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Persona Wildcard

d6
Thanks to /tg/ and especially FreePork, Leraika, Sciencezam and all the other
wonderful playtesters. Your input is hugely appreciated.

Also, thanks to ATLUS for making the Persona games. I do not own the rights to
anything related to Persona or the Shin Megami Tensei series.

Created by Glen.

Always round up and look at the appendices for example characters, personae
and shadows.

Contact:
wanttoplaynervous@gmail.com

Section 1: What is Persona?
Persona Wildcard is a designed to emulate the video game Persona 4. All random
probability is handled with six-sided dice and on occasion a tarot deck may come in handy
for extra immersion. Practically anything possible within Persona 4 is re-created in Persona
Wildcard and through the use of point-buy systems there is a huge level of customizability.
In this section the core concepts of Persona 4’s universe are explained but do not feel the
need to mirror them in your own game. The rules themselves strive to be setting-neutral.

The Shadow World

The Shadow World is an alternate reality, accessible to a certain few (who are able to
expose others to it). Here, human thoughts manifest as physical entities (in particular,
personæ and shadows). The landscapes and beings found in the Shadow World are often
very surreal and symbolic of our collective unconscious (ideas, beliefs and feelings).

Shadows

A Shadow is the embodiment of something we would hide from others. It’s generally an
aspect of our personality or a guilty behaviour. Shadows are usually malevolent, although it
is possible for one to be neutral or even allied with humans (probably for self-serving
reasons, however). The most common shadows are mindless, attacking anyone who enters
the Shadow World, but more powerful sentient shadows do exist. A sentient shadow is
usually tied to very strong, personal emotions. For a human to gain access to personæ, they
may have to face their own shadow first.

Personæ

A persona is the embodiment of what we do want others to see. It has two purposes: to give
an impression of how we want to be perceived and to hide our true nature. Onecard
personæ are usually symbolic specifically for the characters that wield them, whereas
wildcard personæ are usually figures from myths and legends.

Further reading?

To fully understand the themes of Persona, I suggest you look up Jungian psychology
(specifically archetypes, although the Shadow World is based on the concept of the
collective unconscious). It explains in more detail the theories this game is based on and the
roles of shadows and personæ. This isn’t so necessary for players, but is highly
recommended for GMs.

Section 2: Character Creation
Step 1: Create character’s background and issue.
An integral part of a character is their issue. An issue is a source of inner conflict and is
important in determining the progress of your social links. An issue should be an over-
arching plot and its resolution is slow. It is a good idea to make a second issue that is related
to a part of the character that they are unwilling to accept. This second issue is necessary for
GMs who want the players to face their shadow before having a persona.

Step 2: Onecard or wildcard?
The game master decides if a character is a wildcard or a onecard. A wildcard has a stock
with 3 spaces, each space being able to hold one wildcard persona. A onecard has a onecard
persona which is similar to a wildcard persona, but permanent (and doesn’t occupy stock
space). A character may be both a wildcard and a onecard.

Step 3: Assign Arcana.
Each character is represented by an Arcana (see Section 4, Arcana). Each character’s Arcana
is important because as your social link with them progresses, you gain several benefits.
Yours is whichever you and/or the GM thinks fits your issue best.

Step 4: Allocate spirit and health.
Characters have two important maximums: health and spirit. Health represents how much
damage you can receive before being knocked out, whereas spirit represents how many
skills you can use before running out of energy. At level 1, choose health or spirit. That
maximum is 18 and the other is 15.

Step 5: Allocate MXP and traits.
All mental attributes (see Section 3, Mental Attributes) start at level 2. In addition to this,
you have 20 MXP to spend among them. The mental attributes are: courage, diligence,
understanding, expression and knowledge. To raise the level of a mental attribute, it must
have 10 MXP. By challenging your mental attributes in play, you will earn more MXP. The
maximum mental attribute level is 6. You may also spend or gain MXP through selecting
traits (detailed in the rest of this section) that help add life to your character.
Static Mental Attributes (Alternate Rule): When using this rule, there is no MXP. Instead, at
character creation you may distribute 18 levels among your mental attributes. During the
game, a mental attribute may be raised or lowered but others must be raised or lowered to
compensate the shift in personality. To purchase traits, you must take enough negative
traits so that you can afford the desired positive trait and the leftover MXP is multiplied by
500 and refunded as Yen.

Step 6: Spend yen (see Section 6).
Characters begin with 10,000 yen. Yen is the basic currency in Persona Wildcard, although
you may substitute it with an amount similar to dollars by dividing all costs/rewards by 100.

Step 7: Create your persona (see Section 5)
If your character is a onecard, they begin with a onecard persona of their level (regardless of
also being a wildcard). Otherwise, you begin with a wildcard persona of your level. The
persona’s Arcana is the same as yours.

Traits
Traits are either bought with MXP or you are paid MXP for choosing them. Some traits have
varying costs, allowing you to scale the intensity of the effect to your needs. The number
before the description of the effect is the cost (a negative cost gives you that much MXP). If
a trait requires you select a specific thing for it to affect (for example, the ability to play a
certain instrument), you may choose it multiple times as long as you select a different thing
each time (for example, different instruments).

Slow Learner
-8: Select one mental attribute. You need 15 MXP to increase its level.
-16: Select one mental attribute. You need 20 MXP to increase its level.
Lacking
-10: Select one mental attribute. This attribute’s minimum level is 1.
Developmental Issues
-8: Select one mental attribute. This attribute’s maximum level is 5.
Book Smarts
5: You excel in academics and gain a bonus on all related challenges.
Multi-lingual
3: You can speak another language just enough to get by while visiting on holiday or in
emergencies.
5: You can fluently speak another language. Hiding your foreign accent is an expression
challenge.
Artistic
3: You can play an instrument or make art with a decent amount of skill but not enough to
compete at a high level.
5: You’re a talented musician or artist and, when appropriate, can gain a bonus on
challenges through performance.
Messy Writer
-3: To write legibly, make a diligence challenge. Otherwise, other people who want to read
your writing must pass an understanding challenge.
Greedy
-2: To perform a selfless act of generosity (doesn’t include things like sharing consumable
items with party members), you must pass a courage challenge.
-4: To perform a selfless act of generosity (doesn’t include things like sharing consumable
items with party members), you must pass a courage challenge with a penalty. To restrain
yourself from trying to optimise a deal/transaction, you must pass a courage challenge.
Orator
2: You’re particularly good at telling jokes and stories, thus you gain a bonus on all related
challenges.

You gain a bonus on all related challenges. Popular You have status and influence over people within this group and you gain a bonus on all challenges related to them. a clique in school). -7: Choose a large group (for example. you take a penalty on expression challenges and make a mess. 3: Choose a small group (for example. . Truthful -5: You take a penalty on all expression challenges while lying. a rare ethnic group or religious sect). a gender or common ethnic group). a gender or a popular religion). Bigot -3: Choose a minority (for example. Stage Fright -2: You take a penalty on all challenges when you’re the centre of attention. -3: You take a penalty on expression challenges while eating with any cutlery or food. Messy Eater -1: Select a type of cutlery or food. a gender or a popular religion). Self-contained -3: You dislike or are nervous about discussing particularly personal things and take a penalty on all related challenges. Soothing 2: You’re good at calming people down. -7: Choose a majority (for example. all students within a school or followers of a religion). whether they’re angry or panicking. You take a penalty on all expression and understanding challenges with this majority. a clique in school). Deceitful 5: You gain a bonus on all expression challenges while lying. 5: Choose a medium-sized group (for example. While eating this type of food or using this type of cutlery. -3: Choose a small group (for example. all students within a school or followers of a religion). 7: Choose a large group (for example.Look At Me! 2: You gain a bonus on all challenges related to grabbing attention and being the centre of attention. You take a penalty on all expression and understanding challenges with this minority. -5: Choose a medium-sized group (for example. You take a penalty on all challenges related to them. Unpopular The group you are unpopular with dislikes you and will go out of their way to avoid/annoy you.

make an expression challenge or most will assume you’re kidding. 15: Once per session. 3: You never need to make courage challenges to risk your life for the sake of others. you may re-roll a result. Unlucky -8: Once per session. If you fail. the GM may force you to re-roll a result. . you may re-roll a result. you sleep in by 5 minutes for every 1 by which you failed. -13: Once per session. Martial Arts 5: You’ve received training in the art of battle and have a bonus to all challenges in a non- persona fight. Hero 2: You gain a bonus on challenges related to putting yourself in harm’s way to save others. You may have to re-roll that result once as well.Colloquial -3: You aren’t used to formal occasions and take a penalty on all challenges where etiquette is expected. the GM may force you to re-roll a result. you wake up normally. your diligence is challenged with a penalty. If you succeed. Will To Live 6: In situations where your survival is unlikely. Vegetarian -3: You refuse to or cannot eat meat products. When you bring up bizarre and unusual subjects. Joker -2: No one takes you seriously. and then you must repeat the challenge without a penalty. Continue to do challenges and sleep in until you succeed. Lucky 10: Once per session. you take a penalty). Unfit -5: Your character has poor health and takes a penalty on all athletics-related challenges. To force yourself to. you gain a bonus on all challenges. -5: You refuse to or cannot eat any animal products. Bespectacled -3: You cannot read without your glasses but can see fine otherwise. make a courage challenge. To force yourself to. You may re-roll that result once as well. Heavy Sleeper -4: If you have to wake up at a set time. -5: Your vision is extremely blurry without your glasses. make a courage challenge (if it is a meat.

