Professional Documents
Culture Documents
This
is a passion project I wanted to work on, and I do not own any of
the properties associated with or pertaining to the Persona
franchise. As such, this document is not for reprint or
distribution. This is for private use only.
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1. What is Persona
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2. Persona As A
Tabletop
I’ve wanted to play Persona in
tabletop form for a long while now.
Unfortunately, the ones I found I
either didn’t gel with or were not
finished. So, I opted to take
matters into my own hands, and start
working on this project. There isn’t
a usual game system in place, though
it is heavily inspired by the
Powered By The Apocalypse system, at
least during social situations.
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3. Finding Your Own
Identity
Persona is a series that builds itself on its
themes and characters, and as such, when you’re a GM
writing your story or designing NPCs, fitting a theme
is something that’s important to designing a campaign.
Persona 3’s themes are based around Death and coming to
terms with traumatic experiences, and as such the
central story and characters in Persona 3 are based
around coping and dealing with death of those close to
them. When designing you story and
world, these are things you need to
think about. Which leads into the next
section of this chapter.
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1. The Stats
Involved
And now we get into the nitty gritty of any
tabletop rpg: stats. Stats in this game are divided
into two sections: Social and Combat. Or, in a more
fitting way to put it, Character Stats and Persona
Stats.
Social/Character Stats:
Knowledge: Knowledge in its essence, is an
intelligence stat. Remembering a name or face,
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describing the science behind something, etc. Anything
regarding a player character’s intelligence will use
this stat.
Combat/Persona Stats:
Strength: This is your Melee attacking stat. Any melee
weapon or skill will use this stat.
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Endurance: This is your main defensive stat. It
affects your guard bonuses, as well as your HP.
2. Choosing An
Arcana
“The Arcana is the means by which all is
revealed...” - Nyx
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gloomy character with The Sun Arcana, no one should
stop you. If you want follow the guidelines of the
Arcana, go right ahead. This is your character, and
unless you’re running around being a jerk to everyone,
you should play them how you like.
0: The Fool
"The Fool Arcana does not mean that it can be taken lightly. The
Fool is number zero. It is the void from which all other things
begin."
The Fool Arcana is a jack of all trades, and as such the player
with The Fool Arcana gets a +3 to any stat of their choosing, and
may break the initial max of 13.
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02: The Priestess
"The silent voice within one's heart whispers the most profound
wisdom."
"Only courage in the face of doubt can lead one to the answer..."
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06: The Lovers
08: Justice
"To find the one true path, one must seek guidance amidst
uncertainty..."
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10: Fortune
Personas of the Fortune Arcana tend to make their own fate, and
have luck on their side, and as such the player with the Fortune
Arcana has a pool of 5 "Fate Points". They may spend these points
at any point to re-roll a single roll (once per roll), add a +1
to a roll, or negate a Critical Fail. The player gets 1 more
every level up, and the points restore at the end of a session.
11: Strength
13: Death
"Beyond the beaten path lies the absolute end. It matters not who
you are... Death awaits you."
Personas of the Death Arcana tend to be a grim bunch, but use the
inevitability of death to their advantage, and as such the player
with the Death Arcana may sacrifice their own health to benefit.
During combat, the player may sacrifice 5, 10, or 15 HP. The
player may either increase their next roll by 1, 2, or 3
respectively, or restore health to another player by the amount
sacrificed.
14: Temperance
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"Only those with the purest hearts have the means of truly
finding the answer..."
15: Devil
"The Tower of Demise marks is the beginning of the End for all
living things...even you..."
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Social Stats if you picked Combat, or a -2 to a combat stat if
you picked Social.
3. Allocating Points
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As with a lot of tabletop RPGs, point distribution
is what individualizes characters. Here, you have two
sets of stats to distribute points to, so let’s go over
them.
