Professional Documents
Culture Documents
Types
Light/Water/Buff
Dispositions
Childish (Empathy)
Information
Level 1
Hit Points: 28
With a Quick action, immediately apply any Imbue effect you have memorized to
one ally within TEC meters. The effect used is still memorized.
2 3 3 4 2 2
Type Interactions
Resist: Ice
Weak: Thunder
Spells
Shadows 1
Ha Aqua: Up to 3 targets within 7 meters. On hit: Deals MAGd4 (7) Ice damage and one
Shadow that Bukimi can see has +1 MAG for 3 turns.
Aqua: 1 target within 8 meters. On hit: Deals MAGd6 (10) Ice damage and one Shadow
that Bukimi can see has +1 STR for 3 turns.
Hula of Fortune: Up to 2 targets Bukimi can see. Deals 3X Light damage, X being the
amount of Shadows under a Buff effect caused by Bukimi.
Lore
A variation of the Hanako urban legend. It is said she haunts bathrooms, and she’ll ask
whoever is inside the stall if they want red, blue or white toilet paper if there’s no toilet
paper in the stall. Unlike other haunting spirits, it is said she hands over the requested
toilet paper.
Types
Rot/Status
Dispositions
Information
Level 2
Hit Points: 56
When you reach 1 HP, you can choose to enter Death’s Door and cast a spell you
have without spending uses of it. This is considered an Interrupt action.
3 4 4 2 4 1
Type Interactions
Resist: Ice/Light
Weak: Fire
Spells
Dragged to Hell (P): Corpo-seco has +1 TEC to hit targets under the Fearful condition.
Rotten Claws: Up to 2 targets within 4 meters. On hit: MAGd2 (6) Dark damage. This
replaces Corpo-seco’s basic attack.
Fulan: 1 target within 7 meters. On hit: MAGd4 (10) Dark damage and target has Fortify
Dark -4 until the end of Corpo-seco’s next turn.
Shadows 2
Terrified: Up to 2 targets within 5 meters. Fearful chance: 20+5TEC% (40%).
Lore
A spirit of Brazilian folklore. Corpo-seco is a revived corpse that haunts the Earth after
it was denied from both heaven and hell due to its terribly heinous actions in life.
Earth/Debuff
Dispositions
Information
Level 4
Hit Points: 90
Whenever you choose a target to apply the Duel condition, choose another target
within STR meters. After the original Duel target is defeated, it the Dueling condition
is immediately applied to the chosen target.
5 4 4 1 5 1
Type Interactions
Resist: Dark
Weak: Fire/Ice
Null: Light
Spells
Feed Me! (P): Audrey recovers 2VIT (10) HP whenever she applies the Root condition to
a target.
Ha Magna: Up to 3 targets within 7 meters. On hit: STRd4 (12) Fire damage and apply
the Root condition to one target hit by this spell. If this spell hits a target with the Root
condition, they have Fortify Fire -4 until the start of their next turn.
Magna: 1 target within 8 meters. On hit: STRd6 (17) Fire damage and apply the Root
condition to the target of this spell. If this spell hits a target with the Root condition, they
have -1 AGI until the start of their next turn.
Shadows 3
Sukunda: 1 target within 8 meters. -1 AGI, -1 TEC for 3 turns.
Lore
A plant similar to a venus flytrap that desires and thrives through human blood. It is
actually an alien plant who plans world domination, but has ingenious manipulation
skills to force whoever finds themselves taking care of Audrey to do its bidding.
Types
Dark/Water/Debuff
Dispositions
Information
Level 5
Hit Points: 54
When you have an Imbue effect memorized, forget it to choose any Curse effect
from a spell of the same Tier as the Water spell you cast to acquire your current
Imbue effect. Choose a target within TEC/2 meters and apply the Curse effect on
them.
2 4 4 3 3 3
Type Interactions
Weak: Light
Drain: Ice
Spells
Maeiha: Any number of targets within 8 meters. On hit: MAG+2 (6) Dark damage and all
targets take MAGd4+8 (18) Dark damage at the start of Hanako’s next turn.
Malaqua: Any number of targets within 6 meters. On hit: MAGd4 (10) Ice damage and
all targets suffer Fortify Dark -4 until the end of Hanako’s next turn.
Lore
Shadows 4
A famous Japanese urban legend. She is said to haunt school bathrooms and pull
whoever summons her into the toilet, supposedly bringing the victim to Hell.
Types
Physical/Occult
Dispositions
Information
Level 7
You remove at least 3 Ofuda from a target within 2TEC meters as a Quick action.
Your next attack against this target has +1 HDC for each 3 Ofuda removed.
4 6 4 1 6 1
Type Interactions
Resist: Physical/Dark
Weak: Fire/Thunder
Spells
Dresser Things (P): Dresser Hag has Fortify All 4. Additionally, Dresser Hag is immune
to effects that would render it unconscious.
