51 ARCANA: PRIESTESS DREAM JOURNAL You keep a record of your nightly adventures so you can meditate on and remember them. When you take a long rest, you gain a point of AXP for a random aspect. When you choose to spend time taking a nap instead of pursuing other downtime options, you gain the following benefits: • A point of AXP for an aspect of your choice. • An Arcana Point. • Temporary HP equal to your highest Aspect x4. ETERNAL REST When you use any single-target skill on an opponent who is Asleep, the following things happen: • Your damage dice explode and you add an extra die to your attack. • All other sleeping enemies take half the damage dealt (rounded down). • All other sleeping enemies are NOT awakened. • If the target of your attack survives, they wake up and become Enraged. ETHEREAL BLOODLINE You gain an Empowered Bloodline for Ice, Wind, Psychic, and Nuclear. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. If you roll a complete success, inflict Asleep on a target that was hit. SPIRIT INFUSION You gain the Cups suit move “Pleasing Tea” regardless of your suit. When using Pleasing Tea, you can choose to spend an Arcana Point to infuse the drink. Those who drink the infused tea gain an Arcana Point. This CAN go over the normal three point limit. You cannot have more than one infused tea at a time. Additionally, if you are in the Cups suits, the tea restores one more SP than it normally would. PASSIVE ANALYSIS Once per battle, at the start of your turn, choose one enemy and one damage type. The GM should tell you the chosen enemy’s affinity with that damage type. When invoking this move, you can choose to spend an Arcana Point. If you do, you do not pick a damage type, but instead learn the weakness of the enemy. If the enemy has no weakness, this skill is refunded. Any enemy who has been the target of Passive Analysis inflicts -WP damage to Priestess and their teammates. DELVING THE UNCONSCIOUS Select two of the following aspects: Knowledge, Charm, or Proficiency. When training the selected aspects, gain an additional AXP. If you also have Dream Journal, gain an additional AXP whenever you gain AXP in a selected aspect from Dream Journal.
ARCANA: EMPRESS 52 DEFAULT AFFINITIES Major: Psychic Minor: Ranged and Wind Weakness: Fire EXPERIENCE TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Nurture and support someone who needs help. • Gain material abundance in something other than cash. • Take time to cultivate another’s talents. • Have trouble letting go of your peers’ opinions. • Find beauty in unexpected things and places. STARTING MOVE: WILD HUNT - 1 ARCANA POINT At the start of combat, you can spend an Arcana Point to declare a Wild Hunt. While Wild Hunt is active, you and your team gain the following effects: • Whenever an enemy is defeated, whoever landed the killing blow recovers SP equal to the enemy’s TL. • Whenever you (the Empress) attack an enemy, you can choose to mark them. All allies gain +1 in to-hit checks until the start of your next turn. • The enemy that attacked cannot use defenses against your next attack (including their native resistances and TL). • (If using tactical combat) All allies gain range on all attacks equal to your WP. EMPRESS ANY-LEVEL MOVES • Mother’s Grief • Nature’s Revolt • Fruits of Love • Bullseye • Plenty • Hunt’s Mistress • Nurture MOTHER’S GRIEF - 1 ARCANA POINT When an ally is hit by an attack, you can spend an Arcana Point to invoke this skill. The enemy that attacked cannot use defenses against your next attack (including their native affinities). If you have the move Backstab, you can Backstab them with your next attack, even if they do not have an ailment. If an enemy is backstabbed while an ailment is active, they will not lose the ailment. III - EMPRESS “The royal purple is the noblest shroud.” - Theodora DEFAULT SUIT Coins STARTING STATS HP 17, SP 3 STR 0, AGI 2, END 0, MAG 0, LUC 1 女 帝
53 ARCANA: EMPRESS NURTURE Any ally that trains with you gains an additional AXP for an aspect of choice, regardless of the aspect being trained. NATURE’S REVOLT - 1 ARCANA POINT As an action, you can call for the plants, animals, and/or land to aid you in battle. All enemies you are facing take WPd4 damage. For three rounds, they must subtract 2 from to-hit checks. They are viable backstab targets during this time, but doing so will prematurely end the penalty for to-hit checks. If using tactical movement, they also cannot move. Backstabs will negate this handicap. Note that certain bosses may be immune to this effect. FRUITS OF LOVE Whenever you take time to enjoy luxurious indulgences or artistic expression, gain an Arcana Point. If you do so with an ally and it reveals some aspect of their goals or desires to themselves, they can also gain an Arcana Point. BULLSEYE When you exploit an enemy’s weakness, you may invoke this move. Roll 2d6 without modifiers. On a complete success, gain an Arcana Point. For each 6 you rolled on damage dice, add an additional die. PLENTY Immediately after a fight, you can declare a small celebration. This can be a feast, a simple toast, or even just a time to relax. During the celebration, all HP and SP restoring items are 50% more effective (rounded down) or 100% more effective if the fight had Wild Hunt declared. This celebration lasts until your team moves to a new area or performs another major action. HUNT’S MISTRESS All weapons and physical skills you and your allies use add your WP to damage during a Wild Hunt. This is doubled against targets who are downed.
DEFAULT AFFINITIES Major: Electric Minor: Physical and Nuclear Weakness: Wind ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Act as a leader for any group. • Orchestrate a plan with careful precision. • Ensure the people you care about remain safe during a trying time • Face the penalties of your desire to control a situation or person. • Insist on sticking to old habits in the face of adversity. STARTING MOVE: CONFIDANT’S SHIELD You begin the game with the Swords move “Hold the Line” regardless of what suit you chose. You also gain the following benefits: • You can switch which ally you are protecting as a free action once per turn. You can do this as many times as you’d like in a given battle. • When rolling to spend time with a direct teammate (as in someone you fight alongside, like another PC), you gain a bonus of +2 to your roll as long as the GM agrees that you come across as somewhat professional or 夏 intelligent. SUMMER ARCANA: EMPEROR 54 If you chose Swords as your Suit, Hold the Line gains additional effects: • When you protect an ally from an attack, subtract double your S. Link level with them from the damage taken, even if you aren’t Level 10. This replaces, not acts as an addition, to the base armor bonus from Hold the Line. • Once you are level 10, you can cover two allies at the same time with Hold the Line EMPEROR ANY-LEVEL MOVES • Leadership • Vanguard • Inspiring Battlecry • Guardian • Team Captain • Unbreakable • All-Father 皇 帝 IV - EMPEROR “It is not titles that honor men, but men that honor titles.” - Niccolò Machiavelli DEFAULT SUIT Swords STARTING STATS HP 18, SP 3 STR 1, AGI 0, END 2, MAG 0, LUC 0
55 ARCANA: EMPEROR SUMMER 夏 GUARDIAN If a source of danger would have caused serious harm to an ally and you prevent it, gain an Arcana Point. This can be things like blocking an attack, or other cases, like curing a disease or preventing someone from doing something reckless. In the case of an attack, the attack should have done enough damage to drop the person down to 0 HP or deal more than 50% (rounded up) of their max HP as damage. In the case of more long term threats, the point should only be granted if the threat is ended permanently. You cannot gain more than one arcana point from the same person in a day. TEAM CAPTAIN Select two of the following aspects: Athletics, Proficiency, or Guts. When training the selected aspects, gain an additional AXP. When an ally rolls to train a selected aspect with you, they gain an additional AXP. Additionally, if an ally gets a complete success on ANY training roll with you, both of you gain an additional SXP with each other. UNBREAKABLE - 1 ARCANA POINT You can spend an Arcana Point to invoke this move when you take damage from any source. Instead, you take no damage. ALL-FATHER Once per day, you can convert the damage of a weapon attack from you or your allies to Almighty. This can be done after the target’s affinity to the weapon’s element is revealed, but before the attack is rolled. LEADERSHIP When you give another PC useful advice, they will gain a bonus of +1 to their next 2d6 check relating to the advice you gave. Furthermore, if the advisee acts upon the advice, both advisor and advisee gain an Arcana Point. The advice needs to be actionable, specific, and recent for the effect to be gained. You can give an NPC S-Link advice in a similar way. If the GM deems it useful and it helps the NPC, you gain an additional SXP with them (in addition to the Arcana Point). VANGUARD Your Persona becomes armored, adding WP to armor. You can benefit from one source of Armored Persona at a time. If you are not downed, all your allies gain half your WP (rounded down; minimum 1) as armor as well. INSPIRING BATTLECRY At the start of battle, you can select an ally or yourself. They get a +2 boost to either armor, to-hit, or damage for the rest of the fight. You can also choose to spend an arcana point when you do so. If you do, the selected buff affects all your teammates, yourself included.
夏 SUMMER ARCANA: HIEROPHANT 56 法 王 DEFAULT AFFINITIES Major: Bless Minor: Fire and Nuclear Weakness: Ice ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Lead others to develop new beliefs or uphold their old ones. • Show the value of tradition in a changing world. • Discover old knowledge or ancient wisdom. • Maintain peace and harmony through guidance. • Go against a group you are familiar with to uphold what you feel is right. STARTING MOVE: VIGIL You rally your party and tell them how it is. You remind them that their cause is just, or that a higher power is watching over them. Make a small speech. This speech can be as long or as short as you’d like, but usually takes about five minutes in the fiction of the game. Everyone in your party who can hear the speech (including you) gains an Arcana Point. This CAN go over the three arcana point limit. This Move can only be performed when the party is resting in a relatively safe location. Once it’s been performed, it can only be performed again after the PCs have taken a long rest. Finally, any ally of the Hierophant character who has recently heard a Vigil speech and has at least one Arcana Point gains a bonus during baton chains. If the chain previously included the Hierophant character, these allies can take a +1 to-hit bonus. HIEROPHANT ANY-LEVEL MOVES • Patriarch • Disciple Bloodline • Full Circle • Radiance/Darkness • Grains of Rice • Writ of Condemnation • Marching Order PATRIARCH You can offer guidance in wisdom to help your allies through tough spots in their life. You can spend a downtime to advise them. You may roll Knowledge, Charm, or Guts to both gain and grant them the respective AXP. If the person who receives this advice is able to stick to their personal moral compass despite some challenge or adversity to it, you both receive an Arcana Point. DISCIPLE BLOODLINE You gain an Empowered Bloodline for Fire, Nuclear, Bless, and Curse. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. Additionally, you get a One-More if you hit a weakness with a skill from Disciple Bloodline, even if you roll a mixed success. If you also have Marching Orders, and an ally gets a mixed success and hits a weakness on a type YOU have for Disciple Bloodline, they can still continue the baton pass chain. FULL CIRCLE Whenever your team completes a full baton pass (every member has gotten a baton pass in a round), you gain an Arcana Point and a point of armor for every teammate for the rest of the fight. This effect does not stack with itself. V - HIEROPHANT “Tradition is not the worship of ashes, but the preservation of fire.” - Gustav Mahler DEFAULT SUIT Cups STARTING STATS HP 15, SP 4 STR 0, AGI 0, END 0, MAG 2, LUC 1
57 ARCANA: HIEROPHANT • CONDEMNATION OF WEAKNESS: You criticize the person not for any recent failures, but for inherent qualities that you deem deficient. If you do so, the target becomes Enraged. For as long as they are enraged, they can think of nothing except the Hierophant and will be unable to notice anything else. • CONDEMNATION OF STRANGENESS: You criticize a person for being a huge weirdo and how they don’t ‘fit in’. If you do so, the target becomes Confused. For as long as they are confused, they will become obsessed with the Hierophant’s words. They will act illogical and forget everything that happened while confused. Note that the GM is the final arbiter of if your condemnation is valid enough to gain the effect. No matter what, you cannot condemn at all more than once per hour. MARCHING ORDER - 1 ARCANA POINT Instead of attacking on your turn, you can pass the baton and start a Baton Chain by spending an Arcana Point. The Chain continues, regardless of whether or not One-Mores are earned, as long as your allies continue to roll complete successes. However, if a failure or mixed success is rolled at any point, the chain ends. All of the normal Hierophant bonuses still apply to this special Baton Chain. RADIANCE/DARKNESS - 1 ARCANA POINT When you take this move, select either Bless or Curse damage. Whenever you get a complete success with that selected affinity, you can spend an Arcana Point to gain the following: • Select another target to use the same attack against them immediately. If this new attack is a complete success, you may keep selecting new targets and attacking until there are no targets left or you decide to stop attacking. • Add WPd4 dice to the damage. • (If SP Variation is in effect) Refund the SP you spent on that skill, and you can use skills of your selected type for free for the rest of the fight. GRAINS OF RICE Increases damage for baton chains. When you pass the baton, the person you pass to (the second person in the chain) receives a bonus to damage (but not to hit) equal to their WP. If the chain continues, the third person can multiply their WP by two and use this for the bonus. The fourth in the chain, and anyone beyond this (fifth, sixth, etc.), can multiply their WP by four. WRIT OF CONDEMNATION You can carefully analyze and condemn a character for their failings. This can normally not be done in combat, but the effects on the target will last until you enter combat with them. Depending on the way they are condemned, you apply one of the following effects: • CONDEMNATION OF IMMORALITY: You criticize how a person has violated either your or their moral code irreparably. If you do so, they become Afraid. For as long as they are Afraid, they will actively do everything in their power to avoid engaging with both you and your ideas. • CONDEMNATION OF INCOMPETENCE: You criticize a person for undertakings that have failed, both recent and from the distant past. If you do so, the target becomes Silenced. For as long as they are silenced, they are unable to refute you or your arguments and cannot speak, even when out of combat.
