Professional Documents
Culture Documents
Shin Megami Tensei: Persona is developed and published by SEGA and Atlus
Monsters and Other Childish Things is written by Benjamin Baugh and published by Arc Dream
Publishing
The One-Roll Engine was designed by Greg Stolze
All artwork is official property of ATLUS and this work does not claim ownership nor profit
from said assets. Certain pieces have been edited for stylistic reasons.
This text contains two additional Chapters that were in Version 0.95 incorporated into existing
Chapters. Chapter 8 contains the rules for Arcana Routes, which previously were a component of Chapter
4: The Player’s Manual (now Chapter 5). Chapter 10 contains Advanced Combat Rules, a relatively brief
chapter which describes a number of more challenging combat mechanics which aren’t necessary for
understanding the flow of combat but can improve a Player’s experience with the game.
As with the previous Workprint volume, the content of these Chapters is intended to represent the
final form of these rules, pending final editing and last minute troubleshooting.
Regarding Editing
Please feel free to reach out to us on any spelling or grammar errors found in this text. Some of it has been
given a full editing pass already, but much has not and efforts to correct mistakes are deeply appreciated.
-Personanon Press
Sept 29, 2023
Updates from Version 0.95
Overall Text
• The primary font for content in the book has been changed to Palatino Linotype Size 10, Justified
Artwork
• Illustrations have been added to all chapters.
Reorganization
• Chapter 8: Arcana Routes has been added, relocating those rules that were previously a part of
Chapter 4: The Player’s Manual in Version 0.95.
• Chapter 10: Advanced Combat has been added, relocating and expanding on certain rules that
were previously a part of Chapter 6: Combat in Version 0.95
(Page #)
Campaign Pitches
There is no default setting for The Velvet Book; instead, GMs are encouraged and given the tools to create their own
unique, personalized locations, characters, and plots to explore with their Players. This is one of the game’s
strengths: it’s not welded to a specific Persona game’s setting or modus operandi. It can be anything the GM and
Players make it out to be.
Yet presenting The Velvet Book as a dense grimoire of rules and guidelines devoid of flavor, left wholly to
the GM to decipher, doesn’t paint a very fun picture of the game either.
To help readers get a feel for the kinds of games that The Velvet Book can bring to life, we’ve included a
number of Campaign Pitches with the text. These are single-page write-ups of campaigns that have been developed
using the The Velvet Book during its testing phase. Each presents a unique approach to the themes of Persona a the
ways in which The Velvet Book explores them.
Isecrash pg 8
With Greek Gods causing chaos at a prestigious Tokyo High School, a group of Persona Users endeavor to avert one scandal after another
Heat Death pg 34
The inhabitants of a quiet, heat-struck Japanese coastal town must use their Guardian Spirits to stop an invasion from the spirit world
Ego Trip pg 44
Set in a prosperous American town in the 1980s, a group of misfits encounter a mysterious force preying upon the town’s citizens
Persona X pg 46
Welcome to sunny Puerto Rico, home to beautiful beaches and occult factions warring over a parallel reality bathed in eternal night
Digital Dive pg 60
A groundbreaking new arcade game is stealing its players’ minds in Seoul, South Korea, driving a group of concerned youths to investigate
Gummy Worms pg 74
In the mountain town of Akayama-cho, Stories from the Spirit World are running rampant and capturing citizens in illusory worlds
(Page #)
(Page #)
Campaign Pitch
Isecrash
Written by Shuya Nanahara
In a Tokyo where Greek gods have made new lives for themselves, the students at a prestigious and cut-throat
high school fight tooth and nail to get ahead,, falling right into the machinations of a war between ancient deities
playing out in the mindscapes of the modern world.
SETTING
Real World: Within Tokyo’s Shibuya district lies Onijin Academy, a one-of-a kind high school where every craft
under the sun is honored: everything from traditional Japanese ceramics to French cooking to E-Sports. Students
with great talent are admitted on scholarship to train with the very best,. But the school’s novel premise puts it
on shaky ground, and any scandal is liable to collapse the entire enterprise. Rising stars with big heads make the
perfect target for shadowy forces, and with a little ego stroking, they make perfect pawns for their agendas.
Unknown to the masses, Tokyo has been colonized by Greek deities who have positioned themselves across the
city’s social strata. They live in simmering frustration at the softness of modern Japanese life, nostalgic for the
warrior culture to which they belonged. Ares has taken to dojo-storming, Dionysus rails at bar patrons for their
use of his sacrament for meager escapism, and Aphrodite can’t live unless her Instagram selfies do numbers.
Other World: The Velvet Room is a lavish courtroom, ruled over by Nemesis, the Goddess of Divine Retribution.
She recruits Persona Users in her war against Narcissus, and his pawns at Onijin Academy: the Monarchs. These
students have dangerous delusions that would endanger the school if left unchecked. Ordinary persuasion has no
power over a Monarch, as Narcissus has erected mental Domains to trap them in their fool’s utopia.
GAMEPLAY
Isecrash is split into a cycle of Investigation followed by dungeon crawling. Once a new Monarch has been
identified at Onijin, the players must work out what school-rocking disaster they have up their sleeve, then take
that information to Nemesis and infiltrate their Domain. Each Domain is an internal fantasy land patterned
after whatever copy-pasted, wish-fulfillment, self-insert fiction suits the owner’s whims: magic academies, sky
pirate fleets, violent Mad Max wastelands, and endless labyrinths filled with monsters bred to be fodder for a
hero’s cheat skills. People from the Real World crop up here, suitably distorted to represent how the Monarch
sees their lessers. Defeat the Monarch’s Shadow Self and put the brakes on their disastrous course of action.
Core Themes: Escapism, delusions, responsibility, ostracism, corruption, privilege, finding constructive outlets for
emotion
Mysteries and Hooks: Even if life sucks, how much fantasy is too much? What happened the last time
Nemesis fought Narcissus? What becomes of a god of war in an age of peace?
Chapter VIII: Arcana Routes
Arcana Routes Overview: Finding Your Ultimate Self
All the way back in Chapter 1, we introduced the idea of a Player
Character’s Arcana as the distilled embodiment of who they are as a
person—their ideals, their goals, the things they struggle with and
strive for. Magicians chase ideas, Emperors lead, Chariots compete,
and Moons explore the dark corners of their personal reality. In
Chapter 3, Arcana became the driving force of a Persona’s form and
nature. High Priestesses are warrior women, Lovers are figures with
entangled hearts, Devils are diabolical figures and Deaths are
harbingers of darkness.
Each Arcana has its own Route. The Magician’s Route focuses on bringing their ideas to reality;
The Chariot’s Route focuses on honing their competitive abilities and chasing ever higher challenges; and
The Tower’s Route focuses on coping with a traumatic personal upheaval. In this way, each Character’s
journey at the table is unique and intimately connected with their Arcana.
Each character’s journey is also made unique by the distinct Aspects gifted by their Arcana.
These describe a character’s personal take on their own Arcana. For The Empress, their Aspects makes
certain people depend on them, or makes them compassion towards a certain cause, or lets them radiate
some shade of beauty. Its up to each player to define what their Aspects are: who Depends on them?
Towards what are they compassionate? With what kind of Beauty are they engaged?
These Aspects define each Character’s specific wheelhouse. Whenever one comes into play, their
Arcana lights up and strengthens the outcome of their dice roll.
A Character strengthens their Aspects by advancing through their Route and collecting
Achievements related to their Arcana, which will increase their Arcana Level. The higher your Arcana
Level, the greater your Aspects effects will be.
More importantly, though, the further down their Arcana Route a character travels, the better
they understand who they really are. This isn’t about just becoming a better person, but a more complete
and, ultimately, more true version of themselves.
-- 9 --
Chapter VIII: Arcana Routes
Arcana Level
A Player Character’s Arcana Level is a measurement of his or her emotional and psychological growth
towards true understanding of their self. It charts one’s progress from being a wet-eyed newcomer to
awareness at Level 0 to being a fully self-actualized, mature, complete person at Level 5. Your Arcana
Level also serves two mechanical functions:
1. You can add your Arcana Level to the Height of certain rolls you make as a Human. This
happens in specific circumstances that you define, based on your character’s Arcana. Once you reach
certain benchmarks, you are also able to increase the Width of your Sets as well. This kicks in at
Levels 3 (+1 Width) and 5 (+1, total of +2 Width).
2. Each Odd Arcana Level (1, 3, 5) gives your Persona x1 Rank of your Arcana Extra, and
each Even Level (2, 4) gives a free Quality. These Extras are the same as with Arcana Boosting:
High Priestesses get Effective, Towers get Recoil, Chariots get Fast, etc… The Qualities at Levels 2 and 4
can be freely chosen. In this way, as you grow as a person your Personal experiences sympathetic
improvement as well.
Aspects
A character accesses their Arcana Level by means of their Aspects, which describe how their identity and
desires define their relationship with their Arcana. These take the form of questions that each character
answers for themselves. The Emperor, for example, faces these questions:
Just like with a Relationship, any situation involving your Aspects benefits from your Arcana
Level, letting you increase your Height and Width accordingly. Unlike a Relationship, though, there’s no
risk posed to using your Arcana Level: every time you involve yourself in your Aspects, you reap its
benefits.
-- 10 --
Chapter VIII: Arcana Routes
Declaring New Aspects
A character gains 2 Aspects at Arcana Level 1, then 1 additional Aspect at levels 2 and 4, for a total of 4
Aspects. Of note, you can use the same prompt to create multiple Aspects: an Emperor could choose to
base all of his Aspects around the first question (“Of Whom are you the Leader?”) to embody the roll of
The Boss, or he could take multiple Aspects of the third question (“Who looks up to you?”) to become
more of a Mentor. It all depends on the player’s vision for the character and the path he wants to take.
At each Arcana Level, a character has 4 possible Achievements they can claim. To advance to the next
level of one’s Arcana, one must claim 3 Achievements. The exception is Level 5, which requires
all 4 of its Achievements to be met. These 4 Achievements are split into two groups.
Perpetual Achievements
Every Arcana has two Perpetual Achievements which it can claim at every single Level. These represent
things and behaviors that the Arcana always seeks, no matter the extent of its maturity. The trick with
Perpetual Achievements is that they get stale, which drives a person to push themselves to greater
heights. An activity that satisfied the needs of Level 1 won’t cut it at Level 4; you need to try harder and
dig deeper to make progress.
Unique Achievements
Each Level also has two Unique Achievements that represent elements of the Arcana’s psychological
profile that evolve as one advances through it. The further down the route a character progresses, the
more complex and difficult to reach they become, guiding a player to embody the deepest and more
profound qualities of their Arcana.
At Levels 1 through 3, one of the Achievements will be Upright, representing the nobler face of
the Arcana, while another will be Reversed, representing its negative qualities. Both satisfy the
requirements to advance to the next level, as exploring an Arcana’s dark side still counts as engaging
with it. But progress through Levels 4 and 5 require turning one’s back on the Reversed path, as that
leads away from maturity and self-actualization and towards self-destruction and spiritual decay. A
person can still embody those qualities, but they’ll do him no good in the pursuit if psychological
completeness. That way lies the path of shadow.
