severe (5d6) Ranged damage to all targets. Inflicts Silenced. 18 Piercing Sabot Deals Heavy (4d6) Ranged damage to one target. Ignores all Armor. 18 Shin-Zen-Bi Deals Colossal (6d6) Ranged damage to one target. 19 Rain of Arrows Deals Colossal (6d6) Ranged damage to all targets. 20
SKILL COMPENDIUM 30 FIRE AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Agi Deals Light (1d6) Fire damage to one target. - Maragi Deals light (1d4) Fire damage to all targets. 2 Fire Breath Deals Light (1d6) Fire damage to 1~4 random targets. 4 Agilao Deals Medium (2d6) Fire damage to one target. 5 Maragion Deals Medium (2d6) Fire damage to all targets. 7 Flames of War Deals Medium (2d6) Fire damage to one target. Inflict a choice of Burned or Enraged on a Critical Hit or Pulse. 7 Hellfire Deals Medium (2d4) Fire damage to 1~4 random targets. 8 Agidyne Deals Heavy (3d6) Fire damage to one target. 9 Scorch Deals Medium (2d6) Fire damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Maragidyne Deals Heavy (3d6) Fire damage to all targets. 11 Inferno Deals Heavy (3d4) Fire damage to 1~4 random targets. 12 Ragnarok Deals Severe (4d6) Fire damage to one target. 13 Burning Ash Deals Severe (4d6) Fire damage to one target. Inflict a choice of Burned or Sickened on a Critical Hit or Pulse. 14 Blazing Hell Deals Severe (4d6) Fire damage to all targets. 15 Conflagration Deals Severe (4d4) Fire damage to 1~4 random targets. 16 Surtr's Band Deals Colossal (5d6) Fire damage to one target. 17 Trisagion Deals Severe (4d6) Fire damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Titanomachia Deals Colossal (5d6) Fire damage to all targets. Inflict a choice of Burned or Afraid on a Critical Hit or Pulse. 19 Pyriphlegethon Deals Colossal (5d4) Fire damage to 1~4 random targets. Deal an additional 2d4 damage on a Critical Hit. 20
31 SKILL COMPENDIUM SKILL NAME DESCRIPTION LEVEL REQ Bufu Deals Light (1d6) Ice damage to one target. - Mabufu Deals light (1d4) Ice damage to all targets. 2 Ice Breath Deals Light (1d6) Ice damage to 1~4 random targets. 4 Bufula Deals Medium (2d6) Ice damage to one target. 5 Mabufula Deals Medium (2d6) Ice damage to all targets. 7 Snow Angel Deals Medium (2d6) Ice damage to one target. Inflict a choice of Frozen or Asleep on a Critical Hit or Pulse. 7 Icy Paradise Deals Medium (2d4) Ice damage to 1~4 random targets. 8 Bufudyne Deals Heavy (3d6) Ice damage to one target. 9 Ice Spear Deals Medium (2d6) Ice damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Mabufudyne Deals Heavy (3d6) Ice damage to all targets. 11 Glacier Blast Deals Heavy (3d4) Ice damage to 1~4 random targets. 12 Diamond Dust Deals Severe (4d6) Ice damage to one target. 13 Guren Jigoku Deals Severe (4d6) Ice damage to one target. Inflict a choice of Frozen or Bleeding on a Critical Hit or Pulse. 14 Niflheim Deals Severe (4d6) Ice damage to all targets. 15 Lily's Jail Deals Severe (4d4) Ice damage to 1~4 random targets. 16 Ymir's Club Deals Colossal (5d6) Ice damage to one target. 17 Cocytus Deals Severe (4d6) Ice damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Absolute Zero Deals Colossal (5d6) Ice damage to all targets. Inflict a choice of Frozen or (Freezer) Burned on a Critical Hit or Pulse. 19 Fimbulvetr Deals Colossal (5d4) Ice damage to 1~4 random targets. Deal an additional 2d4 damage on a Critical Hit. 20 ICE AFFINITY SKILLS
SKILL COMPENDIUM 32 ELECTRIC AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Zio Deals Light (1d6) Electric damage to one target. - Mazio Deals Light (1d6) Electric damage to all targets. 2 Shock Deals Light (1d4) Electric damage to 1~4 random targets. 4 Zionga Deals Medium (2d6) Electric damage to one target. 5 Mazionga Deals Medium (2d6) Electric damage to all targets. 7 Animal Magnetism Deals Medium (2d6) Electric damage to one target. Inflict a choice of Shocked or Charmed on a Critical Hit or Pulse. 7 Bolt Flare Deals Medium (2d4) Electric damage to 1~4 random targets. 8 Ziodyne Deals Heavy (3d6) Electric damage to one target. 9 Jolt Deals Medium (2d6) Electric damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Maziodyne Deals Heavy (3d6) Electric damage to all targets. 11 Electric Dance Deals Heavy (3d6) Electric damage to 1~4 random targets. 12 Thunder Reign Deals Severe (4d6) Electric damage to one target. 13 Deafening Thunder Deals Severe (4d6) Electric damage to one target. Inflict a choice of Shocked or Silenced on a Critical Hit or Pulse. 14 Wild Thunder Deals Severe (4d6) Electric damage to all targets. 15 Jupiter's Fury Deals Severe (4d4) Electric damage to 1~4 random targets. 16 Indra's Astra Deals Colossal (5d6) Electric damage to one target. 17 Thunderbolt Deals Severe (4d6) Electric damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Empyrean Storm Deals Colossal (5d6) Electric damage to all targets. Inflict a choice of Shocked or Dizzy on a Critical Hit or Pulse. 19 Keuranos Deals Colossal (5d4) Electric damage to 1~4 random targets. Gain a One More on a Critical Hit. 20