ARCANA: LOVERS 58 恋 愛 DEFAULT AFFINITIES Major: Wind Minor: Ice and Psychic Weakness: Electric ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Make a difficult decision between bad options. • Develop your own personality by spending time with others. • Go out of your way to demonstrate optimism and compassion to another. • Surrender a desire for a greater goal. • Act as a matchmaker to bring two people together. STARTING MOVE: CONFIDANT’S GRACE You begin the game with the Cups move “Dia”, regardless of what suit you chose. Additionally, you gain the following benefits: • When you are rolling to determine how much HP an ally recovers from any healing move (such as Dia, Mediarama, etc.), gain a bonus to recovered HP equal to your current S. Link with them. Note: If you are using a move which heals multiple allies (such as Media), only the highest S. Link should be used as a modifier. • When rolling to spend time with a direct teammate (someone you fight alongside, most likely another PC), gain a bonus of +2 to your roll as long as the GM agrees that you come across as somewhat endearing or disarming. VI - LOVERS “A friend is one soul abiding in two bodies.” - Diogenes DEFAULT SUIT Cups STARTING STATS HP 14, SP 4 STR 0, AGI 0, END 0, MAG 2, LUC 1 • When you roll a complete success while hanging out with a direct teammate,gain an Arcana Point. If you chose Cups as your Suit, Dia gains an additional effect: • When rolling to determine how many hit points you or an ally recover from a move which restores HP (such as Dia), you gain a bonus equal to WP. This bonus can stack with the bonus healing Confidant’s Grace grants to teammates. LOVERS ANY-LEVEL MOVES • Kudos • Harisen Recovery • Emergency Rescue • Recognition • Lasting Impression • Restorative Synergy • Social Butterfly
SUMMER 59 ARCANA: LOVERS 夏 KUDOS You can introduce a person you are already in a social link with to an ally or another S-Link. Roll Charm, and on a mixed or complete success, your ally starts at Level 1 with the Social Link and your own Link improves by three SXP. If you are introducing one S-Link to another, gain three SXP with both of them. You can also choose to forfeit your own gained SXP in exchange for an Arcana Point. HARISEN RECOVERY - 1 ARCANA POINT As a free action, on your turn, you can spend an Arcana Point to remove any status ailment (besides Downed) from one of your allies. After you’ve taken this free action, you may continue your turn as normal. EMERGENCY RESCUE - 1 ARCANA POINT You have every reason to hang onto life, and you know your friends do too. When one of your direct allies is about to suffer damage that would bring them to 0 HP, you can spend an Arcana Point to immediately heal them with any healing SP move you know. If they would drop to 0 HP, even with the extra health gained from your healing move, your Arcana point is refunded. Note that you still need to pay the SP cost of the healing move, and this SP is not refunded when the arcana point is. RECOGNITION You’ve had a realization; one can only see one’s true self through the eyes of others. When you roll a complete success when hanging out with any S. Link, you learn something new about yourself. You gain an Arcana Point, as well as two points of AXP toward whatever aspect you used when making the hangout roll. If you already gained an Arcana Point from the roll via Confidant’s Grace, you do not gain another. LASTING IMPRESSION Whenever you heal one or more allies, if they have a buff (Rakukaja, Sukukaja, Heat Riser, etc.), you can extend that buff for an additional use. RESTORATIVE SYNERGY When you heal an ally, you regain HP equal to half the amount of HP that was healed (rounded down). If multiple allies are healed at once, such as by Media, regain health based on who was healed the most. SOCIAL BUTTERFLY Select two of the following Aspects: Guts, Knowledge, or Charm. Whenever you rank up a Social Link, gain AXP in your marked aspect equal to your new S-Link Rank. If hanging out with another player, they can also receive this bonus. Additionally, when hanging out with someone, instead of rolling a required Aspect, you can instead roll 2d6 plus the number of S-Links you have at Rank 5, capped at +4.
夏 SUMMER ARCANA: CHARIOT 60 法 王 DEFAULT AFFINITIES Major: Nuclear Minor: Physical and Ice Weakness: Psychic ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Show how you are held back by an aggressive or eager attitude. • Find a way to turn around a situation where you are at a clear disadvantage. • Maintain focus and in a difficult situation. • Advance in rank or renown in any organization. • Find the most straightforward solution that others may have overlooked STARTING MOVE: PHANTOM STEED You have an ethereal Phantom Steed which aids your travels through the Shadow World. Though it is referred to as a steed, this can be any form of transportation within reason, including your Persona. You can summon or dispel the Phantom Steed at any time as a free action on your turn. Players are encouraged to consider creating a Persona that they can ride to make using this move easier. However, this is not required; the Steed can be a separate entity which is unrelated to your Persona if desired. VII - CHARIOT “What stands in the way becomes the way.” - Marcus Aurelius DEFAULT SUIT Swords STARTING STATS HP 17, SP 3 STR 1, AGI 1, END 1, MAG 0, LUC 0 Your steed becomes stronger and weaker as you gain and lose Arcana Points. For the purposes of this arcana, your ‘Speed’ represents the amount of Arcana Points you currently have. As you spend Arcana Points, your Speed drops accordingly. Speed affects you in the following ways: • You carry more momentum through your attacks. Add your WP plus your Speed to damage when using weapon that can be comfortably used while riding (spear, cavalry saber, pistol, etc.). • Speed is added to your damage output when using Melee/Ranged skills. • If Tactical Movement is being used, you can move an extra number of squares equal to your Speed on your turn. There are a few considerations to keep in mind: • You may not ride your Steed in unreasonably close or confined quarters (as denoted by the GM). • If your Speed reaches zero (e.g. you run out of Arcana Points), you immediately dismount and cannot remount until your Speed goes above zero. • Even if an effect would grant you an additional Arcana Point, your Speed cannot rise above three. CHARIOT ANY-LEVEL MOVES • Glory • Outmaneuver • Versatility • Galactic Punt • First Blood • Decisiveness • Triumph GLORY Whenever you rank up an aspect, gain 2+WP ‘free’ AXP. You can choose to spend this AXP on any of your other aspects. If spending this bonus AXP would cause another aspect to rank up, you can invoke this move again. Additionally, whenever you rank up a Social Link, gain WP/2 (rounded up) SXP with that Social Link. Once you reach Rank 5 with a Social Link, increase a single aspect by 10 AXP instead.
61 ARCANA: CHARIOT OUTMANEUVER - 1 ARCANA POINT At the start of your turn, you can spend an Arcana Point to activate this as a free action. Subtract your Speed (minimum one) from the to-hit checks of attacks you receive for the rest of this round (this cannot lower an attack below a 0 modifier). In addition, all attacks you deliver add your Speed (minimum one) to your to-hit checks for your own attacks. Keep in mind your attack must still adhere to a +4 limit. VERSATILITY You can only take this move once. Select ONE of the following benefits: • You can use Agility in place of Strength for Melee skills. • You can use Strength in place of Agility for Ranged skills. • The damage boost from Speed that normally applies to Melee/Ranged skills also applies to magic skills. GALACTIC PUNT - 1 ARCANA POINT When you receive a baton pass, you can spend one Arcana Point to activate this move. Select one enemy and remove them completely from the fight. This is akin to them being expelled by Hama or Mudo. Doing so allows the Chariot player to pass and continue the chain. Note that some bosses and stronger enemies may be immune to this ability. FIRST BLOOD The first time you attack an enemy that you or any teammate has yet to attack, you gain a significant bonus to damage. You can treat your Speed as 3 for the purpose of Phantoms Steed’s damage bonus, and double that bonus as well. For example, if you have a WP of 3, you would deal 12 bonus damage on an appropriate weapon attack, or 6 on a Melee/Ranged skill. DECISIVENESS You are quick on the draw and always ready for a fight, allowing you to always move first in combat. You can also add WP to your damage rolls on the first turn of combat if using a Melee/Ranged skill. Finally, if your group is using the Optional Rule “Tactical Movement”, you may increase your base movement speed by your WP (this stacks with the extra movement gained from your Steed). Note that if you grabbed Versatility to allow Speed to apply to magic attacks, the first turn bonus from Decisiveness can apply to them as well. TRIUMPH When you defeat a major enemy, such as a miniboss, boss, or accomplish some other feat the GM deems as worthy, gain an Arcana Point.
ARCANA: JUSTICE 62 正 義 When you roll a complete success with a damaging skill and your Justicar approves, you can spend an Arcana Point to perform a follow-up attack, dealing WPd6 + WP Almighty damage to your target (or a target of your choice if you used a skill that targets multiple enemies). If your attack was a killing blow and you call your Justicar anyway, choose an action: • The Justicar attacks a random enemy selected by the GM, dealing damage as above and Downing the enemy. • Choose one of your allies; they regain WPd4 HP and gain an Arcana Point. If your Justicar doesn’t approve of your actions, the following happens to you: • You take your Willpower in Almighty damage. • You gain some insight; spend 3 AXP however you wish across any of your Aspects. • You regain your spent Arcana Point. If your Justicar decides not to help, you won’t be able to call on them again until you’ve taken some action to regain their favor. If you’re frequently at odds with your Justicar, you could get a new one. If you decide to pursue a new Justicar, discuss with your GM how this comes about. Maybe you contact a new one in a dream, or enter into conflict with your old Justicar as your character’s morals change. Unlike your Persona, your Justicar is not an extension of you, but an aspect of the human subconscious. Note: Almighty damage pierces all sources of armor and affinity resistances, but can’t exploit weaknesses. VIII - JUSTICE “If you tell the truth, you don’t have to remember anything.” - Mark Twain DEFAULT SUIT Swords STARTING STATS HP19, SP 3 STR 1, AGI 0, END 0, MAG 1, LUC 1 DEFAULT AFFINITIES Major: Bless Minor: Physical and Fire Weakness: Wind ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Maintain personal integrity, even if it may harm your reputation or relationships. • Expend a great deal of time and effort to learn the truth of the matter. • Cut someone down with words. • Uphold either the spirit or letter of the law, but not the other. • Tell a noble lie to protect someone or something you care about. STARTING MOVE: JUSTICAR You are connected to a Justicar, a supernatural but wholly separate entity from your Persona. Decide what form this being takes. Look for something similar in theme or origin to your persona, but with a “law and order” vibe. The GM designs the Justicar’s personality and agenda. When you call upon your Justicar, the GM must decide how the Justicar feels about your recent actions. 夏 SUMMER
63 ARCANA: JUSTICE JUSTICE ANY-LEVEL MOVES • Arbiter • Good Example • Mutual Respect • Guidance • Do As I Say (Not As I Do) • Moment of Respite • Hamaon/Mudoon ARBITER When you do one of the following, gain an Arcana Point. You can only gain one Arcana Point at a time, even if this move activates an Arcana Trigger or vice versa. • Put a bully in their place. • Bring a criminal to justice. • Follow the rules too closely for your own good. GOOD EXAMPLE Select two of the following Aspects: Athletics, Knowledge, or Charm. When you spend a downtime training these Aspects, gain an additional AXP. When an ally trains your chosen Aspects with you, they also gain an additional AXP. Additionally, you or the ally training with you can choose to forfeit their additional AXP and give it to the other instead, pushing their bonus to two additional AXP. This decision can be made after the roll is made. MUTUAL RESPECT When you’re rolling to grow closer to any authority figure (teacher, parent, boss, senior, etc.) or someone to whom you’re an authority figure (junior coworker, child, underclassman, etc.) gain a +2 bonus to your Aspect check. If you’re rolling to persuade them and you have a Social Link rank of at least 1, gain another +1 to your Aspect check. When you roll to gain SXP with them, you gain an additional SXP, regardless of what you rolled. GUIDANCE You can commune with your Justicar to gain moral guidance for difficult situations. Devote a downtime move to connecting with or entreating your Justicar to aid you. The Justicar should reveal how it feels about you and how closely you’re following its moral compass, though keep in mind it may not reveal details about its agenda to you. In addition, you can ask three questions about moral conundrums, and the Justicar will give its honest opinion to you so you don’t lose its favor by mistake; however, its responses may be laden with metaphors or riddles, depending on its background. DO AS A SAY (NOT AS I DO) - 1 ARCANA POINT If your Justicar is pleased with you during combat, You can spend an Arcana Point to create a rule on your turn. You can only have one rule active at a time. You can change your rule as an action on your turn or dispel it as a free action. Whenever you or one of your enemies breaks the rule, your Justicar automatically attacks the rule breaker for WPd6 + WP Almighty damage, divided by 2 (round naturally). You can set the following rules: • Punish the use of an affinity (except Almighty) • Punish the use of melee damage • Punish the use of ranged damage • Punish the use of healing
ARCANA: JUSTICE 64 MOMENT OF RESPITE While in the heat of battle, you can take a moment to rest. As an action, you can partake in some kind of self-centering action (such as meditating or kneeling in contemplation). Regardless of how you take your moment of respite, you become blinded (treat this as the Dizzy ailment) and gain one of the following benefits: • You regain WPd4+4 HP and an Arcana Point. • You regain WPd4+4 HP and one enemy of your choice becomes Dizzy. • Two enemies of your choice become Dizzy. You can use Moment of Respite once per battle. HAMAON/MUDOON - 1 ARCANA POINT When you purchase this move, select either Hamaon or Mudoon. As an action on your turn, you can spend an Arcana Point and instantly kill a normal enemy. Hamaon exorcizes enemies that don’t block, reflect, or absorb Bless magic, and Mudoon executes enemies that don’t block, reflect, or absorb Curse magic. If your target isn’t immune, they instantly die. Keep in mind that certain enemies, such as bosses or enemies with a Threat Level higher than your WP, may be immune to this move. Variant: If your GM prefers, you can use Hama or Mudo instead of Hamaon or Mudoon. Spend an Arcana Point and make a LUC check. Hama gains +1 to this roll against enemies weak to Bless, and Mudo gains +1 to this roll against enemies weak to Curse (maximum of +4 as with all combat moves). On a complete success, your target is instantly killed. On a mixed success, your target is unharmed, but you regain your spent Arcana Point. On a failure, your target is unharmed and you lose your spent Arcana Point.
