101 SIGNATURE STYLE Your Persona is tied to a specific style of melee and ranged weapon. Describe both weapon styles and what they look like. You can use real world terms (like Zweihanders, polearms, longbows, hunting rifles) or make up something unique. Your attack rolls with these weapons gain an increased Critical Hit range of a Natural 10-12 and deal your Willpower in bonus damage. BLOOD FRENZY - 1 SP When you roll a complete success when making a basic strike or commanding your Persona to use a single-target melee skill, you can invoke this move to go into a Blood Frenzy. Make another basic strike or single-target Persona melee skill against a different enemy. Every time you roll a complete success, you can continue your Blood Frenzy by attacking another enemy. If you roll a mixed success or failure, or if you struck all enemies with Blood Frenzy, the chain ends. DRACOSTRIKE AND DRACOSNIPE - 1 SP Choose one of your affinities, and choose STR or AGI. For the rest of the day, you can use your chosen Persona stat in place of MAG for attack and damage rolls with Persona skills or basic spells of that affinity. You can spend 1 SP again to change the selected Affinity or associated PERSONA stat. If done in battle, this move will use your turn. CONSTANT VIGIL You have metaphorical eyes on the back of your head and are harder to sneak up on. While in a group, whenever an enemy would sneak up on, ambush, or secretly follow your team, you get a sense that something is off. Additionally, you can spend 1 SP to prevent any first strikes or sneak attacks they could normally do. If the GM cannot allow an enemy to be detected or stopped this way, gain a suitable benefit, like an Arcana Point or a Wildcard. STARTING MOVE • Staggering Strike STAGGERING STRIKE - 1 SP When making a basic strike or basic shot, you can invoke this move before rolling the attack to go in for a significantly stronger attack. • On a complete success, deal 2d6 extra damage. • On a mixed success, deal 2d4 extra damage. • On a failure, your attack misses entirely. At Level 5, increase these damage bonuses to 3d8 and 3d6 respectively. At Level 10, increase these damage bonuses to 4d8 and 4d6 respectively. ANY-LEVEL MOVES • Apt Pupil • Guard • Signature Style • Blood Frenzy • Dracostrike and Dracosnipe • Constant Vigil • Defensive Tactician • Patra • Sweep Low • Evil Touch • Hold the Line • Taunt • Adverse Resolve • Rising Slash • Pulinpa APT PUPIL Your Persona's Melee Skills gain an increased Critical Hit range (from a Natural 11-12 to a Natural 10-12). On a Critical Hit, Melee Skills deal 1d6 extra damage and inflict Downed on the enemy. GUARD As an action on your turn, you can choose to do nothing except brace for incoming damage. Until the start of your next turn, you gain Resistance to all affinities and take half as much damage from all sources (rounding down). 剣 SUIT: SWORDS
Rakunda immediately, and your choice of Marakukaja or Marakunda when you hit Level 10. (LEVEL 1+) RAKUKAJA - 1 SP You can use your action to grant an ally 2 * WP extra Armor for three rounds. If used out of combat, it lasts up to 10 minutes, during which they also gain protection against intense environments, a boost to resisting disease, and other effects as denoted by the GM. (LEVEL 1+) RAKUNDA - 1 SP You can use your action to expose an enemy’s vulnerability, causing them to lose 2 * WP armor for three rounds. This CAN cause negative armor values, which increases damage received. (LEVEL 10+) MARAKUKAJA - 2 SP You can use your action to grant all allies the effect of Rakukaja. (LEVEL 10+) MARAKUNDA - 2 SP You can use your action to inflict all enemies with the effect of Rakunda. PATRA - 1 SP You can use your action to infuse yourself or an ally with invigorating magic that cleanses Sickened, Shocked, Asleep, and Silenced. You gain Me Patra when you hit Level 10. (LEVEL 10+) ME PATRA - 2 SP You can use your action to cleanse yourself and all allies of Sickened, Shocked, Asleep, and Silenced. SWEEP LOW - 1 SP When you hit an enemy after using a Persona Melee skill, you can invoke this move to knock your target Down to trigger All-Out Attacks and Hold Ups. If you use an attack that hits multiple enemies, only one can be Downed. This ability may not work on powerful enemies, such as bosses. 剣 102 DEFENSIVE TACTICIAN You have an intricate knowledge of bolstering your team’s defenses while exposing vulnerabilities in your enemies. You gain Rakukaja and SUIT: SWORDS EVIL TOUCH - 1 SP You can use your action to terrify your opponents. Select an enemy and make a STR check. • On a failure, nothing happens. • On a mixed success, your target becomes Afraid. • On a complete success, you can make another enemy Afraid. HOLD THE LINE - 1 SP When one of your allies takes damage, as a reaction you can invoke this move to protect them, intercepting incoming attacks to yourself. Effects triggered by taking that damage, such as rolling to resist an ailment, are also transferred to you. When you protect them from an attack, subtract your S. Link Level with them from the damage taken. You can never reduce damage taken to 0 unless you have Null, Reflect, or Absorb for the attack's affinity. When you reach Level 10, subtract two times your S. Link level from damage taken instead. TAUNT - 1 SP You can use your action to taunt your enemies. Select an enemy and make a STR check. • On a failure, nothing happens. • On a mixed success, your target becomes Enraged. • On a complete success, you can make another enemy Enraged. ADVERSE RESOLVE When an enemy ambushes you, at the start of combat before anyone else acts, you can grant yourself or one ally of your choice the effect of Adverse Resolve for the entire encounter. Attacks made against the chosen target suffer a reduced Critical Hit range (from a Natural 11-12 to a Natural 12). Additionally, you can spend 1 SP on your turn to grant Adverse Resolve to yourself or one ally of your choice for three turns, even if you haven’t been ambushed.
103 COUNTER - 2 SP As a reaction when you take damage from an attack, you can invoke Counter to reflect the damage back to the attacker with affinities taken into account. You can use Counter a number of times per day equal to your WP. Should the assailant have Reflect as their affinity, the damage reflected by Counter is simply nullified to avoid an infinite loop. SECOND WIND Once per day, when you’re brought to 0 HP, you can invoke this move. Instantly regain one half of your maximum health, rounding up. TETRAKARN - 2 SP As an action on your turn, you can create a magic barrier around yourself or an ally of your choice, granting them Tetrakarn. When a melee or ranged skill would damage an ally with Tetrakarn, the damage is reflected back to the attacker, taking affinities into account. The barrier persists for three rounds or until it reflects one attack. Should the assailant have Reflect as their affinity, the damage reflected by Counter is simply nullified to avoid an infinite loop. RISING SLASH - 1 SP When you get a Baton Pass, you can command your Persona to use Rising Slash. Choose a target and make a STR check. • On a complete success, deal 4d4 + STR damage. You can also Baton Pass to an ally as if you received a One More. • On a mixed success, you deal damage as above, but you can’t Baton Pass. When you reach Level 10, this damage increases to 8d4 + STR. PULINPA - 1 SP You can use your action to go for an aggressive and disorienting assault against your foes. Select an enemy and make a STR check. • On a failure, you miss and nothing happens. • On a mixed success, your chosen target becomes Confused. • On a complete success, a second target of your choice becomes Confused. LEVEL 10+ MOVES • Indomitable • Charge • Counter • Second Wind • Tetrakarn INDOMITABLE - 2 SP Once per day when you have an ailment, at the start of your turn and before you roll to shake off ailments, you can invoke this move to remove all ailments you have and gain immune to them for three turns. Some special ailments that bosses inflict may be immune to this effect. CHARGE - 3 SP As an action on your turn, spend your entire turn focusing inner strength. The next time you hit with a Persona melee or ranged skill, calculate the maximum possible damage, then roll for damage normally and deal the sum of both to the target. 剣 SUIT: SWORDS
方 位 磁 針 SUIT: COMPASS 104 The Compass Suit is one of two special suits. These characters are supporters who typically avoid direct conflict, opting instead to buff their allies and assist in navigating the Shadow World. Note that there should only be one Compass player per campaign, as this was designed with a sole navigator in mind. STARTING STATS When creating a Compass character, you will still choose an Arcana as you usually would. Although your playstyle will differ from your Arcana, Compass characters should have the same stats, affinities, and Arcana Triggers. The only exceptions are HP and SP, which should start at 9 and 10, respectively. STARTING MOVES • Analyze • Cheer Note: Compass characters begin play with the two Starting Moves listed above. You also purchase an Any-Level Suit move when creating your character. ANALYZE - 1 SP When you use this move, select one of the following benefits. The GM may introduce other benefits to this move as they desire. • During combat, as an action you can select an enemy and list four damage types (Melee, Fire, etc.) the GM should tell you the enemy’s weaknesses and resistances with respect to those four damage types. • Gain insight into the medical or psychological condition of another human. • Gain a sense of direction someone or something is in, as long as you have an object that was once owned by the person or an object from the given place. Whether a specific item is a valid object for this is at the GM’s discretion. • Locate points of entry or weakness in a building or structure. When you reach Level 10, you may either select a second target to scan or select a second informational benefit from your initial target. If you select a second effect, the analysis of affinities can be upgraded from four affinities to eight. NON-COMBATANT As a Compass character, you will have some sort of hang-up preventing you from excelling in direct combat. You might be afraid of getting hurt or think yourself feeble. Alternatively, there may be a magical force tied to your powers which keeps you weak. This doesn’t mean you can’t fight at all, just that your time is better spent elsewhere. Compass characters permanently suffer a –3 modifier to attack and damage rolls and a maximum of +2 to any combat-related roll. At the GM’s discretion, this restriction may be removed when the Compass character is unable to use their Persona (for example, being in the real world). Additionally, they only gain half their END as max HP (minimum 1, rounded up) per Level Up. These penalties might seem devastating, but keep in mind that because your character will not make many attacks, you will not incur many counterattacks in the process. This lack of fighting power can also be explained narratively, such as by a more reserved personality or by a disability.
105 方 位 磁 針 SUIT: COMPASS CHEER During your turn, you can invoke this move and show your support. Roll any Aspect and select an ally as a target. Get two effects on a complete success, one on a mixed success, and zero on a failure. • Add WP to the target’s next attack roll (maximum of +4). • Add WPd4 to the target’s next damage roll. The aspect you roll for Cheer can also benefit from the to-hit bonus of a Baton Pass. If you receive a Baton Pass beforehand, your selected ally receives a Baton Pass from your Cheer. Bonuses from Baton Pass and Cheer can stack. ANY-LEVEL MOVES • Collaborate • Dekaja • Dekunda • Makatora • Magic Eye • Combat Confidence • Trafuri • Navigation • Shield • Speed Control • Hyper Pocket Highway • Eternal Melody • Sap • Strategist • Assurance COLLABORATE This move can only be made in combat and only once per combat encounter. When one of your allies rolls a mixed success or failure on a check, you can use this move to improve their degree of success (up to a complete success). For example, if they rolled a failure, they effectively rolled a mixed success instead. If they rolled a mixed success, it becomes a complete success. This move can only be used on allies; you cannot collaborate with yourself. DEKAJA - 2 SP Remove all -kaja buff effects from one enemy. When you reach Level 10, you can spend 1 more SP to cast Dekaja on all enemies. DEKUNDA - 2 SP Remove all -kunda debuff effects from one ally. When you reach Level 10, you can spend 1 more SP to cast Dekunda on all allies. MAKATORA - VARYING SP You can spend SP up to your WP when invoking this move. An ally of your choice gains an equal amount of SP. MAGIC EYE You have a number of Magic Eyes equal to your WP. You can set them in any location you come across. While set, they are invisible and cannot be detected without magic, advanced science, or some other esoteric method. As long as you remain within 10 miles of a Magic Eye, you can spend 1 SP to select one to see through. If you have all of your Magic Eyes out and try to set another one, you can choose which existing Magic Eye to dispel when you set the new one. When you reach Level 10, you can see through all your magic eyes at the same time without issue. In addition, you can program an eye you are not currently looking through to send an alarm if a specified condition is met (there is motion, it sees a specific person, etc.) Lastly, if a target is visible with your magic eye, you may cast Analyze on it. COMBAT CONFIDENCE Your damaging spells, abilities, and weapon strikes no longer suffer –3 to attack rolls, but they deal half as much damage instead of –3. When you reach Level 10, your limit of +2 to attack rolls is raised to the standard +4.