Haunt: Up to 3 targets within 5 meters. On hit: MAG (6) PSY damage and add 1
Haunting Token to targets who were successfully hit.
Skull Cracker: 1 target within 5 meters. On hit: STRd6 (14) Physical damage and 20%
chance of Stunned. All Haunting Tokens are removed from this target if they enter
Death’s Door, and Dresser Hag chooses one target within TEC meters to receive the
Haunting Tokens.
Touch of Justice: 1 target within 3 meters. On hit: MAGd4+X (15+X) Dark damage, X
being the amount of Haunting Tokens on the target. All Haunting Tokens on this target
disappear.
Lore
Shadows 5
A dresser said to be haunted by the body that has hidden within it. The soul locked
beneath the dresser haunts any home it is placed in, and constantly gives hints towards
the identity of its murderer.
Dispositions
Information
Level 10
You have Fortify Thunder 4 and cannot be harmed by electricity in the real world.
6 2 6 1 9 1
Type Interactions
Resist: Physical
Weak: Fire/PSY/Intel
Drain: Thunder
Spells
Shocking Reveal (P): Franken has 20% more chance to inflict the Shocked condition.
Towering Terror (P): Franken is immune to the Knocked Down, Stunned, Shocked,
Poisoned and Fearful conditions.
Cruel End: 1 adjacent target. On hit: STRd12+STR (45) Physical damage. +1 HDC.
Franken can cast this as a Free action, once per round, if a target becomes Shocked.
Zionga: 1 target within 4 meters. On hit: STRd8 (27) Thunder damage and 6STR+20%
(56%) chance of Shocked.
Mazionga: Any number of targets Franken can see. On hit: STRd4+3 (18) Thunder
damage and 4STR+20% (44%) chance of Shocked.
Lore
Shadows 6
A monstrous creature born from alchemy, Franken was created by a maddened
scientist. Ever since its birth, it has been hated by all who met it, as its terrifying
appearance drove away whoever found this creature. It is said, however, that an elderly
blind man once offered his kindness to this wayward being.
Types
Almighty/Status/PSY
Dispositions
Information
Level 10
You receive +1 to any negotiation check made against Shadows who share an
Arcana with a Confidant you have at least 10 ranks with.
2 7 6 5 5 3
Type Interactions
Resist: Intel/Dark/Light/Nuclear/PSY
Weak: Fire/Ice/Wind/Thunder
Evade: Almighty 1
Spells
Beneath the Mask (P): After Persona reaches 0 HP for the first time in combat, it
recovers full HP, loses all Type interactions and receives Fortify All -X, X being the
amount of Users in combat. Additionally, all Users gain Critical Margin +2 on their next
attack against Persona.
Hiding Yourself: 1 target within 8 meters. On hit: MAGd8+MAG (38) Almighty damage
and 25% chance of Panicked.
Suppressed Self: Up to 3 targets within 7 meters. On hit: 3MAG (21) PSY damage and
Ingrain. If none of the targets are under the Panicked condition, increase the chance of
activation in the next use of Hiding Yourself by 5%.
Hetelic Actions
Shadows 7
Persona may perform up to 2 Hetelic Actions per round
Unmask (Quick): After a User takes damage of a Type they do not have interactions
with, they become Weak against this Type until the end of Persona’s next turn.
Face Yourself (Interrupt): When a User fails on recovering from the Panicked
condition, Persona casts Hiding Yourself.
Masked Figure (Interrupt): When Persona takes damage of a Type it is Weak to,
Persona gains Resist against this Type until the end of their next turn.
Lore
Persona is said to be a facet one presents to the world, according to Carl Jung. It is a
mask one worn in order to hide one's true self, but this mask seems to want to confront
Users to test the strength of their wills…
Physical/Rot/Debuff
Dispositions
Information
Level 13
Once per combat, when you defeat a Shadow, you can receive -2 AGI and choose
between +2 STR or +2 MAG. This effect lasts until the end of the combat.
7 1 7 2 7 2
Type Interactions
Weak: Ice/Intel
Drain: Thunder
Reflect: Physical
Spells
Friday Lives (P): Friday cannot take more than 20% of his maximum HP (42) in any
instance of damage. Critical Hits increase the gating to 40% (84) instead.
Shadows 8
Gore: 1 target within 3 meters. On hit: STRd8+7 (38) Physical damage. If this puts a
target in Death’s Door, Friday can cast this spell again as a Free action.
Decapitate: 1 target within 8 meters. On hit: STRd6 (24) Physical damage and target
receives -1 AGI and -1 STR for 1 turn.