In contrast, the Perpetual Achievements are neither explicitly Upright nor Reversed, and can
manifest as either depending on the character’s choices.
-- 11 --
Chapter VIII: Arcana Routes
Tips for Players using Aspects
When and how you can invoke an Aspect may not always be immediately clear, so here are some tips
and tricks to help you get the most of your character’s decisions.
So if you’re a Magician whose Talent is playing video games on a competitive level, you can say “Because
I’m a Pro Gamer, I can keep a cool head under pressure, handle and dish out smack talk, arrange travel to
remote locations, pull long nights practicing for events.” None of these necessarily require you to be
playing a video game; instead they’re side-effects of having that Aspect, and whenever they come up you
can increase your Height and Width accordingly.
As with Relationships, this is a conversation with your GM, and they reserve the right to veto an
Aspect’s affect on a roll if you’re pushing too far to justify how an Aspect benefits you.
-- 12 --
Chapter VIII: Arcana Routes
How GMs Work with Arcana Levels
Aspects Tell You What is Important to your Characters
A character’s Relationships provide color and contrast to their stories, but their Aspects more acutely
define who they are and what they want for themselves. The Emperor can be a Leader of a group; what
happens when that Group is threatened? They may possess Power; what happens when that Power is
challenged? Someone looks up to them; what happens if their protégé gets in trouble? By focusing on
these Aspects you can successfully create a personal arc for each of your player characters.
-- 13 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Eureka Moment: Experience a sudden burst of
insight to solve a troublesome problem.
Level 1: Melanosis
△--Be Resourceful: Find a creative solution to a
The Magician problem which you lack the proper tools to solve.
-- 14 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Control your Emotions: Remain calm and
centered when things get heated or out of hand.
Level 1: Acolyte
△--Expose Lies: Bring the hurtful deception of
another person to the light of day.
The High Priestess
▽--Spread Deceit: If not outright lies, nurture half-
Aspects truths and gossip among those who trust you.
☐--Trust your Gut: The High Priestess knows that △—Pull Back the Veil: Demonstrate that your
empirical proof can be wrong, and cold reason can tireless, masterful work behind the scenes has
tell an incomplete story. When faced with an ensured victory over a crisis.
important decision, she chooses to heed her inner
voice even when contradicted by external evidence
or seeming concrete rationality.
Level 5: Divine Feminine
-- 15 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Be Responsible: Willingly take on a new
obligation, or own up to a problem you caused.
demands action. The Empress is deeply connected △--Embrace Mother Earth: Take the time to escape
with the idea of elegance and Beauty, which she modernity and center your spirit amidst nature.
Engages with in a specific way-- art, fashion,
△- Celebrate Abundance: Find success in a major
luxury, social grace or the raw beauty of nature.
personal venture, and share its profit with others.
-- 16 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Expand your Domain: Increase the Power of
your Domain in some meaningful way, whether by
reinforcing its horizons or reaching for new ones.
-- 17 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Undertake a Ritual: Be an active part of a
tradition or practice significant to your beliefs.
Level 1: Disciple
△--Walk by Faith: Trust the code you’ve been
taught, even when doing so seems ill-advised.
The Hierophant
▽--Be Hypocritical: Willfully violate the principles
Aspects that you advertise to others.
-- 18 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Demonstrate Feeling: Use some meaningful
gesture to show someone what they mean to you.
Level 1: Yearning
△--Stand-up for your Feelings: Don’t back down
when your emotions and beliefs are questioned.
The Lovers
▽--Flirt with Disaster: You followed your heart,
Aspects and it lead you straight off a cliff and into some
kind of stupid, painful drama.
• For Whom does your Heart burn?
• How do you Express your Feelings?
Level 2: Passion
• What Decision do you Face?
△--Love Conquers All: Connect with someone
The Lovers is a person who is guided by their who normally bears antipathy towards you.
heart. They fall into mad, whirlwind romances,
▽--Entangle Others’ Hearts: Ensnare others in
make fierce, loyal friendships and live for
your foolhardy plans, leading to emotional distress.
excitement and passion. However, the heart can be
a treacherous compass, and inevitably leads the
Level 3: Devotion
Lovers to points where they must make difficult,
△--Reconcile Consequences: Navigate the messy,
painful choices for which there are no clear right or
possibly disastrous fallout of a prior decision.
wrong answers, choices they alone must decide for
themselves. △--Risk Heartbreak: Face a decision that threatens
to shatter your emotional make-up.
Perpetual Achievements
☐--Confess Your Feelings: The Lovers’ passions Level 4: True Love
burn within them and seek release. This doesn’t △--To Thine Own Self Be True: Face your own
mean confessing your undying devotion to your weaknesses, flaws and past errors, accept them,
crush, but that you reveal how your deeply and and face the future with no regrets.
often painfully feel about something important to
someone important. △--Commit Yourself: Face the final Decision to
which you will devote the next phase of your life.
☐--Make a Difficult Choice: The Lovers’ life
course of listening to their heart leads them to Level 5: The Ever-Fixed Mark
fraught junctures. These choices are difficult either
because they lack a clear moral mandate, or
because all outcomes lead to pain.
-- 19 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Boldly Go: Show a willingness to face a
dangerous situation with a confident, cool head.
pursuit of titles or recognition, but not for survival. dependent on specific tools, strategies or abilities.
-- 20 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Repay Someone: Go out of your way to return
a favor to someone who’s helped you.
Perpetual Achievements
☐--Uphold Truth: Justice cannot coexist with
Level 4: Heat
△--Embrace the Gray: Openly reject black and
deception. A person of the Justice Arcana is driven
white thinking and demonstrate understanding of
to expose falsehoods and hold liars, cheats and
the real world’s ethical ambiguities.
frauds to account. They stick to the honest course,
even when grappling with difficult Truths. △--Be Reckoned: Accept the weighty, life altering
consequences of a choice you made or of a verdict
☐--Take a Stand: True Justice demands action, not
handed down to you.
mere moralizing. When a person of this Arcana
sees or experiences injustice he acts decisively to
oppose it, even when doing so risks ridicule, Level 5: Untouchable
hatred, and threats of retaliation.
-- 21 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Guide Yourself: Make a decision using only
your own judgement and sense of truth.
Level 1: Muladhara
△--Reject the Superficial: Turn away from
material gain to pursue wisdom or do good.
The Hermit
▽--Isolate Your Aid: Avoid associating with
Aspects someone who needs your help with a problem.
Perpetual Achievements
☐--Go it Alone: The Hermit feels most at ease and
Level 4: Ajna
in control when he doesn’t need to worry about the △--Reach an Epiphany: Realize a truth about
needs or interference of other people. This yourself or your reality that fundamentally changes
Achievement counts when he faces a critical how you understand the world.
-- 22 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Hope for the Future: When things look bad,
fortify yourself and others that your luck will turn.
-- 23 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Strengthen Yourself: Make a concerted effort to
improve your stamina or willpower.
Level 1: Owain
△--Be Persuasive: Solve a crisis with diplomacy,
tact and personal connection instead of force.
Strength
▽--Lose Your Temper: Lash out explosively and
Aspects do something rash you’ll later regret.
• Of What are you Unafraid?
• By What Emotion are you Empowered? Level 2: Sampson
• Against what Threat are you Fortified? △--Face your Fears: Stand up against some threat
or situation that personally terrifies you.
Strength is the arcana of courage, endurance, and
inner power, steeling a person against trials and ▽--Crisis of Confidence: Reject an important
pressures that would crush another. It renders course of action out of doubt that you’ll succeed.
them confident and Unafraid of perils which they
know they can overcome, and reins in their raw Level 3: Hercules
Emotions like anger, guilt, or sadness. By these they △--Tame your Own Beast: Resist being overcome
are Empowered, rather than held back. These traits by animal instincts and gut reactions during a
gift Strength with Fortitude against specific critical challenge.
Threats, be they from human antagonists or the
△--Share your Strength: Use your willpower and
overbearing strain of modern life itself.
perseverance to help another through a crisis.
Perpetual Achievements
☐--Tame the Ferocious: Strength’s blending of
Level 4: Gilgamesh
△--Take on an Ultimate Test: Face the limit of
confidence and might can Tame dangerous threats,
your determination in a final test of your personal
whether from intelligent opponents or inanimate
resolve and goals.
forces. Taming is more than simply overpowering a
threat: it must actively submit to Strength’s power. △--Banish Doubt: Demonstrate confidence in a
crisis that targets your greatest weakness.
☐--Be Persistent: Strength embodies relentless
determination to meet a goal despite bad odds and
stern opposition. A person following this route will
Level 5: Lionheart
never give up or slacken their effort, trying again
and again to accomplish the task at hand.
-- 24 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Be Patient: Instead of rushing into a situation,
pause and consider all the possible options.
-- 25 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Be Imaginative: Help resolve a problem by
envisioning a new possibility for those involved.
Level 1: Styx
△--Get a Makeover: Refresh your look, behavior or
role in a group to fit the transformation you’re after.
Death
▽--Be Intractable: Refuse to change your mind or
Aspects behavior in a delicate situation.
• What have you Buried?
• As What do you Seek Rebirth? Level 2: Lethe
• What Haunts You? △--Fight Your Past: Resist some force attempting
to draw you back into what you’ve left behind.
Death is a story of transformation. It represents a
person leaving one aspect of their life behind and ▽--Dig Up Your Own Grave: Return to your old
focusing on a new opportunity. Some strive to Bury ways when facing a crisis or critical decision.
unwanted elements of their past: a bad choice, an
unwholesome lifestyle, personal pain, etc. Others Level 3: Asphodel
focus fully on what they are becoming, their △--Ferry Another’s Crossing: Help someone else
Rebirth, channeling their energies into redefining achieve their own transformation.
themselves. Yet Death is frequently Haunted by the
△--Face the Flames: Accept some personal risk to
ghosts of one’s prior life looking to drag them back
yourself, whether social, emotional or physical, in
to the existence they’re trying to abandon.
the pursuit of your transformation.
Perpetual Achievements
☐--Try Something New: Even if Death looks
Level 4: Elysium
△--Purge your Soul: Undergo a spiritual or
forward to a specific Rebirth Aspect, they still seek
psychological ordeal in an effort to sever the last
new experiences in other domains. As one moves
connections to your old way of life.
down this route, one finds increasingly unique and
exotic experiences in which to be immersed. △--Be Reborn: Complete the transformation into
your new life and be recognized fully for your new
☐--Leave Something Old: Death must learn not to
state and purpose.
cling to fragments of the past that hold them back.
To change they may need to abandon treasured
possessions, hobbies, even friends whose
Level 5: Rebirth
associations chain them to what they’ve left behind.
-- 26 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Be Moderate: Resist diving too deep into your
passions or interests when offered free rein.