方 位 磁 針 SUIT: COMPASS 106 TRAFURI - 1 SP This move can be invoked while in the Shadow World to immediately end your current battle and teleport your entire party a safe distance away, possibly to a safe room at the GM’s discretion. Note that the GM should feel free to block this ability for certain critical fights, such as bosses. NAVIGATION Passively, you always know which way is north (or whatever is the appropriate analog for the setting) no matter where you are. This means you can also determine the other directions naturally. This effectively grants a +WP bonus to any roll to navigate through any terrain, both wild and urban. (LEVEL 1+) ACCELERATE - 1 SP Select an ally as a target. Increase their initiative by up to your WP. This doesn’t stack with itself or Advance. If using Tactical Movement, they can add your WP to their movement range for the next three turns. (LEVEL 1+) DECELERATE - 1 SP Select an enemy as a target. Decrease their initiative by up to your WP. This doesn't stack with itself or Halt. If using tactical movement, they must subtract your WP from their movement range for the next three turns. (LEVEL 10+) ADVANCE - 2 SP Same effect as Accelerate, but affects you and all allies. (LEVEL 10+) HALT - 2 SP Same effect as Decelerate, but affects all enemies. HYPER POCKET HIGHWAY You can link the inventory space of all of your allies with yourself. When an ally wants to use an item, you can instantly forward them any item from you or an ally’s inventory. Only one item can be sent this way per turn, and an ally can choose to make certain items in their inventory inaccessible. You can even communicate this way by sending notes, but keep in mind the person receiving would need to take the note out and read it. ETERNAL MELODY All buffs you grant to your allies last for an additional round or use each. Additionally, you can spend 1 SP to invoke Eternal Melody on your turn; all buffs that are currently active on your allies, regardless of if you were the one who casted it or not, are extended by one additional round or use each. This can also be activated to leave behind a tracking marker. You will always know the fastest way to this marker and will never lose track of its location in your mind. It costs 1 SP to drop such a marker, and you cannot maintain more markers than you have WP. You can drop a marker while you are at your limit, but the oldest marker gets deleted from memory. Normally this CAN bypass illusions or other disoriented effects, but the GM should be allowed to make powers strong enough to disrupt this. SHIELD - 1 SP Your offensive capabilities may be more limited than other Persona users, but your ability to defend your friends is not. As an action, select one ally to protect. Your Persona shields or deflects the next attack against that ally, causing it to do less damage equal to twice your WP. SPEED CONTROL You can control the flow of battle to boost your allies’ movements or slow your enemies’ efforts. You gain Accelerate and Decelerate immediately, and your choice of Advance or Halt at level 10.
107 方 位 磁 針 SUIT: COMPASS SAP - 1 SP Your offensive capabilities may be more limited than other Persona users, but your ability to defend your friends is not. As an action, select one enemy and make a MAG check or STR check (your choice). • On a complete success, you prevent that enemy from doing damage equal to three times your WP. Once that amount is reached, they can deal damage normally. • On a mixed success, you prevent that enemy from doing damage equal to twice your WP. • On a failure, you only prevent that enemy from doing damage equal to your WP. STRATEGIST You have an intricate knowledge of bolstering your team's combat potential in a variety of ways. When you purchase this move, select one of these three spells to immediately gain. When you reach level 5 (or if you purchase this move when you’re at or above level 5), gain a second one of your choice. At level 10, gain the third one. MATARUKAJA You can use your action to grant yourself and all allies a +2 damage bonus for the next three rounds. They also gain improved brute strength for manual tasks like moving heavy obstacles, and other effects as denoted by the GM. MARAKUKAJA You can use your action to grant yourself and all allies 2 extra armor for three rounds. They also gain protection against intense environments, when resisting disease, and other effects as denoted by the GM. MASUKUKAJA You can use your action to grant yourself and all allies +2 to their attack rolls for three rounds. They also gain increased athletic capability, such as climbing, running, jumping, and other actions as denoted by the GM. ASSURANCE When your party performs an All-Out Attack, you can choose not to take part in rolling damage. If you don’t participate, everyone else in your party deals twice as much damage with their initial All-Out Attack rolls. Additionally, if any damage die rolls the maximum value, it explodes! Roll the same die again and add it to the damage dealt. If exploding dice show their maximum value, they continue to explode until something other than the maximum value is rolled. Additional damage from exploding dice isn’t doubled by Assurance.
方 位 磁 針 SUIT: COMPASS 108 LEVEL 10+ MOVES • Heat Riser • Debilitate • Donum Virtutis • Weak Point • Final Guard HEAT RISER - 3 SP Grant all -kaja effects to one ally (Tarukaja, Rakukaja, and Sukukaja). This effect lasts for three rounds. Once per day, you can cast this as Luster Candy. This has the same effect as Heat Riser, but affects all allies. DEBILITATE - 3 SP Inflict all -kunda effects on one enemy (Tarunda, Rakunda, and Sukunda). This effect lasts for three rounds. FINAL GUARD When an ally would be knocked unconscious by an attack, your Persona can protect them from falling unconscious, leaving them with 1 HP. You can protect each ally once per battle. An ally can choose to fall unconscious anyway (such as a Death Arcana wanting to cross the Second Gate of Death), in which case your use of Final Guard for them is refunded. Once per day, you can cast this as Checkmate. This has the same effect as Debilitate, but affects all enemies. DONUM VIRTUTIS - 3 SP Grant one ally a choice of Charge or Concentrate. • Charge: The next time the target hits with a Persona melee or ranged skill, calculate the maximum possible damage, then roll for damage normally and deal the sum to the target. • Concentrate: The next time the target hits a Persona magical skill, calculate the maximum possible damage, then roll for damage normally and deal the sum to the target. WEAK POINT - 1 SP This move can only be made in combat and only once per combat encounter. You spot a weak point in the enemy’s defenses. The next person to attack that enemy can treat their attack as a critical hit, regardless of the actual value rolled.
The Aeon is a second special suit. This character is an entity with anti-shadow motivations specifically in mind. Similar to the Compass Suit, there can only be one player with the Aeon suit per game. IMPORTANT NOTE: Though Aeons were originally made with the concept of Anti-Shadow Suppression Weapons in mind (like Aigis and Labrys), you do not have to make your Aeon a robot! As long as your character has a clear motive against Shadows, no idea is too out there! Each move on this page has a more organic name alongside the default mechanical one to help give ideas if you choose to avoid using an ASSW. STARTING STATS When creating an Aeon character, choose an Arcana from the list. Aeon characters begin play with all stats, affinities, experience triggers listed for their Arcana, including HP and SP. UNFEELING Unlike all other player characters, Aeon characters start with a crippling disadvantage to their personality. All aspects (Athleticism, Proficiency, etc.) start at 0. They cannot be improved or modified in any way at character creation, and will only become better as the Aeon character develops their personality through downtime. This is not to say that Aeon characters must be roleplayed with no personality; they just have more learning to do than the other characters. BEYOND THE MIND'S THRESHOLD Because the Aeon is unlike others, at the GM’s discretion, they may be able to retain their powers and SP moves for use in the real world, making them a powerful ally if the PCs ever get into a fight with Earthlings. As the GM, don’t pass up this unique opportunity for storytelling. Where did the Aeon come from? What does society think of them? Do they need to hide their true nature? The Aeon should be a fun character that ties in to your overarching plot. STARTING MOVES • Overdrive/Killer Instinct • Inbuilt Storage/Storage Crop Note: Aeon characters begin play with the two Starting Moves listed above. OVERDRIVE/KILLER INSTINCT - 1 SP At the start of your turn, you can spend 109 永 劫 SUIT: AEON 1 SP to add 2 * WP to your damage. Each subsequent turn, you can pay more SP to deal even more damage. You can pay X SP to gain (2*X) * WP damage on all attacks and skills, where X is the round of Overdrive you are on. If you are unwilling or unable to pay the SP cost, you run out of energy and miss your current turn. You are treated as Downed until the start of your next turn. INBUILT STORAGE/STORAGE CROP Aeon characters have a compartment in their body which can be used to store small objects no larger than a toaster oven. The compartment can be freely opened by the Aeon character. It could be pried open, but this is a difficult task that would require an average person at least five minutes to perform. ANY-LEVEL MOVES • Reinforced Cables/Muscle Fibre Extension • Inbuilt Weapon/Natural Weapon • Defensive Matrix/Adaptation • Improved Graspers/Extra Limbs • Inbuilt Tools/Specialized Organs • Hologram Projection/Cicada Shell • Thanatos Drive/Adrenaline Boost • Safeguard/Protection Instincts • Ceramic Plating/Dermal Armor • Enhanced Memory Drive/Eidetic Memory • Computer Analysis/Superior Senses • Anti-Gravity Calculations/Tailwind • Scent Control Unit/Pheromones • Preventative Measures/Constitution • Flashbang/Sudden Spark
永 劫 SUIT: AEON 110 REINFORCED CABLES/MUSCLE FIBRE EXTENSION When you take this move, your character’s Athletics aspect immediately increases by one point, and you can raise your Athletics aspect up to 6. To go from 5 to 6 requires 30 AXP in standard progression (40 in extended, 20 in fast). Also, when training to improve your Athletics aspect, you gain an additional 1 AXP. Your limbs can extend up to 10 meters (roughly 30 feet). You can fully articulate and control your limbs at this point and can perform activities that require great dexterity, even at the edge of your reach. You can also spend 1 SP to activate the applicable effect: • If you are playing with Tactical Movement, you can extend your Physical Skills and basic Melee Strikes to have equivalent reach to your spells for the rest of the fight. • If you are not playing with Tactical Movement, you make your Physical Skills and basic Melee Strikes have +1 to hit for the rest of the fight. INBUILT WEAPON/NATURAL WEAPON You have access to an inbuilt weapon. When you take this move, choose either Physical, Ranged, or your major affinity. This becomes the elemental affinity of the weapon. You may also pick any Aspect as the weapon’s aspect. For damage, roll WPd6. As with all moves, this can only be taken once. Once you choose your damage type and Aspect, you’ll be locked in. DEFENSIVE MATRIX/ADAPTATION - 1 SP When you receive damage, you can choose to spend 1 SP to store some of the damage. You get +1 armor when you calculate damage for attacks of the same type. If you would receive the same kind of damage again, you can increase your armor against it by an additional point, up to your WP. You do not spend an extra SP for subsequent instances of damage. You can choose to release your stored damage. You can target a single enemy for Xd6 dice, where X is the amount of armor you would be receiving from the defense matrix. You do not roll to hit, and you get one more if you hit an enemy's weakness. You can store Magic Damage (Fire, Psychic, etc.), but not Physical (Melee and Ranged) or Almighty damage. IMPROVED GRASPERS/EXTRA LIMBS When you take this move, your character’s Proficiency aspect immediately increases by one point, and you can raise your Proficiency aspect up to 6. To go from 5 to 6 requires 30 AXP in standard progression (40 in extended, 20 in fast). Also, when training to improve your Proficiency aspect, you gain an additional 1 AXP. You deploy additional limbs from your joints. This lets you wield multiple weapons at once, hold up to ten distinct items in your 'hands', and have full finger articulation in situations where you would normally not. On your turn, you spend 1 SP to use an item from your inventory as a free action. This CAN be used to change accessories, but not armor. INBUILT TOOLS/SPECIALIZED ORGANS You have access to a set of inbuilt tools, including: • 100 ft/30m of nylon ropes. • Anything you would find on a Swiss Army Knife. • A set of small lockpicks. • An oven in your stomach which can reach temperatures of 400°F/205°C. • A freezer in your other stomach which cools things to 32°F/0°C. You may also have a unique tool with some sort of distinct utility, like gardening tools or a specialized crafting tool. This tool has an associated downtime activity, and you can add your WP you use it for its intended purpose during a downtime. If any of your tools break, they will remain broken until you spend a few minutes and 1 SP to fix them.
111 永 劫 SUIT: AEON HOLOGRAM PROJECTION/CICADA SHELL Once per battle, when you take damage from an incoming attack, you can invoke this move to escape all normal effects by creating an illusory copy of yourself, which is struck by the attack instead. THANATOS DRIVE/ADRENALINE BOOST When you take this move, your character’s Guts aspect immediately increases by one point, and you can raise your Guts aspect up to 6. To go from 5 to 6 requires 30 AXP in standard progression (40 in extended, 20 in fast). Also, when training to improve your Guts aspect, you gain an additional 1 AXP. You have an intense focus and can remain steady in even the worst situations. You have no flinching instinct and your senses can follow a specific point (rather point in space or an object/person) without any risk of losing it to distraction. At the start of your turn, before rolling for ailments, you pay 1 SP to invoke this move to ignore all ailments for WP/2 (round down) turns. This can only be invoked once per fight. SAFEGUARD/PROTECTION INSTINCTS When one of your allies takes damage, as a reaction you can invoke this move to protect them, intercepting incoming attacks to yourself. When you protect them from an attack, subtract your S. Link level with them from the damage taken. You can never reduce damage taken to 0 unless you Null the attack’s affinity. When you reach level 10, subtract two times your S. Link level from damage taken. Additionally, if you have both Safeguard and Hold the Line, you CAN target two separate allies. CERAMIC PLATING/DERMAL ARMOR At the start of each day, gain END * 5 temporary HP. This HP cannot be recovered except by resting to reapply this effect. While you still have this temporary HP, your armor is increased by your END. This stacks with effects like Rakukaja and Armored Persona. ENHANCED MEMORY DRIVE/EIDETIC MEMORY When you take this move, your character’s Knowledge aspect immediately increases by one point, and you can raise your Knowledge aspect up to 6. To go from 5 to 6 requires 30 AXP in standard progression (40 in extended, 20 in fast). Also, when training to improve your Knowledge aspect, you gain an additional 1 AXP. You can recall everything you have seen with perfect memory. This is so accurate, to the point you can reconstruct a room you were in two weeks ago without error for five minutes. In addition, your character never has false memories and is aware of any missing information or data from your memories. Once per day, you can copy a skill that an enemy or ally uses. Copying an enemy uses your turn, while copying an ally does not. Either use costs 1 SP. If you copy a skill that you don’t have an affinity for, you take a -1 to hit and damage penalty when using. Note that some unique shadow skills cannot be copied.