65 ARCANA: HERMIT 隠 者 IX - HERMIT “Solitude vivifies; isolation kills.” - Joseph Roux DEFAULT SUIT Coins STARTING STATS HP 14, SP 6 STR 0, AGI 1, END 0, MAG 1, LUC 1 DEFAULT AFFINITIES Major: Ice Minor: Ranged and Curse Weakness: Fire ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Reveal some hidden aspect of your personality to someone you trust. • Learn something about yourself that not even you knew. • Offer wisdom or guidance to a peer. • Go out of your way to do something uncomfortable for your own good. • Show how you don’t fit in with your peers. STARTING MOVE: COMPANY OF MYSELF As a Hermit, you can form an S. Link with yourself or with someone who is far away from where you are. To improve the Link, the Hermit character must devote a downtime action to spending time in physical isolation. They should find an activity they enjoy to occupy their time - even if it’s as simple as meditation. If the Hermit communicates with anyone else during this time, none of it can be in person. The Hermit’s Link with themselves starts at 0 and improves at the same rate as any other (see Social Links, pg. 110). You may roll with either Proficiency, Guts, or Knowledge to see how many SXP you receive. When you devote a downtime move to Alone Time, you gain the following benefits: • AXP for either Proficiency, Guts, or Knowledge (whichever you prefer) equal to your Hermit Link rank divided by two (rounded up). For example, at Hermit Link Rank 3, you gain 2 AXP. You can also choose to split points between the three however you’d like. • An Arcana Point (You do NOT get a second Arcana Point if this would also satisfy an arcana trigger) HERMIT ANY-LEVEL MOVES • Thornback • Can’t Be Bothered • Chilling Bloodline • Meditative Grace • Evil Smile • Shivering Rondo • Fall Back
66 夏 SUMMER ARCANA: HERMIT EVIL SMILE - 1 ARCANA POINT As an action, you can spend an Arcana Point to invoke this move. All enemies who are not currently under the effect of an ailment become Afraid. Note that certain bosses may be immune to this. SHIVERING RONDO - 1 ARCANA POINT As an action, you can spend an Arcana Point to invoke this move. All enemies take damage equal to WPd6 + MAG Almighty damage. For each enemy that is currently Afraid, add an additional 1d6 onto the damage roll. All enemies who are hit by this move are no longer Afraid. FALL BACK Once per fight, when you receive a baton pass, you can choose to turn it down. Gain an Arcana Point when you do, and the ally who would have passed to you is free to pass to someone else. If you do this, you cannot participate in that baton chain. THORNBACK Whenever you receive an attack from an enemy, you can inflict your WP as damage. The element affinity can be any type you have access to normally. Apply resistances and weakness to damage. If the affinity would hit a weakness, you can choose to inflict that respective affinity’s ailment instead of inflicting damage. This damage cannot Down an enemy. CAN’T BE BOTHERED When you do one of the following things, gain an Arcana Point. You do NOT get a second Arcana Point if this would also satisfy an arcana trigger. • Turn down an S. Link who is asking to hang out with you. • Decline extra duties or responsibilities in work or school, such as being Called On. CHILLING BLOODLINE You gain an Empowered Bloodline for Ice, Wind, Psychic, and Curse. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. If you roll a complete success with a skill from Chilling Bloodline, inflict Afraid on a single target who was hit. MEDITATIVE GRACE Time in isolation makes you feel more complete. When you devote downtime to Alone Time, you gain temporary HP equal to your Hermit Link rank (after newly acquired SXP is applied), multiplied by five. For example, at Hermit Link Rank 4, you gain 20 temporary HP. If you still have temporary HP remaining the next time you use the move, they will be reset. You can also choose to increase your maximum SP instead. You gain temporary SP equal to your Hermit Rank. This persists until you next long rest or until you spend your temporary SP.
67 ARCANA: FORTUNE FORTUNE ANY-LEVEL MOVES • Cards Up Your Sleeve • Card Thrower • Luck of the Draw • Double Down • A Good Turn • Poker Face • Jackpot! X - FORTUNE “The only person you are destined to become is the person you decide to be.” - Ralph Waldo Emerson DEFAULT SUIT Coins STARTING STATS HP 15, SP 4 STR 0, AGI 1, END 0, MAG 0, LUC 2 運 命 DEFAULT AFFINITIES Major: Wind Minor: Ranged and Electric Weakness: Bless ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Gamble something material (other than money) and lose. • Embrace the whims of fate. • Find a silver lining in a bad situation. • Cause a change in an organization or individual. • Push through numerous setbacks that occur out of your control. STARTING MOVE: TWIST OF FATE You are, more than others, uncannily lucky. It follows you around in both your daily life and the Shadow World, benefiting you in a variety of ways. • You land a critical hit when your dice result total is a natural 7 rather than a natural 11-12 (chances of failure, mixed, and complete success still follow base rules). Abilities that increase your critical hit range have no effect on you. • You gain access to the move Revolution. REVOLUTION - 1 ARCANA POINT As an action on your turn, you can spend an Arcana Point to activate Revolution. For three turns, the Critical Hit range of all allies increases (from a Natural 11-12 to a Natural 10-12). This DOES stack with other moves that increase the Critical Hit range, like Apt Pupil.
ARCANA: FORTUNE DOUBLE DOWN Once per battle, when making an attack roll and both dice roll the same number, gain an Arcana Point. POKER FACE Whenever you make a Guts check, you can choose to treat a failure as a mixed success. Additionally, select one Aspect other than Guts. When you spend downtime training your selected Aspect or Guts, gain an additional AXP. JACKPOT! - 1 ARCANA POINT When you command your persona to use a skill/spell and you roll at least a mixed success, you can spend an Arcana Point to invoke Jackpot!. Your party will earn twice as much money from the current encounter than they normally would, and items are guaranteed to drop at the end of battle. Then, before rolling for damage, declare a bet on what a D100 will roll. Choose one of the following, and apply its corresponding bonus if you’re correct: • Odd (double your damage roll) • Even (double your damage roll) • 1–33 (double your damage roll, explode dice) • 34–66 (double your damage roll, explode dice) • 67–99 (double your damage roll, explode dice) If you roll a 100, roll again. CARDS UP YOUR SLEEVE Once per battle, you can tap into good fortune. As a free action you can activate Cards Up Your Sleeve. The next three times you roll damage, you can roll twice and take the better result. Cards Up Your Sleeve doesn’t affect rolls from Card Thrower or Jackpot!. CARD THROWER - 1 ARCANA POINT As an action on your turn, spend an Arcana Point to throw a sharp playing card at an enemy, dealing WPd6 + WP Almighty damage and knocking them down. If the target has a lower threat level than your WP, make a LUC check. On a complete success, the target is instantly killed by the card and drops the highest possible value of loot. Otherwise, nothing happens. Certain enemies, such as bosses or enemies with a Threat Level higher than your WP, may be immune to being knocked down. LUCK OF THE DRAW You can now spend LUC to upgrade the success tier of any check. In the case of combat, you can also spend a LUC point to upgrade a complete success to a critical hit. A GOOD TURN When you give up significant financial or material wealth or gain to help another, gain an Arcana Point. You do NOT get a second Arcana Point if this would also satisfy an Arcana Trigger. 夏 SUMMER ARCANA: FORTUNE 68
夏 69 SUMMER ARCANA: STRENGTH In addition, you inflict a penalty equal to your WP for enemy rolls to overcome ailments. When they would overcome an ailment you inflicted, you can also spend an Arcana Point to treat their roll as a failure. STRENGTH ANY-LEVEL MOVES • Coat of Colors • Compassion • Lion Heart • Courage • Wage War • Matador’s Dance • Material Bloodline XI - STRENGTH “God made the cat so that man might caress the tiger.” - Joseph Méry DEFAULT SUIT Wands STARTING STATS HP 14, SP 6 STR 1, AGI 0, END 0, MAG 1, LUC 1 剛 毅 DEFAULT AFFINITIES Major: Psychic Minor: Ice and Wind Weakness: Nuclear ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Help a close friend endure hard times. • Find the inner strength to face your fears. • Work to subtly persuade your peers. • Restrain yourself in a situation where it’s tempting to lash out with emotion. • Show how you are held back by an overly-meek or gentle attitude. STARTING MOVE: LION TAMER You control yourself to control others. This means that you can overcome ailments more easily and inflict more dangerous ailments upon your enemy. Whenever you roll to overcome an ailment, add your WP to the Stat or Aspect you would normally use to overcome it. If you roll a critical hit (natural 11-12) to overcome an ailment, you gain the following benefits: • You become immune to that ailment for three turns. • You gain an Arcana Point.