-- 27 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Seek Satisfaction: Make a choice that leads to
instant gratification over long-term benefits.
-- 28 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Sense Danger: Use your disaster-honed
awareness to detect trouble before it erupts.
Level 1: Thunderstruck
△--Protect What’s Left: Fiercely defend what
fragments of your old life remain intact.
The Tower
▽--Reject Revelation: Ignore an uncomfortable
Aspects truth or new opportunity obtained from your Fall.
-- 29 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Be Uplifted: Have an experience that fills you
with hope and energizes you to seek your Dream.
Level 1: Protostar
△--Recognize your Potential: Discover an area of
untapped power and ability within yourself.
The Star
▽--Get Ground Down: Allow the boring, banal
Aspects routines of your life drain your spirit and hope.
-- 30 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Trust your Feelings: Let your intuition guide
you through a tricky problem.
The Moon is a person caught in the shadow of ▽--Succumb to Fear: Let your anxieties and
illusion and has obtained a blurred conception of phobias hold you back at a critical moment.
reality. This can subject them to potent Fears which
drive their quirks, and it can also install beliefs in
Level 3: Half-Moon
Mysteries widely disregarded by the culture at
△--Use your Illusion: Express your eccentricities
large: fortune telling, UFOs, cryptids, guardian
creatively so others can understand their draw.
angels, etc… Moons usually need something
concrete and real to Ground them, less they lose △--Reconcile Past Trauma: Revisit and overcome a
their grip on what’s real altogether. past negative experience to break free of its hold.
-- 31 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Spark Joy: Experience sincere, deep happiness
from an activity that you’re engaging in.
-- 32 --
Chapter VIII: Arcana Routes
Level 0: Nascence
△--Size Someone Up: Make an accurate
assessment of another person’s inner qualities.
-- 33 --
Campaign Pitch
Heat Death
Written by Richter
In a sleepy coastal town in Kochi Prefecture, supernatural heat waves threaten to unleash a horde of angry
Youkai under the patronage of a god of drought seeking to bring an age of domination by spirits.
SETTING
Real World: Recent Past-Modern Day, Otoyo, a town close to the coast with more elderly people than young
people in its population. Since ancient times, two families have fostered the town’s growth and current grip on
life: The Former Samurai clan of the Edogawa, and the family of mystics and shrine maidens of the Mashita. The
town is in a state of slow degeneration, hosting only one middle school and one high school.
Other World: In the world of Heat Death, the Spirit World is just another, more dangerous side of the world
inhabited by spirits, Otoyo’s connection to this realm was sealed off by greedy samurai, desperate mages, and
manipulative financiers in the past. Its inhabitants, the Youkai, harbor hate and astonishment toward humans
that dare to step in with equal measure. At the top of the Spirit World food chain are the Tengu, who act as the
closest thing the Youkai have to authority figures within their surreal, supernatural ecosystem.
GAMEPLAY
A unique aspect of Heat Death is the player’s access to spellcasting which supplements their Persona abilities.
These allow ordinarily human characters to contribute in more direct ways to exploration and even combat in the
Spirit World. A brief compendium of sample spells are included in the Campaign Secrets for Heat Death on page
@@. The Players will use this power along with their Personas to fight the onslaught of powerful, organized, and
highly motivated Youkai invading the mortal world.
Core Themes: Fighting Entropy, Tradition versus modernization, The danger of pursuing grudges to their
extreme.
Mysteries and Hooks: How was the spirit realm sealed off? Why have the gods of Japan taken an interest in
this small town and its people? Can a compromise be made with the Youkai after so long?
Campaign Pitch
Along a Winding River
Written by King Corobo
There is a disease spreading in your city. You see it on the faces of strangers and passersby, eating away at
them. You see it in the eyes of your acquaintances and friends. This plague doesn’t eat away at the body, but the
heart. Unchecked, it will grow until all of Moray is consumed. A font of madness lies below your feet, an
underworld that doesn’t hesitate to prey on the souls of the still living, and only you have the power to free them.
And while you're at it, don’t forget to make band practice.
SETTING
Real World: Moray, Pennsylvania, Modern Day,. The place is Moray, or any other mid-sized town with a major
highway bypass, in the year 20XX. A once-shrinking steel town, it’s been given a new lease on life when Eagle
Health Solutions, a nation-leading medtech manufacturer, decided to move in. Now Moray is going through some
major changes: its identity is in flux, it’s demographics are changing, and its citizens, young and old, are fighting
for their vision of its future.
Other World: The Long Roads. There is a desert beneath your city. To most it is invisible, but when you look for
them, the doorways to it are everywhere: corridors and windows where none should exist, stairwells in sub-
basements stretching beyond sight, gaping holes in the fabric of the world. The roads are a surreal mix of
highways, overpasses, exchanges, and asphalt stretching through an endless desert shrouded in perpetual
twilight. This cold, inhospitable place is occasionally broken up by oases of activity and structure: yet these
coherent places found by the roadside are always inhabited by Shadows, this realm’s hostile denizens. In this
desert, the Underworlds can be found: festering tumors on the fabric of this strange world which pulse with life
and malice. This Underworld consumes people's Shadows and drives them to madness.
GAMEPLAY
Players take the roles of highschoolers in Moray first dragged into an Underworld centered around their school,
where they awaken to their Personas and are foisted with the responsibility of preventing the Underworlds from
growing large enough to consume all of Moray (and possibly far beyond). Each Underworld is a unique
environment built around the obsessions and fears of its inhabitants. Players must navigate these worlds,
understand their logic and structure, and find their center in order to dispel the Underworld's Guardian and
destroy it. To do so the players will also have to understand what obsession in the real world is driving the
Underworld, and “pierce the bubble” through their actions outside.
Core Themes: Individual vs group identity, can people survive alone, what do we owe to society and each other,
Mysteries and Hooks: Where does the Long Road come from? What creates Underworlds, and why? What is
Moray’s fate now that it depends on Eagle Health? Who is the voice you heard when awakening your Persona?
Chapter IX: The Path to Awesome Power
Awesomeness measures your character’s ability to shift events in their favor, seizing control of
their destiny and directing the fiction of the game. It’s the ability to turn failure into success, and success
into triumph. On a strictly game-mechanical level, it’s the method by which you can wrench the One Roll
Engine to your advantage and force it to do your bidding.
Awesome Humans
Human Awesomeness is always linked to a Stat. So you could have Awesome x2 in Guts, which you
can use with any Guts-related roll. It won’t, however, help you with your Diligence, Knowledge,
Proficiency or Expression.
Humans can only be Awesome in one Stat at a time. If you currently have Awesome Guts and you
want to have Awesome Knowledge instead, you need to abandon the Awesomeness you have and start
fresh with Knowledge. Players may find it more productive to focus on using their existing supply
Awesome instead of junking it to start a new batch.
Awesome Personas
A Persona has a general supply of Awesome. A Persona doesn’t need to link its Awesome to one of
its Parts or Qualities. Any points of Awesome it has can be used for any action in its arsenal.
Awesome as a Resource
As these rules imply, a character’s level of Awesome isn’t a static value, but a resource. If you have
Awesome x3, that stands for 3 dice whose outcomes you can change after you roll them. Once you do that,
you’re all out. You can space this out, using those three levels of Awesome on three separate actions, or
you can blow the wad on one all-important roll. But once you tap a level of Awesome, it’s spent.
So let’s talk about how you become Awesome: The Threefold Path to Awesome Power.
-- 37 --
Chapter IX: The Path to Awesome Power
The First Path: Preparation (for Humans)
By dedicating Personal Time to exercise, training, study, or practice, you can build up a stock of
Awesomeness related to what you were working on. This works a little differently depending on whether
you’re taking Personal Time to make your Human or your Persona Awesome.
Step 1- Identify your Goal: What are you trying to be Awesome at? Are you trying to improve your
athleticism, studying for class, or testing out dance moves for the Winter Formal? Based on this, your Goal
should translate into one of your five Stats.
Step 2- Make a Roll: This is how you plan on achieving your goal. Roll Diligence + P.E. to work out,
Knowledge + Academics to study, Expression + Courage to practice dance moves. As in the last case, these
rolls can use non-standard Stat + Skill combos, as long as there’s some logic to it.
Step 3- Add it Up: A Successful Personal Time Set gives Width in Awesome to a chosen Stat. Roll a 4x
Set, get Awesome x4. Not bad. Failing to roll a Set still gives Awesome x1. Personal Time can never be
wasted entirely; at worst, it’s just unproductive.
Because Awesome is linked to a Stat it can be used for things other than the exact Skill or task you
prepared for. If you studied for a history exam and gained Awesome x3 in Knowledge you can use that
Awesomeness for any Knowledge check—Academics, Notice or Out-Think. Your mental exertion sharpens
your whole mind, not just your ability to do remember Mesopotamian kings.
-- 38 --
Chapter IX: The Path to Awesome Power
The First Path: Preparation (for Personas)
For Personas, accumulating Awesome means kicking down the door of the Other World and busting
Shadow skulls in your spare time. Yes, dear player, we’re talking about Grinding, something no true
Persona game would be complete without.
Thankfully, Grinding in The Velvet Book is abstracted, so you don’t need to play out fighting dozens
of Shadows for two hours. All it takes is declaring that you’re committing a Time Slot to the Grind, then
following these steps:
Step 1- Declare your Intensity: Are you looking for a casual work out, or are you looking to push
yourself and your Persona to their limit? Greater Intensity yields more Awesome but also exposes your
Persona to greater risk. The three levels of Intensity are casual, serious and grueling.
Step 2- Roll Dice: Roll with one of your Persona’s Parts to represent the effort spent in the Grind. For
best results roll your best dice pool, but be aware of the risks presented by Step 3.
Step 3- Calculate Awesomeness and Attrition: Your Awesomeness is based on your Width and your
Intensity. Each level of Intensity also comes with a Grind Difficulty. If your Height fails to meet the
Difficulty, then the difference between the two is Attrition- damage you took along the way.
The Minimum for each Intensity Level is how much Awesome you get if you fail to roll a Set at all. Doing
so counts as having a Height of 0, so minimum Awesome means maximum Attrition.
Attrition is always Shock and ignores Tough. At least half your Attrition must target the
Part you used for your Grinding Roll. The rest is rolled randomly, as with Area damage.
Example
Carter dedicates a Time Slot to some Serious Grinding with his Persona Alexander. The two venture into the Other
World and Carter decides to use Alexander’s Conqueror’s Greatsword 8d for his Grinding roll. He rolls and gets two
Sets: a 3x4 and a 2x6.
In choosing which Set to use he has to weigh the consequences. The 3x4 will give him more Awesome, but
also more damage, whereas the 2x6 is the opposite. Carter ends up taking the 3x4, reasoning that Alexander would
push him to take risks in pursuit of glory. He comes away from the Grind with Awesome x4 and 6 points of attrition
damage. He takes 3 Shock to his Greatsword and rolls to spread the rest out across Alexander’s other Parts.