33 SKILL COMPENDIUM WIND AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Garu Deals Light (1d6) Wind damage to one target. - Magaru Deals Light (1d6) Wind damage to all targets. 2 Wind Breath Deals Light (1d4) Wind damage to 1~4 random targets. 4 Garula Deals Medium (2d6) Wind damage to one target. 5 Magarula Deals Medium (2d6) Wind damage to all targets. 7 Hurricane Deals Medium (2d6) Wind damage to one target. Inflict a choice of Dizzy or Confused on a Critical Hit or Pulse. 7 Storm Breath Deals Medium (2d4) Wind damage to 1~4 random targets. 8 Garudyne Deals Heavy (3d6) Wind damage to one target. 9 Squall Line Deals Medium (2d6) Wind damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Magarudyne Deals Heavy (3d6) Wind damage to all targets. 11 Killer Wind Deals Heavy (3d6) Wind damage to 1~4 random targets. 12 Phanta Rhei Deals Severe (4d6) Wind damage to one target. 13 Kamaitachi Deals Severe (4d6) Wind damage to one target. Inflict a choice of Dizzy or Bleeding on a Critical Hit or Pulse. 14 Vacuum Wave Deals Severe (4d6) Wind damage to all targets. 15 Gaia Buster Deals Severe (4d4) Wind damage to 1~4 random targets. 16 Garuda's Talon Deals Colossal (5d6) Wind damage to one target. 17 Sonic Wing Deals Severe (4d6) Wind damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Tempest Deals Colossal (5d6) Wind damage to all targets. Inflict a choice of Dizzy or Shocked on a Critical Hit or Pulse. 19 Cyclone Deals Colossal (5d4) Wind damage to 1~4 random targets. Gain a One More on a Critical Hit. 20
SKILL COMPENDIUM 34 PSYCHIC AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Psi Deals Light (1d6) Psychic damage to one target. - Mapsi Deals Light (1d6) Psychic damage to all targets. 2 Psi Pulse Deals Light (1d4) Psychic damage to 1~4 random targets. 4 Psio Deals Medium (2d6) Psychic damage to one target. 5 Mapsio Deals Medium (2d6) Psychic damage to all targets. 7 Delusion Deals Medium (2d6) Psychic damage to one target. Inflict a choice of Confused or Afraid on a Critical Hit or Pulse. 7 Psychokinesis Deals Medium (2d4) Psychic damage to 1~4 random targets. 8 Psiodyne Deals Heavy (3d6) Psychic damage to one target. 9 Mind Blast Deals Medium (2d6) Psychic damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Mapsiodyne Deals Heavy (3d6) Psychic damage to all targets. 11 Cerebral Dance Deals Heavy (3d4) Psychic damage to 1~4 random targets. 12 Psycho Force Deals Severe (4d6) Psychic damage to one target. 13 Hypnotism Deals Severe (4d6) Psychic damage to one target. Inflict a choice of Confused or Asleep on a Critical Hit or Pulse. 14 Psycho Blast Deals Severe (4d6) Psychic damage to all targets. 15 Delirium Deals Severe (4d4) Psychic damage to 1~4 random targets. 16 Apollo's Oracle Deals Colossal (5d6) Psychic damage to one target. 17 Mind Breaker Deals Severe (4d6) Psychic damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Mass Psychosis Deals Colossal (5d6) Psychic damage to all targets. Inflict a choice of Confused or Enraged on a Critical Hit or Pulse. 19 Bacchnalia Deals Colossal (5d4) Psychic damage to 1~4 random targets. Disable Threat Level or all Armor for one round on a Critical Hit. Targets remain instant kill immunity. 20
35 SKILL COMPENDIUM NUCLEAR AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Frei Deals Light (1d6) Nuclear damage to one target. - Mafrei Deals Light (1d6) Nuclear damage to all targets. 2 Fission Wave Deals Light (1d4) Nuclear damage to 1~4 random targets. 4 Freila Deals Medium (2d6) Nuclear damage to one target. 5 Mafreila Deals Medium (2d6) Nuclear damage to all targets. 7 Half-Life Deals Medium (2d6) Psychic damage to one target. Inflict a choice of Sickened or Bleeding on a Critical Hit or Pulse. 7 Acid Rain Deals Medium (2d4) Nuclear damage to 1~4 random targets. 8 Freidyne Deals Heavy (3d6) Nuclear damage to one target. 9 Irradiate Deals Medium (2d6) Nuclear damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Mafreidyne Deals Heavy (3d6) Nuclear damage to all targets. 11 Atomic Dance Deals Heavy (3d4) Nuclear damage to 1~4 random targets. 12 Atomic Flare Deals Severe (4d6) Nuclear damage to one target. 13 Nuclear Winter Deals Severe (4d6) Nuclear damage to one target. Inflict a choice of Sickened or Frozen on a Critical Hit or Pulse. 14 Cosmic Flare Deals Severe (4d6) Nuclear damage to all targets. 15 Heat Kaiser Deals Severe (4d4) Nuclear damage to 1~4 random targets. 16 Helios' Radiance Deals Colossal (5d6) Nuclear damage to one target. 17 Nuclear Blast Deals Severe (4d6) Nuclear damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Fusion Blast Deals Colossal (5d6) Nuclear damage to all targets. Inflict a choice of Sickened or Shocked on a Critical Hit or Pulse. 19 Nova Cyther Deals Colossal (5d4) Psychic damage to 1~4 random targets. Disable Threat Level or all Armor for one round on a Critical Hit. Targets remain instant kill immunity. 20