clowns or ghosts). After a period of time (determined by the strength of the addiction). 0: You may choose to increase your starting wealth by decreasing your starting MXP by 500 Yen per MXP. -4: Select a fear that will occur commonly (for example. you gain 1000 Yen. When faced by your phobia. You may choose to spend extra MXP to increase your starting wealth. You may choose to spend extra MXP to increase your starting wealth. you gain 2000 Yen in addition to normal paid work or pocket money funds. you gain 1500 Yen in addition to normal paid work or pocket money funds. Quirk (Category) +-: A small. insignificant character quick such as nail biting or singing in the shower is only worth 1 MXP. 9: Each week. Poor 0: You may choose to increase your starting MXP by decreasing your starting wealth by 500 Yen per MXP. they must make courage checks to stop themselves from satiating the addiction as soon as possible. You may choose to spend extra MXP to increase your starting wealth. you must make a courage challenge with a penalty. if anything. For every 1 MXP spent. Phobia Characters with phobias choose a certain thing to be afraid of (how common it is determines the MXP payout). This debt is worth (in Yen or equivalent services/items) 750 Yen per MXP. . The base time period is a week but for every day you reduce it by. -2: Select a fear that will not occur commonly (for example. Addicted -3: Addicted characters choose a specific substance. Indebted 0: You may choose to increase your starting MXP by starting with a debt to a person or organisation. 12: Each week. you gain 500 Yen. you gain another MXP. For every 1 MXP spent. 6: Each week. you gain 1000 Yen in addition to normal paid work or pocket money funds.Rich Note: You do not gain the weekly Yen while your relationship with your benefactor is troubled. you gain 1500 Yen. For every 1 MXP spent. Naughty -4: You take a penalty on all challenges when going against your vindictive impulses. Nice -4: You take a penalty on all challenges when going against your moral code. the dark or small spaces). If you fail you must stop at nothing to get out of the situation and take a penalty on all challenges in the meantime. habit or miscellaneous stimulus to be addicted to.

If your current health is 0 or less. If the result is equal to or lower than your mental attribute level you succeed. distribute up to 2 points to your maximum health and/or spirit.  At every even level. A particularly challenging or complex task may require multiple challenges of one or more mental attributes. your health and spirit are fully restored to their maximum (if you don’t sleep or sleep during the day. When you wake up at the start of every day.  At every odd level. you are knocked out. . roll 1d6. distribute up to 4 points to your maximum health and/or spirit. where you get your starting health and spirit).  Understanding: Having insight into something or someone. In a mental challenge.  Expression: Persuasion and expression. increase or decrease your effective mental attribute level (these are called bonuses and penalties – each individually only affects it by 1). Mental Challenges Whenever your character does something that requires a mental attribute.  Diligence: Persistently and autonomously working. A mental attribute’s level is increased when you have 10 MXP for that attribute. Mental Attributes A mental attribute represents your character’s competency in a certain personality trait. For every circumstance that would improve or impair your ability in this challenge.  Knowledge: How much you know. your current health or spirit increases by that amount. The game master dictates what happens when you fail but the amount by which you fail the check should be considered when deciding the result. If it is above. Spirit and Health Your spirit and/or health increases every level (except for level 1. they engage in a mental challenge. The mental attributes and their meanings are:  Courage: Defying what frightens or grieves you. Your level increases by 1 when you have 5 combat experience (CXP). your health and spirit won’t be restored). Section 3: Characters Level Every character has a level. When your maximum health or spirit increases. The maximum mental attribute level is 6. All excess CXP is carried over to the next level and it is possible to level up multiple times at once. you fail. The GM handles the distribution of CXP (usually after battle). Every time you engage in a mental challenge (see Mental Challenges) you gain 1 MXP in the mental attribute being challenged. Failure may entail an entire inability to perform the task or doing something counter-productive instead.

 Rank 7: When you have a 1 more! chance you may remove one ailment from another character instead of attacking. you may instantly move to them and they ignore all of the damage from the skill or attack. You may do this once per day (per social link). If you are a wildcard. As you gain and improve social links you are rewarded in and out of battle. you may award up to this social link’s rank in CXP to it. it counts as being 1 rank lower and cannot be increased until you make amends (this removes the reversed condition). it’s a character you have a social link of that rank with):  When a fusion results in a persona of this Arcana. Reversed and Broken Social Links If you do something that delays the resolution of another character’s issue or sends your friendship into a temporary state of disarray. The game benefits of social links are (whenever this refers to a character other than yours. as decided at the game master’s discretion. An important part of developing a social link is helping the other character near the resolution of their issue.  Rank 5: When you have a 1 more! chance you may remove the down condition from another character instead of attacking. The rank of a social link is essentially a quantitative measurement of how powerful the relationship between the two characters is. you may reroll the challenge and use the new result instead. This bonus is only triggered the first time this social link reaches rank 10. remove one of its weaknesses and increase one of its resistances to null (this only happens the first time a social link reaches rank 10 for you). When a social link is reversed. Each social link is of an Arcana. your social link with them is reversed. Section 4: Social Links A social link is a relationship between two characters (one or more of which are player characters).  Rank 3: If you fail a mental challenge and you are near another character. You can no longer pursue a broken social link and its rank is 0. The maximum social link rank is 10. that being the one assigned to the other character (speaking from the player’s point of view). the resulting persona gains an amount of CXP equal to your social link rank of its Arcana. You may do this once per day (per social link). Your health is reduced to 0.  Rank 10: If you have a one-card persona. a persona of this social link’s Arcana may be added to your stock whenever you choose to accept it (if your stock is full you may not have space to receive it at the time of reaching this rank). .  Rank 1: If a character would be knocked out from a skill or attack that only targets them. Social Link Rank A social link’s rank increases whenever the two character’s relationship makes a leap forward. When you fuse a persona.  Rank 9: If you would be knocked out by an attack or skill you may ignore all of its damage if you are near another character. If you do something that makes the resolution of another character’s issue impossible or totally wrecks your friendship. the social link is broken.

LUCK): Beginnings. AGI): Inaction. self-assurance. (21) Judgement (END. downturn. embracing folly. reversing. power. revelation. serenity. concentration. (3) Priestess (END. self-control. increase the rank of this social link. rebirth. In the tarot deck. guidance. (15) Temperance (END. Each Arcana also has two combat attributes from which you may choose a persona’s primary and secondary combat attributes (see Section 5. END): Release. . careful decisions. regulation. at certain story milestones. spontaneity. nature. (8) Chariot (STR. LUCK): Fear. END): Strength. inspiration. perspective. balance. subconscious. senses. well-being. personal beliefs. AGI): Moderation. suspending. The Party Traditionally the fool Arcana doesn’t represent a character. MAG): Action. their combat attributes and the meanings of the Arcana are: (1) Fool (AGI. their number (necessary for fusion: see Section 5. (11) Fortune (MAG. absolution. each Arcana is represented by a number one lower than the one given here (starting with the fool as 0) – this change was purposely made to prevent confusion when calculating fusion. cause and effect. END): Fathering. sexuality.The Self A character’s social link of their own Arcana represents how they have progressed towards the resolution of their issue. (12) Justice (END. compassion. synthesis. END): Education. eliminating excess. ignorance. personal morals. seeing potential. (20) Sun (MAG. self-awareness. If the game master chooses to follow this rule. assertion. (7) Lovers (MAG. authority. transition. inevitability. (2) Magician (STR. LUCK): Sudden change. (19) Moon (MAG. determination. frugality. solitude. responsibility. (10) Hermit (MAG. belief. AGI): Submission. AGI): Introspection. (6) Hierophant (MAG. pessimism. AGI): Victory. AGI): Enlightenment. disorientation. MAG): Optimism. abundance. imagination. Arcana Each Arcana represents a set of ideas and every character and persona is tied to one. conformity. (16) Devil (MAG. (17) Tower (STR. This rank is increased at the game master’s discretion. calling. vitality. (9) Strength (STR. patience. Universal Persona Rules). END): Mothering. illusion. (5) Emperor (STR. (4) Empress (MAG. LUCK): Ends. LUCK): Judgement. AGI): Relationships. structure. sacrifice. (18) Star (STR. faith. glory. Fusion). LUCK): Justice. searching. it represents the group of players’ plot progression. LUCK): Destiny. The Arcana. generosity. materialism. (14) Death (STR. mystery. opportunity. change. group membership. outburst. gentle control. (13) Hanged Man (MAG.

north. Analysing a shadow may reveal useful information such as:  One of its weaknesses or resistances. scans reveal 1d6 pieces of information.  Rank 5: In a situation where there are many “decoys” hiding a single “real” target. skill or extraordinary ability). Working out their general direction (for example. weakness. Finding their exact location (for example. the results of the analysis are given. the analyser may spend a turn determining whether or not a target is real. Working out their general location (for example. At the start of every round of combat. up) can be done instantly. The analyser also gains a variety of extra abilities as characters increase their social links with them. Analysing a part of the environment may give useful information (for example. The abilities unlocked are determined by the highest social link of all characters present:  Rank 3: The analyser can track down someone or something in the shadow world if they have an object that is important to what they’re trying to track. The restorer can restore a character’s spirit for a cost determined by their social link. providing help to the direct combatants. Restorer A restorer does not participate in battle. the restorer will usually stay back at a safe point and the player characters can come back to them when they want their services. it may reveal a weak spot in a wall or stalactites that could be broken and fall on enemies).Non-Player Character Supporters Analyser An analyser is a non-player character who can assist in battle. Instead.g. left. in the men’s restroom) requires a fortnight – a number of days equal to your social link.  One of its extraordinary abilities. the analyser may be asked to analyse something such as a shadow or part of the environment. inside a hospital or in the train station) requires 24 – a number of d6 equal to your social link rank in hours. resistance.  Rank 10: Instead of revealing one piece of information (e. At the end of every round.  One of its skills. The price of restoration is: Social link rank Price (Yen) per spirit 1 150 2 140 3 130 4 120 5 110 6 100 7 90 8 80 9 70 10 50 .

melee defence  Luck (LUCK): Ailment accuracy. Skill Rank This is the highest rank of skill a persona may know. they distribute that much CXP among their personæ as well. Section 5: Personæ Universal Persona Rules These rules apply to both wildcard and onecard personæ. When a persona levels up. See Section 8: Extraordinary Abilities. melee accuracy. Skills can heal. If a persona with 8 skills would learn another. A persona’s maximum level is equal to your level. it must either lose a skill it already has or the one it is trying to learn. The Arcana decides what combat attributes can be selected as its primary and secondary combat attributes and is used in fusion for wildcard personæ (see Fusion). inflict various effects. one is a secondary combat attribute and the others are tertiary combat attributes. physical skill damage. any excess CXP is lost. ailment defence Extraordinary Abilities (Optional Rule) Combat attributes may be reduced to grant abilities that enhance a persona’s natural form. you choose the primary and secondary combat attributes from the two given by the persona’s Arcana. ranged accuracy. excess CXP is carried over towards the next level and a persona may level up multiple times at once. magic defence  Endurance (END): Damage reduction  Agility (AGI): Ranged damage. ranged defence. . A persona may only know up to 8 skills at a time. The five combat attributes and their related calculations are:  Strength (STR): Melee damage. When creating a persona. strengthen allies or weaken foes and do various other miscellaneous effects. Combat Attributes Every persona has a set of combat attributes that affect their power in battle. magic accuracy. Of these: one is a primary combat attribute. damage. Skills Every persona has a set of skills that are useful in and out of battle. Level Whenever a character gains combat experience (CXP). Arcana Every persona is assigned an Arcana. physical skill accuracy  Magic (MAG): Magic damage.