-- 39 --
Chapter IX: The Path to Awesome Power
IMPORTANT NOTE
You can’t use Preparation to Stockpile Awesomeness…
If you dedicate two (or more) back-to-back Time Slots to Preparation, you don’t accumulate two
slots worth of Awesomeness. Instead, you get to keep whatever the better result is. If you rolled a
2x Width in the afternoon and a 4x Width in the evening, you’ll keep the 4x result instead of
hording 6x worth of Awesome.
The main limitation on this is that because Human Awesomeness is always connected to a specific
Stat, you can only cash in this way when using Personal Time to generate the same kind of
Awesomeness. In other words, if you have Awesome x1 in Expression, you can use that
Awesomeness in a bid to generate more Expression Awesomeness. If, on the other hand, you
wanted to use your Personal Time to build up some Guts or Diligence Awesomeness, you would
not be able to use your Awesome x1 in Expression and it would be lost.
With this approach, it is entirely possible to build very large amounts of Awesomeness. A GM
may decide to limit a Player’s Awesomeness to their Stat’s dice pool (such that a character with 4d
in Expression cannot exceed Awesome x4), but the larger trade-off is both the Time Slot
investment required to become this Awesome as well as a lack of flexibility. A character with
Awesome x1 or x2 in a Stat can commit Personal Time to pivot their focus to a new Stat with
minimal loss, whereas a character with Awesome x4 or x5 in a Stat may feel that their
Awesomeness is much more locked-in to their Stat of choice.
-- 40 --
Chapter IX: The Path to Awesome Power
The Second Path: Cooperation
The First Path awards you with Awesomeness for thinking ahead and being proactive. The Second Path
rewards you for teamwork when facing danger and, instead of thinking about your own safety and glory,
you spare yourself the spotlight to give someone else an edge. In Persona this is called a Baton Pass.
A Baton Pass signifies a moment of pure synchronicity between two Persona Users. One scores a
great feat—a critical blow, a clutch defense or a triumphant display of usefulness—and in so doing allows
another User to become more Awesome. The players should narrate how this happens. Does one create
some crucial opening that the other exploits, or is it simply a shout of encouragement and a cool joint pose
that gives another Persona User a jolt of confidence and willpower?
Example
Karl commands his Persona Jormungandr to use his Serpentine Body (7d)’s Useful (Crushing Coil) quality to restrict
a powerful Shadow’s movement. He rolls the following:
1,3,3,3,7,10,10
Since he rolled a natural 2x10 with a Useful Quality, he scores a One More! for his efforts. He uses his 2x10 for his
Crushing Coil and decides to use his 3x3 for a Baton Pass. He turns to another Persona User, Monique and shouts
“It’s your turn! Show ‘em what happens when they mess with Foley Street!” They both throw out the matching hand
signals of their street gang, and high five as Monique is infused with vigor and the spirit of teamwork in the form of
Awesome x2. She immediately uses one level of Awesome to improve the Set she rolled from a 2x5 to a 3x5, and saves
the other level for the next turn.
Since Baton Passing is a thing that can happen on almost any turn, it’s a good idea for players to hold onto
their Loose Dice even after they roll. A player may never know when a Baton Pass might come their way
and give them the opportunity to use their sudden supply of Awesomeness to shift some unused dice
around.
-- 41 --
Chapter IX: The Path to Awesome Power
The Third Path: Sacrifice
What happens, though, if you desperately need a shot of Awesomeness and there’s none to be had? The
stock you Grinded for is tapped out, and your allies are barely able to keep themselves together, never-
mind worrying about getting fancy with Baton Passing. What if you absolutely must get a Set, or you have
a Set and you need it to be better? You need to push yourself past your limits, and when that happens things
tend to break.
You can instantly give yourself Awesome x1 on a roll by Sacrificing one of your Persona’s
Qualities. Where on your Persona it says Useful: Command Animals, put a big fat X through it. You can’t
use it anymore. In exchange, you get Awesome x1 on the roll you’re about to do or the one you just made.
You can Sacrifice as many Qualities as you want at a time in exchange for equivalent amounts of
Awesomeness, but you need to use them right away.
What goes on when this happens is that forcing Awesomeness from dire circumstances causes
collateral damage to your Persona. A piece of shrapnel strikes its Third Eye, so it can no longer read minds.
The heat of its attack sears away pages from its own grimoire, so it can’t use its strength enhancing runes
anymore. Its war-cry shatters its voice and it can no longer hypnotize others with its siren’s call.
Useful Qualities are Sacrificed first, then Defends, and finally Attacks. This actually provides an
interesting incentive to collect Useful Qualities. The more Usefuls you have, the more you can Sacrifice for
Awesomeness without compromising base combat efficacy.
Sacrificed Qualities can be restored by spending Quality Time with your Persona. Each Quality
you Sacrifice requires one Time Slot spent engaging with your Persona to bring back. If its Third Eye is
broken you need to meditate with it atop an Other World mountain to regrow it. If its grimoire has been
burned you need to visit a Shadow Library to restore the missing pages. If its voice is damaged, you need
to go on a short quest to collect honey from Wasp Queen to soothe it. If appropriate, other players can join
you and provide support, or even make it a double date if two Personas might recover Sacrificed Qualities
from the same source.
When you recover a Sacrificed Quality, you can change what it does. This mostly applies to Useful
Qualities since they have so many possible effects, but it works for Attacks too if you want to change its
elemental properties. In this way if your Sacrificed your Third Eye’s Useful: Read Minds, you can choose
to reconstruct it with a new Useful effect like X-Ray Vision or See the Future. You can thereby use these
rules to scrap a Useful Quality that isn’t living up to what you hoped it would and replace it with a
something else.
-- 42 --
Chapter IX: The Path to Awesome Power
The Shadow’s Path to Awesome Power: Smirking
This chapter’s focus has been on how Humans and Personas can earn
Awesomeness, but Awesome Dice are as useful to Shadows as they are to anyone
else. To become Awesome, both Minor and Major Shadows take advantage of a
mechanic called Smirking.
Smirking only gives Awesome to the Shadow that earned it. Whereas
Baton Passing is driven by teamwork and shared fighting spirit, Smirking is a
Shadow relishing its dominance and empowering itself with its own sense of
superiority. This gives it Awesomeness but doesn’t help any other Shadows on
the field.
Major Shadows gain Awesome x3 for each point of Might they possess. This works like Prepared
Awesome in that it’s a fixed pool they can draw from at any time during battle.
-- 43 --
Campaign Pitch
Ego Trip
Written by Personanon Press
1987 is a great year for the town of Comstock, IL. The Reagan Administration named it “One of America’s Shining
Stars” and optimism has never been higher for everyone but a small cast of misfit teens and the dead bodies
that keep appearing.
SETTING
Real World: 1987: Comstock, Illinois,. A small yet thriving town living its best 80s life. It’s got a sprawling
shopping mall, a busy down-town, a comfortable drive to Chicago, and quiet neighborhoods where kids have free
rein until the stars come out. Under the loving guidance of the Comstock Chamber of Commerce, Comstock is
riding a wave of Reaganomic prosperity, with only the briefest of speedbumps in the form of a series of grisly
and questionably explained deaths of local citizens. Lucky they were nobodies, so nothing to worry about
everybody. And don’t mind the out of season cicada droning that eerily lines up with each event. Surely that’s a
coincidence.
The Player Characters, on the other hand, are misfits adrift in a sea of 1980s conformity. For each there’s
something about them that doesn’t align with the prevailing town culture: they’re the wrong race, the wrong sex,
the wrong religion, the wrong interests for Middle America, which makes Comstock as much a prison as a home.
Other World: Instead of a unified Other World, the Players go on a series of Trips accessible through portals
that open during cicada songs. Each Trip occurs in a self-contained reality of increasing strangeness and hostility
borrowing both from the thoughts and fears of Comstock’s populace as well as of humanity in particular- dark
castles, haunted carnivals, alien planets. Inhabited by Shadows formed from suppressed thoughts and
superstitions, the trips are deadly both to the Players and the human victims they capture.
GAMEPLAY
In the style of Persona 4, each Trip targets at least one specific person in Comstock who is pulled into the Trip by
the cicada song and will be killed if the Trip is not Terminated within a set timeframe. Each Trip has a Shadow
Host serving as the Players’ antagonist as well as the source of woe for the victim, who must be destroyed along
with physically dismantling whatever machinery or structure is creating the Trip. If a Trip is successfully
terminated, the Players can return to it in a Remixed form devoid of its Host and Victim where they may be able
to explore more deeply and find clues to the nature of the goings on in Comstock.
Core Themes: Ostracism, the social pressure to conform, the ability for people to ignore others’ problems when
things are going good for them, 1980s culture
Mysteries and Hooks: Why cicadas? Is there some intelligent force behind the Trips? Why aren’t people more
worried? What are the men in black sent to investigate by the FBI to investigate the deaths really up to?
Campaign Pitch
Persona X
Written by Benito Camelo
You had the misfortune of thinking it was a good idea to go for a night swim. You arise from the black water
into a dark, overgrown mirror of what you know. Survive and learn your worth or perish under eternal night.
SETTING
Real World: Puerto Rico, Modern Day. Coming out of a period of political brinkmanship, Puerto Rico has entered
a golden age as the epicenter of Latin American progress. A beautiful island full of plains, mountains, jungles and
long, clear water beaches, it is an eternal summer paradise for tourists and residents alike. Player are high school
students attending the United Latin American Academy- a Kirijo Group-owned school.
Other World: Formally known as Xibalba, it is a mirror world to the real one, overtaken by glowing vegetation
with a static temperature, no wind, and the large, oversized moon looming over the land swallowed by endless
night. Human visitors experience no hunger or thirst and their overall physiology is enhanced. Access to this
realm is granted by three bioluminescent bays dotting Puerto Rico’s coastline.
GAMEPLAY
Xibalba is not your friend. Taking a page more from Shin Megami Tensei than from Persona proper, Xibalba is
intensely hostile to human incursion with dangers looming around every corner that will test every tool at the
Players’ disposals as they complete Other World Expeditions designed to understand this world. Ancient
templates hold secrets, records of Spanish exploration have resurfaced, a new mineral called Aetherium has been
identified, a hierarchy in Xibalba’s Shadow population is becoming clear, and an apex predator stalks its
dimensions.
Four factions contest understanding of and control over Xibalba. Players are invited to play as:
A Kirijo Group- Latin America Branch Agent (KG-LA), either formally trained or rescued by another agent of
Xibalba, equipped with an Evoker gun…
A Black Herald Illuminado (BH), backbone of a terrorist group, with objectives beyond your understanding, equipped
with sacrificial daggers…
A Xeno-Science Operations Service Enforcer (X-SOS), a counter-terrorist organization making a joint effort to
stop the Black Herald Threat, with their experimental “Lilith” automatons…
An Order of Ancients Regulator (OA), a soldier in service of bringing the Gods of Xibalba back to the moral realm…
Core Themes: Making change in an unchangeable world; going with or against the flow; submitting to the
whims of others or standing your ground; interpersonal disagreements and struggles
Mysteries and Hooks: What purpose does each Faction serve? What secrets do the temples hold? Are
Shadows truly organized? What happened to the Spanish expeditions? For what can Aetherium be used? Why
are the bioluminescent bays gateways to Xibalba? What is at the top of Xibalba’s food chain?