SKILL COMPENDIUM 36 BLESS AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Kouha Deals Light (1d6) Bless damage to one target. - Makouha Deals Light (1d6) Bless damage to all targets. 2 Starlight Deals Light (1d4) Bless damage to 1~4 random targets. 4 Kouga Deals Medium (2d6) Bless damage to one target. 5 Makouga Deals Medium (2d6) Bless damage to all targets. 7 Cherub Lahat Deals Medium (2d6) Bless damage to one target. Inflict a choice of Afraid or Burned on a Critical Hit or Pulse. 7 Nirvana Deals Medium (2d4) Bless damage to 1~4 random targets. 8 Kougaon Deals Heavy (3d6) Bless damage to one target. 9 Expiatio Deals Medium (2d6) Bless damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Makougaon Deals Heavy (3d6) Bless damage to all targets. 11 Holy Wrath Deals Heavy (3d4) Bless damage to 1~4 random targets. 12 Divine Judgement Deals Severe (4d6) Bless damage to one target. 13 Glorious Light Deals Severe (4d6) Bless damage to one target. Inflict a choice of Afraid or Charmed on a Critical Hit or Pulse. 14 Shining Arrows Deals Severe (4d6) Bless damage to all targets. 15 Godly Wrath Deals Severe (4d4) Bless damage to 1~4 random targets. 16 Michael's Sceptor Deals Colossal (5d6) Bless damage to one target. 17 Violet Flash Deals Severe (4d6) Bless damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Xanadu Deals Colossal (5d6) Bless damage to all targets. Inflict a choice of Afraid or Asleep on a Critical Hit or Pulse. 19 Samsara Deals Colossal (5d6) Bless damage to 1~4 random targets. Instantly kill weaker targets on a Critical Hit. 20
37 SKILL COMPENDIUM CURSE AFFINITY SKILLS SKILL NAME DESCRIPTION LEVEL REQ Eiha Deals Light (1d6) Curse damage to one target. - Maeiha Deals Light (1d6) Curse damage to all targets. 2 Soul Divide Deals Light (1d4) Curse damage to 1~4 random targets. 4 Eiga Deals Medium (2d6) Curse damage to one target. 5 Maeiga Deals Medium (2d6) Curse damage to all targets. 7 Magatsu Mandala Deals Medium (2d6) Curse damage to one target. Inflict a choice of Silenced or Confused on a Critical Hit or Pulse. 7 Grimoire Deals Medium (2d4) Curse damage to 1~4 random targets. 8 Eigaon Deals Heavy (3d6) Curse damage to one target. 9 Malediction Deals Medium (2d6) Curse damage to one target. Increased Critical Hit range (Nat. 10-12). 10 Maeigaon Deals Heavy (3d6) Curse damage to all targets. 11 Dark Slumber Deals Heavy (3d4) Curse damage to 1~4 random targets. 12 Demonic Decree Deals Severe (4d6) Curse damage to one target. 13 Chaos Deals Severe (4d6) Curse damage to one target. Inflict a choice of Silenced or Enraged on a Critical Hit or Pulse. 14 Abyssal Wings Deals Severe (4d6) Curse damage to all targets. 15 Ill Omen Deals Severe (4d4) Curse damage to 1~4 random targets. 16 Beelzebub's Sting Deals Colossal (5d6) Curse damage to one target. 17 Hell Thrust Deals Severe (4d6) Curse damage to one target. Increased Critical Hit range (Nat. 10-12). 18 Death Breath Deals Colossal (5d6) Curse damage to all targets. Inflict a choice of Silenced or Sickened on a Critical Hit or Pulse. 19 Die For Me! Deals Colossal (5d6) Curse damage to 1~4 random targets. Instantly kill weaker targets on a Critical Hit. 20 ALMIGHTY SKILLS SKILL NAME DESCRIPTION WP REQ Megido Deals Light (1d6) Curse damage to all targets. - Megidola Deals Medium (2d6) Curse damage to all targets. 3 Megidolaon Deals Heavy (3d6) Curse damage to all targets. 4 Morning Star Deals Severe (4d6) Curse damage to all targets. N/A
夏 39 CHARACTER CREATION SUMMER FOR EXAMPLE, I’m going to make a character and let’s just say his name is Junpei. I want Junpei to be dumb, brash, and overall just kind of awful. Eventually, though, he’ll probably have some sort of sweet redemption arc. I already know what sort of character I want him to be, so all I have to do now is set his starting Aspects. I’ll start with Proficiency. I want him to be decent at fighting, too, so I’ll give him a point in Athleticism. Finally Guts, since he’s too dumb to know better. Now I have to decide whether or not to take the optional rule. I’m going to go for it. In this case, I’ll choose to increase his Guts, which now becomes +2 instead of +1. Junpei is very courageous. He also wants to be a leader, but there’s someone outshining him. Someone smarter, more charismatic, and more talented than he is. Since I took the optional rule, I also have to