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S H I N M E G A M I T E N S E I D 20 S O U R C E B O O K

PD20
PERSONAD20

PROJECT DREADBURNER
Gensh Langato
TABLE OF CONTENTS

INTRODUCTION ...02
VARIANT RULES ...06
SKILLS ...07
FEATS ...08
TRAITS ... 1 6
PERSONAS ...20
PRESTIGE PATHS ...27
COMBAT ...
SOCIAL LINKS ...
ABILITY LIST ...
COMPENDIUM ...
AFTERWORD ...

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INTRODUCTION
 A police officer investigating a serial killer
WHAT IS SMT: PERSONA?  A mercenary hired for a mysterious job
Persona is an ongoing series of Japanese  The friend or relative of someone who
roleplaying games that are published by Atlus recently disappeared without warning
and are exclusive to the Playstation line of
consoles. Eschewing the common and popular SETTING
themes of friendship, hard work, and “hit it with
a big sword until it dies,” Persona centers on While the Western release of the original
realistic characters with complex personalities Persona game tried to transplant the setting
and less-than-ideal lives and requires the use into America, the games are in fact all set in
of tactics to a greater degree than most other cities in Japan, though recently these cities
games of the genre. While these points keep have been wholly fictional. As a result, the
the series from entering the mainstream, it environment that the games take place in is
remains a cult hit, and its games have won almost entirely urban, varying from
numerous awards, including Game of the metropolises to smaller cities, which might
Year. At the same time, the series has caused include a small forest or park. Shinto shrines
a certain amount of controversy over the are a common sight and often serve as key
years, as it occasionally deals with strong points in the game’s plot or a location to
psychological concepts, such as suicide and increase Social Links. The main character is
drug addiction. In addition to being a often a high school student, so a large portion
roleplaying game, the series also includes a of time is spent at school, which, in Japan,
feature known as the Social Link system, runs six days a week and often requires
introducing some elements of dating simulator students to join at least one club. In recent
games, which are especially common in Japan games, the schools in question have required
but hard-to-find or new to Western audiences. joining both one athletic club and one cultural
As a result, the player is forced not to simply club: despite frequent depictions in manga and
grind levels until the next boss fight but to anime, there is no “Go Home Club” in Persona.
instead interact with other characters and learn Frequently, the player lives with other major
about their background. Succeeding in one’s characters: Persona 3 had the player living
school life is not merely a side-achievement, with the other members of SEES in their dorm,
however, but rewards the player with more while Persona 4 had the player living with his
powerful Personas for use in combat. This is uncle and cousin. Additionally, in Japan, a
also reversed in the fact that the player has an person is typically referred to by his or her last
easier time interacting with other characters name unless the speaker is a good friend of
when a Persona of a matching personality type the one being addressed. An honorific suffix is
is in his or her party. typically added to the end; not doing so
indicates a close relationship and may be
considered impolite when in public. In some
CHARACTERS cases, an o- is added to the beginning of a
In the Persona series, the protagonist is often name to indicate respect, and o- is frequently
an ordinary person who has recently added to the beginning of an honorific
undergone a major change in his or her life. As indicating a relative (this is only done for
the main characters are frequently high school siblings if the addressee is older i.e. oka-san is
students, this typically means moving to a new “mother” rather than “mom” while onee-san is
town at the beginning of the school year, “older sister”). A corrupted version of this is a-
though other circumstances are certainly combined with a shortened honorific, but is
possible. considered rude, though it is often seen in
anime (aniki = onii-san).
Some options include:
 A reporter looking for a unique story A list of common honorifics:
 -san: no inflection, occasionally “Mr.”
 -ossan: familiar, rude, “old man”

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 -tan: country accent -san traits are magnified. For example, if the
 -kun: familiar, especially for boys or when Persona of a kind man who enjoys a friendly
ignoring gender, “young” brawl is released, he will likely become a
 -chan: cutesy, familiar, especially for girls sadistic battle maniac. That will not happen in
or young children, “dear” all cases, however, and such a harsh
 -in: extremely cutesy/baby talk, added transformation could be lessened with
directly to end of name, alternately -chin experience.
 -nee-: “sister” On the other hand, in some cases, rather
 -nii-: “brother” than being cut off completely, the super-ego
 -ka-: “mother” forces itself directly upon the id, resulting in
 -to-: “father” some “super-moral” Personas, as
 -ba-: “aunt” demonstrated clearly by the Angel family.
 -ji-: “uncle”
 -baa-: “grandmother”  ABILITIES
 -jii-: “grandfather” As the Persona is the ultimate defense
 -sama: respect, “Lord” or “Master” mechanism of the ego to deal with excessive
 -dono: respect, considered archaic, “Mr.” stress, it is equipped to remove any sort of
 -sempai: “senior,” especially at school or unknown occurrence. While the currently
work known ego defense mechanisms simply
 -kouhai: “junior,” especially at school or involve the mind re-envisioning the outside
work world to fit the psyche’s image, the Persona
 taichou: “commander/squad leader” Ability instead re-envisions the self, causing
 -iinchou: “class representative” some as-yet unidentified psychic energy to
 -sensei: “teacher” crystallize, creating a localized distortion in
 -gakuenchou: “headmaster” or “principal” reality in the shape of the desired alternative.
As such, the Persona is able to continue to
PERSONAS distort the space around it as it pleases,
resulting in what may have started legends of
The central aspect of the Persona series is the
magic and miracles. Elemental abilities involve
Persona itself. Personas (rarely given as
warping reality at a distance, requiring far more
Personae) are described as a second soul that
spiritual/psychic energy (SP) than simply
dwells within the hearts of all humans. While
maintaining the Persona, and the effects of
shrouded in mystery, it seems that their true
such abilities can range from the simple
purpose is to provide a metaphorical and
generation of fire (Agi) to merely wishing for an
metaphysical “persona,” or mask, for the soul
event to happen and changing the world so
when it encounters something from far outside
that it occurs (Die for Me!). Physical abilities,
its normal experiences. When triggered, an
on the other hand, involve the warping of the
incorporeal avatar of this mask, often taking
reality of the self into having the desired
the form of a powerful mythical or historical
strength and means of attack, thus causing
figure, envelops its charge like a protective
psychological damage that manifests as bodily
shell. During this period, a second personality
harm as well. As Personas do not truly exist
gains control of the human’s body.
within the normal expanse of reality and
This second personality is, naturally, a part of
cannot be injured as a result, they prove to be
the Persona-user’s normal personality, but
excellent defense mechanisms, however
while a human’s day-to-day activities are
unskilled Persona-users have occasionally
normally controlled almost entirely by the ego,
driven themselves to their own deaths through
the Persona is influenced a great deal by the
the use of their Persona’s attacks. The mind,
base, animalistic portion of the psyche, the id.
however, is well aware of this flaw and
While this defense mechanism allows a
generates a secondary physical ability as a
greater chance of self-preservation due to
preventative measure: it removes the limits on
cutting out the ego’s phase of mediation
the body so that the Persona-user’s natural
between the id and the super-ego, it can also
ability increases in relation to the Persona’s,
be dangerous due to the id’s stunted ability to
though prolonged use results in extreme
reason. As a result, the “weak” traits of a
fatigue.
person whose Persona is released are often
repressed, while the “strong” or aggressive
 EVOCATION

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It is not possible under ordinary circumstances Shadows, however, seem to suffer from
to force a person’s mind to generate a self- lunacy, that is, they are often mad and only
defense reaction that only rarely manifests, appear on the night of a full moon. Additionally,
even in real life-threatening situations. Thus, while Personas are typically incorporeal and
upon discovery of the Persona Ability, officially unable to be harmed, Shadows do not have a
known as Special A, the Persona-user often permanent source of SP and as a result are
determines a manner in which he or she can forced to completely manifest in the physical
fool his or her own mind into generating such a world, making them vulnerable to ordinary
response at will, and training him or herself weapons, often used by Persona-users to
into always reacting at that particular stimulus. downplay the use of their ability and prevent
Unfortunately, such methods are often excess mental strain.
questionable in a legal or social environment,
and some fade in effectiveness as time THE VELVET ROOM
passes. The specific methods of doing so are
At the beginning of each game, the player has
discussed later, in the individual Evocation trait
a dream in which he finds himself in a blue
descriptions.
room and signs a contract stating that he will
take responsibility for his actions. Within the
 ARCANA
room, there can be a number of mysterious
A deck of tarot cards includes twenty-two people, though often times, there is only an old
Major Arcana, each describing a unique man named Igor and his young female
personality type and life direction. Following assistant. Igor is very knowledgeable about
this pattern, Personas are divided into twenty- Personas and Shadows, offering advice and
two categories based on the personality and certain services, such as Persona fusion,
instincts of their users. Personas in the same though he obviously keeps some secrets and
arcana are typically similar, such as sharing restricts certain services until the player’s
the same elemental affinities, in addition to psyche is ready for them. Only those who
similar ideologies. The specific strengths and possess the Wild Card ability may enter the
weaknesses of each Arcana are discussed Velvet Room, or even see its entrance.
later, in the individual Arcana trait descriptions. Though it is unknown what causes the
generation of this ability, it has been noted that
SHADOWS a mysterious blue butterfly is often seen shortly
before the player receives the Velvet Key.
Shadows can be easily described as rogue
Personas. In psychological terms, the shadow
represents both the darker side of the instinct RUMORS
seen in the id and also the weaknesses in both Rumors can have a profound effect in the
the ego, as seen by the super-ego. As the Persona universe, to the point that any rumor
culmination of a person’s base desires, spread nearly always comes true. While in
including the desire for power, combined with most of the games, this appears as an
weakness, a Shadow can easily materialize interesting oddity, it was a central theme in the
and consume a weak-minded human who has Persona 2 duology. Western players, who
suddenly developed the Persona Ability. This were only able to legally play Eternal
newborn rogue Persona then goes on to attack Punishment, were introduced to this concept
other humans, sucking out all their SP and early in the game, when one of the characters
using it to crystallize more Shadows. The remarks about the phenomenon and creates a
victims of these attacks are known as “The false rumor that a certain restaurant sells
Lost” as they are completely emotionless and weapons on the black market, only for a waiter
lack the drive to do anything, a condition that to approach the party hours later and offer to
puzzled doctors refer to as “Apathy show them the back room. Many other such
Syndrome.” phenomena occur throughout the game if the
While most Shadows are weak, as a result of player spreads the proper rumors. This can be
having their human host almost completely a convenient way to explain how the party
drained before crystallizing, those few that obtains their weapons and equipment without
devoured their own host are much more having to use a more ordinary but far-fetched
powerful and occasionally self-aware. These excuse, such as being good friends with a