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4. Building Your
Spells and Skills
Skill Classifications:
Damage
Self-Buff
Other
Spell Classifications:
Damage
Buff
Debuff
Healing
Revival
Status Effect
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Other
Damage:
Self explanatory; this is your "hit stuff" attacks. Points can be
used here to increase damage, add additional targets, or add an
additional effect. You may add an element to these for free.
Damage: +0
# of Targets: 1
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As said before, additional effects are up to the discretion of
the GM. However, if the player adds a Buff or Status Effect
attached to the skill, follow the rules of those.
Buff:
Buffs can mean a variety of things. The common use is to increase
a Stat temporarily, but, let your players get creative if they
want. Points can be used here to increase the buff, the buff
duration, or the number of buff targets.
Increase _____: +1
# of Targets: 1
# of Turns: 1
Debuff
The opposite of buff. These abilities are commonly used to
decrease an enemy's Stat temporarily, but again, let your players
get creative if they want. Points can be used here to increase
the debuff, increase the debuff duration, the number of debuff
targets or lower the roll needed by 1 for each point.
Healing:
Again, self explanatory. This is to heal the pesky wounds that
your fellow party members keep getting. Points here can be used
to increase the healing, the amount of targets, or add an
additional effect.
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Healing: +0
# of Targets: 1
Revival:
So one of your party members has keeled over. You can either use
an item, or bring them back to the dead with a spell. Points here
can be used to increase the amount of health they come back with
by 3 for each point, or increase the number of targets.
HP Gained: +3
# of Targets: 1
Status Effect:
Who doesn't love a little bit of poison in the bloodstream? This
set of abilities allows the player to inflict Status Effects
(except for Down) onto an enemy. Points here can be used to
increase the number of targets, or lower the roll needed to
suceed by 1 for each point.
Other:
If a player comes up with an idea that doesn't fit any of the
others, it slides into here. This section is a bit of a wildcard,
so, it's entirely up to the GM and the player to hash this out.As
an example, this can be used to set up "Temporary HP" (or an HP
Buffer), or convert HP to SP.
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to let you see what a finished Skill or Spell should
look like.
Agi (Spell)
Type: Damage
# of Targets: 1
Damage: +2 (2 Points)
Element: Fire
Additional Effect: On a roll of 9 or higher, the target
is Burned. (1 Point)
Dia (Spell)
Type: Healing
# of Targets: 2 (1 Point)
Healing: +2 (2 Points)
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5. Flavor and
Characteristics
There’s very little left to do with creating your
character. All that’s left is choosing your personal
weapon, and defining your character and Persona.
Weapons are pretty much cosmetic; only your stats
affect your damage. The only thing that’s not cosmetic
about weapons is their range. Melee weapons (swords,
axes, fists, etc.) are based in the Strength stat, and
use Melee skills. Ranged weapons (guns, bows,
slingshots, etc.) are based in the Agility stat, and
use Ranged skills.
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You might even find yourself influenced by this
when allocating your stats and creating your
Spells/Skills. This is why I highly recommend you
discuss with your group the themes involved in this
campaign, and the theme for your Personas, before you
start getting into the details of stats.
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1. Social Rolls
Now we get into the game mechanics of the actual
game. As mentioned before, all rolls in this game
are 2d10 – take the highest. However, now we
get to talk about bonuses. For every
point over 0 you have in a stat, you
get a bonus equal to that number. So,
let’s say John Persona has a 3 in
Guts. When he’s rolling dice, he’d
roll 2 d10s, take the higher
number, then add a 3 to it. There
we have John’s Guts roll! Unless
your GM wants you to for randomization factors, or
some other aspect they want to utilize, every Social
roll is done like this; no exceptions.
Dice Are Below the Difficulty Check: Fail. The player does not
succeed at whatever they are attempting to accomplish. Sometimes
something negative will happen to the player due to the failure.
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Dice Meet or Exceed the Difficulty Check: Success. The player
succeeds at whatever they are attempting to accomplish with no
issues.