Chapter X: Advanced Combat
Section 1- Special Attack Effects: This section spells out an additional aspect to a fighter’s mode of attack:
Special Effects, which differ based on whether an attack is Physical or Elemental.
Section 1- Clarification and Strategy: Here we provide some additional details about combat edge cases
and some of the engine’s trickier components like timing Useful Qualities in combat or the specific; in
addition, this section spells out some more sophisticated ways that players can interact with the combat
engine.
Section 3- Options: This section contains a few optional rulesets that change up the flow of combat; some
make it bit more intricate, others streamline the process entirely.
These rules supplement and expand upon the fundamental understandings laid out by Chapter 6;
they’re positioned here at this later stage of the text because a Reader will benefit from a more complete
sense of what the game expects of players in reading this chapter. Moreover, these instructions aren’t
required for Combat to function properly, and so in drafting The Velvet Book it was felt that they were better
isolated from the core fighting rules to keep them as clear as possible.
-- 47 --
Chapter X: Advanced Combat
Section 1: Special Attack Effects
The biggest difference between Physical and Elemental Attacks are their ability to strike a target’s
Weaknesses; doing so guarantees minimum damage even against extremely Tough foes and allows the
attacker to unleash One More! Actions. Enemies in The Velvet Book rarely sport Physical Weaknesses, but
by the same token they also don’t normally Resist Physical Attacks either. Elemental Attacks, on the other
hand, are a gamble, as it’s just as likely for a foe to Resist an Element as it is to be Weak against it. As a
default, then, Physical Attacks tend to be a more reliable, if less explosive, option than Elemental ones.
Along with these standard effects, however, Physical and Elemental Attacks both have unique
Special Attack Effects that can be brought into play that further set them apart and make choosing one
over the other a more meaningful decision.
Each Point of Strain you take equals 1 point of Unavoidable Damage. Even if your opponent has
Tough x10 and successfully Defends your Attack Set, your Strain damage will still land. That’s the effect of
pushing the limits of your Physical Attack: through it you can pierce armor ordinarily too thick to breach
or hit foes too fast to nail down. As long as you rolled a successful Set, even if that Set is Defended against,
you can Strain yourself to force it through. The only way to invalidate Strain is if your Set is broken up by
Hitstun, or if you failed to roll a Set at all.
You can only take 3 HP worth of Strain per Declared Attack. This means if you use Multiple
Actions to Declare 2 Attacks you can strain yourself for up to 6 HP to add +3 damage to each.
You can use Strain after your Attack resolves. You don’t need to declare Strain ahead of time; you
can use it in the moment, tacking on extra damage to an attack as needed to finish someone off or chip
away at a particularly thick skinned or evasive foe.
Example: You use your Attack (Ice) Quality to both Amplify and Attack as a Multiple Action. You roll 2x3 to
Amplify and 3x5 to Attack. You can immediately add Width-1 from your Amplify Set to your Attack Set, increasing
it to 4x5.
-- 48 --
Chapter X: Advanced Combat
Section 2: Strategy and Clarifications
In this section we will answer a few highly specific yet frequently asked questions about Combat, and then
go into the fine details of how certain combat mechanics work in specific situations. It is important for
GMs to read this section because while a new Player might not really care about these questions at first,
they’re bound to come up eventually.
Answer: Actually yes, and it is intentional. A Stat that’s been filled with Shock is basically numb
to further trauma, so any further blows are redirected to other, intact Stats, even if the damage is more
severe. This means that a character taking heavy damage will continue to accumulate Shocks and Scars,
instead of the Shocked-out Stats somehow absorbing the Scars. In the above example, if that 4 Shock
Stat takes 1 Scar, the Scar flows into another Stat, bringing the total damage to 5 (4 Shock, 1 Scar). If
that damage stayed in the Stat it would overwrite one of the Shocks, so total damage would stay at 4
(3 Shocks, 1 Scar).
2. When making Called Shots, what level of knowledge should Players have of their target’s Hit
Locations? Is the GM supposed to withhold the locations of a Shadows’ Part’s unless the Players
Analyze the Shadow to determine its make-up?
Answer: A Shadow’s Parts should be self-evident, not secretive, and GMs should freely
communicate to their Players what Part a Shadow is using when they Attack or set off a Useful Quality.
If a Player wants to use a Called Shot to hit a neutralize a particularly vexing Part, the GM can tell them
its Hit Locations and the Difficulty they need to reach. No Analysis is needed.
3. How does the Bane Ailment work if you don’t already know a Shadow’s Resistances?
Answer: When inflicting a Bane without prior knowledge of a Shadow’s Weaknesses and
Resistances, the GM should communicate, ideally with descriptive language, what Resistance has been
stripped from the Target (“Your Bane dims its burning hide, sapping its Fire Resistance”). If the
Shadow has multiple Resistances, the GM will decide which is affected. This does have the effect that
Banes can be used to learn a Shadow’s Resistances, which is intentional. It’s another way of learning
about your enemies.
-- 49 --
Chapter X: Advanced Combat
A Deep Dive into Spray Attacks
Spray turns an Attack from a single hit to many. It does this either as a rapid sequence of attacks (like a
machine gun or martial arts combo); as a messy splash that hits a target over a wide area (like a shotgun);
or as a continuous stream of damage (like a flamethrower).
The trick with this is that in combat, Spray shortens the timing between each Set you use so that
they become a single, fluid series of actions. When you roll two or more successful Spray Sets, the slower
ones will immediately follow the quicker ones. The trade-off for this speed and fluidity is that when used
as an Attack Extra, Spray turns a sequence of attacks into an extended chain of hits that
In this way standard Multiple Actions still have purpose alongside Spray as each individual Attack
delivers its own Hitstun.
Example: Tomo and her Persona Bonnie and Clyde are locked in battle against a Shadow. Tomo commands Bonnie
and Clyde to Attack with their Anti-Shadow Machine Gun (8d), which has Power x1 and Spray x2, allowing her to
use up to two additional Sets, or to convert up to two Loose Dice into Width x1 Sets. She rolls and gets the following:
Since Spray only lets you transform Loose Dice that are lower than your actual Sets, Tomo turns her Loose 3 into a
1x3; thanks to her Power x1, this is able to inflict 1 point of Damage.
If Tomo was fighting using normal Multiple Actions, this is how the attacks would resolve:
1. Bonnie and Clyde shoot the Shadow for 3x7. The Shadow takes 3 damage and 1 point of Hitstun, knocking
their attack down to 2x6
2. The Shadow attacks with 2x6. Bonnie and Clyde take 1 point of Hitstun, breaking Bonnie and Clyde’s 2x5.
However, because B&C’s Anti-Shadow Machine Gun has Spray, what actually happens is her 3x7 hits, then her 2x5
hits immediately after, followed by her 1x3, all before the Shadow’s 3x6 has a chance to go off. This sequence of Attacks
inflicts 6 total damage, but only inflicts 1 point of Hitstun; assuming the Shadow is still alive after this salvo, it can
then hit B&C with its 2x6 attack.
As a final note, all Sets used in a Spray Attack count as being part of the same Attack. So if a Persona
Attacks with Spray x2 and hits with a total of 3 Sets while Buffed by Tarukaja (Power x2 for next Width-1
Attacks), those 3 Sets count as just one Attack when it comes to tracking the duration of this Buff.
-- 50 --
Chapter X: Advanced Combat
Reacting to Area Attacks
Attacks with the Area Extra are a bit trickier to Defend against than normal focused attacks. The method
itself is the same: you use Reflex, Block or a Defends Quality to Gobble the attack’s Set. However, there a
few extra details to consider
Area Attacks target all enemies on the field. If a successful Area Set is rolled, any target that didn’t
declare a Defense against it will bit hit. This makes Area Attacks extremely dangerous in the hands of
humans with a high Out-Think or Shadows with lots of Brains. They can Declare an Area attack without
giving their slower-witted enemies the chance to react.
An Area Attack’s Set is applied to each target individually. You could say that an Area Attack’s
Set gets duplicated and shot out at everyone on the field, and they each deal with themselves. If you Defend
you’re fine, but that won’t help the guy who didn’t see it coming.
Example
A Shadow declares an Attack (Fire, Area x3) against three Persona Users: Jack and his Persona Ares, Penny and her
Persona Sedna, and Rodney and his Persona Anansi. Penny and Rodney have more Out-Think that the Shadow has
brains, so they see the attack coming and command their Personas to Defend. Jack, however, already declared an attack
against a different Shadow, and so has no Defense ready.
The Shadow rolls a 3x8. Penny rolls a 3x9, so she’s fine. Rodney rolls a 2x8, but Anansi’s Defends Quality has Fast
x2, so he’s able to Gobble the attack coming at him down to 1x8, which breaks it. He’s also fine. Jack cannot defend
himself and so he gets hit and must roll 3 Area Dice worth of damage.
If Penny or Rodney had declared Multiple Actions they might have been able to use a second
Defends Set to shield the otherwise unprotected Jack, so as always teamwork can make-up for one
character’s flaws. Area Attacks are also subject to being Stunned, like any other attack.
Jumping on Grenades. A fighter can also try to block an Area attack altogether, shielding his allies from
the attack with his own body. This is much harder due to the destructive yield of an Area attack. As a result,
a defender takes a -1d Penalty to their Defends Roll when attempting this maneuver. If successful, the rest
of the party will be protected, but the Defender takes the full force of the blast on himself. Not only is he
not protected from the attack against himself, but he must also roll Area Dice equal to what his friends
would have rolled as well. If it’s an Area x3 Attack against three targets, he’s taking 9 Area Dice of damage.
Mundane Area Attacks are indiscriminate. Persona and Shadow Area Attacks are mystical and hit
who they’re supposed to. Firecrackers, dynamite, and bombs don’t differentiate friend from foe, and
anyone in their radius must react or be blown way.
-- 51 --
Chapter X: Advanced Combat
Advanced Defense Strategies
The One-Roll Engine’s active defense rules lead to a number of strategic decisions that a player needs to
make when they declare a Block, Reflex or Persona Defense. Here are the two big ones.
It’s tempting to say the 2x9, because it can block a greater range of Height, but it’s going to be
useless if you’re being attacked with a 3x1, because it’s not fast enough. Your 3x4 could block that attack
easily, but it can’t touch anything Higher than 4. So, again: which is better?
Here’s the rule: When you roll two or more Defensive Sets, you can choose which one
you want to use the instant an attack comes at you, and doing so locks you into that Set. So if
your GM tells you that Jack Frost is throwing an icy 3x2 blast at your Persona, you can choose to use your
3x4 to stop it, but if it’s followed up by a 2x8, you’re Defenseless. On the other hand you could choose to
take the hit from the 3x2 (maybe your Persona’s 2 Location is super Tough) in order to lean on your 2x9’s
higher range of shielding.