The total of the ranks of the skills known at creation or gained through levelling cannot be higher than the persona’s skill pool (so you effectively have double the skill pool to spend). A persona always uses the statistics of its original level range (for example. their value is equal). A persona begins with a weakness to one type and resists another. fire. their combat attributes improve:  3rd level up: +1 primary combat attribute  4th level up: +1 secondary combat attribute  5th level up: +1 all combat attributes Skill Pool The skill pool is used to “buy” skills. wind. The type selected as weak at this point cannot be improved (except through skills) and the type selected as resisting cannot be reduced. The levels of resistance. weakness and resistance may be altered. light and dark. null. Decreasing the physical type to weak or increasing it to resist is worth double. Weakness and Resistance Every persona has a variety of weaknesses and resistances to the various damage types. For every time you decrease one type’s level of resistance. are: weak. resist. After this point. if a persona begins at level 13 but levels up to level 15 its skill pool and base scores for combat attributes aren’t increased to those of that level range). The damage types are: physical. increase another’s. A persona knows up to four skills at creation and the first four times the persona levels up it may learn another skill (these skills are decided at creation as well). electric. . secondary and tertiary combat attributes. in order of strength. ice. absorb or reflect (choose one. for a persona to level up for the third time it needs 9 CXP). Combat Attributes These are the scores of the persona’s primary. As a wildcard persona levels up. One skill known at creation is chosen as the persona’s inheritance skill (this is vital for fusion). none. Skills are “bought” twice when creating a persona: once for the skills it knows at creation and a second time for the skills it learns when it levels up. Wildcard Personæ Combat attributes Level range Skill rank Skill pool Primary Secondary Tertiary 1–4 1 3 3 1 0 5–9 2 5 4 2 1 10 – 14 3 7 5 3 1 15 – 19 4 9 6 4 2 20 – 24 5 11 7 5 3 25 – 29 6 13 8 6 4 30 – 34 7 15 9 7 5 35 – 39 8 17 10 8 6 40 – 44 8 19 11 9 7 45 – 50 8 21 12 10 8 Level The amount of CXP needed to level up is 5 the first time but increases by 2 every time after (for example.

If you are allowing this rule. If you choose to be weak to physical you may resist a third type and if you choose to resist physical you must choose a third type to be weak against. wind. This persona may only learn skills related to these categories through levelling up. wind. the persona may learn a new skill of up to their skill rank. secondary and tertiary combat attributes. “Life” and “Spirit” are available in the healing category instead. Instead of producing a new persona. light and dark. Fusion Skills & CXP (Optional Rule) Onecard personæ may be fused with wildcard personæ. The boundaries of these categories aren’t definite and whether or not a skill is suitable is up to GM discretion. Skill Rank This is the highest rank of skill a persona may know.Onecard Personæ Combat attributes Level range Skill rank Primary Secondary Tertiary 1–4 1 3 1 0 5–9 2 4 2 1 10 – 14 3 5 3 1 15 – 19 4 6 4 2 20 – 24 5 7 5 3 25 – 29 6 8 6 4 30 – 34 7 9 7 5 35 – 39 8 10 8 6 40 – 44 8 11 9 7 45 – 50 8 12 10 8 Level Personæ start at the same level as their controller and always only need 3 CXP to level up. ice. debuff. A persona begins with a weakness to two types and resists two others. Learning Skills A level 1 persona knows three rank 1 skills. ailment and healing. increase the CXP necessary to level up to 5. ice. dark. electric. The categories are: physical. fire. Combat Attributes These are the scores of the persona’s primary. electric. No Almighty (Alternate Rule): Almighty isn’t an available category. you must choose three categories of skills. All personæ may learn skills that fit into none of these categories. Skill Categories When creating a persona. the onecard persona gains the wildcard’s CXP and/or learns its inheritance skill. light. fire. buff. Every third level. The damage types are: physical. almighty. . Weakness and Resistance Every persona has a variety of weaknesses and resistances to the various damage types.

Inheritance The resulting persona may know all of the material’s inheritance skills at creation (this does not count towards the 4 skill restriction at creation but the usual restriction of 8 skills known still applies). all of the personæ used as material are destroyed. if the resulting persona is used in another fusion the skills it gained through inheritance aren’t given to the newest persona. If the result’s level is higher than the character(s) creating it.Fusion Fusion allows you to destroy multiple personæ to create one more powerful persona. add or subtract the material’s Arcana numbers as you like. Arcana). increase the level by 6 when fusing four material personæ) and every persona used as material with the same Arcana as another persona used (for example. continue to count down from 21. In the process of fusion. continue to count up from 1. it cannot be made until that level. Fuse responsibly! . The result of that equation is the number of its Arcana. remember that you are potentially making yourself vulnerable to specific damage types and effects by reducing how many personæ you have. the persona created is of the calculated Arcana and closest to the generated average level. To work out the Arcana of the resulting persona. Material Fusion requires at least two wildcard personæ. it cannot be made until that level. if three of the material personæ are of the same Arcana the average level would be increased by 6). Increase this (after averaging) by 3 for every extra persona used as material beyond the first two (for example. Keep in mind that these skills are no longer inheritance skills in the resulting persona. Fusing More? Although pouring many personæ into a single fusion will make the result quite versatile and potent thanks to the large number of inheritance skills and a high level. If the result would be above 21. If the result’s level is higher than the character(s) creating it. Arcana Each Arcana is associated with a number (see Section 4. More than one character may contribute material but still only one persona is created as a result. If the result would be below 1. Here are some examples of possible fusions: Addition: Magician[2] + Chariot[8] = Hermit[10] Subtraction: Sun[20] – Fortune[11] = Strength[9] Addition and subtraction: Tower[17] + Empress[4] – Justice[12] = Strength[9] Under 1: Fool[1] – Hanged Man[13] = Strength[9] Over 21: Lovers[7] + Moon[19] = Emperor[5] Level The resulting persona’s level is the average level of the material personæ’s original levels. Pre-generated Fusion (Alternate Rule): If you are consulting a list of pre-made personæ.

The higher a tier is. 050 3d6 5 28. Improvised armour gives 1 point of armour but the discomfort it causes and/or its unwieldiness reduces all accuracies by 1. 500 6 38. these items have an innate onecard persona (its starting level is equal to its tier multiplied by 5). something not designed specifically for use as armour may be used (for example. Improvised weapons deal 1d6 -2 damage and you take a -2 penalty on accuracy rolls with them. weapons never need reloading in the shadow world. Ammunition As people generally imagine a weapon being fully operational. 250 1d6 3 18. 800 2 7. Like normal weapons. 750 1d6 – 2 (minimum 1) 2 11. Section 6: Equipment and Money Armour and Weapons There are multiple tiers of weapons and armours. 750 5 30. 950 4d6 6 35. Armour Weapons Tier Cost Protection Cost Damage 1 7. Legendary Weapons/Armour (Optional Rule) Items that have reached a mythological/historical level of importance (like you would see in museums) have the potential to manifest extraordinarily in the shadow world. 000 2d6 4 22. whereas ranged weapons can be used up to any range (within reason) but not up close. the more powerful (and expensive) it will be. Whoever wields this weapon may use this persona like they usually would use a onecard persona. Improvised Armour Like improvised weapons. . you must choose if it is a ranged or a melee weapon. When buying a weapon. These are priceless artifacts that have an effectiveness that ranges from tier 5 to 10. 250 1 3. 900 3 15. Unarmed Attacks Even without a weapon. 500 5d6 7 42. Melee weapons may only be used in close proximity of a target. a painting or a throwing disc) may still be used in combat. 700 6d6 Improvised Weapons Something not specifically designed as a weapon (for example. In addition to their conventional usage as a weapon or armour. Your damage is equal to your strength score. 800 7 46. you can still make melee attacks. You cannot make ranged attacks unarmed. a trash can lid being used as a shield or a pot used as a helmet). you must choose whether or not it is a melee or ranged weapon (whatever is most appropriate). 550 4 24.

