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The Velvet Book 0.95.1 Errata 06.28.2022
The Velvet Book 0.95.1 Errata 06.28.2022
Introduction
This document covers updates to gameplay and fixes problem content in Version 0.95 of The
Velvet Book which will be incorporated into the final 1.0 version upon release. Generally these
don’t massively change material in The Velvet Book, but do offer some needed clarifications on
edge cases as well as some refinements to improve certain underutilized or underdeveloped
aspects of the game.
Contents
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The Velvet Book v0.95.1 Errata- June 29, 2022
Corrections to Incorrect Extra Names in Version 0.95
The Velvet Book Version 0.95 includes certain instances of Extras with the wrong names. These
are hold-overs from prior versions that were intended to be edited out but were missed in the
previous editing pass. These include the following:
Gnarly: This Extra was replaced by Power. Found on: 185, 239, 240, 298
Sweet: This Extra was replaced by Effective. Found on: 419
Ailment Quality Duration: Ailments inflicted as a Quality (as opposed to as an Attack Extra)
have their duration based on Width-1 + its Ailment Rank. For example, if you have Ailment:
Burn x3 and roll a 2x5, it will last for 4 Rounds. It also means that the minimum Duration for
any Ailment Quality is 2 Rounds.
Ailments and other Extras: Ailment inflicted as a Quality can use the Area Extra to affect
additional targets, or the Fast Extra to set up their effects more quickly. By default, no other
Extras grant significant effects to Ailments.
With this Errata, Sukukaja, Tarukaja, Sukunda, and Tarunda are not Part or Quality
specific. Instead, their effects as follows:
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The Velvet Book v0.95.1 Errata- June 29, 2022
Improved School and Education Rules
The Purpose of this Errata is to revise and improve the gameplay of the Class and Studying rolls
to make the One Roll Education ruleset on page 223-225 more interesting and sensible.
If you fail a Class Roll, you can select your Lowest Loose Die and use it as a 1x Width
Set. However, this die can only contribute its Height or Width to your weekly productivity, not
both. Thus, you can either add +1 to your Workload (you completed the assignment, but it
wasn't any good) or the die's Height to your Grade (your work was good, but you weren't able
to finish it).
Method 2- Player Scheduled: With this Method, the Player determines their own school
schedule and what Stats connect to each Subject. Two Players might have the same class but use
different Stats for it; in Math, for instance, one Student may use Knowledge to work through the
steps, while another needs Guts to face it as it's a subject that intimidates them.
Method 3- Freestyle: In the Freestyle Method, there are no fixed Stat for any of the Classes,
but each Stat must be used once per school week. A GM might present a specific assignment
that demands a certain Stat, or they may allow the Player to choose which Stat they want to use,
giving them control over how they approach the work. Again, though, once a Stat is used in a
Class roll it's exhausted for the rest of the week.
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The Velvet Book v0.95.1 Errata- June 29, 2022
3rd Errata: Studying
This Errata is just a clarification on what Studying is described on Page 225.
Studying is a form of Personal Time that builds Awesomeness dedicated for a specific
Class. It includes anything related to preparing for that Class-- reading assigned material,
writing a report, running laps, rehearsing a play, etc. Like with Personal Time you roll whatever
Stat + Skill makes sense for that Class and gain Width in Awesomeness to use for it. The
Awesomeness you gain is thus attached to the specific Class you're studying for; this way if
you're using Freestyle class rules you don't need to anticipate which Stat you'll need. If you're
studying for English and roll a 2x Width Set, you gain Awesome x2 in English and can use it
regardless of the Stat that the GM asks for.
Once a Class hits all the Studying you did for it gets cashed in and reset to zero. Any
Awesomeness you don't end up using then can be used to add +1 to your total Grade level for
that week
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The Velvet Book v0.95.1 Errata- June 29, 2022
Useful Qualities with Special Timing Rules
Most of the time, Useful Qualities follow the same timing rules as other Qualities when used in
Combat: take your Width, add any Ranks of Fast on the Quality, and that’s your Speed. During
the Resolve Phase of combat, Actions occur based on which Sets have the most Speed, and ties
are broken by superior Height.
However, some Useful Qualities get to bend these rules. They can do this in general for
two reasons:
There are no absolute protocols as to when you can and can’t use these Special Timing Rules,
just basic, consistent principles you can follow to determine if a Useful Quality’s timing can be
manipulated.
Special Timing falls into two main rules. Additional rules and exceptions could be made,
but they would likely be less meaningful to the flow of combat.
Go First
Some Useful Qualities can set-off their effects at the start of the Resolve Phase of Combat, no
matter what their actual Speed would indicate. These are generally Qualities that have no effect
on the action of the turn on which they’re rolled. Create an Advantage, Boost Power and Jinx
are examples of this, as they create bonus dice or inflict dice penalties, meaning their value
doesn’t kick in until the following turn.
Since these Effects don’t do anything on that turn, GMs can freely allow them to Go
First during the Resolve Phase before any other normally timed actions would happen.