You’re never going to be completely in the dark; because you make this decision during the Resolve
phase, you’ll already know how many attacks your GM has directed at you. If only one Shadow aims at
you then you know you only need to deal with one, maybe two Sets. If you’re being dogpiled though you’ll
need to put some more thought into which Parts are vital to the combat effort and which are vestigal.
You can also raise your Defenses by declaring Multiple Actions. If you did that in the above roll
then you could use both your 3x4 and your 2x9 and weave around everything coming at you, Mohammed
Ali style.
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Chapter X: Advanced Combat
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.
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Chapter X: Advanced Combat
So in this case, these effects must Go First because otherwise they’d be a mostly worthless
commitment of your actions for that turn.
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.
-- 54 --
Chapter X: Advanced Combat
Problems: How to Make Encounters more Interesting
In Persona, as with most Japanese roleplaying video games, combat is a pretty linear experience. Your boys
and girls line up on one side of the screen, the bad guys line up on the other side, and you all take turns
lunging or firing at each other until one side is dead. The end, cue the victory or game-over music.
With The Velvet Book, combat can be a lot more creative in how things pan out. Since movement
and positioning don’t especially matter, fighters are free to describe their movements around the battlefield
however they want; in fact, they should be encouraged to do so, because it creates a much more interesting
and dynamic sequence of actions than just “I Declare X” and “I hit
with Y”.
Problems give Advantages to Minor Shadows. These could be whole dice, Extras or both. A Shadow
boasting the High Morale Problem gets bonus dice to its Attacks, and a Shadow with Under Cover Problem
gains Toughness from whatever barrier shields them from damage. Problems like this can go as high as the
GM thinks the Players can handle: +1d or Extra x1 for a minor challenge, up to +5d or Extra x5 for a
monumentally difficult Problem to be pitted against only the highest-level Persona Users.
Problems Can make things Harder for Players. Problems like this inflict dice penalties, negate Extras or
make certain actions straight-up impossible. A Shadow that is Out of Range or Hard to See might inflict a
dice penalty when being Attacked, and a battlefield suffering High Gravity can reduce a Persona User’s
-- 55 --
Chapter X: Advanced Combat
Fastness. Meanwhile, Thunderous Noise might make it impossible for characters to communicate or call
out to each other during a fight, while an Impenetrable Force Field could insulate a Shadow from attacks
of any kind.
Note that Penalties should be used with care, as they affect smaller dice pools far more than they
do larger ones. For lower-level Personas a Problem shouldn’t inflict more than -2d in dice Penalties;
Problems more challenging than that are better off making an action Impossible until they’re overcome.
Problems Can Introduce Threats into the Encounter. Threats make combat more dynamic by introducing
additional, external forces weighing in on things. Environmental Hazards are a common example. Acid
rain strips away Toughness, crossfire from battles outside the perimeter of the encounter damage Personas,
and poison gas threatens the Persona Users and their pulpy, human lungs. Threats like these are rolled and
resolved at the start of each Round before the next Declare phase. Useful Effects come into play right away
so that Players must deal with them during the Round, while Damage is tacked on at the end of the Round.
Threats can also be things that reshape the structure of the Encounter. If a battle is occurring on a series of
fast-moving vehicles, like a scene from Mad Max, then the Threat can reposition fighters, place humans in
mortal danger and introduce whole new Problems at the GM’s discretion in co-operation with the dice.
For Threats, the greater the Problem the more dice it’s given. A simple Problem might have 6-8d;
a complex Problem, 9-12d; and for a severe, ludicrously dangerous Problem the sky is the limit.
Problems Can Introduce Additional Objectives. Additional Objectives are elements of an Encounter that
players need to give attention to that aren’t the Shadows trying to delete them from existence. Hostages
are helpless persons or valuable objects held captive and actively threatened by the Shadows. VIPs are
persons or things in the Players’ custody that they must protect. Secondary Targets are persons or things
that the Shadows are protecting which the Players must capture or destroy. In each case these are Objectives
are non-combative: they don’t roll dice, attack, defend or act usefully. Additional Objectives may have their
own HP values that are whittled down, or they may be binary, either alive or dead, with the goal being the
protection, seizure or destruction of a certain number of targets.
Overcoming Problems
So how do Players deal with a Problem? One way is to suck it up. Take your dice penalty or your extra hits
from a Problematic Shadow and power through it. Problems that are directly linked with specific Shadows
can also be negated simply by defeating that Shadow. But these can be grueling experiences. The player’s
alternative to brute forcing a Problem is to get creative using their Useful Qualities.
Useful Qualities are very good at Overcoming Problems. If a Shadow is Out of Range, you can
bridge the distance in a flash with Useful: Teleportation, or you can enhance your aim with Useful: All
Seeing Eyes. If it’s boosting its Defensive actions by Hiding in the Trees, you can use Useful: Control Plants
to turn them against it, or Useful: Control Fire to burn down his cover. If the battlefield is Threatening you
with toxic gasses, you can use Useful: Create Storms to blow them away or Useful: Purifying Incense to
cleanse them into a vanilla and sage potpourri.
-- 56 --
Chapter X: Advanced Combat
Simple Problems can be overcome with a Set of any Height or Width, while more entrenched
Problems may involve Difficulty or accumulating a certain amount of Width or Height. An ongoing
environmental Threat may not be able to be permanently overcome, but a Persona’s Useful Qualities may
immunize it from being Threatened for Width-1 (+Effective) Rounds; that way a Player can put themselves
in a position to not need to worry about being hammered by a Threat every single turn.
Seizing Problems
Problems based on the geometry of or on objects within an Encounter can be Seized by the players and
turned against the Shadows, usually by defeating the Shadow occupying the Problem. If your Persona
destroys a Shadow occupying a sniper’s nest he can Seize that problem and now you have the High Ground,
or if a Shadow is benefiting from an Arcane Circle of Protection you can knock them out of it and take over,
Seizing it and turning it from a Problem for the Players into a Problem for the Shadows.
-- 57 --
Chapter X: Advanced Combat
Section 3: Options
This section covers a pair of optional rulesets for GMs looking to change things up in combat, though in
opposite ways. Express Combat cuts down on the length of combat as well as streamlining the overall goal
of battle, while Ailment Resistances and Weaknesses modify the Ailment rules with an added layer of
depth.
Express Combat allows GMs to pack more combat into a session as well as to make sure that ever
battle ends on a high note by sending the Shadows off with a bang every-time instead of wearing them
down. On the other hand, some GMs and Players may chafe at the artificiality of this rule, as it mostly
prevents dynamic changes of fortune during the battle and leads fighters on both sides to put an even
higher premium on gross damage output over strategy.
-- 58 --
Chapter X: Advanced Combat
Optional Rule: Ailment Resistances and Weaknesses
Under normal circumstances, every Shadow or Persona is vulnerable to every Ailment. Ice-type fighters
can still be frozen, and Fire-types can still be burned; after all, despite their elemental affinities, things can
always be worse.
Some GMs and players, however, may see this as a bit of a logical failing, as a Shadow that is
literally made out of Fire shouldn’t take additional damage from being Burned. These Optional rules allow
for GMs to lean into this by tying a target’s susceptibility to Ailments to their Weaknesses and Resistances.
A Target that Resists an Ailment’s mode of attack is immune to that Ailment. In other words,
Ice Resistance protects you from Freezing, and Electrical Resistance from Static, and so forth. Some of these
require taking a slightly closer look at how you’re delivering the Ailment: if your Poison is Physical, then
Physical Resistance is immune to it, but if it’s Nuclear, then you need Nuke Resistance. The same applies
to Bane; if a target is Resistant to Light, then none of its other Resistances can be affected by a Light-type
Bane, but Dark-type Banes are fair game.
This also requires that you associate an Elemental property with an Ailment if it’s used as a Quality.
Sometimes this is obvious-- Ailment: Freeze is clearly Ice type, but if it’s Ailment: Daze you need to specific
whether it’s a Wind or Psychic Daze (if indeed your game uses both Elements)
These rules aren’t necessary for every game since they install an
extra layer of complexity to the Ailment system. It adds another
check whenever Ailments are used to see how an individual
Shadow would react to it, which for some groups is more work than
they’re interested in following. But these rules do make combat
more strategic, as strong foes that are highly resistant to direct
assault could be brought low by their weakness to specific Ailments
in the hands of skilled saboteurs.
-- 59 --
Campaign Pitch
Digital Dive
Written by masterbpk4
School's over for the day so what does that mean? A trip to the local gaming cafe, obviously. The newest game,
Soul Harvesters, just dropped and you don't want to miss out. But things start changing for the worse, suddenly
you don't want to leave the game and one day... you simply don't.
SETTING
Real World: Modern Day, Seoul, South Korea The "Special City" of South Korea, beautiful and busy. Gaming culture
is prevalent and there's no better way to represent that than the numerous gaming cafes found everywhere in
the city. Clairvoyance Entertainment, a relative newcomer to the scene, has become one of the most popular
spots in the 18 months since it opened. Using the newest VR tech called "AR Pods," people are able have their
consciousness transferred to the game world. This process strains the mind enough that there’s no confusing the
game for reality, and the process of switching back is painless and side-effect free. Many gaming cafes have
included a couple of these machines since they released, but Clairvoyance Entertainment is the only one that
heavily relied on it as their main form of gaming.
Other World: Soul Harvesters is South Korea’s most popular arcade game. It’s a fighting roleplaying game
where players create custom characters from an endlessly diverse set of options, and then take them into
arenas spanning Earth history, fantasy settings, and futuristic visions. Thanks to Clairvoyance’s AR Pods, player
immersion is second to none.
For players entranced by the game’s malicious code, however, the experience is quite different, and it’s this space
that the Persona Users explore. Instead of polished, ready-for-action battle arenas the game is designed for, here
one encounters a liminal space more akin to a theater backstage—unfinished and filled with glitches. This digital
purgatory forms a maze ensnaring the unwitting players for whom the game has become their preferred reality.
GAMEPLAY
Digital Dive focuses on Real World investigation coupled to Other World exploration in the vein of Persona 5. For
each person fallen into a Soul Harvester trance the players must determine what’s gone sideways in their real
lives, and then use that knowledge to enter the game and try and rescue the player. This involves delving through
a dungeon curated to that player’s personal struggle and obsessions and slaying the end boss pulling the strings
through the whole affair.
Core Themes: Addiction and consumerism, living online versus living in the real world, true relationships versus
parasocial relationships.
Mysteries and Hooks: What do the Soul Harversters collect and what is it used for? Why do the creators of
the game want it? How will you respond when they try to take yours?
