DedWards
2013-10-11, 12:04 PM
I started this project as I couldn't (at the time) find a system that I was happy with that emulated the Shin Megami Tensei: Persona series of games, other than tweaks to already established systems (like Mutants and Masterminds). I didn't want to tweak another system, but rather a standalone system.
I've started basing this system off info I have on Persona 4 as it's the one I've played the most. I do plan on adding elements of the other Persona games once I have a working base. The only exception is I want to split the Physical Skills into the three used in Persona 3 (Slash, Strike and Pierce) rite from the beginning.
Edit 1:
Some minor corrections and the addition of the Skill Ranks
Edit 2 (22 October 2013):
Updated the Social Ladder
Added Arcana Groupings
Edit 3 (25 Oct 2013):
Reworked Social Interactions
Some minor tweaks
Edit 4 (28 Oct 2013):
Reworked Combat to reduce the number of dice rolls
Reworked the Character Sheet to reflect the updates so far
Edit 5 (05 Nov 2013):
Re-ranked the Skills
Edit 6 (13 Nov 2013):
Re-wrote a lot of the rules to fix a few things that where bothering me
The only dice PRP uses is the d6. Majority of the rolls made will be Attribute Rolls. This is done by counting the number of dots your character has in the appropriate attribute (the attribute's rank) and rolling that many dice, but one of the dice rolled must be of a different colour. This differently coloured die is referred to as the Luck Die (see below). Combat rolls are done differently, this difference is covered in the Combat section. The roll then has all face up values on the dice totalled up and is then compared against the difficulty of the task being rolled for (set by the DM).
Any roll using a Luck Die and it lands on a 6 is considered a Critical Success. With Attribute Rolls, a Critical Success has 6 added to the result (this is the 6 from the Luck Die) and the Luck Die is rerolled. Any Further 6's does not get a reroll.
Any roll using a Luck Die and it lands on a 1 is considered a Critical Failure. With Attribute Rolls, a Critical Failure has the Luck Die's 1 and one other die of the highest value removed from the total. This removal cannot reduce the total number of dice to lower than 1 die.
The Luck Attribute (Lu) has a possible effect on the Luck Die. At any time a Luck Die is rolled, a player may reroll the Luck Die, but must keep the new result. This reroll may be done a number of times per session equal to the character's rank in Lu.
Page 1 of the Character Sheet (http://fc03.deviantart.net/fs71/i/2013/317/a/a/character_sheet___main_by_vampirechild85-d6q4vah.png). The Second page (http://fc02.deviantart.net/fs70/i/2013/301/d/5/character_sheet___social_by_vampirechild85-d6q4x52.png) to the Character Sheet is the Social page and is purely to keep track of the characters Social Links.
Swords (Physical):
04 - Emperor
07 - Chariot
08 - Justice
11 - Strength
16 - Tower
Wands (Magic):
01 - Magician
15 - Devil
17 - Star
19 - Sun
20 - Judgement
Cups (Recovery):
02 - Priestess
03 - Empress
05 - Hierophant
06 - Lovers
14 - Temperance
Coins (Support):
09 - Hermit
10 - Fortune
12 - Hanged Man
13 - Death
18 - Moon
Persona Represent the inner self. All Persona are based off of some mythological and / or historical being. When making a character, after choosing your Arcana, you must then pick a Persona that aligns with what the Arcana represents.
The are two categories for Attributes: Social and Physical. Each category has 5 types in it (I based these off the attributes in the actual game).
Social:
Co - Courage
Ex - Expression
Kn - Knowledge
Di - Diligence
Un - Understanding
Physical:
St - Strength
Ma - Magic
En - Endurance
Ag - Agility
Lu - Luck
Socail Attributes are mostly used for Social interaction with other PC's and NPC's, though Physical Attributes may also be used. If a Physcial Attribute is used, it'd probably be for actions like attempting to impress someone with your athletic skill.
Physical Attributes affect Combat the most (See Combat).