Pull: 1 adjacent target. On hit: STR (6) Dark damage and target suffers Fortify Physical
-5 until the end of Friday’s next turn. After landing this spell, Friday can cast one of his
spells as a Free action.
Lore
A brutal and vicious serial killer that haunts a camping site where it is said he died. He
returns to torment the camp and the campers quite often, always seeking revenge for
being left to die.
Status/Water/Heal
Dispositions
Information
Level 17
Whenever you cast a Water spell, choose 1 target you can see and heal it of one
currently active Status condition.
4 1 5 3 5 7
Type Interactions
Drain: Ice
Null: Dark
Resist: Status/Light
Weak: Gun
Spells
Ecstasy and Fire (P): Whenever Rasputin spends X Luck Charges, the first attack he
declares on his next turn has +X to the attack roll.
Shadows 9
He Drank It All (P): Rasputin is immune to the Poisoned condition.
River Rise: Up to 3 targets within 6 meters. On hit: STRd8+5 (23) Ice damage. Rasputin
can choose to spend X amount of Luck Charges to give this spell 20+5X% chance of
Fearful.
Empress’ Lover: Up to 2 targets within 8 meters. 3TEC+5 (20) Ice damage. Rasputin
heals himself and up to 2 Shadows he can see by half of the total damage caused, and
can pay X Luck Charges to increase healing by XTEC.
Lore
Grigori Rasputin was a controversial figure in Russian history, being mostly known for
mysteriously healing the empress’ son from his sickness. His involvement with the
nobility eventually led into his demise. It is said that even though he was shot and
poisoned, he only truly died after he was drowned.
The “lore” and stat block for Izanami may contain spoilers for Persona 4.
If you wish to avoid spoilers for yourself or your table, make sure to avoid this block.
Types
Rot/Almighty/Status
Information
Level 20
Izanami always is the last unit in initiative, and has two turns per round.
Once Izanami dies for the first time in combat, she becomes The Rotten Mother of
Japan - Izanami-no-Okami. She keeps her position in initiative but loses all Buff,
Debuff and Status effects.
4 10 15 5 7 2
Type Interactions
Null: Intel
Reflect: Fire
Drain: Dark/Thunder
Spells
Shadows 10
Spears of Yomi: Up to 5 targets within 8 meters. MAGd6+3 (38) Dark damage and
targets have Fortify Dark -MAG until the end of Izanami’s next turn.
Goddess’ Punishment: 1 target Izanami can see. On hit: MAGd8+20 (65) Dark damage
and instantly kills targets below 20+2TEC% (50%) maximum HP.
Amidst the Fog: All combatants. -3 LCK for all rolls to dodge Status effects for 3
rounds.
Poison Mist: Any number of targets within 9 meters. Poisoned chance: 15+3TEC%
(60%).
Lore
Izanami is the mother goddess of Shintoism who, along with Izanagi, is said to have
created Japan and its people. She went to Yomi - the land of the dead - after her death,
where Izanagi failed to retrieve her and Izanami cursed his subjects, saying she would
kill 1000 of them every day while Izanagi countered by saying 1500 subjects would be
born for every 1000 she killed.
Types
Rot/Almighty/Status
Information
Level 20
Izanami-no-Okami is always the last unit in initiative, and has two turns per round.
4 10 15 5 7 2
Type Interactions
Null: Intel
Reflect: Fire
Resist: Ice/Status
Drain: Dark/Thunder
Spells
Shadows 11
Hell’s Judgement: Any number of targets within 7 meters. On hit: MAGd8 (45) Dark
damage and targets suffer Fortify Dark -20 until the end of the round.
Summons to Yomi: Any number of targets. On hit: Targets suffering at least 1 Status
effect are instantly brought to Death’s Door.
Stagnant Air: All combatants. -2 LCK for all rolls to dodge Status effects for 3 rounds.
Hetelic Actions
Kuro Ikazuchi (Default): All targets between Izanami-no-Okami and a point within MAG
meters have their Thunder interaction reduced by one step (Drain → Reflect → Null →
Neutral → Weak) until the end of the combat.
Deceased Blight (Interrupt): When a User enters Death’s Door, all other Users suffer
90% Poisoned chance. Any User inflicted by Poisoned is automatically Ingrained.
World’s End (Two Defaults): This Hetelic Action can only be used after Izanami-no-
Okami’s HP is below 40% of her maximum. All combatants under a Status effect take
X50 Almighty damage, X being how many times each target suffered a Status effect in
this combat - even Izanami-no-Okami. This Hetelic Action ignores Hetelic Resistances’
damage gating.
Lore
The true form of Izanami, a grotesque rotting abomination that can only be seen by
being exposed through a mysterious artifact. During the incident in Inaba, she seeked
to grant what she believed to be humanity’s ultimate wish; oblivion.
Shadows 12