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2. Gaining Social
Links
As mentioned before, Social Links have been another
key part of Persona since 3. Social Links are bonds you
share with NPCs, and, since 5, have started giving
tangible benefits to your dungeon crawling. Throughout
the campaign, the GM should introduce various named
NPCs to set up plot hooks and potential S. Links. The
reason for this is that players can make S. Links with
any named NPC that is not villainous. However, there
are a couple things to keep in mind when making a
Social Link with someone.
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In the next section, we’ll discuss the actual
benefits and such to creating Social Links.
3. Benefits of Social
Links
As mentioned before, since Persona 5, there have
been tangible benefits to doing Social Links. Sojiro,
for example, allows you to brew coffee at night, which
gives you more items to restore SP. They used to just
give you benefits to fusing Personas, but, since there
is no Persona fusing in this game, these benefits are
the only benefits for Social Links.
Once during a combat encounter, you can use the abilities Fast
Ball Special or Pinch Hitter.
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Pinch Hitter: You’ve learned the ability to substitute
yourself in place for another person. By using this ability,
you may switch yourself in place with another player who’s
about to be hit by an attack.
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an ability that benefits the entire team, as shown by
Misaki in my examples.
4. Breaking a Social
Link
If this is something that’s happened to your
relationship, you’ve screwed something up. Maybe you
said something incredibly rude or mean-spirited, maybe
you accidentally pushed them into doing something that
ruined their dreams. Whatever happened, your friendship
with this person has been damaged. You’ll need to
regain their trust, and whatever that entails is up to
your GM. Until that time happens though, you can no
longer gain the benefits of that S. Link.
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As said, this is something that should taken into
heavy consideration. In universe, these are characters
you’ve found strong bonds with, and as such can impact
everyone who is involved.
1. Designing the
Dungeons
And now we arrive at Persona’s second half, dungeon
crawling. Designing dungeons isn’t easy, and there’s no
real concrete answer as to what a good dungeon looks
like. However, there are several things I would advise
against.
- Random Encounters:
Script your encounters on
a room to room basis.
Random encounters in a
tabletop rpg aren’t very
entertaining, and usually
just end up being dull.
- Back to Back
Encounters: Give your
players time to
breathe. Finishing a combat encounter only to be slammed
into the next one can be boring at best, exhausting at
worst. Spread your dungeon out with treasure, puzzles, and
so on.
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- “Chaff” Encounters: While this is a dungeon crawling game,
having encounters that serve no purpose other than just
“being there” have very little point.
https://donjon.bin.sh/d20/dungeon/
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2. Combat
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rolls 2d10 – take the highest, plus whatever bonus
their stat gives (Ex. If you have a 12 in Strength you
get + 2), plus whatever other bonuses your Arcana,
Spell/Skill, etc. gives. This all equals to your base
damage. To put it into an equation to simplify things:
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3. Demon Negotiation
Those who played Shin Megami Tensei, Persona 1, 2
or 5 are familiar with Demon Negotiation. It’s a
mechanic that involves you
conversing with the enemies,
and convincing them to give
you money, items, or even
become your ally. Since you’ll
have one Persona throughout
this game, the latter is
obviously gone. However, gone
are the dialogue choices, and
in it’s place we have
roleplaying and Social rolls.
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4. Elements and
Status Effects
Certain enemies are weak and resistant to certain
elements; this happens in both Persona the game, and
other tabletop RPGs. However, as being Knocked Down is
caused differently in this than the actual game, if an
enemy is weak to a certain Element, they’ll take double
damage. However, if an enemy is resistant to a certain
Element, they’ll take half or sometimes even no damage.
Below is the list of elements in this game.
Fire
Psychic
Ice
Nuclear
Thunder
Wind
Light
Dark
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Enrage: Victim can only use a normal attack, but damage is
increase by 10. The victim may use their turn to roll a die.
On a 7 or higher; the target is cured of this Status Effect.
Down: Victim loses a turn, and also takes double damage from
next attack.