永 劫 112 COMPUTER ANALYSIS/SUPERIOR SENSE - 1 SP When you use this move, select one of the following benefits: • In combat, select one enemy and list four damage types you’d like to know about (melee, fire, nuke, etc.). The GM should then tell you the enemy’s weaknesses and resistances with respect to those four damage types. • Gain insight into the medical or psychological condition of a human, animal, or advanced machine. • Gain a sense of what direction someone or something is in, as long as you have an object that was once owned by the person or an object that is from the given place. • Locate points of entry or weakness in a building or structure. The GM may introduce other benefits as desire, alter certain effects, or even add their own. ANTI-GRAVITY CALCULATIONS/TAILWIND - 1 SP You drastically decrease the effects of drag and gravity on you and your teammates. Thanks to decreased gravity, your team falls 1/10th as fast as they normally would and cannot be damaged by fall damage. In addition, they can jump up to 3 meters on their own, allowing them to reach places they could not before. If using Tactical Movement, then you and all party members should add your WP to your total movement. All effects last 10 minutes. SCENT CONTROL UNIT/PHEROMONES When you take this move, your character’s Charm aspect immediately increases by one point, and you can raise your Charm aspect up to 6. To go from 5 to 6 requires 30 AXP in standard progression (40 in extended, 20 in fast). Also, when training to improve your Charm aspect, you gain an additional 1 AXP. SUIT: AEON You can control your smell and scent perfectly. While you can use this to smell nice, you can also use it to mask your scent so you are harder to track, and to make a noxious odor to scare away creatures that are repulsed by it. You can blast allies with a scent to control theirs as well. This will generally last an hour, but water and strong wind can lessen it drastically. During a fight, you can spend an SP to invoke the following: Roll a PERSONA stat of your choice. On a complete success, two enemies lose your WP to their rolls to overcome ailments. On a mixed success one enemy loses your WP to their rolls to overcome ailments rolls. On a failure, nothing happens. If enemies do not roll to overcome, you can instead inflict them with a random ailment. PREVENTATIVE MEASURES/CONSTITUTION All your allies add your WP to their rolls to overcome ailments. This remains active while you are conscious and not Downed. FLASHBANG/SUDDEN SPARK You can use your action to let out a concussive blast of light and sound. Roll 2D6 + MAG. On a mixed success, choose one of the following. On a complete success, you get both. On a failure, you get neither. • The target is Shocked, and has a chance to not make attacks for a short period of time • The target takes WPD6 + MAG Almighty damage.
113 AFFINITY DRIVER/BUILT-UP RESISTANCE You can increase your degree of resistance for one of your affinities. This turns weaknesses into neutral, neutrals into resists, and resists into nulls. If a player already Nulls an affinity and selects it for this move, they can choose to set it to either Reflect or Absorb. This can only be taken once. Choose wisely. LEVEL 10+ MOVES • Affinity Driver/Built-Up Resistance • Countermeasures • CPU Overclock/Primal Fury • Reboot/Rapid Healing Factor • Destruction Imminent/For The Throat 永 劫 SUIT: AEON COUNTERMEASURES - 2 SP As a reaction when you take damage from an attack you can invoke Counter to reflect the damage back to the attacker, with affinities taken into account. You can use Counter a number of times per day equal to your WP. Should the assailant have Reflect as their affinity, the damage reflected by Counter is simply nullified to avoid an infinite loop. CPU OVERCLOCK/PRIMAL FURY The damage bonus received from Overdrive is upgraded from WP * 2 to WP * 3. Additionally, while you are in Overdrive, all of your skills have an increased Critical Hit range of Natural 10-12. REBOOT/RAPID HEALING FACTOR When you reach 0 HP, you can invoke this Move. You recover half your HP (rounded up) immediately. Additionally, you recover 20% (rounded up) of your HP on the start of your next three turns. Once you’ve used this Move, you can’t use it again until you’ve taken a long rest. DESTRUCTION IMMINENT/FOR THE THROAT As an action on your turn, you focus your internal systems to deal maximum damage in one attack. The next time you use a skill or weapon strike, you bypass resistances/armor and double the damage you inflict.
AUTUMN 115 DOWNTIME The following pages offer explanations of downtime and equipment, as well as tips for GMs who are pulling the strings together for their campaign. DOWNTIME Sometimes, things quiet down. Maybe the heroes are between missions. Maybe they’re tired, or maybe they just have things they need to do in the real world. Persona isn’t just about action - it’s also about slice of life drama and relaxation. THE ANATOMY OF A DAY GMs are encouraged to go in detail regarding the activities of the PCs for every day of their life, regardless of whether or not they do anything of importance. The GM is advised to give each PC a number of downtime moves they can perform in a given day. By default, there are two “time slots” in a day - daytime and evening. PCs can perform one downtime move for each time slot. On a day of work or school, the GM might also use a move such as Called Upon to show a brief glimpse into daily life. However, they should not feel obligated to make a move for each and every PC each and every day; simply choose a PC or roll to randomly decide, then perform a single move for that one PC for that one day. If desired, the GM can also choose to gloss over a day of work or school by simply saying “nothing interesting happened”. PCs who go to work or school should also get both of their allotted downtime moves once their daily obligations have been completed. The GM might also decide that a particularly demanding job takes up a PC’s daytime or “afternoon” activity slot. If this is the case, the PC should be fairly compensated for their efforts. AXP AXP (Aspect Experience Points) are used to track the personality development of Players. The GM can award an AXP to a PC at any time for good role-playing, but they are mainly earned by making downtime moves. Each Aspect requires a certain amount of AXP before improving. Once the threshold is reached, the Aspect improves by one level and the AXP for that Aspect is reset to zero (although if you go over the threshold, you can keep any leftover XP). Like the XP Progression system, there are three methods of AXP distribution, balanced around the length of your campaign. 秋 AXP LEVEL STANDARD FAST TRACK EXTENDED 0 10 AXP 10 AXP 10 AXP 1 15 AXP 10 AXP 15 AXP 2 15 AXP 10 AXP 20 AXP 3 20 AXP 15 AXP 25 AXP 4 20 AXP 15 AXP 30 AXP 5 20 AXP 15 AXP 30 AXP
AUTUMN 秋 CORE DOWNTIME RULES 116 CORE DOWNTIME RULES The following “core” downtime moves and rules are generic examples which should be available in every Persona game, no matter what. CALLED ON At work or school, a boss, coworker, or instructor asks you to answer a specific question or perform a certain task. The GM will pick an appropriate aspect or stat to associate with the move. Generally Athleticism, Proficiency, Knowledge, or LUC will be called on. Make a 2d6 check and add the given aspect or stat to the result of the roll. • On a complete success, you give a perfect answer or otherwise exemplary performance. The GM should pick either Charm or Knowledge and give you 2 AXP for one of the two. • On a mixed success, your performance is acceptable but could stand improvement. The GM should pick either Charm or Knowledge and give you 1 AXP for one of the two. • On a failure, your performance misses the mark entirely and you get nothing. While most downtime moves give at least some reward, even on a failure, Called Upon is the exception. This is because it doesn’t take a time slot, like the other moves do. It’s simply meant to show a brief glimpse into the daily life of a particular character. HANG OUT During free time, you perform an activity or just chat with a friend or acquaintance. The GM should pick an appropriate aspect depending on either A) the activity at hand or B) the mood of whoever is being hung out with. Do they want to be flattered with Charm or impressed with Athleticism? Make a 2d6 check and add whatever aspect the GM prompts you to add. • On a complete success, a great time is had by all. If whoever is being hung out with is an S. Link character, the GM should award you with 3 SXP toward their Link (see Social Links, pg. 110). If they are not an S. Link character, the GM might instead award you with 3 AXP for an appropriate aspect (likely the one that was associated with the roll). • On a mixed success, a decent time is had. The GM should award you with 2 SXP toward the Link, or 2 AXP for an appropriate aspect. • On a failure, things are awkward or otherwise uninteresting. However, the GM should still award you with 1 SXP toward the Link, or 1 AXP for an appropriate aspect. TRAIN During free time, you devote some time to working on an aspect of yourself. Pick an aspect, then make a 2d6 check and add that aspect to the result. You should also describe what your character is doing to improve themselves. • On a complete success, you have an epiphany which leads to deeper understanding. You gain 3 AXP for the aspect you chose to train. • On a mixed success, you go through the motions. You gain 2 AXP for the aspect you chose to train. • On a failure, the training is mostly unproductive but you still gain 1 AXP for the aspect you chose to train.
PC HANGOUT Player characters can also hang out with each other - often with minimal involvement required on the GM’s behalf. First, the players should establish what they are doing together. They can also do a brief scene in character, if they wish. When everyone agrees that the scene is over, each player should establish what they are “looking for” in the other. As a player, choose the aspect you feel the other PC was channeling or embodying; this is what you’re looking for in them. Alternatively, simply choose an aspect that suits your fancy. The other player will make a 2d6 check and add the aspect you selected to the result of their roll. • On a complete success, they will gain 3 SXP toward an S. Link with you. • On a mixed success, they will gain 2 SXP. • On a failure, they will gain only 1. Repeat this process for the other player; ask them what they are looking for in you and make a 2d6 check using that aspect as the modifier. You then gain the appropriate amount of SXP toward a Link with that PC. A Link with another player is essentially the same as any other Link. It ranks up at the same rate as well as conferring bonuses at ranks 1, 3, and 5. The GM can improvise whatever bonuses they wish. Alternatively, they can select a prewritten Arcana move to serve as a bonus (perhaps utilizing one that hasn’t already been selected by the player). Be mindful and try to avoid giving a move to a player that does the exact same thing as a move they already have access to. Different players can get different bonuses at the same rank of the same S. Link, if the GM wishes. For more information on S. Link bonuses, see Social Links (pg. 110). SPLIT ACTIVITIES PCs are not limited to doing just one thing at a time. They can, for example, hang out with a friend while simultaneously training their Athleticism. Simply have the PC make a roll for the activity the same way you would for any other, prompting them to add an appropriate aspect as a modifier. As with other downtime moves, a complete success confers 3 XP, a mixed success 2, and a failure only 1. However, the PC can then choose to split their earned XP between categories if they wish. For example, let’s imagine the above scenario where a PC is training with a friend. Say they roll a complete success, earning 3 XP. They can decide where they want those points to go between their Athletics aspect and their S. Link with their friend. They might choose to put 1 into their Athletics XP and 2 into the Link with their friend, or all 3 into Athletics and none into the Link, or so on. This same philosophy should generally extend to all downtime moves within reason. For example, players might be able to divide attention between effort at work and time spent with a work colleague. This effectively lets them choose which tier of success they get for the Part-Time Work move (which affects how much money they earn). XP that are not spent on the Work move will instead go into the potential S. Link. If you’re curious, Part-Time Work can be found in the section on Optional Downtime Rules immediately following this section. Note that PCs should generally refrain from performing three or more activities at the same time, unless the GM has decided to make a special exception. AUTUMN 117 CORE DOWNTIME RULES 秋
AUTUMN 秋 OPTIONAL DOWNTIME RULES 118 CHALK DODGE At school, a PC finds themselves daydreaming or even nodding off. An instructor doesn’t take kindly to this and decides to test the PC’s reflexes by tossing a piece of chalk at their head. The PC should make a 2d6 check and add either their Athleticism or their Proficiency aspect to the result of the roll. • On a complete success, the PC sees it coming and nimbly dodges out of the way. The GM should pick an appropriate aspect (Athleticism, Proficiency, or Charm) and give them 2 AXP for it. • On a mixed success, they barely duck away at the last moment. The GM should pick an appropriate aspect and give them 1 AXP for it. • On a failure, it’s a direct hit. It stings; the PC loses 1 HP. EXAMS At school, the time for a test has come. This move consists of a series of Knowledge checks. It may (especially in a Japanese school) span across several days of testing, with each check taking place on a different day. GMs who incorporate trivia into their games are encouraged to work it into exams as well. By default, the PCs will have to make six knowledge checks. Each check will earn them a certain number of points. • On a complete success, they get two points. • On a mixed success, they get one point. • On a failure, they get nothing. Once they’ve made six checks, add up their points. Multiply the number of points they got by 8. Then, increase this result by up to 15 points (but not over 100). As the GM, you may assign these points however you’d like based on how much effort was put into studying for the test by a given PC, particularly in the days leading up to it. The final result is the character’s grade out of 100. GMs might improvise further effects for high or low test scores. • Characters who scored higher than 85 gain 2 Charm AXP. • Characters who scored between 70 and 85 gain 1 Charm AXP. • Characters who scored lower than 70 get nothing. OPTIONAL DOWNTIME RULES The moves you’ve read about up to now are both generic and necessary to include. PCs must be able to train and hang out with friends, at the very least. The GM should occasionally use Called On to show brief glimpses into the daily lives of the PCs. However, there are many other possibilities for potential downtime moves. Not all of them will be appropriate for every campaign, so they can be used or unused depending on what feels right. There’s no shame in using all of them! GMs are also highly encouraged to come up with their own custom downtime moves to offer to the players, perhaps by using the ones they find here as a baseline. SCHOOL MOVES School moves are optional alternatives to Called On for GMs wishing to add a bit more flavor to their games. While they are focused on a school environment, keep in mind that your game can use any setting you’d like! School moves include: Actual Trivia, Chalk Dodge, and Exams. ACTUAL TRIVIA Rather than having players roll when they are Called On, literally call on them. As the GM, come up with a question or a piece of trivia that tickles your fancy and ask a player about it. You might offer them a multiple-choice question, or even an open-ended discussion question. If the player gives an answer that is correct and/or satisfactory, the GM should pick either Knowledge or Charm and award them 2 AXP for it. If the answer is incorrect or unsatisfactory, they should still get 1 AXP for learning something new. Only if the player stubbornly refuses to participate should they not receive an AXP reward.