decrease one of my stats to -1. I’m going to pick my Knowledge, since I just don’t care about it. Now, when I make a Knowledge check, I have to subtract 1 from the result of the roll. We’ll catch up with Junpei after we learn about Persona creation. Character creation in tabletop games is often intimidating to first-time players. However, character creation in this system is fairly simple, and shouldn’t take more than an hour or so. The following guide will help you get your character ready for their forays in the game. 1. TALK TO YOUR GROUP. Make sure everyone is on the same page. Don’t bring your character, who is a criminal, into a group of cops unless everyone agrees on it. If the GM is running a game set in a school, you should probably make a student or a teacher. 2. CONSIDER YOUR BACKSTORY. What’s your character’s name? How do they act? What are their hobbies? What motivates them? You can go as in-depth as you want, but try to come up with answers for these questions, at least. The best characters are the ones that take on lives of their own; if you’ve done it correctly, you’ll find you need to put very little thought into what your character does at any given moment. The answer will come to you organically. 3. SET YOUR STARTING ASPECTS. Each of your Aspects start at 0. You can increase a few of them now, but most of them will only go up when you better yourself as a person. Choose three different Aspects. You can add a point to each of them right now, giving them a value of +1. 4. OPTIONAL: ADD MORE PERSONALITY. You can choose to start the game with slightly altered stats. If you take this option, select one of the Aspects you chose in Step 3 and increase it to +2. However, you must also select an Aspect you didn’t pick in Step 3 and change it to -1. 5. CREATE YOUR PERSONA. Your character either has or will soon have another half, called their Persona. When you gain this other side of yourself, you will become much more powerful. The guide for Persona creation begins on the following page. 創 造
PERSONA CREATION 40 PERSONA STATS Personas have five stats which affect their abilities. Some stats (namely LUC) are also useful to the Persona’s user. • STR, or Strength, is a measure of a Persona’s aptitude for straight-up melee combat. • AGI, or Agility, is a measure of a Persona’s aptitude for ranged combat . • END, or Endurance, is a measure of a Persona’s fortitude which affects HP. It can also help a Persona wielder to shake off or resist status ailments. • MAG, or Magic, is a measure of a Persona’s arcane affinity which affects SP and spellcasting aptitude. • LUC, or Luck, is a measure of a Persona wielder’s ability to resist fate. It can be used to retry checks. A Persona is a mask you wear - a mythical being born from a person’s perception of themselves. It’s up to the GM to determine when and how you gain access to your Persona. Perhaps some condition must be met, or perhaps you simply always had it. In either case, Personas confer significant power to their owners. Each Persona is associated with a particular card in the Major Arcana of the Tarot. This is referred to simply as your Arcana. There are 21 Arcana. Almost all of Tarot’s Major Arcana are represented. The exception is The World, a special Arcana which is not available to players (this is discussed further in the Running the Game, on pg. 113). Because there are so many Arcana, many of them can be similar. Each Arcana is put into a category called a Suit. There are six Suits, each representing a particular trope. WANDS. Personas of the Wands suit typically excel at bending reality and destroying foes with magic. CUPS. Personas of the Cups suit typically excel at healing and buffing their allies with magic. COINS. Personas of the Coins suit can move quietly, break through barriers, and strike from concealment. SWORDS. Personas of the Swords suit excel at defending allies and striking down enemies with fearsome melee attacks. The final two are special Suits which are not associated with any particular Arcana. COMPASSES. Compass characters are terrible at fighting, but excel at buffing their allies and navigating the terrors of the other world. AEON. Aeon characters are heartless beings who were created/born to eliminate shadows. To create a Persona, carry out the following steps: • CHOOSE AN ARCANA • CHOOSE A SUIT* • DETERMINE PERSONA STATS • DETERMINE STARTING HIT POINTS • DETERMINE STARTING SPIRIT POINTS • DETERMINE CUSTOM AFFINITIES* • DETERMINE SKILLS • DETERMINE EXPERIENCE TRIGGERS • CHOOSE ARCANA MOVES • CHOOSE SUIT MOVES • FINISHING TOUCHES Each step is explained in detail in the following pages. Steps marked with an asterisk (*) are optional - your GM will tell you whether or not you should use them.