HP and SP are calculated by adding 5 Attributes Ranks together and then multiplying the result by the Arcana's modifier:
HP = (Co + Di + St + En + Ag) x (Arcana HP Mod)
SP = (Ex + Un + Kn + Ma + Lu) x (Arcana SP Mod)
Social Attributes are increased by spending Social Link Points (SLP) on them (See Social Interaction). Physical Attributes are increased by spending Battle Points (BP) on them (See Combat). To raise an attribute you need to spend a number of SLP or BP equal to the rank it is currently at. So if a character has 3 ranks in Kn, it'll cost 3 SLP to raise to rank 4.
Characters may also spend SLP or BP, but not a mix of both, to learn more Skills, but a lot of Skills require more than BP or SLP to purchase. These Skills will require an Attribute to be at a specific rank and / or require the character to have another Skill, normally a lower ranked version. Each character may not have more than 8 Skills at any time. If a player wishes to purchase a new skill, but the character already has 8 Skills, the player may choose to forget a Skill to make room, BUT that forgotten Skill may not be relearned later. The Skill chosen to be forgotten can be the one required to purchase the new Skill, so a character can choose to forget Agi in order to learn Agilao.
I'm trying to design the rules to be a little flexible on when the characters go to the "Shadow World" (TV World in P4 and Tartarus in P3). The days' progression will be split:
-Morning: The first few waking hours.
-Daytime: Late morning to noon
-Afternoon: Noon to sundown
-Night time: Sundown to bedtime
In each portion of the day, the players must chose to do one thing, be it attending school, going to work / part time job, spending time with a friend or going to the Shadow World. During these actions is where story progression should happen with the Shadow World being the main place for combat / dungeon crawling.
Most Social Interaction (SI) will take place during the Daytime or Afternoon. Some SI will result in the start and advancement of Social Links (SL). While most SL will be with NPC's, it is encouraged that the PC's create SL's with each other. SL ranks can be tracked on the 2nd page of the character sheet. Most SL's will start at rank 0 - Neutral on the Social Ladder (bellow).
10•Best Friend (Lover?)
9•
8•
7•Well-Wisher
6•Friendly
5•
4•
3•Acquaintance
2•
1•
0•Neutral
-1•
-2•
-3•Bother
-4•
-5•
-6•Unfriendly
-7•Ill-Wisher
-8•
-9•
-10•Hatred
As a character interacts with a SL, the character has a chance to rise or fall on the Social Ladder through Attribute Rolls. A successful Attribute Roll with a SL during SI will grant the character SLP:
SLP Action
+1 Initiating the SI
+1 Successful Attribute Roll
+1 Critical Success on the Attribute Roll (added to the success makes +2)
0 Not successful on the Attribute Roll
-1* Cancelling a promised SI
-2* Critical Failure on an Attribute Roll
*SI is the only way for a character to go lower than 0 SLP. A character can only spend SLP if the value is positive.
If the DM wishes, he may allow the players to acquire item(s) that correspond to the Arcana. If a character has such an item with him when he interacts with a SL and it's the same Arcana, grant +1 to each action above.
Depending on the DM's decision, when a character makes a Critical Failure of a SI, the SL's arcana may become Reversed. SI with a Reversed SL don’t gain or lose any SLP, but it takes two SI to return the arcana back to normal (effectively apologising). The DM may also grant extra penalties to a reversed arcana.
Most combat involving the manifestation of the characters' Personae will normally take place during the Dungeon Phase and, more often than not, in the Shadow World. Combat progresses in a series of steps:
If the party manages to sneak up on an enemy (normally Shadows), they can get one free round of attacks on them before initiatives are rolled. If the party manages to knock all the enemies Down, they skill get to initiate an All-Out-Attack
If the party is caught off guard, the enemies get the free round.At the start of combat, each character involved must roll 1d6 and add their Ag. This determines the order in which each character acts. Any ties are resolved with the character with the higher Ag going before the other. If the Ag are tied, the two roll to see who goes before the other. You only roll initiative once per combat, not every round. Any Status Debuff, Status Buff or Ailment with a timer has its timer reduced by one during this phase.The character must choose to do one of the following:
-Attack: Attack an enemy with the currently equipped weapon.