AUTUMN 119 秋 CRAFTING CRAFTING Experience the joy of creation! You can choose to spend a Downtime Slot crafting various pieces of equipment and materials to help with your journey. There are five types of crafting projects, each based on a different type of items produced as well as their associated aspects: • Weaponsmithing produces weapons for the players to use in combat. This uses Athleticism. • Tinkering produces utility items for the players to reach certain places and to sneak around. This uses Proficiency. • Foraging produces consumables that benefit the players. This uses Guts. • Alchemy produces items for the players to use against enemies. This uses Knowledge. • Accessorizing produces accessories that grant various passive skills. This uses Charm. Different projects will take different amounts of time depending on their complexity. When you devote a downtime move to working on a project, you gain a number of Build Points (BP) based on your level in the related Aspect. Each item has an associated number BP, determining build time. For example, say you want to use Alchemy to craft an Acid Spray, which costs 3 BP. Let’s also say your related Aspect (Knowledge) is 1. Every time you spend an action to craft you will spend 1 BP, meaning it will take three crafting “sessions” or three Downtime Slots to complete the project. Keep in mind that you lose unused points when you go over the threshold; they don’t “carry over” into your next project. Continuing with the earlier example, let’s imagine that your Knowledge is at 2 instead. In two sessions, you would spend 4 BP. The single extra unused BP cannot be saved; it disappears into the void. If your Aspect would allow you to craft an item multiple times with a single Downtime Slot, you can do so. However, you cannot craft multiple different types of items in one session. For example, let’s imagine you’re using Tinkering and want to make some Lockpicks. Let’s also say you have a Proficiency Aspect of 3. Because the Lockpick costs only 1 BP, you can make 3 Lockpicks in a single session. You cannot, however, make both a Lockpick and a Vanish Ball, as those would be two separate projects. Similarly, with regards to items where you can choose one of multiple effects (such as spell stones), implementing a different effect makes it a different item, meaning it requires a separate project. Within reason, and at the GM’s discretion, the effect of an item can be anything the player would like it to be. However, the crafted items should be vaguely related to or inspired by their field. Alchemy items should be inspired by arcane reagents or potion-making. Weird Tech items should be inspired by sci-fi or spy gadgets. When a player wishes to improvise a new effect (if it’s within reason for them to create), the GM should give that player a cost in project points by basing it off of a similarly powerful effect from the example table. A project item should essentially be limited to a single effect. If the effect becomes a compound sentence, the PC cannot make it. Instead, they will have to start two projects and make two separate items. Finally, each PC should be limited to only one project at a time; they must either complete or scrap their current project before starting a new one. Please note that unless otherwise stated, all crafted items are consumables, meaning they can be used once and then they are gone. Also, crafted items generally work in both the Real World and in the Shadow World (unless the GM decides otherwise). For more information on the different types of crafting, refer to the following pages.
TYPE EFFECT BP REQ. YEN COST Diminutive 1D4 0 ¥1,000 Light 1D6 2 ¥2,000 Standard 2D4 or 1D8 3 ¥8,000 Heavy 2D6 or 1D12 4 ¥25,000 Massive 2D8 6 ¥100,000 TYPE EFFECT BP REQ. YEN COST Martial Roll with Athleticism 0 0 Finesse Roll with Proficiency 0 ¥500 Magical Roll with Knowledge 2 ¥1,500 Talking Roll with Charm 2 ¥1,500 Legendary Roll with Guts 2 ¥1,500 CRAFTING WEAPONSMITHING Persona uses a custom weapon creation system. There are five steps to creating a weapon. Some steps are mandatory, and others are optional. On mandatory steps, you must select an option. On any given step, you can only select one option. Next to each choice is listed a brief description (if one is needed), a BP cost, and a cost in yen. BP costs, when added together, determines how much BP is required to craft the weapon. Yen prices are also included, should the GM wish to include a weapon shop with premade weapons for the players to buy and use instead. STEP ONE: WEAPON ASPECT This step is mandatory. When making a weapon attack, you make a 2D6 check the way you would for any other attack. The modifier used is determined by the type of weapon you’re wielding. Melee and Ranged weapons default to the Martial and Finesse Aspects, respectively. Knowledge, Charm, and Guts use Weird Weapons. WEAPON ASPECTS STEP TWO: WEAPON DAMAGE This step is mandatory. Different weapons do different amounts of damage, just as a greatsword is more lethal than a pocket knife. When you roll for damage with a weapon, you can add whatever modifier was used when making the tohit roll (i.e. a magical weapon uses the Knowledge modifier both when rolling to-hit and when rolling for damage). However, you can also choose any other damage modifier. WEAPON DAMAGE STEP THREE: DAMAGE TYPE This step is mandatory. Different weapons hurt in different ways. Different types of damage can overcome enemy weaknesses like normal, dealing extra damage and knocking the opponent over. 武器 120
TYPE EFFECT BP REQ. YEN COST Burning Applies the Burned Ailment. 2 ¥8,000 Freezing Applies the Frozen Ailment. 2 ¥8,000 Shocking Applies the Shocked Ailment. 2 ¥8,000 Poisoned Applies the Sickened Ailment. 2 ¥8,000 Taunting Applies the Enraged Ailment. 2 ¥10,000 Quiet Applies the Silenced Ailment. 2 ¥10,000 Scary Applies the Frightened Ailment. 2 ¥10,000 Anesthetizing Applies the Asleep Ailment. 3 ¥15,000 Teasing Applies the Charmed Ailment. 4 ¥20,000 Confusing Applies the Confused Ailment. 4 ¥20,000 Critical Edge Rolling a 9 or higher to-hit with this weapon causes a complete success (instead of a 10 or higher). 4 ¥30,000 Accurate Edge Rolling a 6 - 9 to-hit with this weapon counts as a mixed success (instead of a 7 - 9). 4 ¥30,000 TYPE EFFECT BP REQ. YEN COST Melee Can be chosen to make a ranged weapon deal Melee damage. 0 - ¥500 Ranged Can be chosen to make a melee weapon deal Ranged damage. 0 ¥500 Fire The weapon deals Fire damage. 1 ¥4,000 Ice The weapon deals Ice damage. 1 ¥4,000 Wind The weapon deals Wind damage. 1 ¥4,000 Electric The weapon deals Electric damage. 1 ¥4,000 Psychic The weapon deals Psychic damage. 2 ¥7,000 Nuclear The weapon deals Nuclear damage. 2 ¥7,000 Bless The weapon deals Bless damage. 2 ¥7,000 Curse The weapon deals Curse damage. 2 ¥7,000 DAMAGE TYPE STEP FOUR: OTHER EFFECTS Some weapons will have unusual effects. If a weapon applies an Ailment, the wielder must choose to apply the Ailment instead of dealing damage after a successful attack. Otherwise, the effect is enacted alongside the damage roll for an attack. Other effects can extend into any territory the GM wishes, even strange enchantments. OTHER EFFECTS 121 CRAFTING
CRAFTING 122 TYPE EFFECT BP REQ. YEN COST Broken -3 penalty to damage rolls. -1 - ¥1,500 Clumsy -2 penalty to damage rolls. -1 - ¥1,000 Makeshift -1 penalty to damage rolls. -1 - ¥500 Default No damage bonus or penalty. 0 0 Well-Made +1 bonus to damage rolls. 1 ¥5,000 Artisan +2 bonus to damage rolls. 2 ¥10,000 Beautiful +3 bonus to damage rolls. 3 ¥15,000 EXAMPLE SWORDS STEP FIVE: DAMAGE BONUS Some weapons gain a small bonus (or penalty) to their damage rolls. This is the final step, and should be self explanatory. This step is optional. If nothing is chosen, a given weapon always defaults to having no damage bonus or penalty. Damage bonuses and penalties aren’t limited to this table and can go much higher or lower. DAMAGE BONUS NAME DAMAGE SPECIAL BP REQ. YEN COST Shortsword 1D4 - 0 ¥1,000 Kishido Blade 1D4 Critical Edge 4 ¥31,000 Longsword 1D6 - 2 ¥2,000 Rapier 1D6 Finesse 2 ¥2,500 Night Falcon 1D6 Scary 4 ¥12,000 Bastard Sword 2D4 - 3 ¥8,000 Silver Saber 2D4 Magical 5 ¥9,500 Tizona 1D8 - 3 ¥8,000 Dark Slayer 1D8 Taunting 5 ¥18,000 Gardenia Sword 1D8 Quiet 5 ¥18,000 Chainsaw 1D8 - 1 Accurate Edge, Makeshift 6 ¥37,500 Skrep 2D6 - 4 ¥25,000 Sin Blade 2D6 Curse Damage 6 ¥32,000 Ascalon 1D12 + 2 Artisan 6 ¥35,000 Mo Ye 1D12 Anesthetizing 7 ¥40,000 Damascus Rapier 1D12 Finesse 4 ¥25,500 Galahad’s Sword 1D12 Bless Damage 6 ¥32,000 Gimlet 2D8 - 6 ¥100,000 Myohou Muramasa 2D8 Curse Damage 8 Priceless Blade of Totsuka 2D8 Critical Edge 10 Priceless
123 CRAFTING EXAMPLE DAGGERS EXAMPLE SPEARS EXAMPLE AXES NAME DAMAGE YEN COST POINT COST SPECIAL Kunai 1D4 ¥1,000 0 - Poison Kunai 1D4 ¥9,000 2 Poisoned Santou 1D6 ¥2,000 2 - Throwing Kunai 1D6 ¥3,000 2 Finesse, Ranged Damage Yashioori Dagger 1D6 ¥22,000 6 Confusing Fearful Kunai 2D4 ¥8,000 3 - Levin Shiv 2D4 ¥20,000 6 Electric Damage, Shocking Military Knife 1D8 ¥8,000 3 - Castilla Knife 1D8+2 ¥18,000 5 Artisan Sleep Harpe 1D8 ¥23,000 6 Anesthetizing Malakh 2D6 ¥25,000 4 - NAME DAMAGE YEN COST POINT COST SPECIAL Imitation Naginata 1D6 ¥2,500 2 Finesse Hawthorne Spear 1D6 ¥17,500 5 Finesse, Anesthetizing Sexy Lance 1D6 ¥22,500 6 Finesse, Teasing Cross Spear 2D4 ¥8,500 3 Finesse Gae Bolg 2D4 ¥12,500 4 Finesse, Wind Damage Ranseur 2D6 ¥25,500 4 Finesse Poison Glaive 2D6 ¥33,500 6 Finesse, Poisoned Gungnir 2D6 + 3 ¥40,500 7 Finesse, Beautiful Yanyue Dao 2D8 ¥100,500 6 Finesse Tonbo-kiri 2D8 + 2 ¥110,500 8 Finesse, Artisan NAME DAMAGE YEN COST POINT COST SPECIAL Axe 2D4 ¥8,000 3 - Heavy Axe 2D6 ¥25,000 4 - Ogre Hammer 2D6 ¥55,000 8 Critical Edge Guillotine Axe 1D12 ¥25,000 4 - Ice Axe 1D12 ¥37,000 7 Ice Damage, Freezing Celtis 2D8 ¥100,000 6 - Fleurs du Mal 2D8 ¥109,500 10 Magical, Shocking
CRAFTING 124 EXAMPLE BLUDGEONS EXAMPLE BOWS EXAMPLE HANDGUNS NAME DAMAGE YEN COST POINT COST SPECIAL Mace 1D4 + 1 ¥6,000 1 - Heavy Mace 1D6 ¥22,000 6 Confusing Iron Pipe 2D6 + 1 ¥25,000 5 - Sleep Stick 2D6 ¥41,500 9 Magical, Anesthetizing Demon Pipe 1D12 ¥25,000 4 - Stun Baton 1D12 + 1 ¥34,000 7 Shocking Dragon God Pole 2D8 ¥100,000 6 - Mjolnir 2D8 + 2 Priceless 10 Artisan, Shocking NAME DAMAGE YEN COST POINT COST SPECIAL Practice Bow 1D4 ¥1,000 0 - Short Bow 1D6 ¥2,000 2 - Siren’s Song 1D6 ¥22,000 6 Confusing Composite Bow 1D8 ¥8,000 3 - Pleiades 1D8 + 2 ¥19,500 7 Magical Hero’s Bow 1D12 ¥25,000 4 - Lightning Bow 1D12 ¥37,000 7 Electric Damage, Shocking Yoichi’s Bow 2D8 ¥100,000 6 - Yukari’s Resolve 2D8 + 3 Priceless 10 Wind Damage, Beautiful NAME DAMAGE YEN COST POINT COST SPECIAL Replica Revolver 1D4 ¥1,000 0 - Peacemaker 1D6 ¥2,000 2 - PM Sheriff 1D6 + 2 ¥12,000 4 Artisan Flame Pistol 1D6 ¥14,000 5 Fire Damage, Burning Crimson Gun 1D8 ¥8,000 3 - Light Gun 1D8 + 1 ¥21,000 6 Shocking, Well-Made Artillery 1D12 ¥25,000 4 - Golden Gun 2D8 ¥100,000 6 - Gravity Gun 2D8 + 3 Priceless 13 Confusing
125 CRAFTING EXAMPLE TWO-HANDED GUNS EXAMPLE MISC. WEAPONS NAME DAMAGE YEN COST POINT COST SPECIAL Trout 1D4 - 1 ¥500 0 Makeshift Snake 1D4 - 1 ¥7,500 1 Poisoned, Makeshift Brass Knuckles 1D6 ¥2,000 2 - Sonic Fist 1D6 + 1 ¥15,000 5 Shocking, Well-Made Nuke Staff 1D6 ¥10,500 6 Magical, Nuclear Damage Numchuks 2D4 ¥8,000 3 - Combat Scissors 2D4 ¥38,000 7 Critical Edge Grenade Launcher 2D8 ¥100,000 6 Finesse, Ranged Damage NAME DAMAGE YEN COST POINT COST SPECIAL Replica SMG 1D6 ¥2,000 2 - Wild Rifle 1D6 ¥32,000 6 Critical Edge Mad Maximum 2D4 ¥8,000 3 - AR-M4 1D8 ¥8,000 3 - Love Gun 1D8 + 1 ¥33,000 8 Teasing, Well-Made Pumpkin Bomb 2D6 ¥25,000 6 Burning Tommy Gun 1D12 ¥25,000 4 - MP Victoria 1D12 + 2 ¥35,000 6 Artisan Sharpshooter 2D8 ¥100,000 6 - Yagrush 2D8 Priceless 9 Electric Damage, Shocking Wild Hunt 2D8 + 3 Priceless 11 Scary, Beautiful Iwai If it bugs you, call them airsoft guns. Airsoft is just as good in the Shadow World. What matters is what the object represents.