41 PERSONA CREATION SUMMER 夏 In other words, you only gain the opportunity to spend one of your 5 points to increase a stat to 3, you do not get an extra ‘sixth’ point. You will have more opportunities to improve your stats later in the game. DETERMINE STARTING HIT POINTS There are two methods to determine your starting HP. Consult with your GM to make sure you’re using the correct method. METHOD 1: DEFAULT HP. Simply take the number listed under Starting Stats for your Arcana. METHOD 2: ROLL RANDOMLY. Roll 2D6. Then, consult the table below to determine your starting HP. STARTING HP BY ROLL RESULT DETERMINE STARTING SPIRIT POINTS There is only one way to determine your character’s starting SP value - simply take what’s listed in the Starting Stats section for your Arcana. HP and SP values will gradually increase as your character gains new levels. CHOOSE AN ARCANA Select an Arcana. The GM may also instruct you to “choose an Arcana or an Arcana with a special suit” (see Step 6.) Keep in mind that you should not have two characters with the same Arcana or two characters with the same special suit in one campaign (multiple characters with the same standard suit is fine, though). CHOOSE A SUIT (OPTIONAL) Suits contain a variety of moves. Each Arcana is listed with a specific Suit in mind to match the playstyle. It is highly recommended that you follow the Suit listed under the Arcana of your choosing. However, should you wish to have a different playstyle, you may take this time to select a different Suit than what was assigned. DETERMINE PERSONA STATS There are two methods to determine your starting Persona stats: the Default method and the PointBuy method. Be sure to ask your GM which they plan on using. METHOD 1: DEFAULT Look at the starting stats for your Arcana. Choose two of these and increase them each by one point. You can increase a third stat (not one you just picked) by one point as well, but to do this you must also select a stat you did not pick and decrease it by one. For example, you might choose to increase STR, END, and LUC but decrease MAG, each by one point. Though they are listed as stats, HP and SP cannot be changed from their default values at this time. METHOD 2: FULL POINT-BUY Set all of your stats to 0, then spend 5 points among all of them. You cannot spend points to improve a stat to 3 or higher at character creation, with one exception. If you decrease one of your stats to -1, you may spend a point to increase one of your other stats to 3. This can only be done with a single pair of stats. You do not receive an extra point for decreasing one of your stats to -1. <7 7-9 >9 WANDS 8 + END 12 + END 16 + END CUPS 10 + END 14 + END 18 +END COINS 10 + END 14 + END 18 + END SWORDS 12 + END 16 + END 20 + END COMPASSES 7 + END 9 + END 11 + END AEON 12 16 20
DETERMINE CUSTOM AFFINITIES (OPTIONAL) Different attacks inflict different types of damage, and certain characters are either strong or weak against the various types. The damage types are: Melee, Ranged, Fire, Ice, Electric, Wind, Psychic, Nuclear, Bless, and Curse. There’s also a special damage type, Almighty, but this cannot be chosen as an Affinity. As an optional rule you, as a player, may be allowed to choose your own affinities. Your affinities will determine the skills you gain access to, and therefore which damage types you can inflict. Ask your GM if they plan on using custom affinities. GMs who are not using custom affinities will instead have you take the suggested affinities for your Arcana, which are mostly pre-balanced. If you are using them, read on. First, choose a damage type for your major affinity, also known as your strength. You will gain skills of this type as you level up, and you also effectively have 2 points of armor against it. You cannot select Physical, Ranged, or Almighty damage as your major affinity. Next, choose two more damage types. These are your minor affinities. You are neither strong to nor weak against these damage types, but you’ll gain skills from their skill categories as you level up. At level seven, you will gain the opportunity to take a third minor affinity. The only damage type that cannot be taken as a minor affinity is Almighty. Finally, choose a fourth damage type for your weakness. You will not gain moves of this type as you level up. Furthermore, when you take damage of this type, you will take 2 extra points of damage and may also be knocked down. You cannot select Physical or Almighty damage as your weakness. PERSONA CREATION 42 DETERMINE SKILLS At level one, you will have access to the starting skills for your major and minor affinities. You will gain access to better skills as you level up. For now, simply note your starting skills on your character sheet. For more information on these moves, refer to the Skill Compendium, found on Page X. STARTING SKILLS BY AFFINITY • MELEE: Lucky Punch (1d6 Melee damage, increased Crit. Range) • RANGED: Magic Bullet (1d6 Ranged damage, increased Crit. Range) • FIRE: Agi (1d6 Fire damage) • ICE: Bufu (1d6 Ice damage) • ELECTRIC: Zio (1d6 Electric damage) • WIND: Garu (1d6 Wind damage) • PSYCHIC: Psi (1d6 Psychic damage) • NUCLEAR: Frei (1d6 Nuclear damage) • BLESS: Kouha (1d6 Bless damage) • CURSE: Eiha (1d6 Curse damage) DETERMINE EXPERIENCE TRIGGERS Each character has three conditions they can meet in order to gain experience and strengthen their Persona. These are known as their “Experience Triggers”. By default, your Experience Triggers are determined by your Suit. However, you may choose to swap one or more of them for Custom Triggers from your Suit. Each suit has many potential triggers, but a given character may only have three at a time. Custom experience triggers are listed on the following page. After these you’ll find the final steps for Persona Creation. Please note that this rule is not optional. The GM should never force the players to use XP Triggers that don’t interest them. Note: Some of the following triggers contradict one another. While it is not technically against the rules to take contradictory triggers, the GM may wish to stop players from doing so unless they have a good reason for it.