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policeman who doesn’t ask too many  The boss, a manifestation of humanity’s
questions. fear of tomorrow resurrects every night
Rumors can also serve as a vehicle for  If the boss isn’t defeated, time reverts to
quests. Though reality warping is already the day before
present in the existence and powers of the
Persona, one could easily say that rumors The benefit to using a setting similar to the
provide the potential for something strange to twenty-fifth hour is that players can prepare for
happen, and as a result, attract things that are the night’s fight in advance, hiding weapons or
already out of the ordinary. Thus, the rumor of ammunition in various places in order to fight
a ghost haunting the school grounds could more effectively and allowing a degree of
mean that a student’s Persona has awakened, independence from their Personas. On the
but he is unable to control it and wanders other hand, though, it also requires more work,
around mindlessly after hours, following his such as keeping up with hiding places for the
daily routine. weapons, which are likely to be illegal, and the
amount of ammunition. Additionally, it requires
THE DARK HOUR fighting the same enemy every night. A middle
ground between those options would be
In Persona 3 and Persona 4, a new concept making the boss Shadow on the night of the
was introduced: the Dark Hour. Rather than full moon have the power to reset time to the
having the player simply running about day after the previous full moon.
summoning giant monsters in broad daylight,
Personas, including Shadows, can only exist THE CRAWLING CHAOS
for one hour each day, a secret hour that
occurs exactly at midnight each night, which Though recently, Persona has veered away
only Persona-users experience. In Persona 3, from some of its original roots: each character
ordinary humans “transmogrified” into black having access to a single arcana, the Velvet
coffins during this time period, and most of the Room not existing as a defined place, and so
Shadows were confined to a tower called forth, a Game Master may wish to make use of
Tartarus, with the exception of the night of the the overarching forces present in the earlier
full moon. Persona 4, however, bypassed games. This may prove a treat for Persona-
having to explain such phenomena by stating savvy players, but it also brings into question
that the Shadows were typically confined to the the real power of some of the Personas with
“Midnight Channel,” which could be accessed more illustrious mythologies, and may prove
through any television. While an isolated little more than an annoyance, especially for
setting like Tartarus or the Midnight Channel those who expect their Persona to be an
allows players to have great battles without absolute force in the world. For some groups, it
having to worry about damage, an open setting may be better to have mysterious higher
also allows for more complex play and more powers reach no further than the ever-present
planning during the daytime. Igor, who likely knows about the characters
Play groups may also want to use material from previous campaigns and can engage their
from Takemaru Sesshu’s manga Crossing 25, players in conversation about them. Ultimately,
which like Persona 3 and Persona 4, revolves though, whether or not Igor’s master or that
around the existence of the secret twenty-fifth certain Count are major figures in the game is
hour, which only a few, seemingly random up to the GM.
humans are able to perceive. Some notable
differences between the twenty-fifth hour and
the Dark Hour include:
 Humans not aware of the twenty-fifth
hour disappear completely
 Humanity’s combined vision of the world
is restored at the end of the hour, undoing
any major damage
 Items known about solely by those
fighting during the hour, such as weapons
and ammunition, are not restored

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VARIANT RULES

 NO CLASSES  ATTACKS ARE DEX-BASED


Characters instead are allowed to select their This is more realistic than adding Strength to
own abilities in the form of feats and traits. attack rolls and is often done in other game
Each character gains four feats at first level systems.
and one at each additional level. The feats
presented here are more powerful than  ADVANCING ARMOR CLASS
standard feats and should not be used outside Having changed armor bonuses to damage
of this or a similar system. At any time, a reduction, the static Armor Class statistic has
standard feat may be taken instead of one been renamed Evasion Rate and receives a
presented in this book. bonus equal to 1/3 character level (round
down).
 CHARISMA
The games heavily focus on Social Links, thus  NO SAVING THROWS
tying Charisma to a particular ability would Saving throws weren’t in the games, so they’ve
result in an imbalance between character been removed here. Instead, all abilities
types. Instead Charisma affects the character’s require an attack roll or a percentile roll.
Social Links, providing bonuses described
later, in that section.  PHYSICAL ATTACKS DRAIN HP
Each use of a Persona’s physical attack ability
 ARMOR AND CON PROVIDE DR drains a percentage of the human character’s
In the games, a character’s Endurance max health. Attacks made by the Persona’s
attribute reduced damage from attacks. As a user do not suffer this limitation.
result, characters gain damage reduction equal
to the given Constitution modifier, plus any  MAGIC IS AN ATTACK
bonuses from armor or other items. With no saving throws, magic use is no
different from using a physical attack. Each
 HIT AND SPIRIT POINTS individual spell is simply considered a different
Each character gains 20 hit points and 10 spirit weapon. Spell damage rolls gain a bonus from
points at first level and 5 of each for every a high Intelligence score in the same way that
additional level. Add his or her Strength bonus physical attacks benefit from a high Strength
to hit points and his or her Intelligence bonus score.
to spirit points at each level. These bonuses
apply retroactively.  SPELLS DRAIN SP
Using magical abilities drain spell points, much
 SKILLS like using a psionic power.
Each character gains five skill points at each
level, plus his or her Intelligence bonus and  THREAT RANGE IMPROVES
four times that amount at first level. There are For every ten points of Wisdom above 10, a
no cross-class skills. Additional skill points character’s critical threat range increases by 1.
remain based on Intelligence as a counterpoint
to Strength increasing carrying capacity (and  STATUS IS CONSTANT
therefore loot). Just like in the games, Light- and Dark-
element and Bad Status abilities are
 FULL BASE ATTACK BONUS percentile-based with no distinctions based on
Instead of having a class-centered base attack level, though twice the user’s Wisdom modifier
bonus, all characters have a base attack is added to the roll and the target’s Wisdom
bonus equal to their character level. modifier is subtracted from it.

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SKILLS

 MODIFIED SKILL USE  SKILL LIST


 Appraisal is a special use of a Craft skill.
 Acrobatics is a combination of Balance, SKILL NAME ATTRIBUTE
Jump, and Tumble. Acrobatics Dex
 Athletics is a specialized skill used for Athletics () Str
any highly physical activity. Climbing and Bluff Cha
Swimming are possible specializations. Computers Int
 Bluff allows a character to suppress his Concentration Wis
or her aura, functioning as a Disguise Craft () Int
check against sensory abilities. Diplomacy Cha
 Concentration is based on Wisdom, as it Disable Device Int
is a test of mental focus, not endurance. Disguise Cha
 Disable Device includes Open Lock. Drive Dex
 Drive allows the use of all land and water Escape Artist Dex
vehicles. Gather Information Cha
 Heal has been renamed Medicine in Handle Animal Cha
order to prevent confusion. Intimidate Cha
 Linguistics includes Decipher Script and Knowledge () Int
Forgery and grants one additional Linguistics Wis
language for every four ranks. Medicine Wis
 Having a high Intelligence score no Perception Wis
longer grants extra languages at first Perform () Cha
level. Pilot Dex
 Perception consists of Listen, Spot, and Profession () Wis
any other physical senses a character Ride Dex
may possess. Search Wis
 Pilot includes all air and space vehicles. Sense Motive Wis
 Search includes the ability to look for Sleight of Hand Dex
physical evidence. Stealth Dex
 Sense Motive can generate a non- Survival Wis
alignment-specific Detect Evil effect with a
range in feet equal to five times the check
result.
 If character races other than human are
present in the campaign, they receive one
less skill point at each level.

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FEATS

Feats are the exceptional abilities that Benefits: Choose an alignment when you
Personas and to a lesser degree, their users, gain this feat. When your Persona uses spells
possess. The feats presented here are of the chosen alignment, they are 15% more
designed accordingly, and using them in likely to succeed.
another game could be unbalancing. If Normal: The success rate for using an
character races other than human are present instant death effect is based on the spell cast.
in the campaign, they receive one less starting Special: This feat may be taken multiple
feat. times, once for each alignment.
Certain feats have the HEROIC descriptor.
These feats may be used once per session. If ALIGNMENT SPELL [ATTACK]
the Game Master is running a game using Your Persona has the ability to banish foes to
“action/hero points,” a player should spend one the netherworld.
point for each use instead. Benefits: Choose an alignment. Your
A Game Master may choose to forgo the use Persona acquires one spell of this type whose
of these feats entirely in a realistic game. prerequisites you meet.
Special: This feat may be taken multiple
ABSORB ATTACK [PROTECT] times. Each time, you must choose a different
Having a body composed entirely of an spell.
element or perhaps even the body of a deity,
your Persona makes you able to completely ALMIGHTY SPELL [ATTACK]
absorb a certain type of damage. Your Persona holds the touch of the divine.
Prerequisites: Con 19, Null Attack, Inherit Prerequisites: At least one multi-target
type matches damage type second rank spell
Benefits: Choose a physical damage type Benefits: Your Persona acquires one
or element for which you have Null Attack Almighty spell whose prerequisites you meet.
when you gain this feat. When you take Special: This feat may be taken multiple
damage of this type, the total amount is times. Each time, you must choose a different
instead added directly to your HP. spell.
Special: This feat may be taken multiple
times. Each time, you may pick an additional APT PUPIL [GENERAL]
damage type. Light, Dark, and Status abilities By carefully watching your opponent, you are
inflict no damage and are not valid damage able to strike weak spots with ease.
types for the purpose of this ability. You may Prerequisites: Dex 19, Wis 17
not gain this ability for an attack type for which Benefits: All your attacks have their threat
you already have Repel Attack. range increased by one.
Special: This benefit stacks with the
ACCURATE ATTACK [GENERAL] Improved Critical feat.
You know that you can only deal damage if
you hit something in the first place. ATTACK FOCUS [GENERAL]
Benefits: When you make an attack, you You excel in the use of a certain attack type.
may choose to take a penalty of up to -5 on Benefits: Choose a physical or elemental
your damage rolls in exchange for an equal attack type when you gain this feat. You and
bonus on attack rolls. your Persona gain a +1 bonus to attack rolls
when using an attack of this type.
ALIGNMENT BOOST [BOOST] Special: This feat may be taken multiple
Your Persona’s ability to invoke divine wrath times. Each time, you must choose a different
upon your foes goes far beyond the norm. attack type.
Prerequisites: Int 19, Hamaon or Mudoon