so that whoever is wearing it is affected by it. 875 2 5. 250 7 21. . 450 7. If it is armour. 025 5 14. 750 19. but this removes the previous fusion. 500 4 11. 625 1. 275 12. when calculating damage. 375 15. For every extra 5 damage. a weapon/armour’s defence is equal to that of the person wielding. For every extra 5 damage. The skill rank of the fused skill may not exceed the weapon’s tier. When equipped. the weapon/armour is broken and the price for repairs is equal to half its cost. so that whoever is wielding it can use that skill. 625 3 9. that weapon adds half the persona’s STR or DEX (depending on if it’s a melee or ranged weapon) to its damage (so. When broken. when calculating damage resistance. 400 23. The skill rank of the fused skill may not exceed the armour’s tier. Only one persona can be fused on the same weapon or armour. If it is a weapon. 900 3. The weapon also learns one of the fused persona’s active skills. When its Health reaches 0. 350 Weapon/Armour Fusion (Optional Rule) You may fuse a wildcard persona with a weapon or armour.). it is equal to [armour] + [half fused persona’s END] + [equipped persona’s END]). it is equal to [weapon] + [half fused persona’s STR or DEX] + [equipped persona’s STR or DEX]).Weapon/Armour Damage Resistance and Health (Optional Rule) If a weapon or armour is targeted for an attack (be it equipped or not). 475 6 17. its protection is further reduced by 1. a weapon’s accuracy is reduced by 2 and its damage is reduced by 3. that armour adds half the persona’s END to its armour for calculating damage resistance (not the armour’s score for determining defences (so. When broken. It can still be used but its effects diminish as it continues to take more damage. an armour’s protection is reduced by 1. its accuracy is further reduced by 1 and its damage is further reduced by 2. it has its own health and damage resistance scores. Weapon Armour Damage Resistance 2 * (tier – 1) 3 * tier Health 10 * tier 15 * tier Armour Weapons Tier Repair Cost Repair Cost 1 3. The armour also learns one of the fused persona’s passive skills. You may fuse a new one onto it.

Medicine 850 170 Heals 5 health. 280 Heals 20 health for 5 allies. 400 680 Heals 10 health for 5 allies. Name Buy Price Sell Price Effect Peach Seed 30* 10 Heals 2 health. 000* 1000 Heals half of maximum health. 000* 4. 900 580 Heals 20 health. consumables have individual names. a consumable only affects its user. 000 Fully restores health and spirit for 5 allies. 400* 800 Fully restores spirit. Soul Food 2. Royal Jelly 450 90 Cures enervation and exhaustion. 000 Cures all ailments for 5 allies. Hiranya 4. Snuff Soul 600* 200 Restores 5 spirit. 400 1. 900 390 Heals 5 health for 5 allies. 000* 10. Life Stone 3. Soma 30. Bead Chain 12. 600 320 Heals 10 health. Antibiotic Gel 2. Stimulant 450 90 Cures dizzy and down. 000 Fully heals health for 5 allies. Bead 15. 000* 4. Value Medicine 1. Unless specifically stated. prices and effects. Sedative 450 90 Cures rage. Dokudami Tea 450 90 Cures poison. Revival Bead 1950 390 Revives an ally and heals half of maximum health. Items with a * next to their buy price cannot be bought. Mouthwash 450 90 Cures silence. Balm of Life 4850 970 Revives an ally and fully heals health. 500* 500 Restores 10 spirit. fear and confusion. Ointment 1. 000* 5000 Fully heals health. Medical Kit 3.Consumables Unlike armour and weapons. Macca Leaf 6. . Chewing Soul 1. Amrita Soda 12. 800* 1. 600 Cures all ailments. Soul Drop 30* 10 Restores 1 spirit.

The pay amounts and how much the character is paid if they fail their mental challenge (see Performance): Full Pay Fail by 1 Fail by 2 Fail by 3 Fail by 4 500 475 425 375 325 750 710 630 550 470 1000 950 850 750 650 1250 1190 1070 950 830 1500 1425 1275 1125 975 1750 1660 1480 1300 1120 2000 1900 1700 1500 1300 Performance Every job is tied to a specific mental attribute and every time you work you are challenged. . are more difficult. for example. You do not get MXP from these mental challenges. characters may also work in the real world to earn cash. taking care of the pets. Characters who volunteer for free may find themselves being rewarded with gifts or particularly helpful contacts. if it allows an interview. Failure results in reduced pay for that session. Pocket Money Characters who live a more sheltered life may have a steady source of income without having to go to third parties. you must succeed in an expression challenge in the interview. a character with pocket money should have a chore (or list of chores. As long as you do the chore you will be paid the full amount.Paid Work Although defeating shadows and exploring the shadow world do provide rewards. having to stay behind and help clean up after making a mess). Even if you do not meet these prerequisites you can still get the job. or you have to spend more time doing should pay more than simple work anyone can do. unless the result of the challenge is 1. Working is also an opportunity to meet new people and develop social links with customers or colleagues. Prerequisites More difficult jobs will have a prerequisite of one or more mental attributes being of certain levels (for example. helping grandma run her textile shop) that must be completed otherwise they don’t get any money. However this shouldn’t be seen as free cash. Jobs or chores that have higher prerequisites. Unlike paid work. a day-care worker may need understanding and expression at level 3). with increasing amounts of failure reducing the pay further or an event dictated by the game master (for example. pocket money doesn’t require mental challenges and there are no prerequisites. How much should I be paid? This should be discussed with the game master. If you have multiple tasks to be completed you may be paid less (or nothing) for only doing some of them. Pay is calculated for every session of work and is either given immediately or in large sum packets at regular intervals. For every level of a mental attribute you don’t meet the prerequisite for.

distribute damage resistance among the damage types as you see fit. rather than the persona’s. reduce the duration of the effect by 1 at the end of your turns (excluding the turn the skill is used). Melee attacks may only be made if the enemy is within reach. A round ends when every character has had their turn and the next round starts. fire. To use a skill that deals physical damage. time is measured in rounds and turns. Skills may be used at any range (including physical skills). The combat attributes of the currently equipped persona are still applied to attacks. During a turn. take cover. defend or protect. pulling a lever) or remove the down ailment from a character within reach. The characters with higher initiative go first and if it is a tie. When referring to the “magic” type or “magic” damage. whereas ranged attacks may be made at any distance (within reason) except within reach. +3 to all of your defences and +3 to your damage reduction. a character has an attack action and a move action with which they can engage in various activities. You may protect anyone within reach. The damage types are: physical. those characters reroll their initiative and whoever’s is highest that time is before the other. wind. . several of which personæ and shadows may have resistances to. Attack Action An attack action may be used to: attack. An attack action may be swapped for a move action. Turns and Initiative During combat. Damage resistance is applied after resistance. ice. Move Action A move action may be used to: move. Attacks Melee attacks and ranged attacks are made with the character’s physical weapons.g. light and almighty (cannot be a weakness or resistance). pay its skill rank in health. until the start of your next turn. electric. interact with the environment (e. any damage targeted at them is inflicted on you instead until the start of your next turn. When you choose to defend. swap persona. it encompasses fire. Damage Resistance Physical and magic damage is reduced by your END + [armour]. but not vice versa. ice. use a consumable. dark. The order in which characters have their turns is by their initiative calculated at the start of combat (2d6 + AGI). pay its rank in health). If a skill deals multiple damage types. though. Skills Skills are various supernatural abilities personæ and shadows have which transcend normal human capabilities. pay its skill rank in spirit (if a skill deals both physical and non-physical damage. A round is equivalent to 6 seconds. Some skills may specify a cost that isn’t equal to its rank. electric and almighty damage. wind. use a skill. Damage Types There are several types of damage. Turn-Based Effects If an effect lasts for a certain number of turns. Section 7: Combat Rounds. To use a skill that does not deal physical damage.

Everyone involved announces what their character is trying to do at the start of the round and then rolls their mental challenges. If a skill has multiple hits. a schoolyard brawl) but success is determined by mental challenges. You cannot get One More! from the same target more than once per turn. Attack/Skill Accuracy Damage/ Effect Defence Melee attack 2d6 + STR [weapon] + STR 6 + [armour] + AGI Ranged attack 2d6 + AGI [weapon] + AGI 6 + [armour] + AGI Physical skill 2d6 + STR [skill] + STR 6 + [armour] + AGI Magic skill 2d6 + MAG [skill] + MAG 6 + [armour] + MAG Ailment. debuff. If a skill applies an ailment and deals damage. If a skill has multiple targets. If all of your opponents have the down condition. healing skill If an effect would reduce your accuracy or damage by an amount of d6 and this reduces the amount of d6 rolled to be less than 0. you gain a bonus on challenges equal to its tier (improvised weapons count as tier 1). In one use of a skill. their target gains one hit point. physical skill or magic skill. Hit points are lost through the game master’s discretion. When using a weapon. regardless of the number of hits (ailment durations don’t stack). the damage or effect is applied. One More! If you deal damage to a target and that is damage the target is weak to. dark skill 1d6 + LUCK [skill] 2d6 + LUCK Buff. If a character succeeds. Critical Hits If in the accuracy rolls for an attack. A ferocious all-out attack requires courage.Accuracy. the damage-dealing effect must be successful before you may roll the ailment’s accuracy. For every hit point you have. you get an all-out attack: every ally may move towards an opponent and make a melee attack. a slow and steady stance requires diligence and outsmarting your opponent and dirty tricks require intelligence. they can still engage in real fights (for example. If you have 5 hit points you are knocked out. Just one hit point may be lost with a bit of rest but more serious injuries could entail a trip to the hospital. at least two of the d6 rolls for the same hit give the result of 6 it is a critical hit. Combat Without Personæ (Optional Rule) If a character is out of the shadow world. you don’t roll “negative” d6 (it’s the same as rolling 0d6). but not turns. Damage/Effects and Defence An attack/skill’s accuracy must be higher than the target’s defence to take effect. they gain the down condition and you get another attack action. If the attack/skill is successful. Perfect [skill] None buff/debuff/ailment removal. light. you take a penalty on all mental challenge. The damage dealt is doubled (before damage reduction). ailment accuracy is only rolled once for each ailment. All-out attacks are not extra turns and are done simultaneously. . the same accuracy roll is applied to all targets for each hit. This combat has rounds. The style of fighting you use determines what mental attribute is challenged. you roll accuracy for each hit.