43 CUSTOM EXPERIENCE TRIGGERS WANDS characters can earn XP when they... • Advocate for or make use of spirituality. • Undertake a unique or ambitious project. • Demonstrate how they’ve been affected by reckless ambition. • Exercise their ego. • Struggle with their purpose. • Lay out a carefully crafted plan. • Pursue recognition among their peers. • Allow impulse to guide their actions. CUPS characters can earn XP when they... • Demonstrate how their life is guided by emotion. • “Cleanse” toxicity from a person or thing. • Display how they’re held back by a sentimental or nostalgic mindset. • Display how they’re held back by being constantly lost in thought. • Pursue artistic creativity. • Pursue romance. COINS characters can earn experience when they... • Display how their life is affected by their lack of material wealth. • Display how their life is affected by their abundance of material wealth. • Put in extra effort to succeed at work or school. • Win over a friend with an appropriate, carefully considered gift. • Demonstrate a love for logistics and planned procedures. SWORDS characters can earn XP when they... • Display their brilliant mental sharpness. • Display how they are held back by their lack of intelligence. • Rely on brute force. • Display how they are held back by anger. • Cut someone down with words. • Insist on competition. • Cut toxic people or things out of their life. 43 CUSTOM EXPERIENCE TRIGGERS AEON characters can earn XP when they... • Strike a substantial blow against the Shadow World. • Learn a fact about human culture that changes their view. • Showcase the development of their personality. • Illustrate how they aren’t that different from humans. • Struggle with their unique nature. COMPASS characters can earn XP when they... • Open a new path in life. • Give heartfelt advice. • Avoid confrontation with clever thinking. • Deescalate a conflict. • Struggle with their lack of usefulness.
夏 44 start with the skills “Agi”, “Cleave”, and “Needle Shot” (from his major and minor affinities). For his experience triggers, we’re going to replace the Magician’s “employ careful or unique planning” and “engage in subtle manipulation” triggers - they just don’t fit Junpei’s character. We’ll replace them with “display how you’re held back by your lack of intelligence” and “insist on competition” from the Swords suit. Lastly, we have to pick his moves. He starts with two moves. These are Focus Manipulation and Staggering Strike - the starting moves from Magician and Swords, respectively. We can then select two additional moves - one from the Magician Arcana move list and one from the Sword suit move list. From Magician, let’s take Manifest because it sounds fun. From Swords, we’ll take Hold the Line. With that, Junpei’s Persona is complete! DETERMINE ARCANA MOVES Look at your Arcana playbook. You begin the game with the listed starting move for your Arcana. You can also select one additional move from the list at this time. Please make note of your two Arcana moves on your character sheet. DETERMINE SUIT MOVES Refer to the suit playbooks which start on page 79. You begin the game with the listed starting move for your suit. You can also select one additional move from the list of any-level moves (not level 10+ moves). Please note these moves down on your character sheet. FINISHING TOUCHES Put any final touches you’d like on your character. This is a good time to paint broad strokes of a character’s background and personality. FOR EXAMPLE, let’s create Junpei’s Persona together. Let’s say the GM is letting us pick a custom suit and custom affinities, but all other rules are set to default. First, we choose an Arcana. Let’s go with Magician. Next, we note his starting statistics (STR 0, AGI 1, END 0, MAG 2, LUC 0, HP 13, SP 5) and improve them. Let’s increase his STR and his END to make them respectable. The only stat we couldn’t increase would be MAG, since 2 is the limit for Persona stats until we reach level 5. For HP and SP we’ll take the default values. Next, his suit. Let’s make him a Swords character. It’s unique for the Magician arcana, but we’ll do it anyway. For his affinities, we have to pick a Major, two minors, and one weak- ness. We’ll take Fire for his major, then Physical and Ranged for his minor affinities. For his weakness, we’ll go with Wind. That means Junpei will PERSONA CREATION SUMMER
45 夏 ARCANA The following is a list of the Arcana. Also included are their recommended Suits, elements they have access to, and a brief description of what they might be like. The following pages cover each Arcana in depth. 0 - FOOL: No set Suit. Has access to any Skill other than Almighty. A carefree Persona with many specializations that may eventually found itself spread thin. I - MAGICIAN: Wands Suit. Has access to Fire, Electric, and Wind. An intense wizard that can inflict heavy damage. II - PRIESTESS: Cups Suit. Has access to Psychic, Ice, and Wind. A mysterious healing Persona who sees through the veil of dreams. III - EMPRESS: Coins Suit. Has access to Psychic, Ranged, and Wind. A stylish and poised specialist in ranged combat. IV - EMPEROR: Swords Suit. Has access to Electric, Melee, and Nuclear. A steadfast leader who focuses mainly on defense. V - HIEROPHANT: Cups Suit. Has access to Bless, Fire, and Nuclear. A divine healer, generally a leader or figure of authority. VI - LOVERS: Cups Suit. Has access to Wind, Ice, and Psychic. A kind soul who specializes in healing and support. VII - CHARIOT: Swords Suit. Has access to Nuclear, Melee, and Ice. A fleet-footed and powerful Persona, usually belonging to an athlete. VIII - JUSTICE: Swords Suit. Has access to Bless, Melee, and Fire. A divine warrior who seeks to right wrongdoings and stamp out chaos. IX - HERMIT: Coins Suit. Has access to Ice, Ranged, and Curse. A wise, often introverted person, who strikes from the shadows they know so well. X - WHEEL OF FORTUNE: Coins Suit. Has access to Wind, Ranged, and Electric. A lucky thief with access to wild and random magic. XI - STRENGTH: Wands Suit. Has access to Psychic, Ice, and Wind. A diplomatic and confident soul, a tamer of beasts. XII - HANGED MAN: Swords Suit. Has access to Ice, Melee, and Electric. An unlucky yet enduring person caught up in a series of tough choices. XIII - DEATH: Wands Suit. Has access to Curse, Fire, and Psychic. A dark magician with the power to kill opponents instantaneously. XIV - TEMPERANCE: Cups Suit. Has access to any Skill other than Almighty. A cosmic soul in search of balance. XV - DEVIL: Coins Suit. Has access to Fire, Ranged, and Curse. A warrior who revels in violence and excess. XVI - TOWER: Swords Suit. Has access to Curse, Melee, and Psychic. A uniquely resilient person who is followed by doom and misfortune. XVII - STAR: Cups Suit. Has access to Nuclear, Electric, and Bless. A shining bastion of hope and resilience. XVIII - MOON: Coins Suit. Has access to Ice, Ranged, and Nuclear. A thief who specializes in veils, tricks, and generalized deception. XIX - SUN: Wands Suit. Has access to Fire, Nuclear, and Bless. A spellcaster filled with blazing inspirational power, who can guide others. XX - JUDGEMENT: Wands suit. Has access to Fire, Bless, and Curse. A magical powerhouse imbued with the approval of holy forces.