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AUTO-SUPPORT [BOOST] Special: This feat may be taken multiple
Your Persona has used a certain spell so times. Each time, choose a different elemental
often that it can generate the effect on itself or alignment inherit type.
without draining your energy,
Prerequisites: Int 17, Wis 15, At least one DIVINE GRACE [BOOST]
support spell Your Persona acts as a conduit for your
Benefits: Choose a single-target support heart, allowing you to feel the pains of others
spell you know when you gain this feat. and better heal them.
Whenever you enter battle, you gain the Prerequisites: Int 19, Wis 17, Diarahan
benefits of the spell, as if it had been cast on Benefits: When your Persona uses a
you normally. The effect ends after 3 rounds recovery spell, its effects are doubled.
as normal. Normal: Healing spells recover a number of
Special: This feat may be taken multiple hit points equal to the spell’s damage statistic
times. Each time, you must choose a different + your Intelligence bonus.
single-target support spell.
DO-OVER [HEROIC]
BENEFIT [GENERAL] Kick reason to the curb!
Through whatever means, you have some Benefits: Once per gaming session, if you
sort of special privilege. fail a roll by 10 or more, the next roll you make
Benefits: You gain some sort of benefit in to accomplish the same task is treated as a
your daily life that has little to do with natural 20.
Personas, such as diplomatic immunity, but is
otherwise a major help. Work out the exact DODGE ATTACK [PROTECT]
details with the Game Master. You’ve grown so used to avoiding a certain
Special: This feat may be taken multiple kind of attack that it’s become second nature.
times. Each time, choose a different benefit. Prerequisites: Dex 15
Benefits: Choose a physical damage type
COUNTER [PROTECT] or element when you gain this feat. Your
By timing it just right, you are able to deflect Dexterity modifier is doubled when making an
your opponent’s attack right back at him. Evasion roll against your chosen attack.
Prerequisites: Str 17, Dex 17 Normal: Your Dexterity modifier is added to
Benefits: Whenever you are struck by a Evasion rolls to avoid damage.
physical attack, there is a 15% chance that the Special: This feat may be taken multiple
attacker will take damage instead. times. Each time, you may pick an additional
damage type. Light, Dark, and Status abilities
COUNTERSTRIKE [PROTECT] require no Attack roll and are not valid attack
Through expert training, you’ve developed types for the purpose of this ability.
your ability to use your foe’s strength against
him. ELEMENT AMP [BOOST]
Prerequisites: Str 19, Dex 19, Counter Your Persona has acquired a deep
Benefits: Whenever you are struck by a connection with a certain element, making its
physical attack, there is a 30% chance that the attacks with that element devastating.
attacker will take damage instead. Prerequisites: Int 21, Element Boost, Third
rank spell for the chosen element
DEFENSIVE TRAINING [PROTECT] Benefits: Choose an element when you
While most Personas only have two inherit gain this feat. When your Persona uses a spell
types, yours has one extra, increasing your of the chosen element, it does 50% more
defensive options. damage. This bonus supersedes the bonus
Benefits: Your Persona is considered to from Element Boost.
have an additional elemental or alignment Normal: Spells deal damage equal to the
inherit type for the purpose of gaining protect spell damage statistic + your Intelligence
feats. bonus.
Normal: Most protect feats have lesser Special: This feat may be taken multiple
prerequisites for Personas with a matching times. Each time, you must choose a different
inherit type and some mandate a specific type. element.

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Feats
General Feats Prerequisites Benefits
Accurate Attack - Reduce damage to increase Attack rolls
Apt Pupil Dex 19, Wis 17 Improve critical range by 1
Attack Focus - +1 on attack rolls for specified damage type
Benefit - Gain a significant bonus with no effect on combat
Furious Attack - Reduce Evasion to increase damage
Hammerspace Dex 17 +10 to Sleight of Hand when concealing, conceal
large objects
High Attribute - +2 to one attribute
Improved Quick Dex 17, Quick Draw Draw concealed weapons and reload as free
Draw actions
Power Attack - Reduce Attack rolls to increase damage
Trivial Pursuits Knowledge (any 2) Make untrained knowledge checks
4 ranks

Attack Feats Prerequisites Benefits


Alignment Spell - Learn one instant death spell
Elemental Spell - Learn one elemental spell
Almighty Spell 1+ multi-target 2nd rank Learn one almighty spell
spell
Recovery Spell - Learn one recovery spell
Status Spell - Learn one status-inflicting spell
Support Spell - Learn one support spell
Weapon Attack - Learn one physical attack

Boost Feats Prerequisites Benefits


Alignment Boost Int 19, Hamaon or +15% success rate on chosen type
Mudoon
Auto-Support Int 17, Wis 15, 1+ Auto-cast support spell at start of encounter
support spell
Multi-Auto-Support Int 19, Wis 17, 1+ multi- Auto-cast multi-target support spell at start of
target support spell encounter
Divine Grace Int 19, Wis 17, Double effects of recovery spells
Diarahan
Element Boost Int 19, Second rank Spells deal +25% damage
spell of chosen element
Element Amp Int 21, Element Boost, Spells deal +50% damage
Third rank spell of
chosen element
Status Boost Two spells that induce +50% success rate on status spells
the chosen status
Weapon Master Dex 21 +50% damage with chosen weapon type

Protect Feats Prerequisites Benefits


Counter Str 17, Dex 17 15% chance to reflect physical attacks
Counterstrike Str 19, Dex 19, Counter 30% chance to reflect physical attacks
High Counter Str 21, Dex 21, 50% chance to reflect physical attacks
Counterstrike
Defensive Training - Gain an additional inherit type for the purpose of
protect feats
Dodge Attack Dex 15 Add double Dex to Evasion rolls against chosen

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type
Evade Attack Dex 17, Dodge Attack Add triple Dex to Evasion rolls against chosen type
Null Status 1+ status spell Immune to chosen status
Resist Alignment Wis 13, Matching Half success rate when attacked by chosen type
inherit type
Null Alignment Wis 17, Resist Immune to chosen type
Alignment
Repel Alignment Wis 19, Null Alignment Reflect death to caster
Resist Attack Con 15 or Matching Half damage from chosen type
inherit type
Null Attack Con 19 or Con 15 and Immune to chosen type
Matching inherit type,
Resist Attack
Absorb Attack Con 19, Matching Heal amount of damage that should be dealt
inherit type, Null Attack
Repel Attack Con 19, Matching Reflect damage to attacker
inherit type, Null Attack
Sharp Student Dex 15, Wis 15 25% chance to ignore critical hits
Survive Alignment Wis 15 50% chance to survive chosen type with 1HP
Endure Alignment Wis 17, Survive Survive chosen type with 1HP
Alignment
Unshakable Will Wis 21 Immune to all negative statuses

Heroic Feats Prerequisites Benefits


Do-Over - After failing by 10+, next roll is counted as natural
20
Endure Con 19 If reduced to -10HP, recover to 1HP
Enduring Soul Con 23, Endure If reduced to -10HP, recover to full HP
Strife Cape Hammerspace, Attack twice per round for 5 rounds
Improved Quick Draw

ELEMENT BOOST [BOOST] Special: This feat may be taken multiple


Through strict training in the use of a certain times. Each time, you must choose a different
element, your Persona’s attacks have become spell.
much more powerful.
Prerequisites: Int 19, Second rank spell for ENDURE [HEROIC]
the chosen element It’ll take more than that to kill you.
Benefits: Choose an element when you Prerequisites: Con 19
gain this feat. When your Persona uses a spell Benefits: Once per gaming session, if you
of the chosen element, it does 25% more would otherwise be reduced to -10HP or lower,
damage. you may immediately recover to 1HP.
Normal: Spells deal damage equal to the Normal: A character dies when reduced to
spell damage statistic + your Intelligence -10HP or lower.
bonus.
Special: This feat may be taken multiple ENDURING SOUL [HEROIC]
times. Each time, you must choose a different A real man doesn’t die, even when he’s killed!
element. Prerequisites: Con 23, Endure
Benefits: Once per gaming session, if you
ELEMENTAL SPELL [ATTACK] would otherwise be reduced to -10HP or lower,
Your Persona is skilled in the use of spells you may immediately recover to full HP. This
that directly damage your opponent. supersedes the ability granted by Endure.
Benefits: Choose an element. Your Normal: A character dies when reduced to
Persona acquires one spell of this type whose -10HP or lower.
prerequisites you meet.

12
ENDURE ALIGNMENT [PROTECT] times this feat can be taken or forbid it
Even if you would normally be overcome by altogether in serious games.
the forces of the afterlife, your Persona
ensures your flame of life flickers on. HIGH ATTRIBUTE [GENERAL]
Prerequisites: Wis 17, Survive Alignment When it comes to a certain attribute, you have
Benefits: Choose an alignment when you a certain edge that others just don’t have.
gain this feat. When a spell of the chosen Benefits: You gain a +2 bonus to one
alignment would normally reduce your hit attribute, as if gained through a higher level.
points to zero, you are instead reduced to 1HP. Normal: You gain a +1 bonus to one
Normal: The success rate for using an attribute every four levels.
instant death effect is based on the spell cast. Special: This feat may be taken multiple
Special: This feat may be taken multiple times. The effects stack.
times, once for each alignment.
HIGH COUNTER [PROTECT]
EVADE ATTACK [PROTECT] You have reached the point of mastery when
You’ve avoided a certain attack type so many it comes to using your foe’s strength as your
times that you’ve developed a sixth sense that own and most think twice before striking you.
allows you to avoid it completely. Prerequisites: Str 21, Dex 21, Counterstrike
Prerequisites: Dex 17, Dodge Attack Benefits: Whenever you are struck by a
Benefits: Choose a physical damage type physical attack, there is a 50% chance that the
or element for which you have Dodge Attack attacker will take damage instead.
when you gain this feat. Your Dexterity modifier
is tripled when making an Evasion roll against IMPROVED QUICK DRAW [GENERAL]
your chosen attack instead of doubled. This One second, you’re unarmed, the next, you’re
bonus supersedes the bonus granted by armed to the teeth.
Dodge Attack. Prerequisites: Dexterity 17, Quick Draw
Normal: Your Dexterity modifier is added to Benefits: You may draw any number of
Evasion rolls to avoid damage. weapons, including concealed weapons, as a
Special: This feat can be taken multiple free action. Additionally, you benefit from the
times. Each time, you may pick an additional Rapid Reload feat for all handheld ranged
damage type. Light, Dark, and Status abilities weapons.
require no Attack roll and are not valid attack Normal: You may draw or reload a weapon
types for the purpose of this ability. as a move action or draw a concealed weapon
as a standard action.
FURIOUS ATTACK [GENERAL]
You know that sometimes you have to take a MULTI-AUTO-SUPPORT [BOOST]
hit in order to give one. Your Persona is able to use a certain spell so
Benefits: When you make an attack, you efficiently that you and all around you gain its
may choose to take a penalty of up to -5 on benefits without cost.
your evasion rolls until the beginning of your Prerequisites: Int 19, Wis 17, At least one
next turn in exchange for an equal bonus on multi-target support spell
damage rolls. Benefits: Choose a multi-target support
spell you know when you gain this feat.
HAMMERSPACE [GENERAL] Whenever you enter battle, you gain the
You have the ability to store things in places benefits of the spell, as if it had been cast on
where they just don’t seem to fit. you normally. The effect ends after 3 rounds as
Prerequisites: Dex 17 normal.
Benefits: You gain a +10 bonus to Sleight of Special: This feat may be taken multiple
Hand checks to conceal objects and may times. Each time, you must choose a different
conceal objects that would otherwise be too multi-target support spell.
large by accepting an appropriate penalty
assigned by the GM. NULL ALIGNMENT [PROTECT]
Special: This feat may be taken multiple Your Persona is completely enveloped in its
times. The bonus to Sleight of Hand stacks. alignment, granting you immunity to its effects.
Game Masters may wish to limit the number of Prerequisites: Wis 17, Resist Alignment