Similarly, the basic move Creating Extras as Needed Goes First during the Resolve
Phase, as it’s designed to alter and set-up things that occur on that turn, especially when used as
part of a Multiple Action. Without this functionality it would be challenging to adjudicate when
the Ad Hoc Extras it generates come into play. For instance, Ad Hoc Fastness needs to Go First,
otherwise it has no value, as you’d need to wait for the Useful Set to go off before it could be
applied to your attack anyway, which is pointless.
So in this case, these effects must Go First because otherwise they’d be a mostly
worthless commitment of your actions for that turn.
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The Velvet Book v0.95.1 Errata- June 29, 2022
Match Timing
The other special Timing rule for Useful Qualities involves Multiple Actions. Useful Qualities
that Match Timing activate at the same time as another Set that you rolled during Combat,
usually an Attack. Drain and Super Strength are examples of this, as they only really do
anything useful when rolled before or along with an Attack. In practical terms, this isn’t really
different from Going First, but since Qualities like this don’t have any effect until the Attack
they’re modifying goes off it’s easier to say that the Useful Quality and the Attack are going off
at the same time.
The only time it would make a difference is if an enemy was rolling to try and negate
your Useful Quality in some way. If your Quality Goes First then it will trigger at the start of
the Resolve phase, which creates a narrow timing window in which your opponent can shut
down its effect before you can get its benefits. If your Quality Matches Timing, however, then
its effect doesn’t hit the field until your Attack does, which eliminates that timing window.
This is a very edge case that is provided mostly for GM edification, so Players shouldn’t
need to worry about it most of the time and can enjoy the streamlined action that Going First
and Matching Timing deliver.
Enemy Advantage Dice can be used the same way as Relationship Dice, adding either
raw dice or Extras to a Shadow at the GM’s discretion. E.A. Dice can be translated into Any
Extra that the GM deems necessary, including Vital from the Cursed Extra list if the GM feels
that a Shadow needs a little bit more heft.
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The Velvet Book v0.95.1 Errata- June 29, 2022
The quantity of Enemy Advantage Dice afforded for an Encounter is as follows:
Using these rules, Enemy Advantage Dice replace the Doom Dice mechanics as detailed on
page 245 of Version 0.95.
For Major Shadows, Enemy Advantage Dice can be used to represent the Shadow shifting into
newer phases of its attack, growing more and more angry or taking the fight more seriously as
momentum begins to shift against it. In particular, if an important Part is destroyed, a GM can
tap into the Major Shadow’s E.A. Dice to enhance one of its other parts to keep the fight
interesting.
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The Velvet Book v0.95.1 Errata- June 29, 2022
New Deadly Power Rules
Under the version 0.95 rules for Useful: Deadly Power, Instant Death attacks work by exacting an
HP toll against their user as a restriction on a Persona’s ability to delete enemies from the
battlefield. While functional, it’s not a very good representation of how Instant Death works in
the Persona games, nor does it have an especially satisfying game feel. It basically requires that a
Target be softened as much as possible before going for the Kill, at which point standard offense
is usually a more sound option. To that end, these rules revise the functionality of Useful: Deadly
Power as described on pages 204 and 205.
2. You can burn ranks of Effectiveness on your Deadly Power to keep from
exhausting it. So if you have Useful: Deadly Power (Effective x2) you can use it three
times before it’s depleted. We suggest that these ranks of Effectiveness be dedicated to
expanded its capacity rather than improving its Height or Width, that way you don’t need
to recalculate those parameters each time you burn out a rank of Effectiveness, but that’s up
to the Players and GM to decide for certain.
3. Each intact Part on your Target inflicts damage on your Deadly Power part
when you destroy it. The damage is 1 HP per Part if the Shadow is weak to your Deadly
Power’s element; 2 HP if it is neutral; and 3 HP if the Shadow resists your Deadly Power.
All other rules related to Deadly Power, such as Difficulty and the effects of Major Shadows, are
unchanged from version 0.95.
Note that these rules reference Major Shadows inflicting Scars as the backlash from
Deadly Power. This reference can be ignored as Personas no longer differentiate Shock and Scar
damage.
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The Velvet Book v0.95.1 Errata- June 29, 2022
New Useful: Control (Element or Force) Rules
This Errata changes the Combat Effect of Useful: Control (Element or Force). Under the 0.95 rules,
Control is simply a stronger form of the Elemental Attack Special Effect, which allows it to
increase the Width of an upcoming Attack using that Element or Defense against that Element.
This caused issues with the fact that Control Qualities with large amounts of Effectiveness could
increase an Attack’s Width by huge amounts. It also fails, in a way, to really embody with
Control is all about, which is fine mastery of its subject matter.
This Errata, then, completely replaces the Combat Effect of this Quality.
Combat Effect: A successful Control (Element or Force) Set gives its user Width-1 in Awesome
dice the next time they Attack with or Defend against its Element. This is a very powerful effect
as it is the only real source of on-demand Awesomeness in the game, but it’s counterbalanced
by the fact that the Awesomeness only lasts for a single roll. If a Player uses Control (Effective x4)
to generate Awesome x5 that’s an impressive feat, but if they only have 2 Loose Dice to
manipulate then much that Awesomeness will go to waste.
When used in combat, this effect Goes First, allowing a Player to cash in the
Awesomeness they generated immediately if used as part of a Multiple Action with a
compatible Elemental Attack or Defense.
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