ARCANA: STRENGTH COMPASSION If you take a chance to spare an enemy you could either kill or grievously injure, gain an Arcana Point. LION HEART When one of your allies would be afflicted with an ailment, as a free action, you receive the ailment instead. This move can be used a number of time per day equal to your WP. COURAGE Select two of the following aspects: Guts, Knowledge, or Athletics. When rolling to train the selected aspects, gain an additional AXP. When an ally rolls to train a selected aspect with you, you can choose to forfeit all the AXP you would have gained. This is instead granted to your ally on top of the AXP they would have gained. You gain an Arcana Point when you do so. WAGE WAR - 1 ARCANA POINT As an action, you can spend an Arcana Point to invoke this move. All enemies who are not currently under the effect of an ailment become Enraged. Note that certain bosses may be immune to this ailment. MATADOR’S DANCE Enraged enemies now subtract your WP from their to-hit rolls instead of adding your WP to their damage rolls. MATERIAL BLOODLINE You gain an Empowered Bloodline for Psychic, Fire, Electric, and Bless. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. In addition, if you roll a complete success with a skill from Material Bloodline, inflict Enraged on a single target who was hit. COAT OF COLORS - 1 ARCANA POINT You gain an Armored Persona, adding WP to armor. You can benefit from one source of Armored Persona at a time Additionally, when you receive an attack, you can spend an Arcana Point to invoke this move. Subtract your MAG from the attack’s hit roll, and gain WP to your armor again against that attack. If this would make the attack a miss or reduce the damage to 1, then the target who attacked becomes Enraged. Note that certain bosses may be immune to this. 70 夏 SUMMER
SUMMER 夏 71 ARCANA: HANGED 刑 死 者 XII - HANGED “Can’t hold on or life won’t change.” - Lyn Inaizumi DEFAULT SUIT Swords STARTING STATS HP 17, SP 3 STR 1, AGI 0, END 2, MAG 0, LUC 0 DEFAULT AFFINITIES Major: Ice Minor: Physical and Curse Weakness: Bless ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Neglect your own needs to support others. • Spend time trying to understand views that are alien to your own • Start to lose interest in the things that once excited you. • Search for a new way to move forward in life. • Find a way to avoid giving up something you care about. STARTING MOVE: BLOOD OF THE MARTYR Start with an extra five HP and gain an additional HP every time you level up. When an ally takes damage, you can spend an Arcana Point to invoke this move. For the rest of the fight, the ally can subtract up to your WP from your HP. In exchange, the chosen ally heals the amount of HP spent times your WP, plus END (e.g. if you have 2 WP and 2 END, your ally can invoke this move, causing you to lose 2 HP while they recover 6 HP). This can only be done once per turn, but can be done at any point in the turn, such as when damage is being calculated. By default, only one ally can receive your blood. You may invoke this move to select a new target by spending another Arcana Point. HANGED ANY-LEVEL MOVES • Tears of the Martyr • Wisdom of the Lepers • Stalling • Arms Outstretched • Root of Many Evils • Reflection of the Prophets • Enduring
ARCANA: HANGED REFLECTION OF THE PROPHETS - 1 ARCANA POINT While you have a moment of peace, whether it be a short break or a full downtime slot, you can pause and reflect for a bit. If used for a short five minutes break you can spend an Arcana Point to gain the following effects: • You learn if you are being watched. This includes being followed, electronic surveillance (including listening devices), and magical surveillance (scrying). Note that this does not reveal the type or nature of this surveillance, and in some cases, some very powerful or advanced tools can bypass even this detection. • You learn of an affinity the next enemy you fight will possess. If it is not clear now, the GM can offer to defer the answer until later, when it is clear who you will fight. If used for a full downtime slot, you can spend an Arcana Point for the previous effects plus the following effects: • You learn what is the main cause of pain, suffering, or discomfort for a group of people you specify (town, party, mice, etc.) • You learn what has been holding back you or an ally. The next time you roll to train, you can do so with an additional +4. • You learn of a possible path you may have overlooked to reach your parties’ overarching goal. This can be a clue in an investigation, a weakness of a major enemy, or anything else of aid. ENDURING Select two of the following: Guts, Proficiency, or Charm. When rolling to train the selected aspects, gain an additional AXP. If you or an ally you are training with rolls a failure while training this aspect, you can offer to switch your rolls so that the other fails instead. If you do so, both results gain +2 the total rolled value. This can make a failure a mixed or even a complete success. TEARS OF THE MARTYR - 1 ARCANA POINT While your ally is under the effect of Blood of the Martyr, you can spend an additional Arcana Point to transfer some SP as well. Your ally can subtract your SP by up to your WP while they recover twice as much as you lost (e.g. if you lost 3 SP, they will gain 6 SP). Like Blood of the Martyr, this can only be done once per turn, but can be done at any time during that turn. WISDOM OF THE LEPERS When you acquire wisdom from an unexpected source, gain an Arcana Point. A rich character learning from a leper is just as valid as a punk learning something helpful from a library. Keep in mind that each time this move is invoked, both the source of wisdom and the wisdom itself should be novel to the character. STALLING Once per fight, you can choose NOT to do anything on your turn. If you do, gain an Arcana Point, HP equal to your WP * END, and SP equal to your MAG. ARMS OUTSTRETCHED When you use Blood of the Martyr, you can select a second target who can draw on your HP pool to heal. For each ally who is benefiting from Blood of the Martyr, increase your armor by two. ROOT OF MANY EVILS If you would receive a lethal hit, or if an ally would draw your HP to the point that it drops you to 0, you can cast off your armor or an accessory. It is not usable for the rest of the fight, but you will immediately recover 5 * armor HP if you discarded armor, or a flat 15 HP if you discarded an accessory. You can only discard one in a single fight, and you must return to the normal world to repair the item you cast off to use it again. 72
73 ARCANA: DEATH 死 神 XIII - DEATH “Man is a rope tied over an abyss.” - Friedrich Nietzche DEFAULT SUIT Wands STARTING STATS HP 15, SP 5 STR 0, AGI 0, END 1, MAG 1, LUC 1 DEFAULT AFFINITIES Major: Curse Minor: Fire and Psychic Weakness: Bless ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Take extra steps to ensure a problem you took care of doesn’t return. • Adapt yourself to better fit a changing situation. • Observe and maintain the natural order of life. • Let go of something you thought was important. • Protect something or someone close to you from changing for the worse. STARTING MOVE: GATES OF DEATH When you fall below half your max HP, you cross the First Gate of Death. When this happens, gain an Arcana Point once per battle. Whenever you’re past the First Gate, add your WP to all skill damage rolls. Whenever you fall unconscious from being reduced to 0 HP, you cross the Second Gate of Death. While past the Second Gate, you retain awareness of your surroundings as if you were a disembodied ghost floating above your body. You can perceive normal senses, but can’t interact or communicate with your allies. The first time after a long rest that you cross the Second Gate, you may retaliate by taking one damage-dealing action against the enemy that dealt the blow before falling unconscious; any moves that cost SP will not cost anything for this. DEATH ANY-LEVEL MOVES • Life in the Balance • Life is Always Changing • One Foot in the Grave • Lurker at the Gate • Secrets of the Grave • Hamaon/Mudoon • Poltergeist LIFE IN THE BALANCE Whenever you’re past the First Gate, gain an Armored Persona, adding your WP to your armor. You can benefit from one source of Armored Persona at a time. You also gain access to the move Life Siphon. LIFE SIPHON - 1 ARCANA POINT As an action on your turn, you can spend an Arcana Point to Cast Life Siphon, draining vitality from an enemy and restoring your own. Roll WPd6 + MAG; if you’re past the First Gate, add your Willpower as well. You deal this much Almighty damage to one enemy and recover half of that as HP.
ARCANA: DEATH LIFE IS ALWAYS CHANGING When you finish a significant project or undertaking, when you make a large change in your life, or when you wrap up something that’s occupied a lot of your time, gain an Arcana Point. This can include things like school projects, Social Link rankups, or defeating a major enemy. ONE FOOT IN THE GRAVE You can tap into the power of the Gates of Death, even when you aren’t past the First Gate. When you roll damage for any applicable roll, you can spend your Willpower in HP to add your Gates of Death damage bonus. Additionally, Gates of Death now grants its Willpower bonus to all damage rolls while you’re past the First Gate rather than just skill damage rolls. LURKER AT THE GATE Whenever you make a basic strike with a large weapon with a curved blade (such as a war scythe, Kukuri, or naginata) and roll a complete success, the target gains the Bleeding status ailment. Additionally, once per battle, when an enemy suffering from an ailment dies, gain an Arcana Point. Whenever you’re past the Second Gate, you can make basic strikes on your turn with a ghostly copy of your weapon. These strikes do no damage, but inflict the Bleeding ailment on a complete success. SECRETS OF THE GRAVE Select two of your Aspects. When you spend a downtime slot training these Aspects, gain an additional AXP. You can change which Aspects gain this bonus, but you have to wait a meaningful amount of time (such as a week) decided by the GM before you can change it again. HAMAON/MUDOON - 1 ARCANA POINT When you purchase this move, select either Hamaon or Mudoon. As an action on your turn you can spend an Arcana Point and instantly kill a normal enemy. Hamaon exorcizes enemies that don’t block, reflect, or absorb Bless magic, and Mudoon executes enemies that don’t block, reflect, or absorb Curse magic. If your target isn’t immune, they instantly die. Keep in mind that certain enemies, such as bosses or enemies with a Threat Level higher than your WP, may be immune to this move. Variant: If your GM prefers, you can use Hama or Mudo instead of Hamaon or Mudoon. Spend an Arcana Point and make a LUC check. Hama gains +1 to this roll against enemies weak to Bless, and Mudo gains +1 to this roll against enemies weak to Curse (maximum of +4 as with all combat moves). On a complete success, your target is instantly killed. On a mixed success, your target is unharmed, but you regain your spent Arcana Point. On a failure, your target is unharmed and you lose your spent Arcana Point. POLTERGEIST While you’re past the Second Gate, you can use consumable items from your inventory as if you were conscious on enemies or allies, but not yourself or your unconscious body. If a consumable item would affect all party members, it skips you and your unconscious body. Additionally, you can verbally and somatically communicate with your party members while past the Second Gate, but your voice is distorted by your temporary “death”; anyone trying to understand your voice must score at least a mixed success on a proficiency check. 夏 SUMMER 74
75 ARCANA: TEMPERANCE Each scale goes from -3 to 3, with negative values being assigned to one affinity and positives to the other. Every time you use a skill of one of the two affinities, you increment up or down accordingly (Up for positive affinity, down for negative.). You gain resistance when your scales are aligned with one element and weak to the opposed element on the scale. For example, if Nuclear was assigned to positive and you use a Nuclear skill, then you have +1 Nuclear, making you resistant to Nuclear and weak to Psychic. If at any point you make an attack that would cause the number on either tracker to move to -3 or +3, it becomes locked. From now on, you have a +WP bonus to damage when using whatever element you used when you locked it, and you can no longer use any skills of the opposing element. This ‘locking’ lasts for the rest of the fight. When the fight is over, locked scales return to 0. At level 7, when you acquire an additional affinity, you can instead choose to gain a third scale. TEMPERANCE ANY-LEVEL MOVES • Cautionary Measures • Realignment • Recenter • Temperate • Divine Grace • Peace • Neutrality 節 制 XIV - TEMPERANCE “The greatest pleasures bring the greatest pains.” - Democritus DEFAULT SUIT Cups STARTING STATS HP 15, SP 5 STR 1, AGI 1, END 0, MAG 1, LUC 1 DEFAULT AFFINITIES Major: None* Minor: None* Weakness: None* *Affinities work differently for Temperance. See “Harmony” below. ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Find a clever or novel solution that doesn’t involve violence. • Stay calm and collected in a stressful situation. • Sow discord for your own amusement. • Help someone stick to a good habit they are trying to start/continue. • Find a middle ground between opposing sides. STARTING MOVE: HARMONY Instead of selecting three affinities and a weakness, you instead select two ‘scales’ of opposing affinities. These scales are: • Fire/Ice (Creation vs Destruction) • Electricity/Wind (Will vs Apathy) • Psychic/Nuclear (Spiritual vs Material) • Bless/Curse (Law vs Chaos).
ARCANA: TEMPERANCE PEACE You’ve always hated fighting and seek to find ways to circumvent violent encounters. You can reroll a mixed success or failure when trying to deescalate a situation, as long as you are not doing so for vain reasons or for material gain. If you choose to use this move and roll again, you must abide by the result of the second roll. This move should apply to negotiations with Shadows as well, allowing you to reliably circumvent some encounters. NEUTRALITY - 1 ARCANA POINT Whenever you or an ally would be hit by an affinity they are weak to, OR an ally would hit an enemy’s resistance, null, reflect, or absorb, you can spend an Arcana Point to invoke this move. That affinity is treated as neutral on the target for the next three rounds. CAUTIONARY MEASURES When you do one of the following, gain an Arcana Point: • Convince someone they’re making a mistake. • Initiate a tactical retreat. • Come up with a viable extra solution when it seems like there’s only one or two. REALIGNMENT - 1 ARCANA POINT As a free action, on your turn, you can spend an Arcana Point to reverse the value of one or more of your scales (multiplying the numeric value of the scale by -1). This CAN be used if your scale is locked, but you instead become locked to the other axis. RECENTER When two or more scales are at 2+, you can spend an action to calm yourself and regain balance. All your scales are set back to 0, you regain WPd4 HP, and you gain an Arcana Point. TEMPERATE Whenever you roll to train your lowest aspect, gain an additional AXP. When other PCs train their lowest aspect with you, they gain an additional AXP. If multiple aspects are you or your ally’s lowest, this move can apply to any one of them. DIVINE GRACE When rolling to determine how many hit points you or an ally recover from a healing skill, add your WP to the result. This increases by an additional +2 per scale at 0. 夏 SUMMER 76
77 ARCANA: DEVIL DEVIL ANY-LEVEL MOVES • No True Altruism • The Spice of Life • Infernal Rage • Irresistible Charm • Devilish Ego • Corruption • Silver Tongue, Sticky Fingers NO TRUE ALTRUISM Whenever you spend a significant effort helping someone else for selfish reasons, gain an Arcana Point. Additionally, add the following to your Smirk options: • Waste your One More comforting someone, gaining 1 SXP with them. You also regain SP equal to your Social Link level with them. Note that you do NOT get a second Arcana Point if this would also satisfy an Arcana Trigger. THE SPICE OF LIFE When you spend a downtime slot with a Social Link after convincing them to partake in some kind of indulgence with you (such as smoking, drinking alcohol, or playing video games instead of doing homework due the next day), gain an additional SXP with them. Additionally, consumable items that restore HP or SP (such as a Life Stone or Soul Drop) restore more HP or SP; add triple your Willpower for HP items, and add your Willpower for SP items. 悪 魔 XV - DEVIL “The things you own end up owning you.” - Chuck Palahniuk DEFAULT SUIT Coins STARTING STATS HP 18, SP 3 STR 1, AGI 0, END 1, MAG 0, LUC 1 DEFAULT AFFINITIES Major: Fire Minor: Ranged and Curse Weakness: Bless ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Take from another that which you are owed and they won’t give freely. • Indulge a time-consuming bad habit. • Lash out with no attempt to restrain yourself. • Use more effort or resources than necessary to completely excel at something. • Demonstrate how a relationship you have is harming both members. STARTING MOVE: SMIRK You have an ego that heartily rewards you for indulging it often, though sometimes you need the relief of freeing yourself from its greedy shackles. When critically hitting a foe or when striking a foe’s weakness, deal your Willpower in extra damage in addition to the regular benefits. Additionally, when you gain a One More, you can perform a normal Baton pass or choose one of the following options: • Gain +2 additional damage to your next attack for each One More you earn, stacking with your existing Smirk bonus (you can’t Baton pass to anyone this round, however). • Baton Pass to someone and restore 1d8 + WP HP to yourself, but lose your Smirk bonus until the end of your next turn.