CRAFTING 126 TINKERING Some may call it junk, but you call them treasures! In this form of Crafting, you'll be using Proficiency to produce a variety of utility items to help move about or sneak around. While simple in terms of crafting, you can also consider having a place like a workshop to use for this activity. You might also notice that some of the listed items feature a (*M). For more information on this, refer to Coins on Page 99. NAME EFFECT BP REQ. Shoddy Lockpick Gives a +2 bonus to open a single lock. Breaks after use. 1 Sturdy Lockpick (*M) Gives a +2 bonus to open locks. Breaks on a Failure. 3 Eternal Lockpick (*M) Gives a +2 bonus to open locks. Never breaks. 10 Vanish Ball Allows you to escape most fights (some bosses may prevent this). 1 Goho-M Escape dungeons instantly if there is a path towards the exit. 2 Sonar Reveals the location of enemies within 50 meters. Does NOT reveal any other data about the enemy. 3 Treasure Sniffer (*M) Grants a +2 bonus when looking for treasure in a confined space. 5 Grapple Gun (*M) A gun that can fire rope to high places to allow you new ways to ascend. You may need to roll for Proficiency to fire the rope and Athletics to climb it. If you lose the rope, you can repair and reload the gun for 1 BP when you have downtime. You may also craft additional grapples for 1 BP each ahead of time. 4 EXAMPLE TINKERING ITEMS
127 CRAFTING NAME EFFECT BP REQ. Pontoon (*M) An inflatable boat that allows your team to safely move across water. 3 Rocket Booster Shoots you 50 meters straight up with a normal load (equal to double your character’s weight) 2 Smokescreen Effectively a cast of Veil of Fog (pg. 90). 2 Oil Bomb Effectively a cast of Oil Slick (pg. 92). 2 Handy Hang Glider Effectively a cast of Float (pg. 92). 2 Lantern (*M) The lantern can provide enough light to either cover a 30 ft circle around the user in bright light or a 60ft cone in front of the user in bright light. You can actively switch between the two. Lanterns last for a total of six hours before they go out. Once the light goes out, you can restart the lantern for 1 BP during downtime. You may also craft additional fuel for 1 BP ahead of time. Each unit of fuel extends its use by another six hours. 3 Camo Pattern Effectively a cast of Enshadow (pg. 98). 2 Disguise Kit (*M) Gain +3 to checks to make yourself look like another person. This is lessened to +2 if they are different heights and cannot be used if they are a different species 3 Voice Changer (*M) You can perfectly mimic a sound you have heard using the voice changer. You get a +2 to rolls to mimic a voice. 3 Mobile Camper (*M) Provides you and your allies a safe place to sleep, drink, and cook while in a dungeon 5 Secure Line Phone (*M) Allows you to call allies with less risk of being intercepted. Comes in pairs. 4 Elemental Cartridge Allows you to change the elemental damage of your weapon to any type except Melee, Ranged, or Almighty. Lasts for one day or until the effect is reapplied. 2 EXAMPLE TINKERING ITEMS (CONT'D)
CRAFTING FORAGING Foraging is made up of two different forms of activity, both of which providing the player with beneficial consumables. The first activity is Fishing, which provides a variety of fish, while Gardening supplies you with nature's bounty. Whichever you do, your BP will be determined by Guts. FISHING Welcome, ye gentle landlubber. So, ye’ve heard the call of the briny depths. While the actual method of obtaining fish is just crafting, consider adding elements of roleplay! Listed with these fish are descriptions and places they may appear, so feel free to add some flair to the process! NAME DESCRIPTION EFFECT BP REQ. Goldfish One of the earliest examples of selective breeding for appearance. Gain Fire Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Chinook Salmon The state fish of both Alaska and Oregon. Gain Ice Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Butterflyfish Named for the way they shake their fins when they glide out of the water. Gain Wind Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Electric Eel More closely related to catfish than actual eels. Gain Electric Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Tilapia Tilapia have their own unique heiroglyph in Ancient Egypt! Gain Psychic Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Catfish Be careful, many catfish have a venomous sting. Gain Nuclear Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Rainbow Trout Like salmon, this fish spawns in freshwater but spends most of its life in saltwater. Gain Bless Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Black Bass This fish is an invasive species in Japan and is considered a nuisance. Gain Curse Evasion. Wears off if a day has passed or you gained another source of evasion. 5 Goliath Tigerfish After gaining a reputation as a maneater, it became a famous gamefish. Gain Ranged Evasion. Wears off if a day has passed or you gained another source of evasion. 10 The Guardian This creature was young when man first walked this world. Completely restores all allies' HP and SP. Can be used three times. Can only be caught once per campaign. 15 FRESHWATER FISH 128
NAME DESCRIPTION EFFECT BP REQ. Elegant Firefish Not actually on fire. Temporarily gain a WPd6 single target Fire skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 White-Blooded Fish A lack of hemoglobin makes this fish's blood white. Temporarily gain a WPd6 single target Ice skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Sailfish Widely considered to be the world's fastest swimmer. Temporarily gain a WPd6 single target Wind skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Torpedo Ray Its electric shock can reach upwards of 200 volts. Temporarily gain a WPd6 single target Electric skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Octopus Known for their intellect, they are considered the smartest invertebrate. Temporarily gain a WPd6 single target Psychic skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Surgeonfish A certain movie features a blue surgeonfish as an amnesiac. Temporarily gain a WPd6 single target Nuclear skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Angelfish Actually a freshwater fish, but it paired with the Devil Ray too well. Temporarily gain a WPd6 single target Bless skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Giant Devil Ray What are you doing with this!? It's an endangered species! Temporarily gain a WPd6 single target Curse skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 5 Samurai Crab Also called Heikigani, they are believed to be reincarnated soldiers. Temporarily gain a WPd8 single target Melee skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 8 Archer Fish Its ability to "shoot" jets of water could come in handy. Temporarily gain a WPd6 single target Ranged skill. You lose access to this skill after a day has passed or if you gain another temporary skill. 8 Hammerhead Shark The odd shape of its head gives superior binocular vision. Gain Melee Evasion. Wears off is a day has passed or you gained another source of evasion. 10 The Sea King A lord that rules over all within its aquatic domain. Completely restores all allies' HP and SP. Can be used three times. Can only be caught once per campaign. 15 SALTWATER FISH 129 CRAFTING
CRAFTING NAME EFFECT YIELD BP REQ. Solar Tomato Restores xD6 + x HP to one ally, where x is your Guts. 3 3 Mercurial Celery Restores xD6 + x HP to one ally, where x is your Proficiency. 3 3 Lunar Carrot Restores xD6 + x HP, where x is your Knowledge. 3 3 Saturnine Grapes Restores xD6 + x HP, where x is your Athleticism. 3 3 Jovial Bananas Restores xD6 + x HP, where x is your Charm. 3 3 Neptunian Potato Restores 6 HP to one ally. 5 3 Heroic Watermelon Restores 2D12 HP to all allies. 3 4 Bead Bitter Melon Restores an ally to full HP. 2 5 Pungent Mustard Revives an unconscious ally to 1 HP. 3 7 Protective Cranberries Your next three rolls to resist/overcome Ailments gain +2. 4 4 Super Berries Select a basic Ailment when you make this item. Add your WP to rolls to resist/overcome it for three rounds. 4 4 Hiranya Cabbage Ends any basic Ailment. 3 5 Barrier Corn Gain WP*2 points of Armor for three turns. Stacks with Armored Persona/Mage Armor 2 8 Wall Paprika Select a magical Affinity when you make this item. Gain a degree of resistance to it for three rounds. 1 10 Saia-Jin Broccoli Select either Melee or Ranged when you make this item. Gain a degree of resistance to it for three rounds. 1 10 Forbidden Pomegranate Effectively a cast of Tetrakarn (pg. 103). 1 8 Golden Apple Effectively a cast of Makarakarn (pg. 93). 1 8 Navy Blue Spinach Your next three Physical attacks (both weapon and skills) gain WP * 2 damage. Stacks with other effects that increase damage by WP. 2 8 Arcane Mold Your next three Magical attacks (both weapon and skills) gain WP *2 damage Stacks with other effects that increase damage by WP. 2 8 Earth Bean Effectively a cast of Charge (pg. 100). 1 10 Star Dragon Onion Effectively a cast of Concentrate (pg. 93). 1 10 GARDENING Experience nature’s generosity! With this method of Foraging, you'll be cultivating your own fruits and vegetables that each have their own unique effects! Similar to Fishing, this is simply just crafting when reduced to its most basic form, but you can feel free to add your own flair to it! EXAMPLE CROPS Perhaps certain plants only grow in certain seasons, or you need to have some kind of planter box or garden plot. Additionally, there is a yield listed for each plant; this determines how many of the plant you get per "harvest" (keep in mind that all plants are still single use). 130
CRAFTING ALCHEMY From the ashes comes the flame of knowledge! Alchemy utilizes Knowledge to produce a variety of consumables that provide offensive power. Similar to Tinkering, you might notice that some items here have a (*M) attached. For more information, refer to Coins on Page 99. NAME EFFECT BP REQ. Spell Stone Select an element when you craft this item. This item deals 1d6 of that element to a single target without rolling to hit and granting a One-More if it hits a weakness. If your WP is greater than one, you can choose to make it deal damage up to your WPd6. This increases the BP cost by one each time. 1 or x Megi-Stone Deals 1d6 Almighty damage to a single target without rolling. This should bypass armor, if the target has any. If your WP is greater than one, you can choose to make it deal damage up to your WPd6. This increases the BP cost by two each time. 2 or 2x Ma-Stone Mod A modifier on any stones being crafted. When crafting a stone, you can double the amount of BP required to make it a multi-target stone. x Koan Kaos Effectively a cast of Pulinpa (pg. 103). 2 Bad Juju Effectively a cast of Evil Touch (pg. 102). 2 Epherine Shot Effectively a cast of Taunt (pg. 102). 2 Easy Freeze Effectively a cast of Cold Snap (pg. 90). 2 Lip Zip Effectively a cast of Makajam (pg. 92). 2 Stun Gun Effectively a cast of Thunderwave (pg. 91). 2 Sharp Knife Effectively a cast of Hemorrhage (pg. 99). 2 Poison Gas Effectively a cast of Poisma (pg. 99). 2 Napalm Effectively a cast of Will o' Wisp (pg. 100). 2 Flashbang Effectively a cast of Dazzler (pg. 96). 2 Tranquilizer Shot Effectively a cast of Dormina (pg. 96). 2 Perfume/Cologne Effectively a cast of Marin Karin (pg. 95). 2 Wallbreaker (*M) Ends a Wall or any other effect that raises a targets resistances above its 'natural' level. Breaks after three uses. 5 Karn-Age (*M) Ends Makarakarn, Tetrakarn, or any effect that temporarily allows reflection. Breaks after three uses. 5 Magic Wand (*M) Select a single target skill when you craft this item. This skill must have a number of damage dice one less than your WP. This wand can be used to cast the selected skill, even if Silenced or you have forgotten the move. You can hand this to an ally to allow them to cast the skill as if it was theirs. This takes 3 * the damage dice of the skill to craft. 3x Sticky Goo Select a 25 m^2 area. Enemies lose the effect of Sukukaja or any evasion skills when in the goo. If using Tactical Movement rules, whoever walks into this area loses all their movement. Goo lasts for three turns. 2 Acid Spray If the target has any armor, it is treated as halved (rounded down) for three turns. This occurs before all other effects that would lower armor. 3 EXAMPLE ALCHEMY ITEMS 131