-Persona: Use one of the Persona's Skills
-Item: Use an item currently carried
-Guard: Go into a defensive stance and halve the damage received from the next hit taken. Also prevents Down status from that attack. Cannot doge the attack.
-Run: Flee from the current battle. DM rolls 1D6. 1-2: fail the escape; 3-4: escape after two of the character's turns; 5-6: escape after the character's next turn. If an Action knocks an enemy Down (doesn't have to defeat it) and all enemies are Down, the group may perform an All-Out-Attack. All-Out-Attacks are free actions, so they don't affect a character's turn order.The active character afflicted with an Ailment suffers the Ailment's effect if the ailment isn't continuous. If you chose to attack or use a Skill that does damage, roll a number of D6 equal to the amount in your Ag. This is your accuracy score for this attack. Compare your accuracy to the defender's Evasion (Ag x 3). If the accuracy is higher, the attack or Skill hits; if the accuracy is lower or equal, the attack is dodged.
Damage is determined depending on the attack or Skill type. If an attack, roll St and add the weapon's damage. If a Physical Skill, roll St and add the Skill's damage. In both cases, subtract the defender's Physical Resistance (En x 3) from the damage dealt and the defender takes the rest as damage. If the attack is a Magic Skill, the attacker rolls Ma and add the Skill's damage, subtract the defender's Magic Resistance (Ma x 3). Any damage dealt cannot be reduced to less than 1, unless the type is Nullified or Reflected.
Physical Skills and attacks with weapons have a chance to score a critical hit, this is determined with the Wild Die. If a combatant suffers a critical hit, he will be knocked Down, if he was already Down, he will become Dizzy. Note that Magic Skills Critical hits do not Knock the target Down nor can they cause a Downed target to become Dizzy, though they do get the reroll on the Wild Die like normal. The only way a Magic Skill can cause Down or Dizzy is if the target is weak to it's element type.
All characters and enemies have Affinities to the different damage types, with Almighty being the only damage type that there is no affinity to. If a combatant is hit with an attack of the element he has an affinity to, do the following:
Weak: After subtracting Physical or Magical Resistance, double the damage and the target gains the Ailment Down. If the target is already Down, the target becomes Dizzy.
Resist: After subtracting Physical or Magical Resistance, halve the damage rounded up. Critical hits from weapon attacks can still cause the Ailments Down or Dizzy.
Nullify: Take no damage. This also means that Critical hits don't cause the Down or Dizzy Ailment
Reflect: Take no damage and reflect the damage that would've been dealt, before subtracting Physical or Magical Resistance, back at the attacker. Subtract the attacker's Physical or Magical Resistance from the Reflected attack. If both you and the attacker have reflect to the damage type, the effect is Nullified.
Absorb: Subtract Physical or Magical Resistance from the attack, then gain the remaining damage as HP instead of taking the damage. Critical hits do not add to the HP gained (ie don't reroll the Luck Die) nor does a Critical fail cause anything negative (don't remove any dice from the total). Each party member not affected by Down, Dizzy, Rage or Enervation rolls St or Ma, whichever is higher. If a member is affected by Fear, they must first roll a D6 and on a 5 or 6, that PC may join the All-Out-Attack and rolls St or Ma. Total up all the St and Ma and divide it by the number of enemies that are left (rounded down), Each enemy takes Almighty damage of that amount without getting a Physical or Magical Resistance subtracted from it, but also stops being Down or Dizzy. The attacker rolls Ag and adds the Skills bonus or penalty to calculate accuracy. Compare your accuracy to the defender's Evasion (Ag x 3). If the accuracy is higher, the attack or Skill hits; if the accuracy is lower or equal, the attack is dodged.
If the Ailment comes from a Physical attack or Skill, use the attacker's Accuracy for the Physical attack or Skill as the Ailment affects Accuracy, add the Ailment effects bonus or penalty to it. Only do this if the Physical attack or Skill hits.
Weak: {Light and Dark only} Add X as a bonus to the attacker's accuracy
Resist: Halve the accuracy before adding the Skill's bonus / penalty to the accuracy.