13
Benefits: Choose an alignment when you Benefits: Your Persona acquires one
gain this feat. When you are targeted by a spell Recovery spell whose prerequisites you meet.
of the chosen alignment, it automatically fails. Special: This feat may be taken multiple
Normal: The success rate for using an times. Each time, you must choose a different
instant death effect is based on the spell cast. spell.
Special: This feat may be taken multiple
times, once for each alignment. REPEL ALIGNMENT [PROTECT]
Your Persona has been to hell and back, and
NULL ATTACK [PROTECT] laughs in the face of death, condemning those
Due to either an elemental composition or who would attempt to banish you to the
having a body like stone, your Persona has afterlife.
granted you immune to a certain type of Prerequisites: Wis 19, Null Alignment
damage. Benefits: Choose an alignment when you
Prerequisites: Con 19 -OR- Con 15 and gain this feat. When you are targeted by a spell
Inherit type matches damage type, Resist of the chosen alignment and the percentile roll
Attack succeeds, the user is treated as the target
Benefits: Choose a physical damage type instead of you.
or element for which you have Resist Attack Normal: The success rate for using an
when you gain this feat. When you take instant death effect is based on the spell cast.
damage of this type, the total amount is Special: This feat may be taken multiple
negated completely. times, once for each alignment.
Special: This feat may be taken multiple
times. Each time, you may pick an additional REPEL ATTACK [PROTECT]
damage type. Light, Dark, and Status abilities Some sort of magical ability or maybe even
inflict no damage and are not valid damage divine intervention granted by your Persona
types for the purpose of this ability. causes all damage of a certain type to be
reflected against anyone who uses it against
NULL STATUS [PROTECT] you.
Through some sort of ability, whether it be Prerequisites: Con 19, Null Attack, Inherit
narcissism, undeath, or otherwise, your type matches damage type
Persona has made you immune to a certain Benefits: Choose a physical damage type
status condition. or element for which you have Null Attack
Prerequisites: At least one spell that when you gain this feat. When you take
induces the matching status damage of this type, the total amount is
Benefits: Choose a status effect type negated completely and the attack’s user must
(statuses inflicted by support spells don’t make an Evasion roll against his or her original
count). You are immune to this status effect. attack roll or suffer full damage.
Normal: The user must succeed on a Special: This feat may be taken multiple
percentile check to inflict a status effect. times. Each time, you may pick an additional
Special: This feat may be taken multiple damage type. Light, Dark, and Status abilities
times. Each time, you may pick an additional inflict no damage and are not valid damage
status effect type. types for the purpose of this ability. You may
not gain this ability for an attack type for which
POWER ATTACK [GENERAL] you already have Repel Attack.
Sometimes, it’s just more fun to swing around
wildly and tear everything up. RESIST ALIGNMENT [PROTECT]
Benefits: When you make an attack, you Your Persona is so strongly tied to its
may choose to take a penalty of up to -5 on alignment that spells of that type are less likely
your attack rolls in exchange for an equal to affect you.
bonus on damage rolls. Prerequisites: Wis 13, Inherit type matches
alignment
RECOVERY SPELL [ATTACK] Benefits: Choose an alignment when you
Your Persona is skilled in the use of spells gain this feat. When you are targeted by a spell
that heal and erase negative effects. of the chosen alignment, the success rate is
halved.

14
Normal: The success rate for using an Special: This feat can be taken multiple
instant death effect is based on the spell cast. times. Each time, you must choose a different
Special: This feat may be taken multiple spell.
times, once for each alignment.
STRIFE CAPE [HEROIC]
RESIST ATTACK [PROTECT] Due to unusual training, or perhaps just
Whether due to an elemental affinity or simple watching too much anime, you have gained the
toughness, your Persona has made you ability to store an absurd number of weapons
resistant to a certain type of damage. in the lining of a cape or jacket.
Prerequisites: Con 15 -OR- Inherit type Prerequisites: Hammerspace, Improved
matches damage type Quick Draw
Benefits: Choose a physical damage type Benefits: Choose a weapon type when you
or element when you gain this feat. When you gain this feat. Once per gaming session, at the
take damage of this type, the total amount is beginning of your turn, you may declare that
halved before applying other modifiers. you’re using your strife cape, revealing ten
Special: This feat may be taken multiple concealed weapons of the type you chose.
times. Each time, you may pick an additional During this turn and the next four turns, you
damage type. Light, Dark, and Status abilities may make two attacks at your full Attack skill
inflict no damage and are not valid damage as a standard action. Each attack, successful
types for the purpose of this ability. or not, destroys one of the weapons. In the
case of ranged weapons, you unleash all of the
SHARP STUDENT [PROTECT] ammunition in one burst, melting the barrel.
By carefully observing your opponent, you This ability does not allow your Persona to
may avoid what would otherwise be lethal make multiple attacks or cast multiple spells.
strikes. Normal: You may make one attack per
Prerequisites: Dex 15, Wis 15 round as a standard action.
Benefits: Whenever you are struck by a Special: You don’t need to have declared
critical hit, there is a 25% chance that it is a that you had hidden the weapons beforehand.
regular attack instead. It is assumed that they were in your
Normal: The chance of an attack being a Hammerspace all along.
critical hit depends on the attack type.
SUPPORT SPELL [ATTACK]
STATUS BOOST [BOOST] Your Persona is skilled in the use of spells
Through intense training or supernatural that provide bonuses to you and your allies.
talent, one of your Persona’s status effects Benefits: Your Persona acquires one
rarely fails to take effect. Support spell whose prerequisites you meet.
Prerequisites: At least two spells that Special: This feat may be taken multiple
induce the matching status times.
Benefits: Choose a status effect type
(statuses inflicted by support spells don’t SURVIVE ALIGNMENT [PROTECT]
count). When your Persona uses spells of the Your Persona creates a tie to this world that
chosen type, they are 50% more likely to sometimes prevents the forces of the afterlife
succeed. from claiming your soul.
Normal: The success rate for using a status Prerequisites: Wis 15
effect is based on the spell cast. Benefits: Choose an alignment when you
Special: This feat may be taken multiple gain this feat. When a spell of the chosen
times. Each time, you may pick an additional alignment would normally reduce your hit
status effect type. points to zero, there is a 50% chance you are
instead reduced to 1HP.
STATUS SPELL [ATTACK] Normal: The success rate for using an
Your Persona is skilled in the use of spells instant death effect is based on the spell cast.
that hinder your opponents. Special: This feat may be taken multiple
Benefits: Your Persona acquires one Status times, once for each alignment.
spell whose prerequisites you meet.
TRIVIAL PURSUITS [GENERAL]

15
Through a combination of study, gossiping,
blogging, and just about everything else a
person can think of, you have learned a little bit
about everything, and sometimes, it pays off.
Prerequisites: Knowledge (any 2) 4 ranks
Benefits: You may make a special Trivial
Knowledge check with a bonus equal to your
level + your Intelligence modifier to see
whether you know some relevant information
about local notable people, places, or items. If
you have 5 or more ranks a Knowledge skill
related to the information sought, you gain a +2
bonus on this check.
Normal: Knowledge checks may not be
made untrained.

UNSHAKABLE WILL [PROTECT]


Your Persona’s invincible mentality prevents
your own mind from being swayed.
Prerequisites: Wis 21
Benefits: You are immune to all negative
status effects.
Normal: The user must succeed on a
percentile check to inflict a status effect.

WEAPON ATTACK [ATTACK]


Your Persona is skilled in the use of a certain
weapon type.
Benefits: Your Persona acquires one
physical attack whose prerequisites you meet.
Special: This feat may be taken multiple
times. Each time, you must choose a different
attack.

WEAPON MASTER [BOOST]


Your Persona is one of the greatest wielders
of its weapon in history and that skill passes on
to you.
Prerequisites: Dex 21
Benefits: Choose a weapon type when you
gain this feat. When you attack with a weapon
of the chosen type, it does 50% more damage.
Normal: Weapons deal damage equal to the
weapon damage statistic + your Strength
bonus.
Special: This feat may be taken multiple
times. Each time, you must choose a different
weapon type.

16
TRAITS

While feats represent all of the amazing


abilities that Persona-users have, traits are AWAKENING [PERSONA]
their more ordinary aspects, their quirks and While most people’s Personas are mere
other aspects that have the most effect on their masks, yours is a second face, and your
daily lives. While a Persona might be changing to this face changes you into a
remembered for its great power, its user could completely different person.
be remembered for cracking bad jokes at every
possible opportunity. Traits are neither good Benefit: You can evoke your Persona at
nor bad, carrying both benefits and penalties. will, without any external influence.
Regardless, in order to keep things from Drawback: Whenever you evoke your
getting out of hand, the Game Master should Persona, its personality consumes your own,
limit the number of traits that characters have. and you are unable to make decisions in your
A fair number is two at first level, in addition to normal manner. See the Personas section for
the Arcana and Evocation traits that all further details.
Persona-users have. A hard limit should be no
more than the one per every five levels, minus DEDICATED ARTIST [CHARACTER]
three. Arcana and Evocation traits follow You have a gift, and you’re not afraid to use it,
special rules, and players may not gain dazzling all those who gaze upon your work, a
additional traits of either type unless under the pox on those silly jacks-of-all-trades.
circumstances described in the Personas Benefit: Choose one Craft or Perform skill.
section. You have an immense talent for this skill and
gain a +4 bonus when using it.
ARCANA [PERSONA] Drawback: Your focus on your specialty has
More than simply the average, weak-willed left you lacking in other artistic fields, giving
background character, your personality you a -2 penalty on all other skill checks of the
matches one of the twenty-two Major Arcana. same type.
Benefit: You gain the benefits associated
with your Arcana. EMO [CHARACTER]
Drawback: You gain the penalties It’s a cold, cruel world, and you would be
associated with your Arcana. better off having never been born.
Special: This trait can be taken multiple Benefit: Your detachment has left you aloof,
times by characters taking the Wild Card making you 5% less likely to be affected by
prestige path. See the Persona section for the negative status spells.
specific effects of this trait. Drawback: Your acceptance of death has
left you vulnerable to it, making alignment
ARCANE ARRAY [PERSONA] attacks 5% more likely to affect you.
By spreading out an array as if making a
reading, you form a magic circle with which to FANGIRL [CHARACTER]
summon a terrible fiend, your Persona! OMG! KAWAII DESU!
Benefit: You can evoke your Persona using Benefit: Your obsession over various
an easy to carry, hide, and replace focus item. international idols allows you to almost
Drawback: You must have the appropriate understand half a dozen languages, giving you
cards on hand whenever you wish to summon a +4 bonus to Linguistics checks made to
your Persona. Tarot cards are typically easy to understand or write in a language you don’t
destroy, and an absent-minded character might know.
not notice that some cards were destroyed by Drawback: Most people find you annoying,
falling in a puddle. See the Personas section giving you a -1 penalty on all Charisma-based
for further details. checks.
JOCK [CHARACTER]
FOUR-EYES [CHARACTER] You’re the best athlete your town has ever
Not just correcting your vision, your glasses seen. If only you didn’t fail half your classes…
seem to hide your personality behind a wall of Benefit: Your physical prowess gives you a
glass, causing people to ignore you. +2 bonus on all Athletics checks.
Benefit: Others’ habit of ignoring you Drawback: All that time spent outdoors has
extends even to your enemies, giving you a +2 resulted in you learning less than you should
bonus on Stealth checks. have, giving you a -2 penalty to Computers and
Drawback: People just don’t care what you all Knowledge checks.
have to say, giving you a -2 penalty on
Diplomacy and Intimidate checks.