CRAFTING ACCESSORIZING Add some style to your character! With this method of Crafting, you'll be creating Accessories, a type of equipment (see pg. 151 for more information and additional examples). This type of crafting uses Charm. While very simple in terms of crafting, you may want to consider additional layers of detail! Perhaps this takes place at a kind of fashion store, or requires a specific set of tools. 132 NAME EFFECT BP REQ. Prismatic Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Fool. 6 Monkey Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Magician. 6 Snake Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Priestess. 6 Dog Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Empress. 6 Dragon Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Emperor. 6 Taurus Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Hierophant. 6 Gemini Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Lovers. 6 Tiger Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Chariot. 6 Libra Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Justice. 6 Virgo Hairclip Gain a bonus SXP when you spend a Downtime Slot with the Hermit. 6 Rat Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Fortune. 6 Horse Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Strength. 6 Ox Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Hanged. 6 Scorpio Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Death. 6 Sagittarius Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Temperance. 6 Capricorn Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Devil. 6 Goat Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Tower. 6 Aquarius Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Star. 6 Pisces Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Moon. 6 Leo Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with the Sun. 6 Rooster Hairclip Gain 1 bonus SXP when you spend a Downtime Slot with Judgement. 6 SOCIAL LINK ACCESSORIES
133 CRAFTING NAME EFFECT BP REQ. Inferno Vow Gain an Empowered Bloodline for Fire skills. 5 Blizzard Vow Gain an Empowered Bloodline for Ice skills. 5 Lightning Vow Gain an Empowered Bloodline for Electric skills. 5 Hurricane Vow Gain an Empowered Bloodline for Wind skills. 5 Psychosis Vow Gain an Empowered Bloodline for Psychic skills. 5 Radio Vow Gain an Empowered Bloodline for Nuclear skills. 5 Sacrament Vow Gain an Empowered Bloodline for Bless skills. 5 Disaster Vow Gain an Empowered Bloodline for Curse skills. 5 ELEMENTAL ACCESSORIES NAME EFFECT BP REQ. Hawaiian Shirt Gain a WP bonus to rolls to overcome/resist Afraid. 4 Caffeine Patch Gain a WP bonus to rolls to overcome/resist Asleep. 4 Shirt Manga Gain a WP bonus to rolls to overcome/resist Bleeding. 4 Breezy Pants Gain a WP bonus to rolls to overcome/resist Burned. 4 Tinfoil Hat Gain a WP bonus to rolls to overcome/resist Charmed. 4 Tranquil Buddha Gain a WP bonus to rolls to overcome/resist Confused. 4 Stable Gyroscope Gain a WP bonus to rolls to overcome/resist Dizzy. 4 Stress Ball Gain a WP bonus to rolls to overcome/resist Enraged. 4 Parka Gain a WP bonus to rolls to overcome/resist Frozen. 4 Rubber Soles Gain a WP bonus to rolls to overcome/resist Shocked. 4 Gas Mask Gain a WP bonus to rolls to overcome/resist Sickened. 4 Chattering Teeth Gain a WP bonus to rolls to overcome/resist Silenced. 4 AILMENT ACCESSORIES
秋 PART-TIME WORK PART-TIME WORK PCs might also be able to spend time working at a job for which they’ve been hired. Each job has a primary aspect, as well as recommended aspects. You can still work the job if you don’t meet these recommendations, but it will be harder. If you are severely deficient in recommended aspects, an employer may also refuse to hire you (at the GM’s discretion). To work at a job, a PC should make a 2d6 check, using the job’s primary aspect as a modifier. In addition to money, working will give them 1 AXP toward this aspect. However, for each point of difference between the PC’s aspects and the recommended aspects for the job, they will suffer -1 to their 2d6 check. For example, if a job recommends a Proficiency of 3 and your Proficiency is 1, you will take a -2 penalty when rolling to work. In terms of payment, here are minimum wages... • On a complete success, you will earn ¥3000 or a roughly equivalent amount of money in a relevant local currency (it would be 30 USD). • On a mixed success, you will earn ¥2500 or the equivalent in a relevant currency (25 USD). • On a failure, you will earn ¥2000 or the equivalent in a relevant currency (20 USD). Better jobs with higher recommended aspects will pay out more money in the form of a regular bonus, applied regardless of what level of success the PC achieves. For example, scoring a mixed success while working at a job with a bonus of ¥1000 will earn you ¥3500 instead of ¥2500. Again, make sure to convert amounts for any game that does not take place in Japan. For a quick, rough conversion of yen to USD, simply divide the yen amount by 100. For other types of currency, you will need to determine the conversion rate on your own. A list of potential example jobs can be found below. As always, GMs are encouraged to improvise and offer jobs that are appropriate with regards to their choice of setting. The example jobs are simply meant to be used as a baseline. JOB NAME DESCRIPTION PRIMARY ASPECT RECOMMENDED ASPECTS BONUS Dishwasher Easy, but boring. Proficiency Proficiency: 1 or more. - Fry Cook Has a 100% chance of making you salty. Guts Guts: 1 or more. - Library Helper Life among the pages. Knowledge Knowledge: 1 or more. - Retail Worker Every day, young life! Junes! Proficiency Proficiency: 2 or more. Charm: 1 or more. ¥500 Test Subject Help to advance the cause of science. Guts Guts: 2 or more. Athleticism: 1 or more. ¥500 Barista Serve coffee and chat with patrons. Charm Charm: 2 or more. Proficiency: 1 or more. ¥500 Secretary Manage the business of stuffy businessmen. Knowledge Knowledge: 3 or more. Charm: 2 or more. ¥1000 Caregiver Provide for those who can’t provide for themselves. Guts Guts: 2 or more. Charm: 2 or more. Knowledge: 1 or more. ¥1000 Lifeguard Mostly sit around, occasionally save lives. Athleticism Athleticism: 3 or more. Guts: 2 or more. ¥1000 EXAMPLE JOBS 134
135 READING READING If you wish to better yourself, there are few better ways to spend your time than by simply reading. To make reading available, simply provide the PCs with a place to purchase or rent books. Reading is essentially the same as training. Each book is associated with a particular aspect. When you are reading a book, you must train the aspect that is associated with the book. However, you will earn a single extra AXP no matter your roll result (for example, if you roll a complete success you gain 4 AXP instead of just 3). However, books come with a few drawbacks. Firstly, each book has a limited number of uses. This is denoted by their “length” numbers. For example, a book with a length of 3 can be used for Reading three times before the PC has finished it. A finished book does not disappear. It can be reread, but this action confers no additional AXP. GMs might offer programs which rebuy books at a fraction of the original price (maybe one fourth). Or, if the PCs take books out from a library, they may have a limited time to finish a book before it must be returned. Secondly, books have certain requirements. Unlike with part-time jobs, if you do not meet the aspect requirements for a book, you cannot gain the benefit from it at all. Many books will require you to have a sufficient Knowledge aspect before they can be fully enjoyed. There are further options; the GM might also employ single-use brochures or magazines which do not give bonus AXP, but instead point PCs toward potential story hooks, new locations, or Social Links. Or, if they are so inclined, the GM can reflavor books entirely by turning them into DVDs, video games, or anything else they desire. If this is done, the GM might also change requirements. For example, a game might require Proficiency rather than Knowledge. A movie might require Guts or Charm, and so on. NAME DESCRIPTION ASPECT REQUIREMENT LENGTH PRICE Fist of the Gourd Star A manga that will make you want to beat people up. Athleticism None 1 ¥300 World of Terror A gripping Lovecraftian manga. Guts None 1 ¥400 Geomorphs A novel about teens who can turn into rocks. Charm None 2 ¥700 Fish! If Optional Rule: Fishing Aspect is being used, this book provides 2 Fishing XP when it is read. Fishing None 2 ¥800 The Hobgobbit A novel depicting the journey of a reluctant half-goblin. Charm Knowledge of 1 or more 2 ¥1000 Untying Every Knot A dense book about tying and untying knots. Proficiency Knowledge of 2 or more 2 ¥1000 The Philiad The epic tale of a man named Phil. Knowledge Knowledge of 2 or more 3 ¥1200 The Happenstance A horror novel that’s long and difficult to follow at times. Guts Knowledge of 3 or more 4 ¥1600 Violation and Discipline Foreign literature. A dense read. Knowledge Knowledge of 3 or more 5 ¥2000 EXAMPLE BOOKS
VENUES Player characters can visit venues to exchange a bit of money for a bit of extra aspect experience. Venues can also provide an opportunity for role-playing! Let’s take a look at an example venue; the Full Moon Café. FULL MOON CAFÉ A cajun restaurant which also serves coffee, where intellectuals come to chat. Each venue generally has at least three “services” or items on offer. Once a PC has spent money to purchase a service, they must spend some time enjoying it in order to gain the effect. They can either train an aspect or hang out with a friend while enjoying their service. Or, if they are so inclined, they can do nothing but let the time pass. They then gain the bonus from the service they purchased, as well as whatever experience is granted to them by their chosen downtime move. Going to a venue while making another downtime move is considered a split action. You may only perform one other type of downtime move while you are splitting your action (you may not, for example, train an aspect, hang out with a friend, and enjoy a service all at the same time). With a bit of imagination, venues can also offer custom services. Let’s take a look at a potential custom service for our example venue. THE JUMBO GUMBO BOWL CHALLENGE For whatever reason, this eating challenge will make you a better person. Pay ¥3000 for a Jumbo Gumbo Bowl; if you can eat the whole thing in thirty minutes it’s free! This challenge requires Athleticism to overcome the onslaught of meat, Proficiency to set the proper pace, Guts for the courage to keep eating, and Knowledge to understand your limits. VENUES A PC attempting the challenge must make four checks, each using a different one of the specified aspects. This is a difficult challenge; a PC must get at least two complete successes out of their four rolls in order to pass it. If they roll a failure at any point, the challenge is automatically lost. If desired, Luck and/or Wildcards can be used to lay the path to victory. Even if you fail, you will gain one AXP for each of these four aspects (Athleticism, Proficiency, Guts, and Knowledge). If you succeed, though, you instead gain seven AXP (one for each, and three extra that can go wherever you’d like amongst the four) - and again, if you succeed your meal is on the house! Here are a few more example venues, which can be used a baseline for improvisation. HUNGER PIT “I am loving this.” Purveyors of the world-famous Paradise Burger. Now featuring Burg Sticks. CITADEL ARCADE A popular spot with tons of classic arcade games. WORK HARDER A serious gym with sweaty people and awesome workout music. 136 SERVICE NAME BONUS COST Basic Dark Roast 1 Knowledge AXP ¥400 Latte Combo 2 Knowledge AXP ¥800 Special Jambalaya 3 Knowledge AXP ¥1500 SERVICE NAME BONUS COST Bacon Pellets 1 Guts AXP ¥200 Burg Sticks 2 Guts AXP ¥600 Paradise Burger 3 Guts AXP ¥1000 SERVICE NAME BONUS COST Prize Machines 1 Proficiency AXP ¥300 Air Hockey 2 Proficiency AXP ¥900 Night of Ultimate Zombification 3 Proficiency AXP ¥1300 SERVICE NAME BONUS COST Neophyte Workout 1 Athletics AXP ¥400 Zumba Class 2 Athletics AXP ¥1000 Personal Training Session 3 Athletics AXP ¥1600
SOCIAL LINKS SXP A third and final measure of experience, SXP (Social Link Experience Points) measure how close you are to a given S. Link. Each S. Link has five ranks. They always start at Rank 0 when someone is first met. Like Aspects, when you gain enough SXP to improve a Link, the Link automatically improves and the SXP is reset to zero (although if you go over the threshold, you can keep any SXP that is leftover). SXP COSTS TO IMPROVE AN S. LINK • Going from 0 to 1: 3 SXP. • Going from 1 to 2: 6 SXP. • Going from 2 to 3: 9 SXP. • Going from 3 to 4: 10 SXP. • Going from 4 to 5: 10 SXP. BONUSES The real reason to pursue S. Links is that they give bonuses. When PCs reach levels one, three, and five with an S. Link, they will gain unique bonuses. These can be anything the GM wants, from increased stats to unique moves. The following page includes some example bonuses, along with some more detailed examples. On a similar note, if you are creating S. Link bonuses from scratch rather than using the examples, you might not reveal the bonuses immediately after a new rank is achieved. It’s fine to wait and see what ranks the PCs get before thinking of appropriate bonuses; you don’t have to burn yourself out by writing all of them at once. The PCs will understand if they have to wait a session before they get their shiny new bonus. Social Links (abbreviated as S. Links) are a literal representation of the power of friendship. Certain important people in your campaign should be linked to Arcana; the ones that were not chosen by your players. These people are known as Social Links, and spending time with them is vital. Nobody acts alone - everyone needs a support network. SIGNS OF LOVE When you introduce S. Links to your characters, avoid making them faceless. Give your players something to latch onto; a great name, a powerful personality, an interesting image, a weird trait, or any combination of these things. You should also consider acting out scenes as the S. Link, particularly when a PC is spending time with them. You don’t need to do a scene every single time the characters hang out. As a rule of thumb, however, try to do them when an S. Link moves to a new rank. These short scenes can be used to tell the story of an S. Link, to prompt a PC to roleplay an interesting scene, or for anything else the GM might desire. If you run out of Major Arcana to use for S. Links, try branching out. Tarot Cards also contain Minor Arcana which could be used; each Suit (Wands, Cups, Coins, Swords) has cards numbered 1-10 as well as a page, a knight, a king, and a queen. Similar to the Major Arcana, every card in the Minor Arcana has its own meaning and interpretation. Older Persona games sometimes used zodiac signs (Leo, Gemini, etc.) as Arcana. There is no shortage of potential material; all that’s required is a bit of imagination on the GM’s part. 137