ice. These factors may also inhibit your range of vision. Grid/Hex Movement (Optional Rule) If you would like to use a less freeform method to represent space and movement. doesn’t mean it has to obfuscate vision rather than provide cover (see below). the bonus is reduced by 1. the bonus is reduced by 1 (e. It is important to remember that just because something may not be a solid object. The varying levels of weakness/resistance and their effects are: Weak (wk) Physical/magic: You now have the down condition. you must be adjacent to the target’s space (and for ranged attacks.Obfuscated Vision (Optional Rule) When something isn’t blocking large parts of your vision but is making it harder to make out details (e. Absorb (ab) Damage of this type is negated and you heal that amount. Weakness and Resistance A persona or shadow may have weaknesses or resistances to: physical. fire. and for every -2. Null (nl) Damage of this type is negated. electric. You receive a bonus to your defences depending on how much of your body it covers and how dense the cover is. If you haven’t used the “take cover” move action. light foliage) you suffer penalties to your accuracies. Cover (Optional Rule) You‘re given cover when a solid object is between you and your attacker (e. Light/dark: Your base defence against this type is 1d6 + LUCK. dark and light damage. . wind.g. standing behind a wall).g. the accuracy dice result required to get a critical hit increases by 1. Smoke. Falling damage is equal to 1d6 damage per space. increase your defences by +2.g.g. None (-) Damage of this type is received normally. each character may move up to 3 spaces. will certainly completely block something from your line of sight. Light/dark: Your base defence against this type is 3d6 + LUCK. To make melee attacks. In an all-out attack (see One More!). if you’re next to the barrel but haven’t taken cover). If the cover is soft/weak (e. -1 would be light rain. a character can move up to 3 spaces (whether they are squares or hexes isn’t important). behind a barrel. rain. the target cannot be adjacent). With one use of a move action. Resist (rs) Physical/magic: Damage is halved. The penalty may be anywhere from -1 to -6. when thick enough. a very thin wall). For every third of your body that is protected by cover. Reflect (rf) Damage of this type is negated and dealt to the user instead. -3 would be behind dusty glass and -6 is heavy fog. fog. use this optional rule. Each 1 space is roughly equivalent to 5 – 10 feet.

Damage received is multiplied by 1. except you must spend a move and an attack action to stand. You have no actions. Down characters cannot participate in all-out attacks. The duration of ailments do not stack (for example. Silence (ailment) You cannot use skills or swap persona.Ailments and Conditions Through battle. Confusion (ailment) At the start of your turn roll 1d6. the down condition is upgraded to the dizzy condition. This cannot reduce your health below 1. Ailments can be removed with various skills and consumables. you’ll be confused for 3 turns). Your melee damage is doubled and your melee accuracy modifiers from combat attributes and all defences are halved. . the one applied most recently replaces the other. Knocked Out (until removed or you move out of the shadow world) You are knocked out when your health is 0 or less. If you are critically hit or receive damage of a type you are weak against. When your body exits the shadow world your health returns to 1. Enervation (ailment) All of your accuracy modifiers from combat attributes are halved. Rage (ailment) You may only spend attack actions attacking the opponent nearest to you. If the result is 4 or above you may act but you only get an attack action. Excluding poison. Down (until standing) (condition) You gain the down condition when you take damage of a type you are weak against. too. If no opponents are within range. two of your turns have passed already (so the duration is currently 1). Exhaustion (ailment) Every move and attack action costs 1 spirit in addition to their usual costs. various ailments and conditions may be inflicted upon you. All ailments/conditions are removed.5. you may only spend actions moving into range. Ailments/conditions last for a certain amount of time or until a criterion is met. This ailment stacks with other ailments/conditions. Fear (ailment) You must spend at least one action during each turn to move away from the opponent that inflicted this condition. If you’re hit in an all-out attack you lose the down condition. You must spend a move action to stand. a terrible fate befalls you. you do nothing in that turn. if you’re confused for three turns. you may only have one ailment at a time. Your agility counts as 0 for all defences. If you would have more than one non-stacking ailment at a time. If your body spends a whole day knocked out in the shadow world. If the result is 3 or below. then you’re confused for three turns again. Dizzy (until standing) (condition) As the down condition. Poison (until removed or the end of the encounter) (ailment) At the end of your turn you lose an amount of health described in the afflicter’s skill (don’t apply damage resistance).

An active skill is one that consumes an attack action to be used. Many effects will also choose you to choose a particular type (for example. Section 8: Skills & Extraordinary Abilities A skill’s rank is determined by adding the rank of its parts (its effect and its adjectives (if it has any)). This is typically used to determine the rank and damage of a skill. I encourage you to personalise your creations with their own signature skill names. +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. with their rank increasing with optional increases such as additional damage. Fire may be a fireball. The cost of using this skill is Y. Here is a break-down of how to read a part description: Skill Name [rank as number]: Description of this skill’s effect. a missile. whereas a passive skill is always in effect and you pay no spirit or health to maintain its effect. fire or ice) at creation that determines what that skill effects (these are permanent choices. +[rank as number]: Description of optional increase. this is a value that you must choose at creation. Skills may also refer to Y or Z. this may be a value chosen at the time of creation or the time of using the skill (if chosen at creation. Be creative! . a flamethrower. you may choose 6Z to be targeted). Here is an example of a skill description: Fire X: Deals up to Yd6 fire damage to the target (Y may be any number up to X). if you select fire at creation for “Break: Magic”. When a skill refers to X. lengthened ailment durations and affecting multiple opponents. you may change the value every time you use that skill). Passive skills cannot have adjectives. that skill can only be used in reference to fire (you may have multiples of the same skill as long as you select a different type each time)). this is permanent choice – if chosen at the time of using the skill. a white-hot frying pan or whatever else the shadow world desires. Most effects and adjectives can be customized.

you may choose 6Z to be targeted). +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. The cost of using this skill is Y. you may choose 6Z to be targeted). . you heal 2Y+1 damage (do not apply MAG). The cost of using this skill is Y. Your accuracy is increased by Y. The cost of using this skill is Y. The cost of using this skill is Y. This damage is dealt to their spirit. you may choose 6Z to be targeted).Active Effects Fire X: Deals up to Yd6 fire damage to the target (Y may be any number up to X). Electric X: Deals up to Yd6 electric damage to the target (Y may be any number up to X). +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. you may choose 6Z to be targeted). Cleave X: Deals up to Yd6 physical damage to the target (Y may be any number up to X). you may choose 6Z to be targeted). +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. Wind X: Deals up to Yd6 wind damage to the target (Y may be any number up to X). Life X: Deals 2Y+1 almighty damage (do not apply MAG) to the target (Y may be any number up to X). +3Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. Almighty X: Deals up to Yd6 almighty damage to the target (Y may be any number up to X). The cost of using this skill is Y. +1: When using this skill. +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. you may choose 6Z to be targeted). you restore 2Y+1 spirit (do not apply MAG). The cost of using this skill is Y. Spirit X: Deals 2Y+1 almighty damage (do not apply MAG) to the target (Y may be any number up to X). Ice X: Deals up to Yd6 ice damage to the target (Y may be any number up to X). The cost of using this skill is Y. +1: When using this skill. you may choose 6Z to be targeted). The cost of using this skill is Y. +3Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies.

+4Y: The duration of the ailment is increased by Y. Your accuracy is decreased by 1. This counts as a different effect for each ailment. The cost of using this skill is increased by Z. Your accuracy is decreased by 2. 8: Deals ⅔ of the target’s current health in light damage. 1: Inflicts [ailment] for 1 turn. 8: Deals ⅔ of the target’s current health in dark damage. +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. Poison X: Inflicts poison that deals X damage at the end of each of the victim’s turns. Skewer X: Deals up to Yd6 + 2Y physical damage to the target (Y may be any number up to X). you may choose 6Z to be targeted). The cost of using this skill is Y. If Y goes above double the persona or shadow’s maximum skill rank by 1. Cure: Rage + Fear + Confusion 1: Removes the rage. . Your accuracy is decreased by 2. Ailment (Enervation/Exhaustion/Rage/Confusion/Silence/Fear) When making this skill. 5: Deals ½ of the target’s current health in light damage. The cost of using this skill is equal to X + Y. you may choose 6Z to be targeted). Heal X: Heals Xd6 + Yd6 damage to the target (you must choose Y’s value. Y may be up to double the persona/shadow’s maximum skill rank + 2). +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. fear and confusion ailments. 5: Deals ½ of the target’s current health in dark damage. you may choose 6Z to be targeted). +2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. select its ailment. +X: Increase your accuracy by X. Dark 2: Deals ⅓ of the target’s current health in dark damage. it gains the down condition. Your accuracy is decreased by 1. 3: Inflicts [ailment] for 1d6 divided by 3 (round down) turns. Your accuracy is decreased by 3. +2Z: You may choose up to 6Z targets when using this skill. the dizzy condition. +2X: You may choose up to 6X targets when using this skill. 5: Inflicts [ailment] for 1d6 divided by 2 (round down) turns. Light 2: Deals ⅓ of the target’s current health in light damage.+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more than 6Z enemies. +3: The poison is not removed at the end of the encounter. you may choose 6Z to be targeted). Your accuracy is decreased by 3. you may choose 6Z to be targeted). if by 2.