Nullify: Defender cannot be affected.
Reflect: {Light and Dark only} prevent the affect and reflect it back at the attacker. If both attacker and defender have reflect to the effect type, the effect is Nullified.Most Ailments last 3 rounds, with the exception of Down and Dizzy. This timer is reduced during the Status Timer Phase. If the combat ends, all ailments are removed.
Down:If the defender is hit with a Physical Skill or a weapon attack that scores a critical, or an attack of her weakness, she is knocked Down and gets back up in the Status Timer Phase.
Dizzy:If the defender is Down and suffers a critical hit from a Physical Skill or a weapon, or takes a hit from his weakness whike Down, he becomes Dizzy. A Dizzy character skips his next turn and only gets back up the following turn.
Fear:At the Start of the Status Timer Phase, roll 1d6:
1: The character runs away from the combat.
2-4: The character acts normally, but if still affected my Fear.
5-6: The character skips the rest of her turn as she's too afraid to do anything.
Panic:At the Start of the Status Timer Phase, roll 1d6:
1: Waste Money- the character loses ¥(1d6 x 100)
2: The character skips the rest of his turn.
3: The character attacks a random ally
4: The character attacks a random enemy
5: The character uses Guard
6: The character Skips the rest of his turn
Rage:The affected character attacks a random enemy every turn. The damage dealt is doubled and any damage the character receives is doubled too.
Mute:The affected character may not use any of her Persona's Skills.
Exhaustion:The affected character loses 10% max SP during the Status Effect Phase.
Poison:The affected character loses 10% max HP during the Status Effect Phase. This cannot take a characters HP to less than 5% max HP.
Enervation:The affected character rolls [X] less d6's, to a minimum of 1d6, on any roll she makes.
Purchasing Skills will require a number of BP or SLP, but not a mixture of both. Some Skills will have prerequisites, like having already learned the lower ranked version and / or having certain Attributes be at a specific rank.
Balzac
Enervation
Evil Touch
Makajam
Poisma
Pulinpa
Soul Break
Agi
Bufu
Garu
Hama
Mabufu
Magaru
Maragi
Mazio
Mudo
Zio
Growth 1
Regenerate 1
Sharp Student
Arm Chopper
Assault Dive
Bash
Cleave
Double Fangs
Hysterical Slap
Muzzle Shot
Poison Skewer
Single Shot
Skewer
Skull Cracker
Sonic Punch
Dia
Media
Patra
Pulinpa
Rakukaja
Rakunda
Ghastly Wail
Poison Mist
Tentarafoo
Valiant Dance
Agilao
Bufula
Foul Breath
Garula
Life Drain
Mahama
Mamudo
Mazionga
Megido
Spirit Drain
Zionga
Alertness
{Ailment} Boost
Counter
Dodge {Element}
{Element} Boost
Invigorate 1
Invigorate 2
Resist {Ailment}
Resist {Element}
Survive {Light/Dark}
Atom Smasher
Black Spot
Cell Breaker
Crazy Chain
Fatal End
Gale Slash
Hurculean Strike
Kill Rush
Mind Slice
Power Slash
Rampage
Swift Strike
Twin Shot
Diarama
Me Patra
Nervundi
Posmundi
Re Patra
Recarm
{Colour} Wall
Dekaja
Dekunda
Tetraja
Anima Freeze
Evil Smile
Foolish Whisper
Old One
Hamaon
Mabufula
Magarula
Maragion
Mudoon
Stagnant Air
Ailment Boost
Apt Pupil
Auto-Ma{status}
Auto-{Status}
Cool Breeze
Counterstrike
Divine Grace
Endure
Growth 2
{Hama/Mudo} Boost
Null {Ailment}
Power Charge
Regenerate 2
Resist {Light/Dark}
Aeon Rain
Arrow Rain
Blade of Fury
Blight
Brain Shake
Deathbound
Gigantic Fist
Heat Wave
Mighty Swing
Mustard Bomb
Navas Nebula
Poison Arrow
Seal Bomb
Tempest Slash
Torrent Shot
Vicious Strike
Vile Assault
Diaharan