I - MAGICIAN With a will to create, Social Links of the Magician tend to have a will to manifest their dreams. Whether it be an excitable peer, a starving artist, or a brilliant renaissance person, they try to find a way to turn the magic in their head into something within this world. SIMPLE BONUSES: I: Gain 1 Max SP. III: Gain the Magician move "Outlet". V: Gain the Magician move "Counterspell". INTERMEDIATE BONUSES: I: Gain the Magician move "Passionate". III: Gain an additional BP whenever you spend time crafting. V: Gain a degree of resistance to Fire. ADVANCED BONUSES: I: You can add half your rank in this Social Link (rounded down; minimum one) to all crafting rolls. III: Gain the Magician move "Elemental Bloodline". V: You can drop the damage dice of a skill by one die to change how many targets it hits, with an order of single, all, 1~4. For example, the move Maragidyne (3d6, all targets) can be changed to deal 2d6 damage to 1~4 random targets. EXAMPLE S. LINKS The following is a list of suggested S. Link bonuses for five Arcana. These five are solid benchmarks for other Arcana, so consider using something similar for those that are not listed! Additionally, there are three versions of each bonus listed, allowing you to really customize how your players will benefit from these interactions. All in all, get creative with it! 0 - FOOL Social Links of the Fool are a perfect catch-all. With limitless possibilities, there's always room for creativity with these links. Perhaps they're a teacher or a coach, maybe a parent or a younger sibling. Whatever you choose, they may have a sense of innocence or naivete, making them seek out something greater. SIMPLE BONUSES: I: Gain 1 Max SP. III: Gain the Fool move "Open Minded". V: Gain the Fool move "Unorthodox". INTERMEDIATE BONUSES: I: Gain a Starting Move from outside of your Suit. III: Gain a Suit Move from outside your Suit. V: Gain the Fool move "Prismatic Bloodline". ADVANCED BONUSES: I: When you hang out with this Social Link, you can choose to swap out any Suit Move you know for another you could know (same Suit, same Level). III: When you invoke the bonus from the first rank, you can now also change the Suit of the Move you are swapping out. You can only have a number of WP Moves from outside your Suit this way. V: Whenever you would be able to gain a CrossSuit Move through leveling up, gain a second Suit Move. Apply retroactively. SOCIAL LINKS 138
SOCIAL LINKS VII - CHARIOT Where there's a will, there's a way! Social Links of the Chariot are eager to achieve their goals; this person could be an athlete, an ambitious peer, or a go-getter. They are always ready to show their willpower, their resolve unmatched by any. SIMPLE BONUSES: I: Gain 3 Max HP. III: Gain the Chariot move "Triumph". V: Gain the Chariot move "Galactic Punt". INTERMEDIATE BONUSES: I: Gain the Chariot move "Glory". III: Add half your WP (rounded down, minimum one) to all weapon attacks. V: Once per encounter, if you would lose your turn due to an ailment, you instead act normally. ADVANCED BONUSES (NO TACTICAL MOVEMENT): I: Add this Social Link's rank to weapon attacks done against targets with max HP. III: Once per encounter, you can choose to go first for a single round, regardless of Initiative. V: Once per round, you can gain a One-More if you land the final blow on an enemy. ADVANCED BONUSES (TACTICAL MOVEMENT): I: Gain Movement equal to half your rank in this Social Link (rounding down; minimum one). III: Add an additional point of damage for every square you move prior to attacking. V: If you use all of your Movement on your turn, all attacks against you suffer a -1 penalty until your next turn. VI - LOVERS Despite what the name suggests, Social Links of the Lovers don't necessarily need to be romantic! Love can take on all sorts of forms, such as in someone like a supportive peer, a cheerleader, or someone with lots of friends. No matter what kind of love it may be, it definitely helps heal the soul. SIMPLE BONUSES: I: Gain 3 Max HP. III: Gain the Lovers move "Recognition". V: Gain the Lovers move "Harisen Recovery". INTERMEDIATE BONUSES: I: Gain the Lovers move "Lasting Impression". III: You can add this Social Link's rank to the amount of HP restored from healing moves. V: Gain the move "Mediarama" if you don't have it. If you do, add your WP to the amount healed (stacks with the Tier III bonus). ADVANCED BONUSES: I: When you first meet a new Social Link, add SXP equal to half this Social Link's rank, rounding down. III: Gain the Lovers move "Kudos". V: For every maxed out Social Link (Rank V), gain 3 Max HP and 1 Max SP. 139
OTHER BONUSES As a GM, you might be wanting to go more indepth with your bonuses. It’s a fantastic idea! A great bonus should feel unique to the character in question and really make your players glad they invested the time. Say you have an S. Link who sells guns to the PCs. You could give them a Shooting Range bonus, giving the players an extra SXP each time they use the range to train their Proficiency. A martial artist could have a dojo which does the same thing for Athleticism, and both of these ideas can lead to some fun role-playing. You can go even more in-depth; let’s say a PC is having fun with the Move Pleasing Tea. You could introduce an S. Link who teaches them and lets them use their brewery, increasing the effectiveness of the Move. You can and should do anything you want with S. Link bonuses; the only caveat being that you shouldn’t just give the PCs a straight-up bonus to one of their Persona Stats or Aspects. These kinds of bonuses are too highly coveted, too sought after via other means, to be given away. XVIII - MOON Night brings forth thoughts not seen in the day. Social Links of the Moon tend to have an internal struggle, keeping these conflicts to themselves among the shadows (whether that be literal or figurative). Perhaps they're a thoughtful yet witty peer, a night owl, or even an adorer of shellfish. SIMPLE BONUSES: I: Gain 1 Max SP. III: Gain the Moon move "Con Artist". V: Gain the Moon move "Masquerade". INTERMEDIATE BONUSES: I: Gain the Moon move "Nose for Trouble". III: Once per day, you can make a LUC check after defeating a Shadow. On a complete success, you gain the "Your Money or Your Life" item associated with the Shadow. V: Gain a degree of resistance against Psychic. ADVANCED BONUSES: I: You can use the Moon move "Phantom Trickery" a number of times equal to half this Social Link's rank, rounded down. III: When you use "Phantom Trickery", you also gain the additional uses from "Master of Veils". V: Once per day, if you use "Phantom Trickery" to Down an enemy, you immediately get a One-More. SOCIAL LINKS 140
AUTUMN 141 秋 XXI - WORLD By now, you may have noticed the absence of the 22nd Arcana from both player Arcana and S. Links. The World represents finality, completion and, in literal senses, the world. It is too powerful and interesting to be held by just one player. It would put that player on a pedestal and make the others feel slightly lesser. So where does The World fit in? That’s up to the GM. You might draw inspiration for your World from this page or come up with something totally unique. Whatever you do, try to demonstrate the awe and grandeur of the final Major Arcana while still allowing for players to express themselves. be a good candidate for this. AS AN ENEMY The World can certainly make for a powerful and intimidating enemy. Maybe it’s another Persona user. Maybe it’s some sort of hive mind which controls the Shadows. Just try to keep things in the realm of possibility. AS... THE WORLD? What if The World literally represented the world? If the popularity of the group factors into their operations (as it does in Persona 5), then maybe The World literally represents their bond with the rest of the population. In this case, the GM should raise and lower the level of the S. Link as appropriate, even sending it into the negatives. Then, the players should use the level of the S. Link as a modifier when they’re interacting with the general public. AS AN S. LINK Perhaps The World could be a leader, or someone who organizes the rest of the group, but is unable to actually fight Shadows. Alternatively, The World could represent the overall bond between the group as a whole. Most Persona games have a unique S. Link which increases in level as the team as a whole works together more and more; The World would 世 界
AUTUMN 秋 JAPANESE CULTURE 142 HOMEROOM Japanese students don’t move from class to class the way you might be used to. Instead, the teachers are the ones expected to travel between rooms. Students are only expected to leave their homeroom for classes which require a separate room (such as P.E.). Students even usually eat lunch in their homeroom, often with a bento box. They are, however, free to roam during lunch provided they don’t leave school grounds. They might find themselves on a bench outside the school or even on the roof, removed from the hustle and bustle. This homeroom setup can lead to tightly-knit or cliquey groups. Even in small schools, some students will simply never meet one another due to luck of the draw. The homeroom teacher for a class will sometimes move up in years along with their class, meaning students have the same teacher for the entire three years they spend in high school (although they still have other teachers to teach them other subjects). CHANGING SEASONS When playing in a Japanese school environment, there are several cultural changes to keep in mind in terms of the overall setup of the school year. For example, the year begins in spring rather than fall. A typical school year begins in April. It continues to the end of July, when the students get a single month off for summer break. Then it goes from September to December. At the end of December, students get a twoweek winter break. The final section or trimester of the school year goes from mid-January to mid-March. At the end of the school year, students get a spring vacation which lasts about a month. Then in mid-April, classes start over again. Work weeks in Japan are six days instead of five, and this extends to the school system. The work week begins on Monday morning and ends on Saturday evening. Sunday is the single day off. A table of important holidays can be found below. GMs are encouraged to research holidays they are unfamiliar with, as a full explanation of each holiday is beyond the scope of this book. The differences between Japanese culture and “western” culture are vast. Several of them you are likely already familiar with. While it isn’t extensive, this page lists some major differences (with a focus on school). GMs are encouraged to research Japanese culture further using other resources. HOLIDAY NAME DATE Shogatsu (New Year) January 1 Coming of Age Day; Third Term begins 2nd Monday of January National Foundation Day February 11 Valentine’s Day February 14 White Day March 14 Spring break begins; School Year ends; 3rd Saturday of March Spring break ends; School Year begins 2nd Monday of April Showa Day (Golden Week) April 29 Constitution Day May 3 Greenery Day May 4 Children’s Day May 5 Tanabata (Star Festival) July 7 Summer break begins; First Term ends Last Saturday of July Summer break ends; Second Term begins Last Monday of August Respect for the Aged Day 3rd Monday of September Health and Sports Day October 10 Culture Day November 3 Christmas; Second Term ends December 25 高 校