+2X: You may choose up to 6X targets when using this skill. they deal an extra 1d6 for 3 turns. +4X: Increase the damage bonus by Xd6. +3Y: Increase the duration by Y. +3Z: You may choose up to 6Z targets when using this skill. +3Z: You may choose up to 6Z targets when using this skill. Damage Dealt Up 1: Stacking buff. All of the target’s defences and accuracies are increased by 1 for 3 turns. 7: Removes the knocked out condition and heals them to ⅔ their maximum health. Cure: Poison 2: Removes the poison ailment. Accuracy + Defence Up 1: Stacking buff. +4X: Increase the damage penalty by Xd6. Accuracy + Defence Down 1: Stacking debuff. . +3Y: Increase the duration by Y. When the target rolls for damage. +3Y: Increase the duration by Y. All of the target’s defences and accuracies are decreased by 1 for 3 turns. Cure: Enervation 2: Removes the enervation ailment. +3X: You may choose up to 6X targets when using this skill. +4X: Increase the accuracy and defence bonus by X. +3Z: You may choose up to 6Z targets when using this skill. +3X: You may choose up to 6X targets when using this skill. +2X: You may choose up to 6X targets when using this skill. +4X: Increase the accuracy and defence penalty by X. +2X: You may choose up to 6X targets when using this skill. Cure: All 3: Removes all ailments. they deal 1d6 less for 3 turns. 3: Removes the knocked out condition and heals them to ⅓ their maximum health. +2X: You may choose up to 6X targets when using this skill. down and dizzy.Cure: Silence 1: Removes the silence ailment. Cure: Down + Dizzy 2: Removes the down and dizzy conditions. When the target rolls for damage. Damage Dealt Down 1: Stacking debuff. +3Z: You may choose up to 6Z targets when using this skill. Revive Using this skill requires a move and an attack action. +3Y: Increase the duration by Y. 5: Removes the knocked out condition and heals them to ½ their maximum health.

ice. +3Z: You may choose up to 6Z targets when using this skill. Everything within range’s ailment defence is reduced by 2. When attacking or using a skill. multiply the d6 rolled and MAG bonus by 2. Repel: Physical 6: Buff. Although this is a debuff. Select one type from fire. Break: Magic 3: Debuff. +2Y: You may choose Y things to be unaffected by this skill. +3Z: You may choose up to 6Z targets when using this skill. +4X: Increase the damage penalty by Xd6. Next time you deal physical damage. +4X: Increase the MAG multiplier by X. +3X: Increase the damage multiplier by X. Specialise: Type 1: Buff. Next time you deal magic damage. the 2d6 result necessary to cause a critical hit is reduced by 1. The target of this skill’s resistance to this type is removed. Next time the target of this skill receives physical damage.Damage Received Down 1: Stacking buff. wind and electric. When something rolls damage against the target. +3Y: Increase the duration by Y. Mind Charge 4: Buff. Select one type from fire. Ailment Up 3: Stacking debuff. your must calculate accuracy and defence as if it was an ailment skill. “Repel: Magic” and “Nullify: Light + Dark” buffs. ice. Break: Repel 3: Debuff. treat it as if the target’s resistance to physical damage is reflect. they deal an extra 1d6. Affects everything within range. they deal 1d6 less. Damage Received Up 1: Stacking debuff. The target loses its “Repel: Physical”. +4X: Increase the damage bonus by Xd6. . +3X: Increase the damage multiplier by X. +2X: Increase the ailment defence penalty by X. Critical Up 3: Stacking buff. Lasts for 3 turns. Lasts for 3 turns. wind and electric. multiply the d6 rolled and STR bonus by 2. When something rolls damage against the target. Power Charge 4: Buff. +2X: Increase the critical hit threshold by X. The target of this skill’s MAG is treated as double in damage calculations of that type. to use the skill successfully. +3Y: Increase the duration by Y. +2Y: You may choose Y things to be unaffected by this skill.

+2: Affects everything within range. Remove: Debuffs 4: Buff. Create Cover X + Y: Choose up to X spaces to grant up to Y cover (see Section 7: Combat. Nullify: Light + Dark 5: Buff. Next time the target of this skill receives light or dark damage. All of the target’s debuffs are removed. to use the skill successfully. All of the target’s buffs are removed. Remove: Buffs 4: Debuff. Summon X: A mook whose level is equal to 5X-4 appears close to you. Obfuscated Vision). +4X: You may choose up to 6X targets when using this skill. your must calculate accuracy and defence as if it was an ailment skill. Next time the target of this skill receives magic damage. Cover). +Y: Y additional mooks identical to the first appear as well. Create Obfuscation X + Y: Choose up to 2X+1 spaces to grant up to Y obfuscation (see Section 7: Combat.Repel: Magic 6: Buff. Although this is a debuff. treat it as if the target’s resistance to the attack/skill’s damage is reflect. . +4X: You may choose up to 6X targets when using this skill. +2: Affects everything within range. treat it as if the target’s resistance to the attack/skill’s damage is null.

double STR and + Xd6 for damage calculations. . Select one ailment from confusion. If this skill successfully deals damage. deal an additional Xd6 damage in this type. Multi-Hit X: Can only be used in conjunction with a physical damaging effect. This skill hits X+1 times. Poisoning X: Can only be used in conjunction with a physical damaging effect. If this persona is equipped at the start of an encounter. Select one type from fire.Adjectives Automatic 3: Can only be used in conjunction with a buff or debuff effect. The accuracy and damage of each of these hits takes a penalty of 2X. +4Y: The duration of the ailment is increased by Y. Magical X: Can only be used in conjunction with a physical damaging effect. If this skill successfully deals damage. Select either enervation or exhaustion. Ailing 1: Can only be used in conjunction with a physical damaging effect. ice. make an ailment accuracy roll with a -2 penalty to inflict this ailment for 1 turn. Cruel X: Can only be used in conjunction with a physical damaging effect. fear. If this skill successfully deals damage. rage and silence. +Y: Increase your accuracy by Y. wind and electric. make an ailment accuracy roll with a -2 penalty to inflict this ailment for 1 turn. If this skill successfully deals damage. +X: Increase your accuracy by X. If the target is down. this skill is used instantly without paying any spirit/health. make an ailment accuracy roll with a -2 penalty to inflict poison that deals X damage at the end of each of the victim’s turns. 2: Can only be used in conjunction with a physical damaging effect.

you restore 1d6 spirit every minute. If the result is 6. +X: After your health stopping at 1. Null: Ailment 3: Select one ailment from confusion. 4: Your resistance to the physical type is increased one time (to a maximum of resist). Endure 5: Once per encounter. electric. Outside of combat. Your resistance to this type is increased two times (to a maximum of null). you may immediately make an attack against the attacker (before their attack is resolved). light and dark. Regenerate 3: At the start of each of your turns. wind. it stays at 1. respectively. you instantly heal 2Xd6 damage. ice. 8: Your resistance to the physical type is increased three times (to a maximum of reflect or absorb). wind. Your resistance to this type is increased three times (to a maximum of reflect or absorb). Invigorate 3: At the start of each of your turns. 5: Select one type from fire. ice. electric. +4X: Increase the MAG multiplier by X. you heal 1d6 damage every minute. fear. Outside of combat. exhaustion. roll 1d6. wind. ice. when your health would be reduced to or below 0. Damage of this type cannot reduce your health to below ⅓ . ice. enervation. Specialisation: Magic 1: Select one type from fire. 7: Select one type from fire. light and dark. +X: The healing (both in and out of combat) is increased by X. wind. Your defence is increased by X + 1 when targeted by that type. +3X: Decrease the result necessary to immediately make an attack against the attacker by X. your health is healed by 1 damage. This ailment cannot be inflicted upon you. Survive 5: Select either light or dark. electric. electric. You may choose to double or triple this healing but you are immediately given the down or dizzy condition. +X: The restoration (both in and out of combat) is increased by X. Your MAG is treated as double in damage calculations of that type. rage. light and dark. silence and poison.Passive Effects Counter 3: When you are the target of an attack. Your resistance to this type is increased one time (to a maximum of resist). Resistance: Type 3: Select one type from fire. 6: Your resistance to the physical type is increased two times (to a maximum of null). light and dark. Evasion: Type X: Select one type from fire. your spirit is restored by 1. ice. wind and electric.

9: Select either light or dark. Damage of this type cannot reduce your health to below ½ your maximum health.your maximum health. 7: Select either light or dark. . Damage of this type cannot reduce your health to below ⅔ your maximum health.

your speed is X spaces. Add X spaces to your vertical running speed. When falling. For reference. you fall 1 space for every 10 damage dealt and during your next turn must spend a move action to stabilise (this doesn’t count as starting/continuing a flight) or fall. if you have one. Like wildcard personæ. If you take damage while hovering. pay its cost at creation. you fall 1 space for every 10 damage dealt and during your next turn must spend a move action to stabilise or fall. up to X spaces of your movement may be on the underside of a surface. up to X spaces of your movement may be across a gaseous surface (excluding normal air). If you gain the down condition you fall. extra speed and amazing leaps. If you take damage while flying. To pay for a wildcard persona’s extraordinary abilities. Upside-down Running 2X: While moving. Hover 2X: You may spend a move action to start hovering or may start hovering in response to something happening (such as the floor collapsing). up to X spaces of your movement may be across a vertical surface. Flight 3X + 2Y (X’s value must be at least 1): You may spend a move action to start flying and if you don’t spend at least one move action each turn afterwards to continue the flight you fall. This rule assumes you’re using the grid/hex movement optional rule but that isn’t necessary. for every spaces you fall. Each time you spend a move action to start/continue flying. up to X spaces of your movement may be across a liquid surface. you may move X spaces horizontally. Vertical Running X: While moving. . you may move up to X spaces vertically and up to Y spaces horizontally.Extraordinary Abilities (Optional Rule) Some personæ are. Extraordinary abilities are things such as flight. Speed 2X: Increase your normal speed by X spaces. onecard personæ can have extraordinary abilities at creation but may also gain new ones every time their combat attributes would increase (by spending those increases on “upgrades” instead). Each extraordinary ability has a cost paid in combat attribute points (the points may be paid from one or more combat attributes). Walk Over Gases X: While moving. the normal speed of a person in the shadow world is 3 (roughly equivalent to 5 – 10 feet). If you gain the down condition you fall. You hover at your current height and don’t fall for X turns. Walk Over Liquids X: While moving. through their physical form. able to do more without the use of skills (extraordinary abilities aren’t skills). Glide 2X: While hovering.