Energy Shower
Mediarama
Mutudi
{Element} Break
{Makara/Tetra} Break
Makarakarn/Tetrakarn
Ma{status}kaja
Mar{status}nda
{Mind/Power} Charge
Agidyne
Bufudyne
Garudyne
Mabufudyne
Magarudyne
Mahamaon
Mamudoon
Maragidyne
Maziodyne
Megidola
Ziodyne
Die For Me!*
Niflheim*
Ragnarok*
Thunder Reign*
*Only one Persona may learn one of these Skills per Campaign
Absorb {Element}
Arm Master
{Element} Amp
Endure {Light/Dark}
Enduring Soul
Evade {Element}
Growth 3
High Counter
Invigorate 3
Null {Light/Dark}
Null {Element}
Regenerate 3
Repel {Element}
Spell Master
Akasha Arts
God's Hand
Myriad Arrows
Rainy Death
Virus Wave
Vorpal Blade
Amrita
Mediarahan
Samarecarm
Samsara
Debilitate
Heat Riser
Revolution
Sharp Student
Black Viper
Magidolaon
Megidolaon
Morning Star
Panta Rhei
Ali Dance
Angelic Grace
Firm Stance
Insta-Heal
Repel {Light/Dark}
Unshaken Will
Victory Cry
Agneyastra
Hassou Tobi
Heaven's Blade
Pralaya
Primal Force
Salvation
I've started basing this system off info I have on Persona 4 as it's the one I've played the most. I do plan on adding elements of the other Persona games once I have a working base. The only exception is I want to split the Physical Skills into the three used in Persona 3 (Slash, Strike and Pierce) rite from the beginning.
Edit 1:
Some minor corrections and the addition of the Skill Ranks
Edit 2 (22 October 2013):
Updated the Social Ladder
Added Arcana Groupings
Edit 3 (25 Oct 2013):
Reworked Social Interactions
Some minor tweaks
Edit 4 (28 Oct 2013):
Reworked Combat to reduce the number of dice rolls
Reworked the Character Sheet to reflect the updates so far
Edit 5 (05 Nov 2013):
Re-ranked the Skills
Edit 6 (13 Nov 2013):
Re-wrote a lot of the rules to fix a few things that where bothering me
The only dice PRP uses is the d6. Majority of the rolls made will be Attribute Rolls. This is done by counting the number of dots your character has in the appropriate attribute (the attribute's rank) and rolling that many dice, but one of the dice rolled must be of a different colour. This differently coloured die is referred to as the Luck Die (see below). Combat rolls are done differently, this difference is covered in the Combat section. The roll then has all face up values on the dice totalled up and is then compared against the difficulty of the task being rolled for (set by the DM).
Any roll using a Luck Die and it lands on a 6 is considered a Critical Success. With Attribute Rolls, a Critical Success has 6 added to the result (this is the 6 from the Luck Die) and the Luck Die is rerolled. Any Further 6's does not get a reroll.
Any roll using a Luck Die and it lands on a 1 is considered a Critical Failure. With Attribute Rolls, a Critical Failure has the Luck Die's 1 and one other die of the highest value removed from the total. This removal cannot reduce the total number of dice to lower than 1 die.
The Luck Attribute (Lu) has a possible effect on the Luck Die. At any time a Luck Die is rolled, a player may reroll the Luck Die, but must keep the new result. This reroll may be done a number of times per session equal to the character's rank in Lu.
Page 1 of the Character Sheet (http://fc03.deviantart.net/fs71/i/2013/317/a/a/character_sheet___main_by_vampirechild85-d6q4vah.png). The Second page (http://fc02.deviantart.net/fs70/i/2013/301/d/5/character_sheet___social_by_vampirechild85-d6q4x52.png) to the Character Sheet is the Social page and is purely to keep track of the characters Social Links.