秋 143 ITEMS When venturing into the depths of the Shadow World, you are not advised to rely solely on the strength of your Persona. There will be times when you must rely on items and equipment. These tools can be very important to the survival of the group. Each item has a name and an effect, even if the effect is only narrative. A cost is also listed in yen (Japan’s official currency, 100 yen ≈ 1 USD). A location is listed telling the place this item is normally retrieved from. Some items are restricted to certain seasons. This is a list of suggestions; ultimately the name, effect, cost, location, and overall existence of any item is up to the GM. Sometimes items will become obsolete. It shouldn’t be expected that low level healing items and weapons will sustain the team at higher levels. If you wish to sell items they will generally be accepted at 1/5 the price they are normally sold for (due to buyback prices and market shifts). By the same token, players shouldn’t even have access to powerful items until they reach an appropriate level, as determined by the GM. This might not be realistic, but it will ultimately lead to a more balanced and rewarding game. There are two types of items: consumables and equipment. Consumables can only be used once, and then they are gone. Equipment can be used again and again. Generally speaking, HP, Status, SP, Battle, and Food items are consumable, while everything else is equipment. GMs should think carefully before deciding to include purchasable healing items. The players should mostly rely on healing spells, unless their group has no healer. As an alternative, you might consider including Special Food items, which are far more costly and harder to discover (maybe a potential S. Link is a five-star chef?). HP ITEMS NAME EFFECT COST SUGGESTED LOCATION Devil Fruit Restores 4 HP to one ally. ¥100 The Shadow World Adhesive Bandage Restores 4 HP to one ally. ¥120 Drug Store Medicine Restores 10 HP to one ally. ¥850 Drug Store Medical Powder Restores 20 HP to one ally. ¥1,600 Drug Store Antibiotic Gel Restores 40 HP to one ally. ¥3,400 Drug Store Life Stone Restores 30% of an ally’s HP. ¥300 The Shadow World Bead Completely heals one ally’s HP. ¥1,000 The Shadow World Value Medicine Restores 10 HP to all allies. ¥1,900 Drug Store Medical Kit Restores 20 HP to all allies. ¥3,600 Drug Store Macca Leaf Restores 40 HP to all allies. ¥8,400 Drug Store Bead Chain Completely heals all allies’ HP. ¥2,000 The Shadow World 項目リスト
NAME EFFECT COST SUGGESTED LOCATION Dis-Poison Cures Sickened for one ally. ¥350 Drug Store Detox Solution Cures Sickened for all allies. ¥600 Drug Store Sedative Cures Afraid, Confused, and Enraged for one ally. ¥450 Drug Store Me Patra Gem Cures Afraid, Confused, and Enraged for all allies. ¥700 Drug Store Stimulant Cures Shocked and Downed for one ally. ¥450 Drug Store Mouthwash Cures Silenced for one ally. ¥450 Drug Store Dis-Charm Cures Charmed for one ally. ¥450 Drug Store Amrita Soda Cures all Status Ailments for one ally. ¥1,000 The Shadow World Amrita Shower Cures all Status Ailments for all allies. ¥2,000 The Shadow World NAME EFFECT COST SUGGESTED LOCATION Bead of Life Completely heals one ally’s HP and SP. ¥1,750 The Shadow World Soma Completely heals all allies’ HP and SP. ¥3,750 The Shadow World Revival Bead Revives an ally and restores 50% of their HP ¥3,600 The Shadow World Balm of Life Revives an ally and completely restores their HP. ¥8,400 The Shadow World Chakra Chain Revives all allies and completely restores their HP and SP. ¥16,000 The Shadow World NAME EFFECT COST SUGGESTED LOCATION Soul Drop Restores 1 SP to one ally. ¥50 The Shadow World Snuff Soul Restores 3 SP to one ally. ¥400 The Shadow World Chewing Soul Restores 5 SP to one ally. ¥800 The Shadow World Chakra Pot Completely heals one ally’s SP. ¥1,000 The Shadow World Great Chakra Completely heals all allies’ SP. ¥2,000 The Shadow World ITEMS 144 SP ITEMS REVIVAL ITEMS AILMENT ITEMS
NAME EFFECT COST SUGGESTED LOCATION Fried Bread Bread fried to get that perfect crispy texture. ¥90 Bakery Jam Bread Just some toast with bread. ¥120 Bakery Sandwich Lettuce and cheese in between two fluffy slices of bread. ¥200 Bakery Fruit Danish A fall-time fruity danish. ¥200 Bakery, Fall Autumn Bread Bread with carrots and chestnuts baked into it. ¥800 Bakery, Fall Coffee A regular cup of joe. ¥130 Café Starvicks The world’s first spicy coffee! ¥150 Café Earl Green A blend of Western and Eastern teas. ¥130 Café Wasabi Candy Candy so good it hurts. ¥1,000 Candy Shop Large Candy A golfball-sized jawbreaker. ¥1,000 Candy Shop Protein Powder used for training. ¥2,000 Drug Store Mega Protein Increases buffness by 200%. ¥4,500 Drug Store Karaage Deep fried chicken. Delicious! ¥120 Food Stall Croquette Breaded and fried fish rounds. ¥400 General Store Vegan Croquette A variant made with potatoes. ¥400 General Store Grilled Croquette A croquette with grilled steak. ¥300 General Store Lunch Bento Box A typical commercial bento box. ¥900 General Store NAME EFFECT COST SUGGESTED LOCATION Demon Meat Restores 20 HP to one ally. Causes Sickened. ¥20 The Shadow World Aphrodite’s Fruit Restores 20 HP to one ally. Causes Charmed. ¥20 The Shadow World Odd Morsel Restores 20 HP to one ally. Causes Afraid. ¥20 The Shadow World Rancid Gravy Restores 20 HP to one ally. Causes Silenced. ¥20 The Shadow World Old Mushrooms Restores 20 HP to one ally. Causes Confused. ¥20 The Shadow World Muscle Drink Restores 20 HP to one ally. Causes Enraged. ¥100 Drug Store 145 ITEMS WEIRD HP ITEMS FOOD ITEMS
NAME EFFECT COST SUGGESTED LOCATION Experimental Gum A gum stick that’s a bit... off. ¥100 General Store Venus Salad A salad fit for a deity. ¥300 General Store Squid Pack A pack filled with tasty barbecued squid. ¥2000 General Store Mixed Nuts A bag of tasty roasted nuts. ¥2800 General Store Quelorie Magic A healthy diet soda. ¥400 Health Food Store Diet Food Low in both calories and nutrition. ¥1,000 Health Food Store Spring Fruit Pack A pack of tasty, fruity treats. ¥1,200 Health Food Store, Spring Homemade Bento A bento packed with love. ¥500 Home Sacramental Wine Used during ceremonies. ¥2,000 Place of Worship Appetizer Sampler A plate of house appetizers. ¥500 Pub French Fries A salty, potato-ey treat. ¥200 Pub Burger Just a simple hamburger. ¥480 Pub Veggie Burger A burger for vegetarians. ¥500 Pub Earth Burger Special mushroom burger. ¥780 Pub, Spring Heavy Soup Soup made with a fatty stock. ¥1,000 Ramen Shop Soothing Soba Cold Chinese noodles. ¥800 Ramen Shop, Summer Special Oden A dish that will warm your soul. ¥800 Ramen Shop, Winter Shish-Kebab A basic shish-kebab. ¥160 Steak Shop Steak Skewer A kabob with steak. ¥1,000 Steak Shop Secret Skewer A delicious kabob from the secret menu. ¥2,500 Steak Shop Katsu Bun A simple steamed bun. ¥2,000 Traditional Restaurant Manjū An anko-filled confection. ¥200 Traditional Restaurant Dango 3-5 sweet skewered dumplings. ¥200 Traditional Restaurant Hanami Dango A dango usually made for Sakura-viewing. ¥800 Traditional Restaurant, Spring Smash Orange A refreshing citrus beverage. ¥130 Vending Machine Manta Makes you want to dance. ¥130 Vending Machine Nastea Unexpectedly great taste. ¥130 Vending Machine 1UP Coveted by old-school gamers. ¥130 Vending Machine Durian-au-lait Made from the king of fruits. ¥130 Vending Machine Joylent Unsettlingly delicious. ¥130 Vending Machine ITEMS 146 FOOD ITEMS, COTD.
147 ITEMS FOOD ITEMS, COTD. SPECIAL FOOD ITEMS NAME EFFECT COST SUGGESTED LOCATION Mad Bull Practically caffeine in a can. ¥130 Vending Machine Dr. Salt Classic The classic peppery drink. ¥130 Vending Machine Dr. Salt NEO Now with more pepper! ¥130 Vending Machine TaP Soda Old-fashioned fizzy beverage. ¥130 Vending Machine Chunky Potage You’ll never drink all the kernels. ¥130 Vending Machine Ultimate Amazake Made from fermented rice. ¥130 Vending Machine NAME EFFECT COST SUGGESTED LOCATION Cream Puff A pastry with a creamy filling. Restores 10 HP to one ally. ¥2,000 Bakery Donut A ring-shaped pastry. Restores 4 HP to one ally. ¥1,000 Bakery Taiyaki A fish-shaped cake. Restores 15 HP to one ally. ¥3,000 Bakery Specialty Coffee A special secret blend. Restores 1 SP to one ally. ¥1,400 Café Master Coffee A blend passed through generations. Restores 3 SP to one ally. ¥3,100 Café Heart-Shaped Box of Chocolates The perfect gift for White Day. Restores 1 SP to all allies. ¥6,000 Candy Shop Skipjack Tuna A reclusive fish. Completely heals all allies’ HP. ¥8,000 Fishing, caught at night in saltwater Huge Fish A huge and tough fish. Completely heals all allies’ HP. ¥2,000 Fishing, can be caught anywhere Trout An active fish. Restores 20 HP to one ally. ¥500 Fishing, caught in freshwater Masu Salmon A slimy fish. Restores 10 HP to one ally. ¥400 Fishing, caught in freshwater Ayu A bright fish. Restores 5 HP to one ally. ¥300 Fishing, caught in saltwater Ranchu Goldfish A cute fish. Restores 2 HP to one ally. ¥100 Fishing, caught in freshwater Boss Fish A bitter rival. Completely heals all allies’ HP and SP. Can be used three times. Priceless Fishing, only one per campaign Beni-Azuma A roasted sweet potato. Restores 4 HP to one ally. ¥900 Food Stall
NAME EFFECT COST SUGGESTED LOCATION Rural Apartment A modest apartment in a suburb or small town. ~ ¥50,000 / month Town, Suburb City Apartment A studio apartment in a highlytrafficked inner city ~ ¥120,000 / month City Normal House A standard, cozy home. ~ ¥100,000,000 Town, Suburb Big House A well-built and sizable house. ~ ¥400,000,000 Town, Suburb Lovely Mansion A lavish estate building. ~ ¥3,000,000,000 Town, Suburb Goyogo Zoomplus A cheap but reliable car. ¥15,000,000 Car Dealership Scrapcuest SUV A tough car for the entire team. ¥20,000,000 Car Dealership Ubergoer A flashy foreign sports car. ¥100,000,000 Car Dealership CRT Television A heavy and outdated monitor. ¥4,000 Department Store Junesovision A discount flat-screen TV. ¥25,000 Department Store Megasonic Monitor A huge, gorgeous TV. ¥60,000 Department Store Working Laptop A computer for businessmen. ¥30,000 Department Store Gaming Computer A computer for elite gamers. ¥120,000 Department Store Zoni Gamerealm 4 A powerful gaming console. ¥40,000 Department Store Furtado Shifter Can be played on the go! ¥20,000 Department Store Normal Garment An ordinary piece of clothing. ~ ¥2,000 Department Store Fashion Garment Keeps you trendy. ~ ¥5,000 Department Store Matinee Ticket A pass for an afternoon movie. ¥600 Movie Theater Movie Ticket A pass for an evening movie. ¥1,100 Movie Theater NAME EFFECT COST SUGGESTED LOCATION Hot Dog A hot sausage in a bun. Restores 6 HP to one ally. ¥1300 Food Stall Specialty Curry Amazing secret curry. Restores 1 SP to all allies. ¥5,000 Foreign Restaurant Masterwork Curry The best curry you’ll ever taste. Restores 3 SP to all allies. ¥10,000 Foreign Restaurant Water of Rebirth Water with placenta in it. Restores 1 SP to one ally. ¥2,000 Vending Machine ITEMS 148 SPECIAL FOOD ITEMS, COTD. LIFESTYLE ITEMS If you’re in America, a quick way to convert yen to USD is to divide it by 100. It might not be totally accurate, but it’s a decent estimate! Tanaka
NAME EFFECT COST SUGGESTED LOCATION Agi Stone Causes 1D6 Fire damage to one enemy. ¥200 The Shadow World Maragi Stone Causes 1D6 Fire damage to all enemies ¥340 The Shadow World Bufu Stone Causes 1D6 Ice damage to one enemy. ¥200 The Shadow World Mabufu Stone Causes 1D6 Ice damage to all enemies. ¥340 The Shadow World Zio Stone Causes 1D6 Lightning damage to one enemy. ¥200 The Shadow World NAME EFFECT COST SUGGESTED LOCATION Purifying Water Removes all enemy buffs. ¥1,600 Place of Worship Knockout Gas Causes one enemy to fall Asleep. ¥500 Gun Shop Nerve Gas Causes one enemy to become Shocked. ¥500 Gun Shop Poison Gas Causes one enemy to become Sickened. ¥500 Gun Shop NAME EFFECT COST SUGGESTED LOCATION Magic Ointment Forms a magical barrier that blocks one magical attack for each active Persona-wielder. ¥3,200 The Shadow World Magic Mirror As with Magical Ointment, but repels the attack instead. ¥6,400 The Shadow World Physical Ointment Forms a magical barrier that blocks one Phys/Rnge attack for each active persona user. ¥3,200 The Shadow World Attack Mirror As with Physical Ointment, but repels the attack instead. ¥6,400 The Shadow World Excalibur Same effect as Matarukaja. ¥3,200 Vending Machine Aegis Same effect as Marakukaja. ¥3,200 Vending Machine Hermes’ Shoes Same effect as Masukukaja. ¥3,200 Vending Machine Purifying Salt Cures all debuffs for all allies. ¥1,600 Place of Worship Goho-M Teleports the party home from a dungeon. Mysterious in nature. ¥3,500 Department Store 149 ITEMS SUPPORT ITEMS DEBUFFING ITEMS OFFENSIVE ITEMS
NAME EFFECT COST LOCATION Mazio Stone Causes 1D6 Lightning damage to all enemies. ¥340 The Shadow World Garu Stone Causes 1D6 Wind damage to one enemy. ¥200 The Shadow World Magaru Stone Causes 1D6 Wind damage to all enemies. ¥340 The Shadow World Psi Stone Causes 1D6 Psychic damage to one enemy. ¥200 The Shadow World Mapsi Stone Causes 1D6 Psychic damage to all enemies. ¥340 The Shadow World Frei Stone Causes 1D6 Nuclear damage to one enemy. ¥200 The Shadow World Mafrei Stone Causes 1D6 Nuclear damage to all enemies. ¥340 The Shadow World Kouha Stone Causes 1D6 Bless damage to one enemy. ¥200 The Shadow World Makouha Stone Causes 1D6 Bless damage to all enemies. ¥340 The Shadow World Eiha Stone Causes 1D6 Curse damage to one enemy. ¥200 The Shadow World Maeiha Stone Causes 1D6 Curse damage to all enemies. ¥340 The Shadow World Needle Stone Causes 1D6 Ranged damage to one enemy. ¥200 The Shadow World Megido Stone Causes 2D6 Almighty damage to all enemies. ¥3,300 The Shadow World Sacramental Bread Has the same effect as the move Hama. Gives a bonus of +2 to the MAG roll. ¥2,000 Place of Worship Straw Doll Has the same effect as the move Mudo. Gives a bonus of +2 to the MAG roll. ¥2,000 The Shadow World ITEMS 150 OFFENSIVE ITEMS, COTD.