if you phase through lava you’ll still be hurt by it). +4X: You may spend the end of X consecutive turns in another object’s space before taking damage and being moved. you take damage equal to Yd6 (Y is double the number of spaces you are from the nearest open space) and you are moved to the nearest open space. . regardless of physical obstructions that weren’t designed specifically for containing areas (for example. If you do. Burrow 2X: While moving. sand or soil). up to X spaces of your movement may be through material that is solid but loose (for example. you may move through X objects that were designed for containing areas. Phasing cannot be used to phase through attacks and you’re still affected by factors such as temperature (for example. you take Xd6 less damage. If you land lower than where you began. you count as falling after the first 2X spaces below your starting height.Soft Landing X: When falling. Leaping X: You may spend a move action to move up to X spaces vertically and half your normal speed horizontally. While phasing. you may phase through rubble or cover but not walls). Phasing 3X: You may spend a move action to move up to X + 1 spaces. You cannot end your turn occupying the same space as another object.

mooks and bosses. Skill Rank This is the highest rank of skill a shadow may know. its skill pool is spent only once on the skills it begins with (unlike personae). Level Unlike personae. physical skill damage. They have either a Melee Attack or a Ranged Attack (decided at creation) that deals damage as if it was a weapon with a tier equal to the shadow’s skill rank (e. magic accuracy. they instantly die at 0 health.  Strength (STR): Melee damage. Death Shadows have no knocked out condition. shadows have a pool to allocate their attributes freely (the maximum power of a combat attribute for each level range is given after the combat attribute pool in brackets). just like personae. rather than having set primary. Combat Attributes Every shadow has a set of combat attributes that affect their power in battle. secondary and tertiary attributes. magic defence  Endurance (END): Damage reduction  Agility (AGI): Ranged damage. Natural Attacks Unlike a normal character.g. However. Skill Pool The skill pool is used to “buy” skills. ranged defence. See Section 8: Extraordinary Abilities. Their level is static: decided when they’re created. shadows don’t need a weapon to fight effectively in close quarters. shadows don’t have any experience or level up. A level 12 shadow could have a melee or a ranged attack that deals 2d6 damage). ranged accuracy. This works identically to a persona’s extraordinary abilities except that the combat attribute pool is reduced instead of tertiary attributes. melee accuracy. A shadow may know up to 8 skills. just like personae. . physical skill accuracy  Magic (MAG): Magic damage. ailment defence Extraordinary Abilities (Optional Rule) Combat attributes may be reduced to grant abilities that enhance a shadow’s natural form. Their level does determine how powerful they are however. As there is no levelling up for shadows. melee defence  Luck (LUCK): Ailment accuracy. Section 9: Shadows Universal Shadow Rules These rules apply to normal shadows.

light and dark. ice. in order of strength. increase another’s (and vice versa). their value is equal). Decreasing the physical type to weak or increasing it to resist is worth double. null. absorb or reflect (choose one.Shadows Level range Skill rank Skill pool Combat attribute pool 1–4 1 4 4 (3) 5–9 2 7 9 (4) 10 – 14 3 10 14 (5) 15 – 19 4 13 19 (6) 20 – 24 5 16 24 (7) 25 – 29 6 19 29 (8) 30 – 34 7 22 34 (9) 35 – 39 8 25 39 (10) 40 – 44 8 28 44 (11) 45 – 50 8 31 49 (12) Health and Spirit Distribute 24 + (3 * the shadow’s level) among its maximum Health and Spirit. fire. . electric. resist. The damage types are: physical. Weakness and Resistance Every shadow has a variety of weaknesses and resistances to the various damage types. none. For every time you decrease one type’s level of resistance. wind. are: weak. The levels of resistance.

you may divide the mooks into groups. . light and dark. A mook never takes damage from one type. regardless of whether or not the attack’s accuracy succeeds. fire. Shared Rolls When many mooks have to roll the same thing at the same time (e.g. Each group rolls once and all of the mooks in that group are treated as if they rolled that result. Level range Skill rank Skill pool Combat attribute pool 1–4 1 2 2 (1) 5–9 1 3 4 (2) 10 – 14 2 4 9 (3) 15 – 19 2 5 14 (4) 20 – 24 3 6 19 (5) 25 – 29 3 7 24 (6) 30 – 34 4 8 29 (7) 35 – 39 4 9 34 (8) 40 – 44 5 10 39 (9) 45 – 50 5 11 44 (10) Health and Spirit A mook’s maximum health is 1 and its spirit is equal to double its level. Weakness and Resistance The damage types are: physical. so they cannot be removed/improved.Mooks Mooks are very weak shadows. electric. wind. These aren’t resistances in the normal game sense. A mook always dies instantly when targeted by an attack/skill of one type. Three mooks are “equal” to one shadow. they’re all using the same skill on the same person or defending against a skill that targets all of them). ice.

For every time you decrease one type’s level of resistance. Death Forms Death forms are similar to alternate forms except they cost 7 combat attribute pool points instead of 2. An alternate form can be assumed with a move action and/or by being triggered by an event decided at creation (e. electric. The levels of resistance. in order of strength. light and dark. One boss is “equal” to three shadows. When the boss dies it’ll instantly come back to life as its first death form. are: weak. Alternate Forms You may reduce a boss’ combat attribute pool by 3 to gain an alternate form (you may do this multiple times). each of them has the amount given in the table. ice. Each death form has different weaknesses. however all death forms’ combat attributes pools are reduced by the cost of buying death forms). Decreasing the physical type to weak or increasing it to resist is worth double. resistances. increase another’s (and vice versa). Each alternate form has different weaknesses. it’ll go into its second death form and so on until it has no death forms left.g. When purchasing alternate forms.Bosses Bosses are extremely powerful shadows. The boss begins with four free resistance increases. you must put them in an order. each of them has the amount given in the table). fire. skills and combat attributes (you don’t have to divide these resources among the forms. A boss’ death forms (and its original forms) share a pool of maximum health and maximum spirit to distribute amongst themselves equal to the boss’ normal maximum health and spirit + (half that amount * number of death forms). being attacked by a specific type). Level range Skill rank Skill pool Combat attribute pool 1–4 1 4 4 (3) 5–9 2 8 9 (4) 10 – 14 3 12 14 (5) 15 – 19 4 16 19 (6) 20 – 24 5 20 24 (7) 25 – 29 6 24 29 (8) 30 – 34 7 28 34 (9) 35 – 39 8 32 39 (10) 40 – 44 9 36 44 (11) 45 – 50 10 40 49 (12) Health and Spirit A boss’ maximum health and spirit are both equal to 10 + (its level * 6). resistances and skills (you don’t have to divide these resources among the forms. The damage types are: physical. resist. none. When buying death forms. Weakness and Resistance Every shadow has a variety of weaknesses and resistances to the various damage types. you must choose which death form (or its original form) has it. wind. . When the boss dies again. as they will make the fight much easier. their value is equal). absorb or reflect (choose one. null. Note: It is advised that bosses don’t have weaknesses unless they have alternate forms (see below) that do not have that same weakness. the cost of purchasing that alternate form isn’t subtracted from the other death form’s combat attribute pools.

all of which are the same level. etc) the player gets a benefit depending on its suit and its number: o Wands: Distribute the number in CXP among your personae.  If the card is one of the Minor Arcana (5 of Pentacles. Each participant gains an amount of Yen equal to Level * Difficulty * 10 2. Character Experience An encounter with a number of shadows equal to the number of participants. it is a good time to do this to prevent slowing things down later). 2. 3. Roll 2d6 and spread that many cards face down on the table. Shuffle Time (requires Tarot deck) Before using your Tarot deck. queen and king cards. Game masters don’t necessarily have to distribute Yen after battles. They will not be needed. the total worth of which is equal to the total Yen given in the previous step. Section 10: Rewards & Game Mastering Rewards In this section are presented three different types of rewards that can be given after an encounter and in the case of personae. o Cups: Your current health increases equal to the number. . 2. Personae. Shuffle your Tarot deck (when the game is stalled due to player indecision. increased or reduced by 1 for every 1 by which the difficulty of the encounter was above or below 4). has a difficulty of 4. Roll Time Each player rolls 1d6. If the card is The World. knight. etc) the player gets a persona of that Arcana (its level is equal to the player’s level. o Pentacles: You gain Yen equal to the number * 500.  Three mooks are equal to 1 shadow and 1 boss is equal to 3 shadows for calculating difficulty. o Swords: Your current spirit increases equal to the number. remove the page. 1. Your current health increases equal to the difficulty of the encounter. The party as whole gains a number of items. that player chooses what Arcana their persona is. alternate ways of distributing those rewards. Yen Distributing rewards after an encounter is done in two steps: 1.  +1 or -1 for every 3 levels each individual shadow has above or below the average party level. Personae. this is the amount of CXP each participant gets.  If the card is one of the Major Arcana (Fool. Distribute CXP among your personae equal to the encounter difficulty. Each player chooses a card and reveals it. The difficulty is increased according to these rules:  +1 or -1 for every extra or less shadow. Priestess. Their reward is: 1. 2 of Swords.