夏 46 The exception to this is if you picked Aeon or Compass starting moves. You may then pick moves from their respective suits when leveling up. Whenever you level up, you can select a number of suit moves you currently know up to your WP. You can ‘swap out’ these suit moves for another suit move. You lose access to the old move and gain the new move as if you had learned it via level-up. You CAN swap out your starting move this way, but only for another starting move of a normal suit, and you cannot swap out any level moves for 10+ moves. Every fourth level, when most players would get a suit move from any normal suit, you can gain an additional suite move (two in total). In addition, whenever you gain bonus stats by leveling, you may select three stats to increase instead of two. FOOL ANY-LEVEL MOVES • Beginner’s Luck • Just Let Go • Nobody Home • Open-Minded • Adaptable • Prismatic Bloodline • Unorthodox BEGINNER’S LUCK When you dedicate a significant amount of time to a new experience or undertaking, you can gain an Arcana Point. Alternatively, you can choose to forfeit the Arcana Point you would have gained to instead make whatever you rolled for the downtime a complete success. JUST LET GO You can choose to intentionally fail any roll for an Arcana Point. Note that the GM may forbid this for unimportant rolls or stop the player from using this move too often. DEFAULT AFFINITIES None. Fool characters select their own affinities. ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Show naivety and innocence in the face of the world’s cruelty or callousness. • Cling onto misguided courage and/or optimism. • Show a new side of yourself in a time of need. • Indulge in the whims of fate. • Find a clever way around the rules. STARTING MOVE: ENDLESS POSSIBILITIES When you create your character, you can choose one of the four starting suit moves (Pulse, Dia, Backstab, or Staggering Strike). Once this move is chosen, you can then choose one any-level move from any of the four suits as you normally would at character creation. Alternatively, you can also decide to pick the two Compass or two Aeon starting moves. When you would normally gain a suit move by leveling up, you can select the move from any of the four standard Suits. You must be at an appropriate level to take the move in question, and moves from the special suits Compasses and Aeon are forbidden. ARCANA: FOOL 愚 者 0 - FOOL “It is the empty space which makes the bowl useful.” - Laozi DEFAULT SUIT N/A STARTING STATS HP 15, SP 3 STR 0, AGI 0, END 0, MAG 0, LUC 0 SUMMER
47 ARCANA: FOOL NOBODY HOME Is this resistance because of a stalwart mind or a lack of one? Choose three of the ailments below and gain complete immunity to it. You also gain immunity to any mind-reading effects. Afraid, Charmed, SIlenced, Confused, Enraged, Asleep. OPEN-MINDED In the real world, when you approach a problem with naive open-mindedness, you gain a bonus of +WP to your next 2d6 check relating to that problem. ADAPTABLE The first time you train each aspect, you gain an additional AXP. When all aspects have been trained, you may use this move to gain an additional AXP again. PRISMATIC BLOODLINE You gain an Empowered Bloodline for all types except Melee and Ranged. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. UNORTHODOX - 1 ARCANA POINT When you make any move that inflicts damage, you can invoke this move. Describe your bizarre style and how it works; if the GM states it is sufficiently unexpected and zany, you can deal an additional 1d6 of damage and make the targeted enemy(s) Confused. Note that some bosses may be immune to such ailments.