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It should be mentioned that all the aforementioned
Status effects disappear at the end of battle. No need
for Antidotes, or other status clearing items except
during
battle.
1. When to Level Up
Now, let’s talk about character progression. More
specifically, when to progress the players’ characters.
This is mostly up to the GM, but, the recommended way
would be one of two suggestions.
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2. Level them Up After a Certain Number of
Encounters: This one allows you, the GM, to decide
when to level up players. This one gives you the
freedom to scale encounters in a certain degree
without worrying about accidentally grinding your
players to a level you weren’t expecting. However,
this suggestion can be a bit tricky, as you don’t
want to go long stretches of time without giving
your players a level.
2. What Leveling Up
Entails
So, now that you know when to level up, let’s talk
about how to level up. When a player levels up, they
get 2 points to spend on combat stats, and 2 points to
spend on Social Stats. As a reminder, the maximum for
stats is 25 on Combat, and 10 in Social. As a player,
one thing that’s
important to keep in
mind, is not to dump
all your points into a
single stat. For
example, if you’re a
Magic based character
who puts all their
points into MAG and
ignores the rest of the
stats, you’re going to
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cast some incredibly powerful spells, however, if you
get hit you’re going to go down very quickly. That
being said, being a glass cannon is a viable strategy,
but not if you go down in one hit.
3. Skill/Spell Cards
While in a dungeon or after a battle, you might
want to give your players a little something extra
aside from money, items, etc. To
give them that little bit extra, as
well as give your players a
potential boost, that’s where
Skill/Spell Cards come in handy.
Like in the games themselves, Skill
or Spell cards are items that can
give your Personas a specific Skill
or Spell that’s on the card.
However, since there’s no list of spells like in the
games, what’s on these cards will be up to the GM.
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When it comes to the abilities these cards give,
it’s important to keep in mind the makeup of your
party. If your party, for some reason, ends up with all
physical attackers, then handing them a spell card
isn’t going to be very useful for them. Additionally,
if you’re handing them out in loot drops, you don’t
want to single out a single player and make the rest
feel left out. Try and aim for 2-3 players that the
card could go to, and then let them discuss between
themselves who’ll get to use it.
4. Ultimate Personas
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Now that we’ve finished talking about the general
gist of leveling up, we get to talk about the final
stage: Ultimate Personas. Like in the games themselves,
once the players reach a certain point, they get to
completely upgrade their current Personas. There is one
requirement, however. Players must have maxed at least
two Social Links. You can play around with other
potential requirements, but, this is one that should
absolutely stay in. Now, what exactly entails an
Ultimate Persona?
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I talked a bit about world
building in previous chapters,
and while you you’re not
building a world to the extent
of other tabletop rpgs, there’s
still some things to consider.
Namely ways to make your town
or city lively. You need to
make sure the city in question
is fleshed out, with shops, restaurants, people, etc.
While your players will only see part of the city at a
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time, making it seem alive is a goal you want to strive
for.
2. Things to Do
During the chapter with Social Links, we talked a
lot about The Social Phase. Now, let’s get into
actually discussing what this entails. There are two
phases in this game, the aforementioned Social Phase,
where players meet with their Social Links and do
things around the city. The second is the Dungeon
Phase, which involves going into The Shadow World and
going through the dungeon your party is currently
trekking through. We’ve talked about the Dungeon Phase
at length, so, let’s discuss the Social aspect.
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there should be benefits to skipping a Social Link.
Buffs to rolls, free items, etc. Below are a few
examples of what you could use to benefit your player
characters:
Beef Bowl Shop: The Beef Bowl Shop nearby has a special
challenge: The Big Bowl. A player can roll their Guts to see
if they succeed. If they succeed, they get a +1 to all rolls
during the Dungeon Phase. If they fail, they still feel
accomplished, and thus can re-roll a single roll during the
Dungeon Phase.
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these items help mitigate that, but hey, finances
aren’t unlimited.
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