ARCANA: DEVIL CORRUPTION Purity is best when it’s tarnished. Once per day, you can invoke Corruption on an enemy. Both you and the target become one degree weaker to a random affinity (except Almighty). If you or the target are already weak to the result, reroll it. Once the target is defeated, your Corruption weakness vanishes. Some powerful enemies may be immune to Corruption; if so, your use of it is refunded. SILVER TONGUE, STICKY FINGERS Select two of the following Aspects: Athletics, Proficiency, or Charm. When you spend a downtime training to improve the selected aspects, gain an additional AXP. Additionally, your Proficiency rolls to steal something (or to avoid detection while doing so) gain a bonus equal to your Willpower. INFERNAL RAGE - 1 ARCANA POINT As a free action on your turn, you can spend an Arcana Point to invoke Infernal Rage, granting you a surge of power to your damaging abilities. During Infernal Rage, you have the Enraged ailment, except the GM does not control your character. When you roll for damage, add twice your Willpower to the result; however you also take your Willpower in Almighty damage at the end of each of your turns. This Almighty damage can’t be transferred to others through methods like Hold the Line. Infernal Rage ends when you fall unconscious, when combat ends, or when a rage-curing item or spell is used on you. IRRESISTIBLE CHARM You always gain your Smirk damage bonus against enemies who are Charmed. Additionally, you gain the Cups move Marin Karin, regardless of what suit you chose. You can cast Marin Karin normally, or cast it with an Arcana Point to upgrade it to Irresistible Charm. Irresistible Charm automatically scores a complete success and you gain a One More after casting it. DEVILISH EGO Whenever you spend a significant time period doing something to stroke your ego or satisfy your sense of self-worth, gain an Arcana Point. Additionally, add the following to your Smirk options: • Smirk devilishly, wasting your One More, but you gain an Arcana Point. You do NOT get a second Arcana Point if this would also satisfy an arcana trigger. 夏 SUMMER 78
79 ARCANA: TOWER 塔 You can choose to increase the number of targets in exchange for taking extra damage. You can select another target to be affected by Disaster, but you will take an additional 1d6 Almighty damage. This can be invoked once per enemy present. You cannot use this effect if the attack or this effect would drop you to 0 HP. TOWER ANY-LEVEL MOVES • Brutal Resolve • Meteor • Catastrophe • Silver Lining • Pass the Plague • Resilience • Double-Edged XVI - TOWER “Woe, ruin, destruction, and decay; the worst is death and death will have his day.” - William Shaksepeare DEFAULT SUIT Swords STARTING STATS HP 20, SP 3 STR 1, AGI 0, END 1, MAG 1, LUC 0 DEFAULT AFFINITIES Major: Curse Minor: Physical and Psychic Weakness: Electricity ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Spend time preparing for the worst case scenario. • Crumble to another person’s will. • Show a stubborn inertia to change and new circumstances. • Take extra steps to help others recover from trauma or disasters. • Let loose and enjoy your own capacity for destruction. STARTING MOVE: DISASTER Whenever an attack would deal WP*6 or more damage against you (after armor is applied), you can invoke this move and gain the following effects: • You become Downed. • The enemy attacking you also becomes Downed (powerful “boss” enemies may be immune to this effect). • You gain an Arcana Point. • You inflict WPd6 + END Almighty damage to the enemy that hit you.
ARCANA: TOWER PASS THE PLAGUE Instead of rolling to overcome an ailment, you can choose to ignore the effects of an ailment the first turn you would suffer it. Whenever you land a complete success with a skill or weapon while you are affected by an ailment, you can choose to inflict that same ailment on an enemy. RESILIENCE Select two of the following aspects: Guts, Knowledge, or Athletics. When training the selected aspects, gain an additional AXP. If you or an ally you are training with rolls a failure while training one of these aspects, you can grant them a +4 to their next roll the next time they train. This does NOT have to be for the same aspect. DOUBLE-EDGED At the start of your turn, as a free action, you can choose to drop your armor to zero until the end of your next turn. All bonuses that would boost your armor (such as equipment, Rakukaja, and Armored Persona) can instead be applied to your next attack as bonus damage during this time. This bonus damage hurts both you and your enemy, and it bypasses armor and resistances. BRUTAL RESOLVE You gain an Armored Persona, adding WP to your armor. You can benefit from one source of Armored Persona at a time. Additionally, your HP increases by 1 per level up. METEOR - 1 ARCANA POINT It’s better to fall hard and purposefully before the enemy has a chance to get you. You can invoke this move by selecting a target and spending an Arcana Point. You perform a powerful body slam against your target. You inflict 1d6+WPd6+END Almighty damage to both yourself and the target, and both of you are Downed (though some bosses may be immune to downed). All other enemies take half the damage you inflicted to your target. If any effect would boost the damage of the move Disaster, it should also boost the damage of this move. CATASTROPHE - 1 ARCANA POINT This move can be invoked when you receive damage. By spending an Arcana Point, all damage enemies inflict on you is halved (rounded up) for the rest of the round. Almighty attacks and moves that bypass armor still do full damage, and damage is halved AFTER armor is applied. You cannot invoke this move while Disaster is being invoked. SILVER LINING Once per day, when you roll a failure on an aspect roll, you can gain an Arcana Point. A GM should not allow this for frivolous rolls, and should feel free to ‘cut off’ points gained through this move. 夏 SUMMER 80
SUMMER 夏 81 ARCANA: STAR 星 TRUST AND SINCERITY You can share your own doubts with your allies to encourage them to fight even harder. When you relate to an ally through a heartfelt conversation where you share doubts and fears, the following happens: • Your ally gains extra SP equal to your WP. This CAN go over their current max SP. • You gain an Arcana Point. You can also choose to give it to your ally. ARCANE RENEWAL The first time in battle that you receive a Baton Pass, you can gain an Arcana Point. This CAN go over your normal limit, but any Arcana Points over three are lost at the end of the battle. Additionally, you can choose to give any number of Arcana Points you have to an ally whenever you Baton Pass to them. FAITH AND BELIEF - 1 ARCANA POINT On your turn, you can invoke this move by selecting an ally and spending an Arcana Point. You cannot do any other moves on your turn, but your ally gains the following benefits on their next attack: • They can roll to-hit and damage rolls twice and take the higher value. • They can add YOUR WP to their damage output. • If they roll a complete success on their attack, they get a One-More, even if the enemy isn’t weak to the attack. They can Baton Pass this One-More. NEW HOPE At the start of each session (or another milestone that GM deems appropriate), select an aspect. When you train in that aspect, gain an additional AXP. Allies who train with you in that aspect will also get an additional AXP. XVII - STAR “Throw me to the wolves, and I will return leading the pack.” - Seneca DEFAULT SUIT Cups STARTING STATS HP 16, SP 4 STR 0, AGI 0, END 0, MAG 1, LUC 2 DEFAULT AFFINITIES Major: Nuclear Minor: Electric and Bless Weakness: Psychic ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Inspire others to persevere through hard times. • Take time to indulge in a source of joy. • Follow faith as a guide when in doubt. • Question your loyalty to a person or cause. • Inspire another to find new purpose in life. STARTING MOVE: SHOWTIME Seeing your teammates all on the same page fills you with excitement, and your positivity becomes a beacon of hope. When your team performs an All-Out Attack, you can choose to forgo rolling damage for your character. If you do so, your team will instead gain the following benefits: • Every ally (including you) heals WPd6 HP. • You or an ally gain an Arcana Point. Each person can only receive one Arcana Point this way each day. STAR ANY-LEVEL MOVES • Trust and Sincerity • Arcane Renewal • Faith and Belief • New Hope • Last-Ditch Effort • Miracle Play • Astral Bloodline
ARCANA: STAR LAST-DITCH EFFORT - 1 ARCANA POINT You throw everything you have at an enemy with the hopes you can turn the tide of a battle. Spend an Arcana Point and select a target, causing the following effects: • Inflict WPd6 Almighty damage, and add your highest aspect to the damage • The target is downed • If you spent your last Arcana Point to activate this, you may also Baton Pass to an ally and start/ continue a Baton Chain. MIRACLE PLAY Once per day, after a full Baton Chain is performed, you can initiate an All-Out Attack, even if there are enemies that aren’t Downed. Additionally, you gain additional effects whenever you do an All-Out Attack: • Choose an ailment stated in the book. All allies are cured of that ailment and become immune to it for three rounds. • All allies recover SP equal to your WP. ASTRAL BLOODLINE You gain an Empowered Bloodline for Wind, Electric, Nuclear, and Bless. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. Additionally, at the start of a battle, you can choose to lose all of your current Empowered Bloodlines, and replace it with Almighty skills. If you do so, you gain Almighty skills based on your Willpower (Megido for WP 1-2, Megidola for WP 3, and Megidolaon for WP 4). This can only be invoked once per day. 82
83 ARCANA: MOON • A single character hears an illusory noise such as a sound effect or a sentence in another voice. Only one type of noise can be produced; multiple noises together (such as for a musical chord) cannot be produced. No sense other than hearing is affected. The sound itself must be no longer than ten seconds, but it can be repeated at any interval for up to five minutes. • A single character has their equilibrium upset, causing them to fall and become Downed. Depending on the circumstances of the story, they might also take some damage. • A small object no heavier than five pounds makes a sudden, jerky and imprecise movement. This can be used to knock things over, cause unlocked doors to suddenly open, etc. MOON ANY-LEVEL MOVES • Masquerade • Con Artist • Crabs in a Bucket • Nose for Trouble • Master of Veils • Thief of Heart • Wayward Bloodline 月 XVIII - MOON “It’s hard to understand how to be myself.” - Cibo Matto DEFAULT SUIT Coins STARTING STATS HP 16, SP 4 STR 0, AGI 1, END 1, MAG 1, LUC 0 DEFAULT AFFINITIES Major: Ice Minor: Ranged and Nuclear Weakness: Fire ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Deceive or mislead someone with your tricks. • Cope with or confront an anxiety or fear you have. • Spend time working on solving a mystery or other intellectual challenge. • ’Feel’ the solution to a problem that you can’t explain to others. • Have a genuine attempt to help another be met with suspicion and hostility. STARTING MOVE: PHANTOM TRICKERY Some version or form of your Persona persists, always at your side. Starting from when you first gain access to your Persona (as denoted by the GM), you may invoke this move to activate one of the following effects. You do not need to be in the Shadow World, and you do not need to have access to your Persona. However, this move can only be used once per day; you must take a long rest before using it again. • A single character sees a small illusory object of any form no larger than a microwave oven. The object affects no sense other than sight, and it cannot be felt nor make any sound. The object can persist for a period of up to five minutes.