Traits
Character Traits Benefit Drawback
Dedicated Artist +4 to one Craft or Perform skill -2 to all others of same type
-5% chance to suffer a negative
Emo status +5% chance to suffer instant death
+4 to Linguistics checks to
Fangirl interpret an unknown language -1 to all Charisma-based checks
Four-Eyes +2 to Stealth checks -2 to Diplomacy and Intimidate checks
Jock +2 to all Athletics checks -2 to Computers and all Knowledge checks
-2 to Acrobatics and Sleight of Hand
Klutz +1 to Evasion checks checks
Nerd +2 to all Knowledge checks -2 to Acrobatics and all Athletics checks
-2 to all Charisma-based checks with
Playboy +4 to Gather Information checks women
+2 to Bluff and Diplomacy checks -2 to Bluff and Diplomacy checks with
Pretty with opposite gender same gender
Gain 1/2 level ranks in all mental Suffer -3 penalty to all skills without
Queen skills minions
+2 to all Charisma-based checks Must always put others first, even in a life
Senpai with juniors and superiors or death situation

Persona Traits Benefit Drawback


Arcana Gain Arcana bonuses Suffer Arcana penalties
Arcane Array Summon a Persona Easy to destroy focus item
Awakening Summon a Persona Lose control while Persona is active
Shadow Extraction Summon a Persona Requires additional help
Stigmata Summon a Persona Bleeding causes damage
Suicide Shot Summon a Persona Trouble if focus item discovered
Suppressant Pills Summon a Persona Temporary loss of Persona or Persona
goes berserk
Weak to Attack Gain Defensive Training feat for Double damage from an attack type
matching attack type
Drawback: Your clumsiness gives you a -2
KLUTZ [CHARACTER] penalty on Acrobatics and Sleight of Hand
Whatever you do, you always seem to trip checks.
over something or fall off something, or knock
something over, or drop something, or… NERD [CHARACTER]
Benefit: You frequently fall over your own More than simply enjoying learning new
two feet – and out of the way of danger – things, you stress mind over body so much
giving you a +1 bonus on Evasion checks. that you’re completely useless as an athlete.

12
Benefit: Your time in study gives you a +2 Drawback: You require another human to
bonus to all Knowledge checks. be with you in order to evoke your Persona.
Drawback: Your body is so weak that you Shadow extracting can become addicting,
suffer a -2 penalty to Acrobatics and all leading to additional side affects. See the
Athletics checks. Personas section for further details.

PLAYBOY [CHARACTER] STIGMATA [PERSONA]


You just can’t help it that you love ALL Your first encounter with a Shadow was less
women, but that doesn’t stop most of them than ideal, and you received a terrible wound
from hating you for it. before your Persona finally saved you. Almost
Benefit: Your fellow perverts form an as if it’s trying to make up for that, you can call
extensive network consisting of single men forth your Persona at any time, though its
from all walks of life, giving you a +4 bonus on existence seems to be tied to that wound…
Gather Information checks. Benefit: You can evoke your Persona at
Drawback: Your antics disgust most will, without any sort of external influence.
women, giving you a -2 penalty on all Drawback: Whenever you evoke your
Charisma-based checks with them. Persona, your wound starts bleeding, dealing
one point of damage per three levels each
PRETTY [CHARACTER] round. See the Personas section for further
You’re so beautiful that members of the other details.
gender can’t help but fall all over you. Your
fellows, however, are not impressed. SUICIDE SHOT [PERSONA]
Benefit: Your good looks give you a +2 By convincing yourself that you’re dying with
bonus to all Bluff and Diplomacy checks with a flash of light and a burst of noise, you can
members of the opposite gender. easily summon your Persona.
Drawback: Making all those of the opposite Benefit: You can evoke your Persona with a
gender fall for you makes your own gender simple focus item.
less than helpful to you, giving you a -2 penalty Drawback: In order to evoke your Persona,
on Bluff and Diplomacy checks with them. you must fire a blank at your head. Due to
Special: This trait can be taken multiple Japan’s gun control laws, it can be hard to hide
times. The effects stack. this evoker. Additionally, this method can
cause terrible psychological damage. See the
SENPAI [CHARACTER] Personas section for further details.
You are both a senior in school or at your
profession, but you’ve also been using your SUPPRESSANT PILLS [PERSONA]
Persona for much longer than anyone else. Whether through great mental strength,
Benefit: You gain a +2 bonus to all insanity, or mad science, your Persona has a
Charisma-based checks with both your juniors mind of its own and manifests constantly.
and superiors. You’re able to control it with special
Drawback: With great power comes great medication, but it’s not without cost.
responsibility, and that usually means that Benefit: You can evoke a Persona at will,
whenever shit hits the fan, you’re stuck taking without any sort of external influence.
one for the team. Whenever someone in the Drawback: Whenever you take the pills,
party would have to make a personal sacrifice, you are unable to evoke your Persona for a
the Game Master should ensure that it’s made period of several hours. Afterward, you can
by a character who possesses this trait, if any. evoke it normally. If you are unable to take the
pills at a regular interval, your Persona goes
SHADOW EXTRACTION [PERSONA] berserk, usually attacking anyone near you,
By focusing deeply and extending your spirit, sometimes even trying to kill you. See the
with a little help from a friend, you can release Personas section for further details.
your Persona without the need for any special
items. WEAK TO ATTACK [PERSONA]
Benefit: You can evoke your Persona Due to a frail body or a spiritual composition,
without having a focus item. your Persona takes more damage from a
certain type of attack.

13
Benefit: Your in-depth knowledge of your
vulnerability grants you the Defensive Training
Feat for the type of attack you are weak to.
Drawback: Whenever you take damage
from your weakness, the damage is doubled.
In the case of an alignment, the chance of
success is doubled instead.
Special: This trait can be taken multiple
times. Chose a different attack type each time.

14
the Persona, who the character is behind the
mask, or perhaps exactly what kind of mask
PERSONAS

ANIMISM
Personas are the secret souls within souls, a the character is wearing. Naturally, this is one
common trait shared by all living things, certain of the most delicate points in any Persona
inanimate objects, and unlikely as it may campaign, and one that the Game Master
seem, more than a few ideological concepts. should exercise a great deal of caution in.
When most people normally think of a soul,
they automatically assume that only humans  PERSONAS FROM THE GAMES
have souls, due in large part to religious
Some players may wish to use their favorite
dogma stating just that. When dealing with
Persona from one of the games or maybe a
Personas, however, one has to take into
demon appearing in a different Megami Tensei
account that several of the world’s most
game. This is fine, but all such Personas
prominent religious figures, including many
should remain within a particular range or else
gods either were Personas all along or
the Game Master must prevent abuse: if one
became ones at some point in history. While
player wants to use the low-level Jack Frost
whether or not any of these figures were ever
and another wants to use the high-level,
as real as their respective religions state is a
special fusion Alice, then the GM should either
question for Game Masters, players should
forbid one or else ensure that Alice’s player
keep in minds that even such abstractions as
doesn’t use the in-game level as an excuse to
the four cardinal directions have Persona
outclass Jack Frost’s player. Barring those
avatars, and they had to have come from
conditions, using already defined Personas is
somewhere. It might be helpful for some
a way for GMs to keep game balance, as the
players to read up on animism, which Persona
abilities for the Personas in question have
is based on.
largely been predetermined and the GM can
Particularly, a book or article about Shinto,
use this as a way to prevent players from
Japan’s most prevalent native religion, would
taking abilities that would make a certain
provide a variety of cultural and religious
Persona too powerful
information about the game world, in addition
to helping the player to understand animism. A
 ORIGINAL PERSONAS
general definition of animism, including Shinto,
is that everything has a spirit of some sort or Many players will want to create their own
another. In Shinto, this spirit is called a kami, Personas rather than simply using one that
or god, while the ancient Romans believed in has already been designed. After all, they have
similar concepts, such as the numen and designed their characters’ minds and bodies
genius, although they didn’t have as highly an from scratch, so why should their souls be off-
animistic religion. Regardless, such beliefs are limits? The negative side to this is that by
the foundation of the Persona world and are allowing completely custom development, the
especially evident in Persona 3, as the party door to an overpowered character is opened. A
included both a dog and a gynoid. Game Game Master can easily prevent this, though,
Masters should allow such characters by strictly enforcing or even strengthening the
occasionally but only from players that can be abilities and flaws of each Arcana. As a result,
trusted to play them seriously, and animism the only major problem that a GM should have
can be used as a way to avoid the commonly with players’ custom-designed Personas is
asked question of whether or not animals, exactly who they are.
plants, and robots have souls. The GM should keep in mind what are
already Personas and use the collective
WHO’S WHO archetypes as examples: the vast majority are
mythical figures, including a few major deities,
Regardless of what kind of character is being several classical literary characters, and a very
played, the most important aspect is naturally small number of pop culture icons. Especially
important figures or ones that would draw disappearing as early as twenty; the reasoning
unnecessary conflict are avoided as well: being that adults are hardwired not to believe
Lucifer but not God, Ananta but not Buddha, in such things and that children who manifest
Messiah but not Christ, Hastur but not Cthulhu. the ability are often thought to be telling
Allowing Personas of this caliber in any but the stories, or in more gruesome cases, killed.
most epic of games, dealing with threats on a Regardless of how it happens, it is a mentally
cosmic level, is only asking for trouble, and disturbing process, with long-term damage to
Game Masters are often better off forbidding the psyche common, though a heroic or insane
others among the more powerful members of personality would completely ignore most, if
those pantheons in most games. Additionally, not all of it. Below are more in-depth versions
Personas in pop culture should be limited for of the Evocation traits given in the previous
the opposite: there’s usually no way that they section:
have gathered enough spiritual energy to
materialize unless they have a significant cult  ARCANE ARRAY
following, as in the case of Nyarlathotep. In Persona 2, new Personas were obtained
through the use of tarot cards. Through
PERSONAS IN THE GAME negotiation with the various enemies, random
treasure chests, and so forth, the protagonist
In game terms, evoking a Persona is a
acquired large numbers of Major Arcana cards,
supernatural ability performed as a standard
and by giving Igor a certain combination of
action, much like the innate magical abilities of
cards, one could summon a specified Persona.
certain monsters in other games. Thus,
This method of evocation mimics such
evoking a Persona has no requirements other
mechanics, but rather than having the
than those specified in the required Evocation
character carry several hundred cards with
traits and cannot be countered in any way.
which to pay Igor, there is a specified array
Antimagic fields, on the other hand, if present
using a single deck that allows for the
in the game world, temporarily prevent
summoning of a Persona. The cards used in
evocation and suppress any active Personas.
the evocation are not destroyed as in Persona
Any effect generated by a Persona is
2, however, but remain. The danger to the
considered to originate from or target a human
player is the more subtle threat of losing a
character or Shadow; essentially evoking a
single card or accidentally destroying the
Persona is simply a special effect, as they only
whole deck through unforeseen
appear for part of a round before disappearing.
circumstances: falling in a pool, getting hit by
Some Game Masters may instead only require
an Agi spell, or some other foul situation.
that Personas be evoked at the beginning of
an encounter and allow them to stay out for the
 AWAKENING
duration, while still requiring a standard action
to deliver a command. Persona -Trinity Soul- was something of an
In the anime Persona -Trinity Soul-, the oddity in the later days of the Persona series,
protagonists’ Personas remained for as long especially since it was a sequel to Persona 3:
as they were needed and had powers much the protagonists didn’t shoot themselves in the
like poltergeists, including dealing damage to head or anything else. Once they mentally
the physical world and flying. A Game Master accepted their Personas as a part of
trying to simulate this type of setting may themselves, they could evoke them at will,
require players to pick the Awakening though control was somewhat lacking.
Evocation trait and grant all characters a fly Generally, the characters were able to bluntly
speed of 60ft(good). direct the actions of their Personas, and that
was only after having trained to keep them
EVOCATION under control. In game terms, whenever a
character with the Awakening Evocation feat
Under most circumstances, a Persona can uses his Persona, he is put in a mental state
only be summoned under conditions of not unlike a barbarian’s rage and is unable to
extreme pressure, and even then, only certain take actions requiring deep thought, though he
individuals can do so, with the ability typically is able to make Concentration checks as
appearing in early adolescence. In some normal. Additionally, the GM should make it
continuities, the ability fades with aging, hard for such a character to stop using his