Campaign Pitch
The Fallen Earth
Written by Personanon Press
In 2012 we discovered the Higgs Boson. In 2028, we found dark matter. And in 2033 we tore open a portal into
another universe and destroyed the world. Now living in space stations above the planet, mankind’s only hope of
reclaiming their home lies with a group of young people and their strange power of “Persona.”
SETTING
Real World: 2075, Earth’s Orbit,. Humanity lives in exile from the Earth, watching it turn beneath them through
thick porthole windows aboard space colonies to which they escaped following the cataclysmic events of 2033.
These aren’t the grandiose marvels of human genius we often see, but arks of desperation meant to keep a
fleeing mankind alive just a little longer. People live under a rigid, militarized technocratic government whose sole
goal is the preservation of the species. The Players are second generation spacers- teenagers born to parents
who were themselves born to space and therefore have no true tethers to the world below, and part of a tiny
percentage of that young population who have developed the ability to evoke Personas. This rare and terrible gift
makes them uniquely equipped to fight the horrors on the ground, and so they’re quickly and forcibly snatched up
by the Philemon Academy and trained with other young Persona Users to help retake the Earth.
Other World: The Fallen Earth is the consequence of man’s unchecked scientific hubris. The disaster of 2033,
“The Breach”, merged Earth’s ecosystem with that of an alien dimension inhabited by Shadows which take the
form of creatures from our collective consciousness. The full force of Earth’s militaries and even its nuclear
arsenals were no match for the sudden, demonic onslaught that flooded the planet and twisted its very
landscape in unrecognizable, impossible ways. Cities lay in ruins and it’s widely believed that no one left behind by
the great escape survived. It’s a nightmarish yet sometimes eerily beautiful place filled with monsters, both
mindless beasts and cunning warlords.
GAMEPLAY
Philemon Academy uses a technology called a bio-ansible to teleport its recruits and agents to Earth’s surface to
complete specific missions. These include escorting military or scientific personnel to specific locations; scouting
and clearing areas for colonial landing; search and rescue of stranded personnel; and of course search and
destroy of specific threats. Players are encouraged to use the Expanded Weapons and Armor Rules in Appendix D
to better arm themselves, but significantly, The Fallen Earth uses Bizarre Persona Rules where Players can Evoke
their Personas anytime and anywhere, though doing so in the Colonies is stiffly punished.
Core Themes: Young people being put on the front line; Ethics in the face of extinction: is mankind worth
saving if forced to do horrible things to ensure that survival?
Mysteries and Hooks: Why is your generation the first to develop Personas? Why is the Orbital Authority
pushing the Philemon Program so quickly? Are the rumors of Breach survivors true, or a trick by Shadows?
Chapter XI: Shadows
What is a Shadow?
Shadows are creatures native to the Other World that want to do you (and the rest of humanity) physical,
psychological and/or spiritual harm. They can take a wide array of forms and shapes, including figures
from mythology and folklore or weird crystallizations of human fears and desires.
Most Shadows are simple, single-minded entities called Minor Shadows, which represent negative
impulses and emotions common to people everywhere. But a tiny minority are Major Shadows: powerful,
dangerous monstrosities born from unique, singular sources of emotional distress, malcontent and
misspent willpower.
Personas and their Users are often responsible for hunting down and dismantling Major Shadows
and the hordes of Minor Shadows that act as their minions.
Shadows are the consequence of suppressed negative desires. Selfishness, greed, jealousy, self-
hatred, resentment, pride—when people repress these feelings instead of working through them, they
spawn Shadows in the Other World. In areas where these thoughts are concentrated, great masses of Minor
Shadows congregate, potentially around a powerful Major Shadow that acts as a kind of dark Persona of
one twisted individual.
Shadows are the natural citizens of the Other World. The act of venturing from our world to theirs
marks a Persona User a target as an unwelcome invader. Shadows like these aren’t universally hostile,
especially if you know how to handle their idiosyncrasies.
Shadows are created to serve a purpose. It may be a piece of a larger conspiracy, but sometimes bad
people with the right know-how unleash Shadows in pursuit of a personal agenda.
Whatever their source, Shadows present a looming threat to whatever real space their fragment of unreality
has intersected with. If the nature of the Other World allows them to influence the real world, they do so
by infecting people with negative emotions and hostile thoughts, expanding the same darkness in the
collective subconscious that they’re bred form. If the Other World is more isolated from our own, its
Shadows occupy an alien ecosystem that the Persona Users must bushwhack through to accomplish their
objectives.
-- 63 --
Chapter XI: Shadows
Shadow Styles
In Persona 3 and 4 Shadows were weird amorphous creatures like giant masked boulders, floating
mouths and bizarre animals. Shadows in Persona 5 are drawn from the standard stock of Shin Megami
Tensei enemies like Pixie and Jack Frost. Shadows described in The Velvet Book are based on the latter
approach, but both styles are valid and are available to the GM’s discretion.
Shadow Types
As mentioned briefly in the Combat Chapter, Minor Shadows are simple creatures with a couple hit
locations and attributes, whereas Major Shadows are constructed the same way that Personas are, with
many hit locations and lots of dice. Minor Shadows are common foes that Persona Users will usually face
in groups, while Major Shadows are designed to be drastic, unique encounters that require the party’s full,
focused attention.
Arcana Points
A Shadow’s strength is measured in Arcana
Points (AP), which represents how much
psycho-spiritual power the Shadow is infused
with.
-- 64 --
Chapter XI: Shadows
Minor Shadow Anatomy
Here’s the example of a Minor Shadow from the Combat Chapter for us to examine:
Arcana: All Shadows have an Arcana that informs what kind of creature it is. A Shadow’s Arcana also
grants it a free Level of a specific Extra (here it’s a free level of Power on an elemental Attack.) That Extra
is indicated by *asterisks* around it, hence why Jack Frost has Attacks (Ice, *Power x2*).
AP: The 9 after Magician is the Shadow’s Arcana Points, which inform everything that comes next.
Body Parts and Dice Pools: Minor Shadows have between 2-3 Body Parts, covering the same 1-10 Hit
Locations as a Persona. Each Body Part gets 1d per Hit Location Number. Dice can be added to the pool
for 1 AP each or shifted from one location to another to fit the Shadow’s purpose.
Hit Points: Each Body Part starts with HP equal to its Dice Pool-1. You can buy 2 points of additional HP
per AP spent, and you can freely shift around HP as needed.
Qualities and Extras: Like a Persona, each Part gets one free Quality, with additional Qualities buyable
at 1 AP each. All Shadows must have at least 1 Attacks Quality. Each of a Shadow’s Extras is also worth
1 AP, except the Free Arcana Extra.
Brains: A Minor Shadow Declares its action in combat based on whichever Hit Location is most directly
linked to its senses or cognitive ability, its equivalent to a human’s Knowledge + Out-Think. This is marked
as Brains. A Shadow’s Brains is equal to its Part’s Dice -2, and Brains can be increased at a cost of 1 AP
per point of Brains, or lowered in exchange for +1d.
Resist/Weak: Each Resistance costs 1 AP, and each Weakness refunds -1 AP. In Jack Frost’s case, they
cancel out.
Favorite Thing: Shadows like things too. Leaning on a Shadow’s Favorite Thing can be helpful when
you’re negotiating with them.
Description: This tells you about the Shadow’s appearance, disposition and personality. GMs pulling from
the vast canon of Persona enemies can also find illustrations of the critters online.
-- 65 --
Chapter XI: Shadows
Encountering Minor Shadows
The Other World is lousy with Minor Shadows. Sometimes they’re enlisted as henchmen and foot soldiers
of Major Shadows, other times they just prowl the dark jungles of mankind’s collective consciousness,
driven by inscrutable motives.
How a Shadow behaves when you run into it depends on how your GM interprets their role in the
narrative. Traditionally, Shadows in Persona are openly hostile and their first instinct is to attack any
outsiders they see, but that doesn’t have to be the case here. Shadows can have as wide a ray of reactions
to meeting Persona Users so you may be able to vary up your approach. Or don’t and just leave a trail of
ectoplasmic gore in your wake.
Individual Minor Shadows are relatively weak, but you rarely find them alone. They tend to group
together, and these groupings can offset the specific deficiencies of individual Shadows. Take Jack Frost
above; it can Attack with Ice and Fire, set-up nasty traps with
Icy Tricks or try and disarm a Persona with its humor, but it’s
quite fragile. But if it’s grouped up with a Shadow with a
The Shadow Compendium
healthy Defense, the two can work together to cause a lot The Appendices of the The Velvet Book
more havoc than either could accomplish individually. include the Shadow Compendium, a
catalog of ready-to-play Shadows at the
Sometimes you can simply overpower groups of GM’s disposal. Feel free to use the
Shadows with naked force, but often it’s prudent to divide Compendium to build Shadow encounters
and conquer. A timely Expression + Put-Down roll can sow or as inspiration for your own creations.
dissent among the ranks of especially well synergized Minor
Shadows (“What’s wrong, Jack? Too much of a wuss to fight
me without your pals?)
-- 66 --
Chapter XI: Shadows
Shadow Mobs
Many Shadows are so simple or singularly weak that fighting one at a time is a waste of time, both for the
Players and the GM. You don’t kill termites individually, you spray the lot of them and exterminate
thousands in one go, and the same principle underlies the idea behind Shadow Mobs.
Shadow Mobs are what the GM can use when he wants to pit a huge swarm of weak enemies at
the Players. A Shadow Mob could be a couple dozen Slimes, hundreds of Pixies or thousands of angry
buzzing Shadow Wasps, all attacking in a big messy group.
Shadow Mobs have a single Dice Pool and Hit Point Pool, and no Hit Locations. The bigger the
dice pool, the nastier the Mob. Very importantly, Shadow Mobs can roll dice pools greater than 10d. Any
Mob with a pool greater than 10d guarantees at least one Set each time they roll. And since they have a
single HP pool and no Hit Locations, every hit they take has the same effect regardless of Height (unless
they use a Defends Quality to block you).
Shadow Mobs can use every Set they roll. The great number of combatants in a Mob equips it with
limitless Multiple Actions. The GM can Declare every possible move they can make, but he only needs to
Declare for one Quality at a time (“The mob is attacking you!” or “the mob is falling back to protect itself!”)
to describe the overall tenor of their group action. Either way he’s free to use any Sets he rolls for any of
the Mob’s Qualities. The GM also doesn’t need to declare specific targets: he can choose who is the victim
of each Set during the Resolve phase. To balance out this advantage, Mobs always Declare first each
Combat Round.
Mob Sets are weak and cannot exceed 3x Width. Any Sets with a Width of 4x or greater must be
split up into narrower Sets (turning a 4x7 into two 2x7s, or a 5x4 into 3x4 and 2x4).
Mobs become weaker the more damage they take. Each point of damage you inflict equates
to one or more members of the Mob being taken out of the fight, and as their numbers dwindle so does
their efficacy. At 50% HP, a Mob is Thinned, and their dice pool is reduced by -2d. At 25% HP, a Mob is
Scattered, and their dice pool falls by -4d.