ARCANA: MOON MASTER OF VEILS - 1 ARCANA POINT After you have used Phantom Trickery once prior on the same day, you can gain additional uses by spending Arcana Points. Additionally, you can use Phantom Trickery in the following new ways: • You can speak telepathically with others. You can both send visual and audio information from your memories with high accuracy for half an hour. • One target temporarily can only speak gibberish. While you can understand their words perfectly, everyone else will not be able to understand them. Note that their gibberish is nonsense and cannot be confused for another language or any real words. Lasts for five minutes. THIEF OF HEART When you knock down an enemy with a complete success, you can choose to steal something from them. This can be a real item or something metaphysical that the GM agrees can be stolen (their hope, their fear, etc.). If metaphysical, it should be something that the players have intimate knowledge of (e.g. they should know what the target’s deepest fear is with certainty before stealing it). The GM is allowed to deny the theft of any specific item or trait, and this move should not ‘steal’ the target’s life. If you do not wish to steal something or cannot agree with your GM on what to steal, you can instead gain an Arcana Point. You cannot use this move on the same target more than once per day, and you cannot gain more than one Arcana Point in a battle this way. WAYWARD BLOODLINE You gain an Empowered Bloodline for Ice, Wind, Nuclear, and Curse. Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. If you roll a complete success, inflict Confused on a target that was hit. MASQUERADE - 1 ARCANA POINT You gain the Wands move “Polymorph”, regardless of what Suit you chose. You can cast Polymorph normally, or cast it with an Arcana Point to upgrade it to Masquerade. Masquerade automatically scores a complete success, and you can affect a number of targets up to your WP. Outside of combat, you can use this effect (still paying an Arcana Point) on yourself or an ally. Instead of becoming Mothmen, your appearance and voice change into someone you have met before. This change lasts one hour. This will not fool biometrics, and people who know the individual well may sense something is off, but is otherwise a foolproof disguise. CON ARTIST When you do one of the following things, gain an Arcana Point. • Acquire something from someone using deception instead of force or kindness. • Mislead or misinform a captivated audience. CRABS IN A BUCKET Select two of the following aspects: Knowledge, Charm, or Proficiency. When training the selected aspects, gain an additional AXP. When you train one of these aspects with an ally, if the other player agrees, you can take a single AXP from your ally. If you do this, they gain an Arcana Point. This CAN be used with a non-player S-Link, but instead of stealing an AXP, you instead convert any SXP you would have gained from training or a hang out into AXP as if you had trained. NOSE FOR TROUBLE You can sense danger from a mile away. Whenever you are able to enter a dangerous area, you get a vague description of what that danger would be. The GM should describe it in a way that gives a hint, but does not reveal the whole of the danger. Thanks to this knowledge, you get a +WP to rolls to avoid this danger, such as by sneaking, disarming traps, or lying to guards. 84
85 ARCANA: SUN That said, the GM should not allow silly justifications. Furthermore, a fixation should generally be something specific; general activities such as “learning” or “soul-searching” are too vague. In general, GMs should promote more tangential or esoteric interests, like sewing, programming, or bird watching, than practical ones like sword training or shadow hunting. When you trigger this move, gain the following effects: • If you are pursuing your fixation while hanging out with an S. Link, gain one SXP more than you normally would. For example, if you roll a complete success, you gain 4 SXP instead of 3. • If you are pursuing your fixation while Training, gain an additional AXP • You gain an Arcana Point. This is in addition to any other Arcana Points you may have gained through Arcana Triggers SUN ANY-LEVEL MOVES • Brilliant Aegis • Energize • Blind Enthusiasm • Iron Resolve • Solar Splendor • Ignite Passion • Heated Bloodline BRILLIANT AEGIS You can invoke this move once per fight whenever you’re attacked by an enemy. You can inflict your WP*2 as damage. The affinity of this attack can be any type you have access to normally. Apply resistances and weakness to damage. This damage cannot knock down an enemy. • IF using Tactical Movement, this should apply to all enemies adjacent to you as well. • IF NOT using Tactical Movement, all other attacks against Sun for the remainder of the round suffer a -1 to hit. Does not stack. 太 陽 XIX - SUN “Seek not the good in external things; seek it in yourselves.” - Epictetus DEFAULT SUIT Wands STARTING STATS HP 14, SP 5 STR 0, AGI 0, END 0, MAG 1, LUC 2 DEFAULT AFFINITIES Major: Fire Minor: Nuclear and Bless Weakness: Curse ARCANA TRIGGERS Choose three of the following triggers. If they describe a downtime you spent meaningfully, gain an Arcana Point. • Help others find joy, happiness, or purpose. • Display your passions and interests to others. • Remain optimistic in the face of adversity. • Be disappointed when your ambitions and talents don’t align. • Achieve a major milestone in your chosen craft/ field. STARTING MOVE: WAY OF LIFE You have a deep-rooted passion for a particular activity or set of activities which fills you with joy. However, you start to miss it when it’s gone. While your character may have several interests or passions for the purpose of activating their experience trigger, you should decide on one particular field of interest (acting, cooking, gaming, etc.) for the purpose of activating this move. In any situation where the GM would describe your use of a downtime move as pursuing your fixation, this move will trigger. Generally, whenever someone is making a downtime move, they should describe the fiction surrounding the move. This is what the GM should refer to. For example, if a character with a fixation on cooking describes their downtime move as “training Proficiency by practicing new recipes”, the move should trigger.
ARCANA: SUN ENERGIZE - 1 ARCANA POINT You can invoke this move on your turn by spending an Arcana Point. You and all allies recover WPd4 SP. SP gained this way CAN go over their normal SP maximum if done during a battle. This can only be invoked once per battle (but can be done as often as you wish outside of battle), and all SP over the maximum is lost after the fight is over. BLIND ENTHUSIASM Sometimes you believe things will work out well no matter what. Sometimes this belief is more trouble than it is worth. Thanks to your naive optimism, if you would have a negative modifier for a roll, you instead have a +1 modifier. Whenever you risk a significant amount (more than just a single skill or attack) on a hunch or belief that doesn’t pan out, gain an Arcana Point. IRON RESOLVE Your iron will resists all! Choose three of the ailments below and gain complete immunity to it. You also gain increased resistance to non-magical sickness, disease, and overall illnesses. Shocked, Burned, Bleeding, Sickened, Frozen, Dizzy. SOLAR SPLENDOR - 1 ARCANA POINT You can invoke this move on your turn by spending an Arcana Point. • If used in battle, all enemies will become Charmed. Note that certain bosses may be immune to this. • If used outside of battle, you can ‘charm’ multiple targets (50+ crowd of ‘weak’ enemies or docile people, or three enemies of comparable strength to you) for thirty minutes. They become much friendlier and are willing to help you, but will not act against their fundamental nature. IGNITE PASSION When you help someone find their passions or interests, encourage someone to pursue their passions or interests, or help them remove obstacles that prevent them from pursuing their passions or interests, gain an Arcana Point. Additionally, even if it is unrelated to your passion, you gain the effects of Inexhaustible Passion as if you had pursued your own, and the person you aided also gain the effect of Inexhaustible Passion. Note that you should NOT get an additional Arcana Point if Inexhaustible Passion or your Arcana Triggers would have granted you one here. HEATED BLOODLINE You gain an Empowered Bloodline for Fire, Electric, Nuclear, and Bless Empowered Bloodlines grant a WP bonus to the damage of skills and moves of that type. Additionally, whenever you use a skill of the above types, gain a stacking +1 damage. This stacks each time you use a relevant skill, up to your WP. Once you use a Suit move, Arcana move, weapon attack, or a skill you don’t have an Empowered Bloodline for, the bonus is reset. 86
87 ARCANA: JUDGEMENT DEFAULT AFFINITIES Major: Fire Minor: Bless and Curse Weakness: Ice ARCANA TRIGGERS Judgement starts with four custom AP Triggers created as part of the starting move “Moral Tenets”. STARTING MOVE: MORAL TENETS When creating a Judgement character, you must first decide what their personal moral tenets are. These are standards by which you judge yourself and others. Your sense of morality might be fairly standard, such as “always maintain law and order”. Something less concrete, such as “do things that lessen human suffering” might interest you more. You’ll start with four Arcana Point triggers instead of three, each related to your Moral Tenets and how your character feels about them. These should be actionable and specific, such as “don’t stand by and allow evil things to happen” or “Put in effort to prove someone’s innocence”. When you expend a significant effort or significant time acting on these, gain an Arcana Point. If we use the examples given above, you might end up with Triggers like this: • Do something that lessens human suffering. • Don’t stand by and allow evil to happen. • Always maintain law and order. • Put in effort to prove someone’s innocence. You can use these examples as your Moral Tenets if you want, but you’re encouraged to come up with your own. Additionally, you can spend Arcana Points in the following ways: • For one Arcana Point, you can EXALT your allies, healing them all for WPd4+4. • For one Arcana Point, you can EXECRATE an enemy, dealing WPd6+WP Almighty damage and inflict an Ailment of your choice on them (except for Downed). Certain powerful enemies may be immune to one or more ailments. JUDGEMENT ANY-LEVEL MOVES • Holy Orders • Righteous Might • Last Rites • Censure • Preparation • Horns of Armageddon • Wrathful HOLY ORDERS - 1 ARCANA POINT Your Moral Tenets Arcana Point options gain the following enhancements: • When you use Exalt, you can spend another Arcana Point to also cast one of Matarukaja, Marakukaja, or Masukukaja. • When you use Execrate, you can spend another Arcana Point to recover half of the damage dealt as HP. If you have Righteous Might and can Execrate more than one enemy, pick which enemy you drain HP from before you roll for damage. RIGHTEOUS MIGHT Your Moral Tenets Arcana Point options gain the following enhancements: • When you Exalt your allies, you also cleanse them of one ailment other than Downed. • When you Execrate an enemy, you can choose to Execrate half your Willpower (rounded down) in additional enemies. You can inflict different ailments to each enemy. 審 判 XX - JUDGEMENT “If there’s a Judgement Day, as some folks think, He’s going to have a lot to answer for.” - Phillip Appleman DEFAULT SUIT Wands STARTING STATS HP 14, SP 5 STR 0, AGI 0, END 1, MAG 1, LUC 1
ARCANA: JUDGEMENT LAST RITES After you emerge victorious from combat that involves your Persona, you may choose to lay your enemies to rest or condemn them. Make a Knowledge or Charm check, your choice. On a complete success, gain an Arcana Point OR two of the following benefits. On a mixed success, choose one. On a failure, you don’t gain any benefit. • Regain WPd4 HP. • Regain WP SP. • Nullify one damage type of your choice for one battle. CENSURE Gain the Wands Suit Move Makajam, regardless of what suit you chose. You can cast Makajam normally, or cast it with an Arcana Point to upgrade it to Censure. Censure automatically scores a complete success, and enemies Silenced by Censure also suffer the effect from one of these three effects: Tarunda, Rakunda, or Sukunda. PREPARATION Select two of the following Aspects: Athleticism, Knowledge, or Proficiency. When you spend a downtime training a selected Aspect, you gain an additional AXP. When an ally trains one of your selected Aspects with you and either of you roll a complete success, you can choose to give your ally an additional AXP or an extra point of armor. This armor persists for an entire day of Shadow World activities. HORNS OF ARMAGEDDON Once per day, when you or an ally casts a basic spell or a damaging SP move, you can convert the damage type to Almighty. This can be done after the target’s affinity to the skill’s normal element is revealed, but before the attack is rolled. WRATHFUL Select one of the following types below. Whenever you hit an enemy with Almighty damage, you can check to see if they are weak to the selected type. If they are, then they are Downed and take +2 damage. If the move that knocked them down was an Almighty skill that hit with a complete success, or Execrate, get a One More instead. • Bless • Curse • Your major affinity 夏 SUMMER 88
SUMMER 夏 89 SUITS In addition to basic and unique Arcana moves, Persona users have access to a number of moves, also known as SP Moves. Each SP Move has a cost in SP, or Spirit Points. When you perform the move, your character’s SP will decrease. Only certain Personas have access to certain SP Moves. The moves you have access to are determined by your Suit. However, Personas can learn moves outside of their Suit by sacrificing a level when they gain enough experience. For more information on “Multiclassing”, see page X. Each Persona starts with one SP Move they already know, as listed on their Arcana page. They then get to pick an additional move, for a total of two known at character creation. Once your character has run out of SP, they cannot use SP Moves until they take a long rest (or about eight hours). However, if the real world and the Shadow World are one and the same, the GM might allow you to recover simply by resting in a safe area (again, for at least eight hours). Furthermore, keep in mind that SP Moves can only be used by a character when they are in full control of their Persona, unless otherwise stated. BATON PASS Most moves are only available to Personas of a particular Suit. However, one move can be used by Personas of any Suit at any time without having to be learned, that being the Baton Pass. Once per round, you can invoke this move after Downing an enemy. Choose who acts next instead of the GM. Whoever you passed the baton to gets a bonus of +1 to their next roll, no matter what it's for. This Move has no cost, but can only be used once per round. If they Down another enemy, they can also Baton Pass, increasing the bonus to +2. This can keep going up to a staggering +4, so long as a different enemy is Downed each time. There are six suits (four regular and two special) that are available to players, each with their own kinds of playstyles attached: • Personas of the Wands Suit excel at destroying foes with magic and tapping into the arcane arts. • Personas of the Cups Suit excel at healing and buffing their allies with magic. • Personas of the Coins Suit can sneak around, break through hidden barriers, and strike from the shadows. • Personas of the Swords suit excel at defending allies and striking down enemies with fearsome melee attacks. • Personas of the Compass Suit are supporters who avoid conflict, instead opting to buff their allies and assist in navigating the Shadow World. There can only be one Compass player per campaign. • Personas of the Aeon Suit are (usually) androids specifically designed to battle against shadows. There can only be one Aeon player per campaign.