18
Persona, sometimes even after the battle is person would die. Naturally, this is a
over, and occasionally harm party members traumatizing method, and any character with
that get in the way or have conflicting this trait is likely to have reservations about
viewpoints. using it early on and may lose mental stability
 SHADOW EXTRACTION as time passes. Additionally, with Japan’s
Shadow Extraction is quite possibly the strong gun control laws and the fact that the
simplest way for a person to summon her protagonists are typically high school students,
Persona, even to the point that ordinary people keeping this evoker around could prove a
can do it. In Persona -Trinity Soul-, the police major problem, and it’s likely that a player
are baffled by a series of murders dubbed might not have it when he most needs it.
“reverse” due to the bodies of the victims being
turned inside out. Of secondary importance is  SUPPRESSANT PILLS
the seemingly unrelated growth of a new cult- Rather than having to summon his Persona
like fad called Shadow Extraction. The two are whenever in danger, a possessor of this trait
one and the same, however: the reverse has problems holding it back. For whatever
murders were done by Personas released by reason, it constantly materializes of its own
humans either without the Special-A Latency free will, and without its user taking special
or unable to control it. The pain of being medication, it would go on a rampage, killing
summoned forcefully drives the Personas mad, everything in sight until at last it turned on its
and they forcefully rip the Personas out of all user and became a Shadow. Of course, using
those nearby and devour them. medication that suppresses one’s own spiritual
For users of Shadow Extraction, however, the power is not good for the body or soul, and
process is far too addicting to stop, and the using it rapidly shortens the user’s lifespan. An
connection to the reverse killings is completely alternate form of this would be the Awakening
unknown. As far as the average Extraction ring Pills, used to extend the period during which a
member goes, it’s like a drug with no Persona can be used beyond the late teenage
consequences. Among Persona-users, years, though the effects are the same. A
however, it can prove to be a quick and easy Persona user with this trait must take a
method for evocation; after all, it requires number of pills once per week, and for the
nothing more than extending a thin tendril of hour immediately afterward, the effect is so
one’s spirit into the other’s body, and the strong that he cannot summon a Persona at
Persona simply comes right out… all.
After that time period, for the duration of the
 STIGMATA week, he may evoke his Persona as normal,
While without precedent in the Persona without any side effects or outside influence. If
universe, an actively bleeding wound is a he should ever be unable to take his pills,
common vehicle used to channel power in however, his Persona immediately
other series. Essentially, this method allows a materializes, going on a killing spree or
player free reign over his Persona, just so long whatever else the Game Master decides.
as he has enough hit points to risk it.
Characters with this trait are often darker than ARCANA
usual or have a messiah complex or another
All Personas are divided into a set of twenty-
nasty quirk, so the Game Master may limit the
four categories, defined by the standard set of
use of this trait.
Major Arcana, though the alternate Arcana
presented in the Thoth Deck made
 SUICIDE SHOT
appearances in Persona 3. More than simple
While this method of evocation made Persona groupings, a Persona’s Arcana determines not
3 stand out from almost all other games and only its stats and what skills it will tend to learn,
endeared it to many fans, it also drew more but is also a guideline of the user’s personality,
controversy than anything in the series has so so knowing a foe’s Arcana can prove a
far. Essentially, by “shooting” oneself in the significant advantage when playing against
head with a fake gun, the psyche is allowed types and using mental warfare. It’s also
enough time to summon the Persona to stop it, important to know the Arcana around oneself,
as opposed to what would normally happen, both of the Persona-users and the ordinary
i.e., the reaction would be too slow and the people. While the former can help in battles,

19
coming in contact with a large number of well-rounded and closer to finishing his or her
Arcana can help a character become more journey. The playable Arcana are as follows:
Major Arcana
Number Arcana Strength Dexterity Constitution Intelligence Wisdom Inherit Types
0 Fool +0 +0 +0 +0 +0 Any
I Magician -1 +1 -1 +2 -1 Fire/Boost
II Priestess -1 -1 -1 +2 +1 Ice/Recover
III Empress -1 +1 -1 +2 -1 Ice/Recover
IV Emperor +1 -1 +0 +1 -1 Slash/Elec
V Hierophant +1 -1 +0 +1 -1 Elec/Recover
VI Lovers -1 -1 -1 +1 +2 Wind/Recover
VII Chariot +2 -1 +1 -1 -1 Slash/Strike
VIII Justice -2 +2 +0 +1 -1 Light/Recover
IX Hermit -2 +2 -1 +1 +0 Dark/Status
X Fortune -1 -1 -1 +2 +1 Wind/Support
XI Strength +2 -1 +1 -1 -1 Slash/Support
XII Hanged Man -1 -1 +2 +1 -1 Strike/Fire
XIII Death +1 -1 -1 +2 -1 Dark/Boost
XIV Temperance +1 -1 +1 +0 -1 Ice/Wind
XV Devil -1 +1 -1 +2 -1 Dark/Status
XVI Tower +2 -1 +1 -1 -1 Slash/Pierce
XVII Star +2 -2 -2 +1 +0 Fire/Wind
XVIII Moon +1 -1 -1 +1 +0 Slash/Dark
XIX Sun -2 +2 -2 +1 +1 Fire/Light
XX Judgment -1 -1 +1 +2 -1 Light/Dark
element is fire, which is strong but if left alone
0. THE FOOL can destroy what should have been protected.
The first of the Arcana is not the number one,
as person with no foreknowledge might expect, II. THE PRIESTESS
but rather zero. The Fool is zero because zero The Priestess, or High Priestess, Arcana
is nothing, and when anything is added to it, it represents wisdom and common sense,
becomes that other number. The Fool has no following the Magician as a foil. At the same
knowledge of the world around him but is time, she represents the femininity that her
backed by Fate, so no matter where he predecessor lacked; she is the woman’s
wanders, he shall always remain safe. intuition, rather than the male spirit. Personas
Personas of the Fool Arcana are the same, of the Priestess Arcana tend to gravitate
lacking any real focus in their abilities but with around healing allies, though when the need
the ability to go anywhere or become anything. arises, they can fight with the cold, calculating
Those who hold the Fool Arcana are almost ice element.
assuredly the silent protagonist type, so it may
be inappropriate for player use in some III. THE EMPRESS
games. The Empress Arcana indicates a growing of
many things – abundance, prosperity,
I. THE MAGICIAN creativity, sexuality – and also the ability to
The Magician Arcana represents power, a take care of these things. The Empress is the
moving forward, and an undertaking of things. mother, both caring and powerful. Persona’s of
The Magician is not bashful but rather asserts the Empress Arcana are much like those of the
himself and drives forward. Unfortunately, the Priestess, favoring both ice attacks and
Magician doesn’t always watch where he’s healing, though Empresses frequently favor
going. Personas of the Magician Arcana are attack over defense.
representative of this in that they are the first
major magic-using Arcana and that their focus IV. THE EMPEROR