Area Attacks are very good against Mobs. Attacks with the Area extra hit targets in a wide
radius, and Mobs tend to occupy a wide radius. When fighting a Mob each level of Area on an attack
translates into +1 damage, the same as Power would.
-- 67 --
Chapter XI: Shadows
As an example, here’s how you build a Mob of Jack Frosts:
Useful (Blizzard Conditions): The Hee-Ho Horde can whip up a storm of ice and snow that covers the
area in a wintery mix that lasts for Width in Rounds. While in effect, all Persona attacks that don’t have the
Ice Element have a Difficulty of 3, and all Ice attacks gain Power x1.
Useful (Sense of Humor): Individual Jack Frosts in the Horde can use their Sense of Humor to play pranks
on Humans and Personas, which inflict a dice penalty equal to their Width to the targetted Hit Location for
one Round.
Hit Points: A Mob’s HP is equal to 5 + its Dice Pool. Its Thinned and Scattered values are always rounded
down in the case of odd or fractional numbers. HP can be increased at a rate of 2 HP per 1 AP, same as
normal Shadows.
Qualities and Extras: Mobs get a free Quality and a free Extra based on their Arcana, just as normal
Shadows do. All other Qualities and Extras are purchased at 1 AP a piece.
Useful Qualities: Since a Mob can use all its Sets, and since Useful Sets aren’t affected by Stun from pre-
emptive attacks, a Shadow Mob can almost always be counted on to get its Usefuls off during Combat.
With that in mind most Mobs have at least two Usefuls.
-- 68 --
Chapter XI: Shadows
Shadow Mobs and All-Out Attacks
As Shadow Mobs constitute a vast number of enemies, All-Out Attacks work differently against them. You
can’t just neutralize them by eliminating their Attacking Parts, since they only have one Part. Instead, an
All-Out Attack can be declared once a Shadow Mob has been Scattered, and one of the Players hits with an
Useful Quality aimed at suppressing, confusing or terrifying the mob, creating an opening for the party to
pile on.
As for why each Shadow in a Threat mob is weaker than one on its own comes down to Arcana Points. On
its own, a Shadow is a lightning rod of the collective consciousness, represented by AP, whereas in a mob
that power is diluted.
Mob Shadows can be used when the GM wants to present the players with a massive,
sprawling enemy force that highlights the enormity of the task that the characters are facing.
They’re good for forcing characters to move from one place to another, for slowing them down
or making them consider alternative forms of action or movement.
-- 69 --
Chapter XI: Shadows
How Major Shadows Work
Major Shadows are the big mama-jama. The nastiest things you’ll face in the Other World. They’re tumors
of malice needing excision from the collective consciousness and the powerful, twisted dark Personas of
corrupt humans in the Real World. Once you start encountering Major Shadows it means you’ve started
poking the Other World where it counts.
Major Shadows are built like Personas: 1-10 hit locations, 3-5d per Location, same Qualities and
Extras. If you know how to build a Persona, you’re 90% of the way there to building a Major Shadow.
Here’s an example, based on the Shadow Priestess from Persona 3.
Campaign Level: Like a Persona, a Major Shadow’s Parts have dice pools based on how many Hit
Locations they cover, and follow the same base-dice rules as their Persona adversaries (in other words, a
Major Shadow in a 3d Campaign has 3d per Hit Location)
Might: Might is a measurement of how much stronger a Major Shadow is than an individual Persona. Each
level of Might increases the Shadow’s dice-per-location, meaning the Shadow Priestess has 5d per Location,
as well as its HP per Location. It also provides some other edges described in Chapter 10: The Velvet Room.
Arcana: Like Minor Shadows, Major Shadows have an Arcana that grant them a free use of a specific
Extra. Unlike Minor Shadows, though, a Major Shadow’s Arcana gives it two levels of its signature Extra.
-- 70 --
Chapter XI: Shadows
So under “Heretical Scrolls” where it says *Effect x2*, that means the Shadow Priestess didn’t have to spend
any dice or AP to score both levels of that Extra.
Arcana Points: Like a Minor Shadow, a Major Shadow’s AP is used to buy dice, Qualities, Extras and HP.
However, since Major Shadows have a lot more dice to work with, its AP is more like bonus points it can
spend on top of using its natural dice to buy stuff.
Resist/Weak: Major Shadows don’t need to balance their Resistance and Weaknesses the way that
Personas do. Instead they can buy Resistance for 1 AP each, as well as offset that cost by taking Weaknesses.
Hit Points: A Major Shadow’s HP is based on three Factors. 3d Shadows have 2 HP + Hit Location Size,
and 5d Shadows have 5 HP + Hit Location Size x2, just like Personas. They also add their Might as HP to
each location. Finally, their total AP becomes HP that you can distribute to parts as you see fit.
Gimmicks: Lastly, take a look at the 9-10 Location, the Shadow Mask. It has this *Useful Gimmick:
Summon Allies*. Gimmicks are special abilities that are unique to Major Shadows. In this case, the Shadow
Priestess can use her Shadow Mask to summon Width-1 in Minor Shadows to her aid, each with a dice pool
equal to the Height of her roll. All Major Shadows get one Gimmick for free. Additional Gimmicks cost
varying amounts of AP.
Brains: When a Major Shadow is an independent being, it will have a Brains hit location the same as a
Minor Shadow. If the Shadow is instead linked with a human being in some way, it will declare based on
that person’s Knowledge + Out-Think pool, the same way a Persona would.
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Chapter XI: Shadows
Fighting Major Shadows
The rules for fighting Major Shadows are mostly the same as for Minor Shadows, except for the vast gulf
in power between the two classes of beings. Only a few things change.
Major Shadows don’t give you One More when you hit their weaknesses. A lot of Major Shadows
don’t even have Weaknesses, but if they do all they offer is more damage. You can still get One More if you
reduce one of its Parts to 0 HP. Along with this, you can’t Knock Down Major Shadows with regular
attacks. So you can’t just hammer away at a Major Shadow and get a million hits in by chasing their
Elemental vulnerabilities.
That doesn’t mean that a Major Shadow can’t be knocked down; it’s just that it takes more than
picking the right elemental attack. It’s more of a combat puzzle negotiated between the players and the
GM, who has customized the circumstances to require creative thinking.
For example, imagine that the players are fighting the Shadow Priestess in an out-of-control train
car, as is the case in Persona 3. She’s embedded herself into the car by driving her Heretical Scrolls into its
metal walls. By breaking her loose from those points of contact, the Shadow Priestess loses the grasp and
collapses when struck by a follow-up attack, knocking her down and giving the Persona Users an opening.
This series of actions requires coordination from all the Persona Users as they need to cut her loose from
the train and then strike her in a single Round.
Other instances of viable knock down strategies include attacking or exploiting a Major Shadow’s
favorite thing or even trying to talk sense into its human host (if it has one). Whatever the case, the same
rule applies for Major Shadows as for Minor: Major Shadows can’t be knocked down more than once per
fight.
Gimmicks
The full list of Gimmicks for Major Shadows is in Chapter 10, but here’s a sneak preview. Remember, Major
Shadows get 1 Gimmick for free.
Multitasking lets a Major Shadow roll two separate actions each Round. If the Shadow Priestess had this
Gimmick, she could roll 10d to attack with her Heretical Scrolls and 8d to defend with Jachin and Boaz. This
only works if each action uses a different Location, though.
Endless Healing lets a Major Shadow use a Healing Extra as many times as it likes, without being limited
by how many levels it has. A Major Shadow that fights flanked by Minor Shadows can get a lot of mileage
out of this Gimmick by keeping its minions topped-off and deadly.
Heavy Armor knocks 1 Width off every attack that hits the Major Shadow. This means that any Set with
a Width of 2 simply fails outright, and every other attack loses damage before even calculating the Major
Shadow’s Resistances and Toughness.
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Chapter XI: Shadows
Penetration allows a Major Shadow’s Attacks Quality to ignore all points of Tough on its target. It doesn’t
apply to every Attacks Quality the Shadow has, unless the GM spends the AP to equip every one of its
Attacks with Penetration.
Some Gimmicks act like Extras that apply to specific Qualities (like Penetration and Endless
Healing). Others are Qualities on their own, like the Shadow Priestess’s Summon Allies ability. Still others
are passive traits that are always on an affect a Major Shadow’s entire presence, like Multitasking. Each one
has its own rules and opens new avenues for encounter design for a GM.
-- 73 --
Campaign Pitch
Gummy Worms
Written by BSTDev
Bad things are afoot in the sleepy mountain town of Akayama-cho. A surge of supernatural activity —ghost
hauntings, cryptid appearances, etc—has turned the once fading pottery village into a tourism hotspot. The world
of the Dead is reaching out to grab the world of Humans, trapping victims with stories and twisting their minds
and hearts and spreading a plague of defilement across the countryside.
SETTING
Real World: Akayama-cho, Japan, Modern Day- Literally “Red Mountain Town”, Akayama-cho was once a
prosperous rural town specializing in pottery and masonry; industrialization long ago sent many of its youth in
search of greener pastures, and now it’s sustained by a small alliance of families selling boutique hand-made clay
goods. This has given the town a proud position in Japanese culture, but it hasn’t done much to slow its gentle
yearly drift into economic crunch. It has a secondary reputation, however: it’s super haunted. It has two shines:
one active and well maintained, the other abandoned to the woods following a tragic event in the 1930s which
has slowly built up as a wellspring of spiritual pressure and negative emotional energy.
Other World: The Spirit World – a cognitive realm connected to the Human Realm formed by human dreams
and ideas. It’s inhabited by Spirits, which can be classified as Ghosts (manifestations personal memories and
stories) and Demons (manifestations of folklore and mythology), as well as Shadows- manifestations of human
pain and suffering. Spirits are largely intelligent and come in a wide band of moral and social alignments.
Shadows are mindless killing machines motivated by ceaseless hostility against humanity. The presence and
effect of these entities is signaled by kegare; literally “Defilement” which often manifest as centipedes—the titular
gummy worms of the campaign’s title.
GAMEPLAY
Gummy Worms follows a “dungeon of the month” style gameplay loop similar to Persona 4. The Spirit World is
not a place that can be freely travelled through; instead, each instance of the Spirit World is extruded from and
attaches to a person in the Real World, enveloping them in a certain Story. If they aren’t rescued before the story
reaches its (often grisly) conclusion then the victim will be absorbed into the story and erased from the Real
World, forgotten by all but the Persona Users and translated into simple characters in the tale. The Spirit World
does this to feed off the emotions of its human victims, and while good vibration are nice, fear, horror, and
despair are a lot easier. The Story of each Spirit World instance presents the Players with a unique world to
explore and understand, bound by its own internal logic and puzzles which they must discover for themselves.
Core Themes: What haunts the psyche of modern man, the allure of stories over real world issues
Mysteries and Hooks: Why has the border between the physical and metaphysical worlds thinned? What
occurred at the forgotten shrine in the 30s? Why do the Ghosts of known persons act so strangely?