SUIT: WANDS 90 杖 STARTING MOVE • Pulse PULSE - 1 SP When casting a basic spell, you can invoke Pulse. Spend 1 SP, then make your attack roll. On a mixed success, your spell applies its associated ailment to a target of choice or deals an extra 1d6 damage. On a complete success, you get both effects. See Critical Hits (pg. 10) for associated ailments. ANY-LEVEL MOVES • Alter Perception • Cold Snap • Aggressive Tactician • Energy Drop • Veil of Fog • Clairvoyance • Quicken • Dia • Polymorph • Thunderwave • Float • Oil Slick • Elemental Barrier • Makajam • Mage Armor ALTER PERCEPTION - 1 SP You can use your action to change the way one character perceives another character or object. You can change the way this affects up to two of the target’s senses (sight, smell, taste, touch, hearing) for up to 10 minutes. Keep in mind that this does NOT make the affected object invisible, only perceived differently. Certain powerful enemies may resist this ability, as well. COLD SNAP - 1 SP You use your action to generate a sudden, intense drop in temperature to hinder your foes. Select one enemy and make a MAG check. • On a failure, nothing happens. • On a mixed success, your target is Frozen. • On a complete success, your target is Frozen, and you can make a second target Frozen. AGGRESSIVE TACTICIAN You have an intricate knowledge of boosting you and your allies’ capabilities while enervating your enemies. You gain Tarukaja and Tarunda instantly. When you hit Level 10, choose to gain either Matarukaja or Matarunda. (LEVEL 1+) TARUKAJA - 1 SP You can use your action to grant an ally a 2 * WP damage bonus for the next three rounds. After these three rounds, the ally returns to their original strength. They also gain improved brute strength for tasks like moving heavy obstacles, climbing a fence, and other related tasks as decided by the GM. (LEVEL 1+) TARUNDA - 1 SP You can use your action to hinder an enemy’s power, causing them to suffer a –2 * WP penalty to attack damage for the next three rounds. The enemy recovers their strength afterwards. (LEVEL 10+) MATARUKAJA - 2 SP You can use your action to grant all allies the effect of Tarukaja. (LEVEL 10+) MATARUNDA - 2 SP You can use your action to inflict all enemies with the effect of Tarunda. ENERGY DROP - 1 SP You can use your action to infuse yourself or an ally with magic that cleanses Afraid, Charmed, Confused, and Enraged from the chosen target. At Level 10, you gain Energy Shower. (LEVEL 10+) ENERGY SHOWER - 2 SP You can use your action to cleanse yourself and all allies of Afraid, Charmed, Confused, and Enraged. VEIL OF FOG - 1 SP You can use your action to create a 30 square foot cloud of fog. Making a ranged attack from within the cloud or targeting something within the cloud can only succeed on a complete success. Additionally, Proficiency checks to escape battle while within the fog gain a bonus of +2.
CLAIRVOYANCE - 1 SP You can shift your senses to a location you’ve previously been to within five miles of you. You must be able to envision the location in your mind clearly. Make a MAG check; gain two of the following on a complete success, one on a mixed success, and nothing on a failure. • You can hear in the location as if you were there. • You can see in the location as if you were there. • You can share the sensory information you gain with one ally as if they were with you. • Your senses can move up to fifty meters from the chosen location. Certain effects may prevent Clairvoyance from scouting specific areas at the GM’s discretion. QUICKEN - 1 SP When you roll a complete success when casting a single-target basic spell, you can invoke this move to start a Quicken chain. Cast another single-target basic spell against a different enemy. Every time you roll a complete success, you can continue the chain by attacking an enemy you haven’t attacked yet. If you roll a mixed success or failure, or have attacked every enemy with your chain, Quicken ends. DIA - 1 SP You can use your action to heal yourself or an ally. The target immediately recovers HP equal to 1d6+WPd6+MAG. POLYMORPH - 1 SP You can use your action to transform one enemy into a weak Shadow. Make a MAG check. • On a complete success, you can transform one enemy into a Harmless Mothman or a Docile Bast (your choice). • On a mixed success, you transform the enemy, but the GM chooses if it’s a Harmless Mothman or Docile Bast. • On a failure, nothing happens. The effect lasts for ten turns. Note that certain enemies, such as those of a higher level or bosses, may be immune to this effect. HARMLESS MOTHMAN STR 2 AGI 1 END 1 MAG 1 HP Special* WEAK: Ranged SKILLS: None; Basic Strikes or Basic Shots only (1d4-1 damage) PERSONALITY: Timid TREASURE: None DOCILE BAST STR 2 AGI 1 END 1 MAG 1 HP Special* WEAK: Physical SKILLS: None; Basic Strikes or Basic Shots only (1d4-1 damage) PERSONALITY: Timid TREASURE: None THUNDERWAVE - 1 SP You use your action to generate a blast of electric energy. Select one enemy and make a MAG check. • On a failure, nothing happens. • On a mixed success, your target is Shocked. • On a complete success, your target is Shocked, and you can make a second target Shocked. 91 SUIT: WANDS 杖 *Polymorphed enemies have as much HP as they did when they were transformed. If reduced to 0 HP, it dies along with its original form.
杖 92 FLOAT - 1 SP You can use your action to give as many party members as you like the ability to float a few feet above the ground. They can move horizontally and descend (but not ascend) at their usual movement speed. If appropriate, you might ride on the back of your Persona. Float lasts 10 minutes. At level 10, Float upgrades to Fly. (LEVEL 10+) FLY - 2 SP You can use your action to give as many party members as you like the ability to float a few feet above the ground AND the ability to fly in any direction at their usual movement speed. If appropriate, you might ride on the back of your flying Persona. Fly lasts 10 minutes. OIL SLICK - 1 SP You can use your action to cover a 10 square foot area in slippery grease. Any character who tries to pass through this area must make a Proficiency check (AGI check for Personas or Shadows). On a failure or mixed success, the character falls prone. They must use an action on their turn to make another check. On a failure, they continue to slip around uselessly. On a mixed or complete success, they get up and leave the oil slick in whichever direction they choose. Otherwise, the oil evaporates after 1 minute. You can also set the oil on fire with a fire spell. The entire oil slick’s area instantly lights on fire. Any character within the area takes fire damage equal to the spell cast on it and every turn that they remain in the burning oil. Burning oil lasts for three turns before it and the fire dissipates. Characters, Personas, or Shadows that float or fly can pass over the area unaffected. SUIT: WANDS ELEMENTAL BARRIER - 2 SP You can use your action to create a translucent barrier made of an element your Persona has access to, such as a wall of fire or nuclear radiation. You can shape the barrier into a flat wall up to 60 feet long and up to 20 feet high, or a hollow, cylindrical barrier up to 20 feet in diameter and up to 20 feet high. Attacks, skills, and spells from one side cannot pass through the barrier or target creatures on the other side unless the GM specifies otherwise (such as an attack that falls from the sky instead of originating from your Persona). Characters weak to the element cannot pass through the barrier. Others can pass through it normally and can also attack it. The barrier has ten times your Willpower in HP and nullifies attacks that are the same type as it is. If the barrier is reduced to 0 HP, it shatters, dissipates, or deactivates in some other visually spectacular fashion. If your game doesn’t use Tactical Movement, you can also simply declare that the Elemental Barrier walls off all enemies. Attacks, skills, and spells on one side can’t target characters on the other side. MAKAJAM - 1 SP You can use your action to silence your opponents or make them forget how to use skills. Select one enemy and make a MAG check. • On a failure, nothing happens. • On a mixed success, your target becomes Silenced. • On a complete success, you can make a second target Silenced. MAGE ARMOR - 1 SP While you have access to your Persona, you can use your action to grant yourself magical protective film or shielding. You gain the effect of Armored Persona. This can combine with Rakukaja and similar effects, but not other sources of Armored Persona. Mage Armor lasts until you take a long rest or lose access to your Persona, such as by leaving the Shadow World.
夏 93 SUIT: WANDS MAKARAKARN - 2 SP As an action on your turn, you can create a magic barrier around yourself or an ally of your choice, granting them Makarakarn. When a magical skill of any affinity other than Almighty would damage an ally with Makarakarn, the damage reflects 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 Makarakarn is simply nullified to avoid an infinite loop. ARMORED PERSONA Gain your Willpower as extra armor. This stacks with worn equipment and effects like Rakukaja. You can only benefit from one source of Armored Persona. LEVEL 10+ MOVES • Alter Reality • Concentrate • Impalement Chant • Master of Magic • Makarakarn ALTER REALITY - 2 SP You suggest a change to the current scene— something as simple as “this character now has a mustache” or as complex as anything else you can imagine. The GM maintains the right to veto your suggestion, ask for another one, or limit the effectiveness of your alteration. If the GM approves, make a LUC check. • On a complete success, your magic takes effect and the alteration the GM approved takes effect. • On a mixed success, there’s a side effect, defect, or some other detriment. • On a failure, your alteration backfires. CONCENTRATE - 3 SP As an action, you can spend your turn focusing your mental power. The next time you hit with a Persona magical skill, calculate the maximum damage possible, then roll for damage normally and deal both to the target. IMPALEMENT CHANT - 2 SP You and one ally of your choice gain the Pierce effect for the next three rounds. While you have Pierce, all skills and spells you cast treat Null, Reflect, and Absorb as Resist instead. MASTER OF MAGIC Gain an additional Magical Affinity other than your weakness and two additional basic skill slots. This new affinity is treated as a Minor Affinity, meaning that you will not have any resistance, but you will gain access to skills from that affinity. 杖 SUMMER
聖 杯 94 STARTING MOVE • Dia DIA - 1 SP You can use your action to heal yourself or an ally. The target recovers HP equal to 1d6+WPd6+MAG. You can also spend 3 SP to upgrade Dia and cast Media instead, healing yourself and all allies for WPd6+MAG. When you reach Level 10, Dia and Media upgrade into Diarama and Mediarama, which heal for d8s instead of d6s. ANY-LEVEL MOVES • Guidance • Life Transfer • Healing Surge • Protective Wall • Healing Breeze • Amrita Drop • Element Form • Flare Shot • Pleasing Tea • Marin Karin • Vital Tactician • Dazzler • Revival Master • Second Helping • Dormina GUIDANCE - 1 SP You can invoke this move when an ally performs an aspect check outside combat. They get a +1 to that check. This does NOT stack with out of combat bonuses like Sukukaja, Tarukaja, or Rakukaja. LIFE TRANSFER - 1 SP When you score a critical hit with a damaging spell, you can heal an ally of your choice for half of the damage dealt, rounded down. SUIT: CUPS HEALING SURGE - 1 SP When you heal an ally, you can invoke this move to start a Healing Surge. Roll MAG; on a complete success, you can heal a different ally and roll again. Every time you roll a complete success, you can continue your Healing Surge by healing an ally you haven’t healed yet. If you roll a mixed success or failure, or have healed every ally with this move, Healing Surge ends. PROTECTIVE WALL - 1 SP You can use your action to imbue an ally with protection against any magical affinity you have. For three rounds, the target can treat their affinity to the selected type as one higher (Weakness becomes Neutral, Resistant becomes Nullify, etc.), and can add their WP to armor against any attacks against this protection. HEALING BREEZE - 1 SP You can use your action to imbue yourself and all allies with enhanced regeneration. For three rounds, they regain 10% of their max HP (rounded down) at the start of their turn. AMRITA DROP - 2 SP You can use your action to infuse yourself or an ally with curative magic that cleanses all normal Ailments. Amrita Drop can also be used to remove poisons and disease. It doesn’t do so perfectly; at Level 1, you might be able to purify a bottle of water to be certain of its safety, but you may need to be Level 15 to purify a toxic water well. Keep in mind that Amrita Drop is better at removing sources of disease and poison before they infect someone. You gain Amrita Shower when you hit Level 10. (LEVEL 10+) AMRITA SHOWER - 3 SP You can use your action to infuse yourself and all allies with curative magic that cleanses all normal Ailments. You can use Amrita Shower a number of times per day equal to your Willpower.