20
The Emperor Arcana means power and the VIII. JUSTICE
control over things to go with it. More than The Justice Arcana is the embodiment of form
simply showing off and taking what he wants and structure. Objectivity, impartiality, and
like the Magician, the Emperor controls what is reason are all major features of this Arcana.
around him with an iron fist. At the same time, Often, especially in the Persona series, it
this control provides a stable environment in represents divine justice meted out purely
which others can grow, thus the Emperor is through an unfeeling, perfectly logical lens. All
also the father. Personas of the Emperor Personas of the Justice Arcana are of the
Arcana often wield both the sword of the kings Judeo-Christian angelic hierarchy, combining
and the thunderbolt of the heavens, both light-based attacks and healing power.
representative of their ultimate power.
IX. THE HERMIT
V. THE HIEROPHANT The Hermit Arcana indicates a certain duality
The Hierophant is the High Priest, the of existence that is often unnoticed. While the
masculine form of the Priestess that went obvious meanings of the Arcana are simply
before. While the Priestess symbolized that of introspection and solitude, it also
wisdom and spirituality in general, the includes the need to express the secrets
Hierophant draws from the Emperor’s desire to learned during the Hermit’s retreat from other
control and places religious dogma on his people. He has grown wiser through his
spirit. During the Middle Ages, though, when examination of himself, but what good does it
the tarot arose, priests were typically the only do him once his life has ended? Personas of
ones with a formal education, so while the the Hermit Arcana tend to be ghouls and
Hierophant may enjoy structure, it allows him possessors of dark secrets, using dark magic
to learn. Personas of the Hierophant Arcana and status-inflicting curses to eliminate those
are often balanced and thus stable but also who block the path of knowledge.
tend toward divine lightning and faith healing.
X. FORTUNE
VI. THE LOVERS The Wheel of Fortune, shortened in the
The Lovers Arcana represents exactly what Persona series for simplicity’s sake, is the
one might think, romantic love, but also a appearance of chance in one’s life. It
crossroads and the diverging path that comes represents a major change, but whether for
as a result of that crossroads. One may good or bad, or even what will change, is
choose to continue down the single path or completely random and no one has any control
down the path of a relationship – or the choice over it. Those who possess the Fortune
may be between two relationships. Whatever it Arcana are typically happy-go-lucky individuals
is – to love or not to love – that is the question who don’t let bad luck get them down and
at the forefront of the Lovers’ mind. Personas welcome good luck with a broad smile.
of the Lovers Arcana typically favor healing Personas of the Fortune Arcana have as much
abilities, though they are certainly able to use control over the winds of fate as the Lovers, if
the winds of fate to buffet their foes. not more so, and prepare in advance for their
fickleness with supportive abilities.
VII. THE CHARIOT
The Chariot Arcana, while seemingly simple, XI. STRENGTH
holds a great deal of symbolism. The driver The Strength Arcana, much like the Chariot
naturally represents the person, but it is before it, represents more than just raw power.
important to note that he is both powerful and On the contrary, its depiction is of a beautiful
regal, often with a crown or helm on his head. woman holding shut the jaws of a terrible lion.
His steeds too are important, as they are Thus, it represents the triumph of gentleness
frequently more than simple horses and many and reason over the savagery of brute force.
times are black and white. Thus, the Chariot Thus, a possessor of the Strength Arcana is
Arcana represents more than simple physical powerful, willful, and gentle, all at once.
power but also control over the self and Personas of the Strength Arcana combine the
duality. Nonetheless, it is also one of the three lion’s rending claws with the woman’s mental
Arcana whose Personas focus primarily on strength, which manifest in the form of
dealing physical damage. supportive abilities.

21
XII. THE HANGED MAN time, what is struck down isn’t simply
The Hanged Man is the one who sacrifices arrogance and other negative qualities, but the
what he has for something greater. He hangs person’s very confidence is blasted down to
from his foot, dangling upside down with no the base. Personas of the Tower Arcana are
possessions or other people near him, so that often among the strongest as a result of their
he might see the world from a different having overcome great obstacles through raw
perspective. He knows that what the others power.
see, what the learned men see, might not be
the truth, but he could only attain this insight XVII. THE STAR
through sacrificing what he had. Personas of The Star Arcana represents the shining light of
the Hanged Man Arcana typically fight with the night sky and the peace, joy, and purity
nothing but their fists and fire stolen from the that they embody. A calm, serene light that fills
gods. the sky, one who possesses the Star Arcana is
an optimist who can always be counted on to
XIII. DEATH brighten up the room. Personas of the Star
Death is, like many other Arcana, not to be Arcana hold the powers of the sky, the fire and
taken literally. Rather, it represents a great wind elements.
change of some sort, a change of colossal
magnitude that affects a great number of XVIII. THE MOON
people, often to their displeasure. At the same The Moon is an Arcana with a twofold
time, Death is the doorway to a new beginning meaning. It is typically associated with lunacy,
and allows one who walks its paths to be madness, and the sort: the human mind
reborn as someone else. Personas of the succumbing to illusions or fantasies of its own
Death Arcana naturally favor darkness attacks, creation. However, the illustration also includes
and they enhance their power further through a dog, a wolf, and some sea creature,
boost abilities. The Death Arcana is often referencing man’s journey from a terrible
associated with immense powers more suited abysmal creature, to a savage beast, and
for an antagonist, so it may be inappropriate finally to a tame animal, before achieving his
for player use in some games. present form. By falling prey to unrealistic
expectations of the world, illusions created by
XIV. TEMPERANCE the light of reason, one reverts back to a
Temperance implies the acceptance of many primitive state. Personas of the Moon Arcana
things. Commonly depicted as the mixing of have powers of a skulking cutthroat who clings
two waters from red and blue cups and in the to the shadows.
Persona series as emblems indicative of the
four elements, the Temperance Arcana XIX. THE SUN
represents unification, balance, and The Sun is the light that illuminates the world,
completion. Personas of the Temperance a bright, blazing, flawless orb that shines upon
Arcana balance two different elements, ice and all. So too does a possessor of this Arcana
wind. represent purity, energy, and happiness. As it
follows the Moon Arcana, the Sun represents
XV. THE DEVIL the conscious mind overcoming the more
The Devil Arcana represents the devil in each instinctual subconscious mind and the illusions
and every person, the chaining of the human it creates. Personas of the Sun Arcana shine
spirit to baser desires and immorality. A as brightly as their namesake, making use of
possessor of the Devil Arcana is typically both fire and light attacks.
obsessed with something, self-absorbed, or
ignorant of his own flaws. Personas of the XX. JUDGEMENT
Devil Arcana control their opponents’ actions Judgement is the last thing that a human faces
as well, using a combination of dark-element before passing on to the next life. It is the great
and status-inflicting spells. end to all things but at the same time, a new
beginning for those who endured their life’s
XVI. THE TOWER journey and came out on the right side. On the
The Tower is the tower of the self, a massive, other hand, it also represents the absolute end
bloated edifice that reaches for heaven only to for those who failed on their journey. It is this
be blasted by fire or lightning. At the same duality that makes the Judgement Arcana

22
powerful, its Personas wielding the twin forces allows a character to choose the better of two
of light and darkness. Those who possess the worlds whenever Personas are involved and
Judgement Arcana must too balance such can simply use the method with the least
extremes, so recently, it has represented a consequences.
group or being in a position of judgment more Characters may not take the Arcana trait
than an individual. As such, it may be more than once, even as a feat, for different
inappropriate for player use in some games. reasons: a character’s arcana represents his
personality, and choosing a different one
 ARCANA GROWTH would imply a strongly multifaceted individual.
Like in the standard d20 system, characters’ Additionally, it would grant a character multiple
attributes improve every four levels, in addition attribute increases every four levels, resulting
to every time the High Attribute feat is taken. not only in more powerful characters but
Unlike the High Attribute feat, however, these allowing potentially disastrous combinations.
bonuses are defined by the character’s arcana,
rather than chosen. Each arcana gains the MISSING ARCANA
following bonuses every four levels:
To anyone who knows the basics of either
tarot or Persona, there is at least one missing
Fool: +1 to any one attribute
arcana, and players of Persona 3, there are
Magician: +2 Intelligence
two more. These arcana were excluded for
Priestess: +1 Intelligence, +1 Wisdom
certain reasons, but some Game Masters may
Empress: +1 Dexterity, +1 Intelligence
wish to allow them. The reasons for these
Emperor: +1 Strength, +1 Intelligence
arcanas’ removal and how to re-integrate them
Hierophant: +1 Constitution, +1 Intelligence
are presented below.
Lovers: +2 Wisdom
Chariot: +2 Strength
 THE WORLD
Justice: +1 Dexterity, +1 Intelligence
Hermit: +2 Dexterity The World is the final Arcana, representing
Fortune: +1 Intelligence, +1 Wisdom completion as an opposite to the Fool, which
Strength: +1 Strength, +1 Constitution represents nothing. It is for this reason that it
Hanged Man: +2 Constitution was removed, both from this sourcebook and
Death: +1 Strength, +1 Intelligence from the game series: perfecting oneself is the
Temperance: +1 Strength, +1 Constitution result of experience, not having the right
Devil: +1 Dexterity, +1 Intelligence Persona. It has not been completely removed,
Tower: +1 Strength, +1 Constitution however, and its role in Persona 4 has inspired
Star: +1 Strength, +1 Intelligence a prestige path. See the Prestige Paths section
Moon: +1 Strength, +1 Intelligence for additional information.
Sun: +1 Intelligence, +1 Wisdom
Judgement: +1 Constitution, +1 Intelligence  AEON
In the Thoth tarot deck, the Aeon Arcana
EVOKER AND ARCANA TRAITS replaces the Judgement Arcana, symbolic of
its ultimate role in Persona 3. The only
At first level, each character starts out with one character to have possessed it is the gynoid
type of Persona that he is able to use and one Aigis, and through her and its selection of
method with which to evoke it. It is possible to Personas, it has represented judgment through
gain additional methods to using gained feats, logic rather than any other means. If included
including those granted at first level. The in the game, it is identical to the Strength
reason why having an additional evoker as a Arcana, but replace its Slash inherit type with
feat instead of a trait is simple; while traits Strike.
provide both bonuses and penalties, having
more than one evoker reduces the impact of  THE UNIVERSE
the negative aspects. It allows characters to
fool opponents into thinking that they are Like the Aeon Arcana, he Universe replaces
helpless: a character might always use an the World in the Thoth deck and has a unique
Arcane Array, but when her cards are taken, role in Persona 3. While the World represents
she simply has her friend perform a Shadow completion of the self, the Universe represents
Extraction. Thus having more than one evoker completion of everything, and should not be

23
used in game, with the exception of the final
battle, as it represents discovering the true
meaning of life.