 For the sake of fun.  Encounters can be made interesting through combinations of different shadows. shadows that respond to light. You gain a new persona (its level is equal to the level. These are guidelines. otherwise. 6. increased or reduced by 1 for every 1 by which the difficulty of the encounter was above or below 4): its Arcana is determined by rolling 4d6. how a shadow handles any situation depends on their concept. Examples of this are damaging structures. objectives that must be protected. A result of 14 is your Arcana and every 1 above or below is the Arcana 1 above or below yours. Shadows may also deal with the party without killing them. mindless shadows. try to add environment elements that affect it. feel free to break rules in any way you like. cover and obfuscation. You gain Yen equal to the difficulty * 500. 3. This is especially important with boss shadows. have skills that set up an advantage for the other or will go out of their way to guard a certain shadow or attack a certain party member (or type of party member). . A result of 7 is your Arcana and every 1 above or below is the Arcana above or below yours. Your current spirit increases equal to the difficulty of the encounter. 5. things that when destroyed will make the battle easier. shadows under the control of other shadows (or even something that isn’t a shadow). increased or reduced by 1 for every 1 by which the difficulty of the encounter was above or below 4): its Arcana is determined by rolling 2d6. 4. The resulting One More! attacks will blow them away. perhaps ones with alternating skills/resistances.  To make an encounter more interesting. darkness or their own reflection. and even things like shadow communities. which’ll usually have longer fights. Designing Encounters Here are some tips to help you craft encounters that are fun for your players:  Do not give every enemy the same weaknesses. You gain a new persona (its level is equal to the level.  Not every fight is to the death: shadows may run away or surrender if it fits the concept they embody.  Feel free to play with concepts such as sapient shadows.

Appendix 1: Basic Skills Here are many skills created using the skill system presented in this game. Ice: Deal 1d6 ice damage to a target. Poison: The target is poisoned. Confusion: The target gains this ailment for 1 turn. Skewer: Deal 1d6 + 2 physical damage to a target. If the Y value is the second highest or highest possible. Exhaustion: The target gains this ailment for 1 turn. you are instantly made down or dizzy respectively. Silence: The target gains this ailment for 1 turn. These are very simple and made purely so that beginners can quickly put together a persona without much hassle. Cleave: Deal 1d6 physical damage to a target. taking 1 damage at the end of each turn. The cost of this skill is 1 + Y. Ailments Enervation: The target gains this ailment for 1 turn. Wind: Deal 1d6 wind damage to a target. Cure Rage + Fear + Confusion: Removes the rage. Life: Deal 3 almighty damage to a target. Healing. . all of their skill ranks are 1. Rage: The target gains this ailment for 1 turn. Damage Fire: Deal 1d6 fire damage to a target. Almighty: Deal 1d6 almighty damage to a target. fear and confusion ailments from the target. Curing Heal: Heals 1d6 + Yd6 (Yd6 may be a number up to double the persona’s maximum skill rank + 2). Cure Silence: Removes the silence ailment from the target. Spirit: Deal 3 almighty damage to a target’s spirit. with +1 accuracy. Fear: The target gains this ailment for 1 turn. Electric: Deal 1d6 electric damage to a target.

they deal an extra 1d6. (Passive) Evasion (Magic. when damage is rolled against the target.Buffing Accuracy + Defence: All of the target’s accuracies and defences are increased by 1 for 3 turns. Debuffing Accuracy + Defence: All of the target’s accuracies and defences are decreased by 1 for 3 turns. Other Summon: You summon a level 1 mook (see Section 9: Shadows). when damage is rolled against the target. the target of this skill’s MAG is treated as double in damage calculations of this type. Damage Dealt: For 3 turns. when the target rolls for damage. Damage Received: For 3 turns. (Passive) Specialisation (Magic Type): Your MAG is treated as double in damage calculations of this type. Damage Dealt: For 3 turns. they deal 1d6 less. when the target rolls for damage. Damage Received: For 3 turns. they deal an extra 1d6. Light or Dark Type): Your defence is increased by 2 when targeted by that type. . they deal 1d6 less. Specialise (Magic Type): Until the end of the encounter.

Appendix 2: Examples Characters Character 1: James (Onecard. she refuses to wear her prescription glasses. Will To Live (6). Tower). Cheerleaders (3). Rich. 1600 Yen. she’s ashamed and is incredibly self-conscious about it. Expression 3. 7250 Yen). James has a lot of inner conflict about his relationship with his father (he always acted kind-hearted towards James and was a genuinely great father) and whether or not he can believe others are as they seem anymore. Martial Arts (5). Knowledge 3 Traits: Lacking Understanding (-10). 1700 Yen total). Expression 2. 7250 Yen). However. Spirit 22 Courage 2. Diligence 2 (+5 MXP). Sassy (-1). Health: 18. +1000 Yen (1) Items: Younger brother’s modified toy gun (tier 1 ranged weapon. older brother’s LARP armour (tier 1 armour. Level 3 Issue 1: Christina’s family has a history of early death in women from breast cancer and she is left conflicted: should she seek a normal life. Bespectacled (-5). Christina’s eyesight began to fade. Popular. 2 bottles of medicine (medicine. Character 2: Christina (Wildcard. Understanding 2. 450 Yen). Issue 2: James’ relationship with his girlfriend is built entirely on the assumption that she’ll be the best mother for his children. Level 1 Issue 1: James’ father was a serial killer. Emperor). Rich. +1000 Yen (2) Items: Hunting knife (tier 2 melee weapon. a caffeine tablet (stimulant. Health 17. with plans for retirement. Greedy (-2). Diligence 2. in the chance that she doesn’t develop a cancer or should she live in the moment and not bother with planning ahead? Issue 2: During adolescence. . he feels no real emotional connection with her. 3750 Yen). Understanding 3. Knowledge 2 Traits: Messy Writer (-3). Spirit: 15 Courage 3.

they deal 1d6 less. Endurance 0. Persona 2: Poltergeist (Wildcard. Damage Dealt (rank 1): For 3 turns. Luck 0 Weak: Ice. Level 1. Agility 0. Magic 3. when the target rolls for damage. Level 3. Tower).Personae Persona 1: Pygmalion (Onecard. Ice (rank 1): Deal 1d6 ice damage to a target. Cleave (rank 1): Deal 1d6 physical damage to a target. At level 4 will learn: Damage Dealt Down (rank 1): For 3 turns. Resist: Wind Skills: Electric (rank 1): Deal 1d6 electric damage to a target. Luck 3 Weak: Light and Fire. . Magic 1. Enervation (rank 1): The target gains this ailment for 1 turn. Exhaustion (rank 1): The target gains this ailment for 1 turn. Physical. Categories: Electric. when the target rolls for damage. Emperor). Accuracy + Defence Down (rank 1): All of the target’s accuracies and defences are decreased by 1 for 3 turns. Endurance 0. Original Level 1 Strength 0. Buff Strength 1. with up to +1 accuracy. Agility 0. Resist: Physical Skills: (Inheritance) Fear (rank 1): The target gains this ailment for 1 turn. they deal an extra 1d6.

At level 16 will learn: Ailing (Confusion) Cleave (rank 2): Deal 1d6 physical damage to a target. . with up to +3 accuracy. Magic 0. If the result is 6. 2 spaces horizontally). Luck 0 Weak: Electric. Chariot). Resist: Wind Extraordinary Abilities: Soft Landing (-1d6 falling damage). If this hits. you may immediately make an attack against the attacker (before their attack is resolved). with up to +1 accuracy. Endurance 1. Skills: Cleave (rank 3): Deal up to 3d6 physical damage to a target.Persona 3: Griffin (Wildcard. Original Level 14 Strength 5. Skewer (rank 3): Deal up to 3d6 + 6 physical damage to a target. roll 1d6. Accuracy + Defence Up (1): All of the target’s accuracies and defences are increased by 1 for 3 turns. At level 15 will learn: (Passive) Evasion (Wind) (rank 2): Your defence is increased by 3 when targeted by wind skills. Counter (3): When you are the target of an attack. make an ailment accuracy roll with a -2 penalty to inflict confusion for 1 turn. Leaping (1 space vertically. Agility 3. Level 15.

Power Charge (rank 4): Next time you deal physical damage. Heal (rank 2): Heals 2d6 + Yd6 (Yd6 may be a number up to double your maximum skill rank + 2). Endurance 5. If this hits. Skewer (rank 5): Deal 5d6 + 10 physical damage to a target. Spirit 35 Ranged natural attack (tongue): 5d6 physical damage Strength 7. If the Y value is the second highest or highest possible. with up to +3 accuracy.Shadows Shadow 1: Giant Frog. Agility 3. multiply the d6 rolled and STR bonus by 2. . make an ailment accuracy roll with a -2 penalty to inflict poison. Luck 6 Extraordinary Ability: Walk Over Liquids (3) Skills: Poisoning Cleave (rank 4): Deal up to 3d6 physical damage to a target. Level 22 Health 55. Magic 0. The cost of this skill is 2 + Y. the target taking 2 damage at the end of each turn. you are instantly made down or dizzy respectively.

Level 5 Health 1. Endurance 3.Mook 1: Fire Ant. Endurance 0. Spirit 10 Melee natural attack (pincers): 1d6 physical damage Weak: Physical. Although this is a debuff. Fire and Dark (see Skills). Upside-down Running (1) Skills: Summon (rank 5): You summon four level 5 mooks (see Section 9: Shadows). Outside of combat. Level 17 Health 112. Null: Dark Extraordinary Abilities: Vertical Running (2). Magic 3. your must calculate accuracy and defence as if it was an ailment skill. Boss 1: Ant Queen. Spirit 112 Melee natural attack (pincers): 4d6 physical damage Strength 6. you heal 3d6 damage every minute. Fire (rank 1): Deal up to 1d6 fire damage to a target. your health is healed by 3 damage. (Passive) Specialisation (Fire) (rank 1): Your MAG is treated as double in fire damage calculations. to use the skill successfully. Magic 2. . Luck 1 Resist: Wind. Resist: Wind Strength 2. (Passive) Resistance (Dark) (rank 3): Your resistance to the dark type is increased one time (to a maximum of resist). Break (Fire) (rank 3): The target of this skill’s resistance to the fire type is removed. Luck 0 Skills: Skewer (rank 1): Deal 1d6 + 2 physical damage to a target. (Passive) Regenerate (rank 5): At the start of each of your turns. Agility 0. Agility 3.