95 SUIT: CUPS • Bless: You take the form of light. You can instantly travel great distances, but with almost no control. If you touch a mirror or any other reflective surface, you become trapped inside until the move ends. • Curse: You take the form of darkness. You are practically invisible within shadows and can move through them with perfect stealth. However, if a shadow you are in becomes illuminated, you cannot move from that spot until the move ends. FLARE SHOT - 1 SP You can use your action to attempt to blast a target with brilliant light. Select an enemy and make a MAG check. On a mixed success, select one of the following effects. On a complete success, gain both effects. • Inflict WPd4 Almighty damage to the target. • The next ally to attack that target may roll their attack twice and take the better value. PLEASING TEA You can use a Downtime slot in the real world to make a special tea, coffee, or some other refreshing beverage. Make a Proficiency check; on a complete success, the tea can be used by you or an ally to restore 4 SP. On a mixed success, the tea restores 3 SP. On a failure, the tea restores 2 SP. Only one serving can be brewed per downtime, and a given character can only refresh themselves with it once a day. MARIN KARIN - 1 SP You can use your action to attempt to charm a creature. Select one enemy and make a MAG check: • On a failure, nothing happens. • On a mixed success, your target becomes Charmed. • On a complete success, you can make another enemy Charmed. ELEMENT FORM - 2 SP You can imbue someone with an elemental form based on your affinities. When you invoke this move, you can specify yourself or an ally as the target. For 10 minutes, they take that form. While in this form, you cannot invoke any skills or moves, but are immune to most forms of damage unless otherwise stated. While in this form, your movement is altered with additional properties. If you don’t have access to spells of an affinity, you can’t imbue someone with that elemental form. • Fire: You take the form of fire. By devouring dry tinder or other flammable objects, you grow in size. You can move along a path by devouring additional flammable objects. If you are smothered and deprived of oxygen, or get too cold, you’re extinguished. You do not die, but you cannot move until the move ends. • Ice: You take the form of water. You can flow through small cracks your regular body would not normally be able to. You flow down the path of least resistance, but you can control it when two paths are possible. Things that absorb you impede your movement until the move ends. • Electric: You take the form of electricity. You can move between metal objects instantly, but only if no other metal objects are in your path. If you can’t ‘jump’ to a metal object, you are trapped until the move ends. • Wind: You take the form of wind. Your gaseous form can fit through any seal, but you have no strength to fight. The lightest of breezes can blow you off course, and you cannot escape suction pulling you towards a direction. • Psychic: You take the form of a dream. You can walk through sleeping people’s dreams; as long as another sleeping person is in the same building, you can jump to their dream and explore inside. If someone wakes up while you are in their dream, you are trapped as a thought in their head until they go back to sleep or until the move ends. • Nuclear: You take the form of radiation. You are translucent and fast, but metal objects, like metal cages, impede your movement. Unlike other forms, you are hard to trap, but this form lasts for two minutes instead of ten. 聖 杯
聖 杯 96 VITAL TACTICIAN You have an intricate knowledge of bolstering your own and allies’ health while hindering your enemies’. You gain Fortify Spirit and Foul Breath immediately, and Stagnant Air and Safeguard when you hit Level 10. (LEVEL 1+) FORTIFY SPIRIT - 1 SP Select a target to use this skill on. Whenever you roll to resist or overcome an infliction, add your WP (minimum 2). You can apply this same amount as a penalty to affliction moves targeting you (this includes when you are an additional target on a complete success). Both effects last for three rounds. If used out of combat, it lasts 10 minutes, during which they also gain increases to their stamina, pain resistance, and other actions left to the discretion of the GM. (LEVEL 1+) FOUL BREATH - 1 SP Whenever the target rolls to resist or overcome an affliction, subtract your WP (minimum 2). You can apply this same amount as bonus to affliction moves that have the same target. (LEVEL 10+) SAFEGUARD - 2 SP You can use your action to grant yourself all allies the effect of Fortify Spirit. (LEVEL 10+) STAGNANT AIR - 2 SP You can use your action to afflict all enemies with the effect of Foul Breath. DAZZLER - 1 SP You can use your action to attempt to disorient a creature. Select an enemy and make a MAG check: • On a failure, nothing happens. • On a mixed success, your target becomes Dizzy. • On a complete success, you can make another target become Dizzy. SUIT: CUPS REVIVAL MASTER You have an intricate knowledge of necromantic spells that can revive your unconscious or fallen allies. You gain Recarm immediately, and Samarecarm when you reach Level 10. (LEVEL 1+) RECARM - 3 SP You can use your action to revive an unconscious ally. The target immediately recovers one tenth of their HP (rounding up) and regains consciousness, standing up immediately. You can use Recarm a number of times equal to your Willpower every day. (LEVEL 10+) SAMARECARM - 4 SP You can use your action to revive an unconscious ally. The target immediately recovers half of their HP (rounding up) and regains consciousness, standing up immediately. You can use Samarecarm once a day. SECOND HELPING When you roll dice to heal an ally that’s at or below 25% of their maximum HP, roll twice and take the better result. DORMINA - 1 SP You can use your action to attempt to put an enemy to sleep. Select one enemy, and make a MAG check: • On a failure, nothing happens. • On a mixed success, your target falls Asleep. • On a complete success, you can make another target fall Asleep.
SUMMER 夏 97 SUIT: CUPS If enemies locate your Sanctuary, they can attack the entrance and eventually break it. One enemy takes an hour to break the door; every additional enemy attacking the entrance shortens this time by ten minutes, to a minimum of five minutes. Sanctuary lasts until you dispel the safe room at will, the entrance is destroyed, or you cast Sanctuary again to place a new one. LEVEL 10+ MOVES • Bowl of Hygeia • Salvation • Lifeguard • Restoration • Sanctuary BOWL OF HYGEIA - 3 SP As an action on your turn, spend your entire turn focusing your restorative power. The next time you roll dice to heal with a Persona magical skill, calculate the maximum possible healing value, then roll for healing normally and restore the sum to the target. SALVATION When using Diarama or Mediarama, you can invoke this move and spend 1 additional SP to also remove a normal ailment from one target of the spell at the same time. LIFEGUARD - 2 SP You can place a Life Charge upon an ally. This is treated as a buff and can be removed by effects that remove buffs, like Dekaja. If the target drops to 0 HP while they have a Life Charge on them, they recover 2d6 + your MAG HP immediately. Lifeguard cannot be activated more than once per a fight. RESTORATION When using Diarama or Mediarama, you can invoke this move to also remove any stat debuffs , such as Sukunda, on one target of the spell. SANCTUARY - 2 SP You can use your action to create a Safe Room in the Shadow World which enemies cannot enter. The entrance must be inlaid in a wall or floor. The room can be used to plan, reassess, or even retreat to the real world. 聖 杯
夏 SUMMER 金 貨 98 STARTING MOVE • Backstab BACKSTAB When you make a basic strike, basic shot, or command your Persona to attack an enemy who didn’t see it coming or an enemy who hasn’t acted in combat yet, you can invoke this move to go in for a cheap shot. You can also invoke Backstab against enemies with a status ailment, including Downed, but Backstabbing them removes any ailments they have. If your attack strikes a weakness and your Backstab removes Downed, it doesn’t knock them down again. When you reach Level 10, Backstab deals your Willpower in D8s in extra damage instead of D6s. ANY-LEVEL MOVES • Trigger Happy • Desperado • Knock • Enshadow • Substitute • Pickpocket • Baisudi • Deduce • Hemorrhage • Quick Hands • Tools of the Trade • Your Money or Your Life • Poisma • Precise Tactician • Will o' Wisp TRIGGER HAPPY Your Persona Ranged skills gain an increased critical hit range of a natural 10-12. Ranged critical hits knock down their primary target and deal 1d6 extra damage. SUIT: COINS DESPERADO - 1 SP When you roll a complete success when making a basic shot or commanding your Persona to use a single-target ranged skill, you can invoke this move to start Desperado. Make another basic shot or single-target Persona ranged skill against a different enemy. Every time you roll a complete success, you can continue Desperado by attacking an enemy you haven’t attacked yet. If you roll a mixed success or failure, or if you’ve attacked every enemy with Desperado, the chain ends. KNOCK - 1 SP You can use your action to open a locked door or clear a blocked passage. Make a MAG check. On a mixed success, select one of the following effects. On a complete success, gain both effects. • The door/passage is cleared, allowing for entry. • Knock is silent. If this is not chosen, the skill will make a loud noise similar to knocking on wood. ENSHADOW - 1 SP You can use your action to bend the environment around you to your will, creating magical shadows and other hiding spots in areas you can reasonably see; from this, you can make Sneak checks even if you couldn’t before. If an enemy isn’t already aware of you, their minds will do their best to rationalize the mysterious twisting of the world, but they can still notice you if you roll a failure when Sneaking Around. This effect lasts up to 10 minutes or until you dismiss it (dismissing counts as a free action). SUBSTITUTE - 1 SP Once per battle, when you’re hit by an incoming attack you can invoke this move to escape all normal effects of it by creating an illusory copy of yourself, which is struck by the attack instead. Certain attacks by supremely powerful enemies (like bosses) might be able to bypass this, in which case the GM should refund your use of Substitute and the SP you spent.
SUMMER 夏 99 TOOLS OF THE TRADE Your Persona has several items that a thief might have access to; lockpicks, climbing tools, etc. When you purchase this move, select up to three Tinkering or Alchemy items marked with (*M). Your Persona can provide them for you as if you had crafted them (either from a satchel your Persona keeps, as part of your Persona, or something else. If you ever fail a roll using these tools, they become damaged and unusable until you spend a few minutes and 1 SP to fix them. When you reach Level 10, you gain access to two additional tools of your choice for a total of five. YOUR MONEY OR YOUR LIFE When your party elects to perform a Hold Up instead of an All-Out Attack, you gain the following benefits: • +2 to your Charm and Guts checks to convince or intimidate Shadows to perform favors for you or to join you if your group is using the Shadow Capture system. • Shadows will give more money (as decided by the GM, e.g. 20% more). • Shadows will give you better or more items (amounts and kind determined by the GM). POISMA - 1 SP You can use your action to inflict opponents with a sickening toxin. Select an enemy and make an AGI check. • On a failure, nothing happens. • On a mixed success, your target becomes Sickened. • On a complete success, you can make a second target Sickened. PICKPOCKET When you successfully perform Backstab on an enemy, you steal that Shadow’s usual treasure item in addition to extra damage. If the Shadow doesn’t have one, you steal money from it instead. At the GM’s discretion, Pickpocket can steal Key Items relevant to the plot or quest objectives. You can only pickpocket from a given enemy once per battle. BAISUDI - 1 SP You can use your action to infuse yourself or an ally with restorative magic that cleanses some ailments. Removes the Bleeding, Burned, Dizzy, and Frozen ailments from your target. When you reach Level 10, you gain Mabaisudi. (LEVEL 10+) MABAISUDI - 2 SP You can use your action to cleanse yourself and all allies of Bleeding, Burned, Dizzy, and Frozen ailments. DEDUCE - 1 SP Make a Knowledge check. On a mixed success, you can ask your GM one of the following questions. On a complete success, you can ask two. On a failure, you can’t ask any. If your GM has nothing to share with you, refund your spent SP. • What secret, hidden, or out of place aspect do I notice about the current situation? • What’s a possible explanation for this seemingly inexplicable event? • What do I think we’re missing? • What do I feel motivates a particular character? HEMORRHAGE - 1 SP You can use your action to injure your opponents and cause them to bleed out. Select an enemy and make an AGI check. • On a failure, nothing happens. • On a mixed success, the target starts Bleeding. • On a complete success, a second target starts Bleeding. QUICK HANDS - 1 SP You can invoke this move once per turn to use a consumable item as a free action. SUIT: COINS 金 貨
夏 SUMMER 金 貨 100 PRECISE TACTICIAN You have an intricate knowledge of bolstering your team’s precision while hindering the accuracy of your enemies. You gain Sukukaja and Sukunda immediately, and either Masukukaja or Masukunda when you hit Level 10. (LEVEL 1+) SUKUKAJA - 1 SP You can use your action to grant an ally a +2 bonus to their attack rolls for three rounds. If used out of combat, it lasts up to 10 minutes during which they gain increased athletic capability, such as climbing, running, jumping, and other actions as decided by the GM. (LEVEL 1+) SUKUNDA - 1 SP You can use your action to lower an enemy’s precision, making them suffer a –2 penalty to their attack rolls for three rounds. (LEVEL 10+) MASUKUKAJA - 2 SP You can use your action to grant all allies the effect of Sukukaja. (LEVEL 10+) MASUKUNDA - 2 SP You can use your action to inflict all enemies with the effect of Sukunda. WILL O' WISP - 1 SP You can use your action to fling fiery orbs at an enemy. Select an enemy and make an AGI check. • On a failure, none of your enemies are Burned. • On a mixed success, your target is Burned. • On a complete success, a second target of your choice is Burned. SUIT: COINS LEVEL 10+ MOVES • Affinity Break • Armor Break • Charge • Invisibility • Last Stand AFFINITY BREAK - 2 SP As an action on your turn, you can completely neutralize one enemy’s affinity of your choice. For three rounds, the target treats all damage of that affinity as Neutral. ARMOR BREAK - 2 SP As an action on your turn, you can negate an enemy’s armor, be it worn, from a Shadow’s Threat Level, or some other source. Armor Break lasts three rounds. 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; your skill deals the sum of both values as damage to the target. INVISIBILITY - 2 SP You can use your action to render yourself or an ally completely invisible. The invisibility ends when the target makes a loud noise or motion, when they attack someone, or when you choose to end it. LAST STAND When ambushed, gain the effect of Last Stand for the encounter. Attacks made against you suffer a penalty equal to your Willpower.