24
PRESTIGE PATHS

Simply advancing through the game, keeping 2- ASPECT OF CUPS [PRESTIGE]


the status quo is what most players do, and is Benefit: The next step in combining with your
all that is required of them. Some players, Persona is to understand its motivations and
though, may wish to take a step further and the emotions behind its actions. While it is still
develop their characters beyond what is a part of you and not truly what it appears as,
specified in the standard feat descriptions or understanding its appearance’s reasons for
become something completely different. fighting will allow you to better understand your
Prestige paths allow this sort of customization own. You gain the benefits of the Unshakable
and extra power, though at a price: the feats Will feat, even if you wouldn’t normally qualify
given by these paths must be taken in order. A for it. Additionally, whenever you are forced to
character may stop advancing on a path in make an opposed Wisdom or Charisma check
order to gain a standard feat, however, he to avoid being influenced, you gain a +4 bonus
must resume where he left off should he on the check and may choose to take 10.
choose to restart it. 3- ASPECT OF PENTACLES [PRESTIGE]
Benefit: By this point, you’ve established a
AVATAR connection with your Persona that transcends
space and defies an ordinary human’s
Throughout history, there have been many limitations. All of your Persona’s static feats
people who perform great acts, carrying with and traits (High Attribute, Weak to Attack,
them the authority of one god or another. Resist Attack, etc.) become extraordinary
You’ve already met several of these gods, abilities; in other words, they cannot be
discovering that they were Personas all along. dispelled or lost through any means, with the
What about the holy men, then? They didn’t exception of losing levels.
summon their god every time they performed 4- ASPECT OF SWORDS [PRESTIGE]
miracles. Then you realize the trick to it; they Benefit: Now that you’re nearing the end of
didn’t need to because their faith created an your training, you can even reach through time
unbreakable union between the two, and with and touch upon your Persona’s memories and
a little training and the proper respect, you’re knowledge, though given the circumstances,
sure that you can merge with your Persona as most of the information is related to its most
well. heroic battles. Whenever you use a certain
weapon type, it changes into your Persona’s
Prerequisites: best-known weapon and is considered to have
Feats: Weapon Master an additional +2 enhancement bonus even if
Skills: Concentration 10 ranks, Knowledge the resulting weapon would have an
(religion or history) 10 ranks enhancement bonus greater than +10. The
specific bonus granted by this effect is chosen
Prestige Feats: upon gaining the feat and cannot be changed
later. For example, when an Avatar of Cu
1- ASPECT OF WANDS [PRESTIGE] Chulainn wields a spear, it becomes an Aspect
Benefit: In order to bond with your Persona of Gae Bulg and gains the fleshgrinding
better, you must first strengthen the enhancement.
connections between your spirits, for while you 5- QUINTESSENCE [PRESTIGE]
are of one soul, your Persona consists of parts Benefit: It’s been a long journey, but it’s been
that you would otherwise repress. This grants worth it. You’ve now completely immersed
you the Awakening Evoker trait, but the union yourself in your Persona, quite literally:
between you and your Persona is such that whenever you summon your Persona, it forms
you don’t suffer the usual drawbacks. If you around you rather than near you, and your
already have the Awakening Evoker trait, the moves have become one. Whenever you
closeness of your union allows you to summon make a normal attack, your Persona attacks
your Persona as an immediate action. with you. This incurs a cost of 1% HP per
attack, however, any damage dealt, including

25
damage from weapon enhancements, is rips the victim’s Persona from its body, turning
doubled. This ability supersedes the bonus it inside out. You don’t care, though; as long as
from Weapon Master. the process makes you more powerful, your
Persona can eat all the others it wants. In the
CULT OF PERSONALITY end, all that it does is make you more
powerful, just as long as you never forget to
Your Persona was a swindler, politician, take your suppressants…
musician, revolutionary, or some other highly
charismatic figure the likes of which are rarely Prerequisites:
seen more than once in a century, and its Feats:
ability to deceive or inspire people has begun Skills:
to rub off on you. Special: Must only have Suppression Pills
Evoker trait. After advancing in this prestige
Prerequisites: path, you may never gain another Evoker trait.
Feats:
Skills: Prestige Feats:

Prestige Feats: 1-
2-
1- 3-
2- 4-
3- 5-
4-
5- WILD CARD
SENSORY TYPE You never felt that you were that special in any
way and just went along with what everyone
You have a dislike of violence or else just else was doing at the time, but it just might
aren’t very good at fighting, but you won’t let have been that indecisiveness that has
that stop you. Instead of building up combat resulted in your present situation. Regardless
abilities that you wouldn’t be able to put to use, of how it happened, you’ve suddenly found
you have tapped into you Persona’s presence yourself in possession of a great and shocking
in the world and are able to feel things that no power: you now possess more than one
one else can. arcana and while your split focus and
multifaceted personality might detract slightly
Prerequisites: from your original, you’ve gained another
Feats: Persona, too.
Skills:
Prerequisites:
Prestige Feats: Feats: Trivial Pursuits
Skills: Athletics (any) 8 ranks, Knowledge (any)
1- 8 ranks, Profession (any) 8 ranks
2-
3- Prestige Feats:
4-
5- 1- MULTITYPE [PRESTIGE]
Benefit: You gain an additional Arcana feat,
SOUL EATER receiving the appropriate benefits and
penalties as if you were a first level character.
More than simply desiring to break free of your Whenever you would gain attribute increases
weak psyche’s control and become an due to gaining a level, you must choose which
individual being, your Persona is a monster Arcana’s bonuses you wish to receive.
with a terrible hunger, it’s favorite food: other Additionally, you gain a second Persona,
Personas. Naturally, this is an even more which you can summon using any Evoker traits
gruesome process than a Shadow’s normal you already have. This Persona is considered
feeding on spiritual energy, as it completely to be a separate character two levels lower

26
than your normal one for the purposes of
gaining feats and meeting feat prerequisites.
Additionally, this Persona must have equal COMBAT
levels in Wild Card as your original, though the
benefits do not stack. Whenever you evoke
this Persona, your feats change, which may Combat in Persona d20 is much like combat in
lead to attribute changes if you selected the other d20 games. While combat in the
High Attribute feat. After having summoned Persona series is the typical JRPG stay-in-
this Persona, you retain its statistics until the one-place-while-you-take-turns system made a
end of the encounter or until you evoke your bit prettier, that is not a particularly enjoyable
original Persona, at which point they return to system for a pen and paper RPG, so while
normal. elements have been taken from it, the d20
2- MULTITYPE [PRESTIGE] combat system is more or less left intact.
Benefit: You gain access to one additional
Arcana and receive a corresponding Persona, DODGING
as described above. What is given in the standard d20 system as
3- GROWTH 1 [PRESTIGE] Armor Class makes for a relatively effective
Benefit: Each additional Persona you control combat system, but is not especially realistic,
is considered to be the same level as your even given its genre. In Persona d20, this is
original, rather than two lower. replaced with the Evasion Rate statistic (EVD),
4- MULTITYPE [PRESTIGE] which represents how likely the character is to
Benefit: You gain access to one additional completely remove him- or herself from
Arcana and receive a corresponding Persona, danger. With armor no longer providing a
as described above. bonus to this statistic, a version of the dodge
5- GROWTH 2 [PRESTIGE] bonus variant rule is used, granting characters
Benefit: All of your Personas receive two a bonus equal to one third of their level. Each
additional feats. character has a base attack bonus equal to his
or her level, so Evasion Rate is not nearly as
WORLD TRAVELLER effective as Armor Class was previously.
When you were born, you were nothing, a
zero, with no experiences or opinions. As you DAMAGE REDUCTION
grew and learned, however, you soon became While Constitution ordinarily grants extra hit
fixed in a certain mindset and have not moved points at each level and unlike Armor Class,
from it since. Recently, however, you’ve grown such a relationship is realistic, it doesn’t match
to see that the world around you is much up with the system given in the Persona
bigger than you had thought, maybe because games, in which an Endurance statistic is
something has unseated you from your given instead. Thus, in PD20, Constitution
permanent place in the Fool’s Journey or provides damage reduction, representing an
simply because you’re maturing and realized ability to resist damage through physical
on your own that you must continue. Whatever toughness, rather than the anime staple of the
the reason, times are changing, and you’re human body containing fifty gallons of blood,
growing closer and closer to oneness with the which spurts all over the ground before the
World. character gets back up with no problems, as a
massive amount of hit points would indicate.
Prerequisites: When comparing the two systems, the damage
Feats: reduction is of much greater use at earlier
Skills: levels than hit points, though its value sharply
declines at later levels. This is the intended
Prestige Feats: effect, however, as higher-level characters are
more able to deal with taking large amounts of
1- damage, while lower level characters – magic
2- users in particular – are very “squishy.”
3-
4-
5-

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ATTACK ROLLS
The d20 system typically makes melee attack
rolls based on strength in order to streamline
gameplay and decrease the tendency for
“tank” classes to have to spread their attributes
thinly in order to function properly. Characters
in the Persona series are typically designed as
people first, then as characters, resulting in
much more balanced scores. This comes to a
point in that a character that is principally a
magic user must either carry a large number of
SP recovery items if he desires to allocate all
of his resources to spellcasting, and even that
is divided between Intelligence and Wisdom.
Since most characters are now forced to
balance their combat abilities between melee
and magic, all attacks, whether physical or
spiritual, are based on Dexterity, while damage
is based on either Strength or Intelligence.

WEAPONS AND ARMOR


The weapons used in Persona d20 are
statistically similar to the ones commonly seen
in other game systems, though since being
historically accurate is less of a focus, the
weapons given here are general types, rather
than specific weapons, so a “broadsword”
could be anything from a rapier to a lead pipe.
PD20 also differs from other d20 systems in
that, while weapons and armor are typically the
same throughout the game, with special
enhancement bonuses added on when
appropriate, it follows the JRPG tradition of
having defined levels of equipment. As the
game progresses, equipment of higher “tiers”
becomes available, and this new equipment
can be enhanced in the same way as previous
equipment; in fact, the more powerful the
equipment is, the more likely it is to already
have an enhancement bonus, preventing
players from having to re-enhance all of their
items when gaining new equipment.

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Weapons
Melee Weapons Damage Critical Range Type Note Examples
Hammer 2d8 x3 - Bludgeon 2-handed Axe, mallet, street sign
Greatsword 2d6 19-20/x2 - Slash 2-handed Zanbatou, claymore
Broadsword 1d8 19-20/x2 - Slash - Rapier, lead pipe
Spear 1d6 x2 - Pierce Threaten Javelin, scrub brush
adjacent
Knuckle 1d6 x2 - Bludgeon - Brass knuckles, claws
Bare hand 1d4 x2 - Bludgeon Provokes Fleshy fist
AoO
Taser 1d4 x2 - Electric - Defibrillator, stun gun
Knife 1d4 19-20/x2 - Pierce - Chicken bone, dagger

Ranged Weapons Damage Critical Range Type Note Examples


Shotgun 2d8 x2 30ft. Pierce 2-handed Pump-action, sawed-off
Rifle 2d6 x2 60ft. Pierce 2-handed Bolt-action, sniper
Bow 1d8 x3 60ft. Pierce 2-handed Longbow, shortbow
Submachine Gun 1d8 x2 60ft. Pierce 2-handed Carbine
Handgun 1d6 19-20/x2 30ft. Pierce - Derringer, revolver
Rock 1d4 x2 15ft. Bludgeon Provokes Baseball, concrete
AoO
Fire Breath 1d4 x2 15ft. Fire - Spray paint
Coin 1d4 19-20/x2 15ft. Pierce - Dart, penny

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SOCIAL LINKS

30
CREDIT PAGE IS IN ALL CAPS BECAUSE I
KEEP FORGETTING TO ADD IT

Behold_the_Void - Wrote original semi-


classless Bleach d20 ruleset
draxred - Wrote classless Bleach d20
ruleset, which I used heavily
Mutants & Masterminds - Some feats may
or may not be copied verbatim; I don't
remember how much I really changed

Version Notes:
v0.1
Most of the stuff is off the top of my head,
so balance is iffy at best, for teh lulz at
worst
More feats and traits should probably be
added; at least one was cut
Ability list is from both 3 and 4 but leans
toward 4 because some of 3's content
makes no sense
Avatar Prestige Path's feat Aspect of
Swords references the fleshgrinding ability
from the Book of Vile Darkness

31

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