夏 ARCANA: MAGICIAN 48 魔 術 師 SUMMER ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Take initiative to start a new relationship, project, or some other meaningful goal. • Take time to carefully come up with a carefully thought-out or novel plan. • Subtly manipulate a person, situation, or object in your favor. • Put the bare minimum amount of effort into a project or challenge. • Take time to organize the world around you to exacting detail STARTING MOVE: FOCUS MANIPULATION Your body stores residual magic energy when you cast spells. Whenever you use a magical skill of the same affinity three times in a row, you gain an Arcana Point. You can only gain one Arcana Point per affinity in a single day by using this method. I - MAGICIAN “I am the master of my fate, I am the captain of my soul.” - William Ernest Henley DEFAULT SUIT Wands STARTING STATS HP 13, SP 5 STR 0, AGI 1, END 0, MAG 2, LUC 0 DEFAULT AFFINITIES Major: Electric Minor: Wind and Fire Weakness: Psychic An Arcana Point can be spent to gain one of the following effects. Invoking these effects is a free action, but it can only be done when it’s your turn. • Switch the damage type of a magical skill to Almighty (the amount of damage dealt remains the same, as do any other effects). Unlike other uses of Almighty, this should NOT bypass armor. • You may reroll the damage you inflicted with a magical skill and take the higher result. • Invoke Pulse on a magical skill for free, regardless of what suit you chose. In addition, this Pulse will always do an extra 2d6 damage and inflicts an ailment, regardless of the attack roll. MAGICIAN ANY-LEVEL MOVES • Counterspell • Drain Magic • Outlet • Elemental Bloodline • Manifest • Switcher • Passionate COUNTERSPELL - 1 ARCANA POINT When you or an ally are hit with a damage type for which you have a major or minor affinity, you can invoke this move and pay an Arcana Point as a free action to block the damage. The damage is treated as if the target nullifies it. Each ally can receive the benefit of counterspell once per fight. DRAIN MAGIC You become immune to Silence. Additionally, each time an enemy uses a skill with the same affinity as you had last used, you can count it towards your required skill use for Focus Manipulation (eg: If you use Agi, then an enemy uses Maragi, and you then use Agilao on your next turn, you would gain an arcana point as if you had used three skills). OUTLET Once per day, when you participate in the act of creation, you gain an Arcana Point This may be triggered by the Arcana move Manifest, by the downtime move Crafting (see pg. 101), or just through roleplaying while using other moves.
49 ARCANA: MAGICIAN ELEMENTAL BLOODLINE You gain an Empowered Bloodline for Fire, Ice, Electric, and Wind. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. Additionally, select one of these ailments: Burned, Frozen, Dizzy, or Shocked. When you roll a complete success with a skill that corresponds with Elemental Bloodline, inflict the selected ailment to one of your targets. MANIFEST Once per day, in the real world or in the Shadow World, you can bring a single small object into existence. The object must be no larger and no more complicated than a toaster. Intricate, modern devices such as smartphones cannot be made. Furthermore, roll LUC to see if it goes according to plan: • On a complete success the object is exactly how you imagined it. • On a mixed success the object deviates from what you imagined in a small but inconvenient way; the GM should describe this deviation. • On a failure the object is barely related to what you imagined. The GM should describe this new object. It will most likely be useless for the situation at hand. A manifested item might be used as a weapon which deals 1d6 damage of an appropriate type. The GM should decide if a manifested item can be used in this manner, and if so what type of damage it does. Manifested items remain in existence for a full 24 hours before they fizzle out of existence. SWITCHER You can spend a focus point and use your action to switch two affinities for a single opponent. For example, if an enemy is weak against ice and neutral against fire, you can switch those affinities to make them weak against fire but neutral against ice. You can do this with any pair of affinities. However, you may not select Physical, Ranged, or Almighty affinities for the purpose of switching. PASSIONATE Whenever you roll to craft (tinkering, alchemy, weapon crafting, etc.), you also gain an AXP in the aspect you used to craft. If this would allow you to level up your aspect, you also gain double the BP for that crafting downtime.
夏 SUMMER ARCANA: PRIESTESS 50 ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Provide meaningful and heartfelt wisdom. • Gain a new perspective into your inner world. • Display a meditative grace for a long time. • Act against your instincts due to external forces. • Find the deeper motivating force behind someone’s actions. STARTING MOVE: INNER VOICE You are in touch with your inner thoughts and feelings. Once between long rests, you can search yourself for answers. The answers might come in the form of an epiphany, or maybe your Persona themselves will guide you. Ask the GM one of the following questions. The GM should answer it honestly. If, for whatever reason, the GM cannot give a satisfactory answer, they should allow you to use the move again without resting. • What potential solution to this problem are we not seeing? • What should I say to get a particular NPC to like me more? (Players who follow through with the advice should get a +1 bonus to a subsequent Hang Out roll with that NPC). • What is a vague omen I find in the world of the subconscious? Additionally, the GM should occasionally speak to the Priestess player as their inner voice, giving them appropriate advice. This can even manifest as a “sixth sense” where the Priestess character gains a supernatural awareness of events they otherwise could not know about. If the Priestess player chooses to follow up on the advice from their inner voice, they will gain an Arcana Point. PRIESTESS ANY-LEVEL MOVES • Lullaby • Dream Journal • Eternal Rest • Ethereal Bloodline • Spirit Infusion • Passive Analysis • Delving the Unconscious LULLABY - 1 ARCANA POINT As an action, you can spend an Arcana Point to invoke this move. All enemies who are not under the effect of an ailment fall Asleep. Certain boss enemies may be immune to this ailment. II - PRIESTESS “Don’t try to comprehend with your mind. Your minds are very limited.” - Madeleine L’Engle DEFAULT SUIT Cups STARTING STATS HP 15, SP 4 STR 0, AGI 0, END 0, MAG 2, LUC 1 DEFAULT AFFINITIES Major: Psychic Minor: Ice and Wind Weakness: Curse 女 教 皇