Swords (Physical):
04 - Emperor
07 - Chariot
08 - Justice
11 - Strength
16 - Tower
Wands (Magic):
01 - Magician
15 - Devil
17 - Star
19 - Sun
20 - Judgement
Cups (Recovery):
02 - Priestess
03 - Empress
05 - Hierophant
06 - Lovers
14 - Temperance
Coins (Support):
09 - Hermit
10 - Fortune
12 - Hanged Man
13 - Death
18 - Moon
Persona Represent the inner self. All Persona are based off of some mythological and / or historical being. When making a character, after choosing your Arcana, you must then pick a Persona that aligns with what the Arcana represents.
The are two categories for Attributes: Social and Physical. Each category has 5 types in it (I based these off the attributes in the actual game).
Social:
Co - Courage
Ex - Expression
Kn - Knowledge
Di - Diligence
Un - Understanding
Physical:
St - Strength
Ma - Magic
En - Endurance
Ag - Agility
Lu - Luck
Socail Attributes are mostly used for Social interaction with other PC's and NPC's, though Physical Attributes may also be used. If a Physcial Attribute is used, it'd probably be for actions like attempting to impress someone with your athletic skill.
Physical Attributes affect Combat the most (See Combat).
HP and SP are calculated by adding 5 Attributes Ranks together and then multiplying the result by the Arcana's modifier:
HP = (Co + Di + St + En + Ag) x (Arcana HP Mod)
SP = (Ex + Un + Kn + Ma + Lu) x (Arcana SP Mod)
Social Attributes are increased by spending Social Link Points (SLP) on them (See Social Interaction). Physical Attributes are increased by spending Battle Points (BP) on them (See Combat). To raise an attribute you need to spend a number of SLP or BP equal to the rank it is currently at. So if a character has 3 ranks in Kn, it'll cost 3 SLP to raise to rank 4.
Characters may also spend SLP or BP, but not a mix of both, to learn more Skills, but a lot of Skills require more than BP or SLP to purchase. These Skills will require an Attribute to be at a specific rank and / or require the character to have another Skill, normally a lower ranked version. Each character may not have more than 8 Skills at any time. If a player wishes to purchase a new skill, but the character already has 8 Skills, the player may choose to forget a Skill to make room, BUT that forgotten Skill may not be relearned later. The Skill chosen to be forgotten can be the one required to purchase the new Skill, so a character can choose to forget Agi in order to learn Agilao.
I'm trying to design the rules to be a little flexible on when the characters go to the "Shadow World" (TV World in P4 and Tartarus in P3). The days' progression will be split:
-Morning: The first few waking hours.
-Daytime: Late morning to noon
-Afternoon: Noon to sundown
-Night time: Sundown to bedtime
In each portion of the day, the players must chose to do one thing, be it attending school, going to work / part time job, spending time with a friend or going to the Shadow World. During these actions is where story progression should happen with the Shadow World being the main place for combat / dungeon crawling.
Most Social Interaction (SI) will take place during the Daytime or Afternoon. Some SI will result in the start and advancement of Social Links (SL). While most SL will be with NPC's, it is encouraged that the PC's create SL's with each other. SL ranks can be tracked on the 2nd page of the character sheet. Most SL's will start at rank 0 - Neutral on the Social Ladder (bellow).
10•Best Friend (Lover?)
9•
8•
7•Well-Wisher
6•Friendly
5•
4•
3•Acquaintance
2•
1•
0•Neutral
-1•
-2•
-3•Bother
-4•
-5•
-6•Unfriendly
-7•Ill-Wisher
-8•
-9•
-10•Hatred
As a character interacts with a SL, the character has a chance to rise or fall on the Social Ladder through Attribute Rolls. A successful Attribute Roll with a SL during SI will grant the character SLP:
SLP Action
+1 Initiating the SI
+1 Successful Attribute Roll
+1 Critical Success on the Attribute Roll (added to the success makes +2)
0 Not successful on the Attribute Roll
-1* Cancelling a promised SI
-2* Critical Failure on an Attribute Roll
*SI is the only way for a character to go lower than 0 SLP. A character can only spend SLP if the value is positive.
If the DM wishes, he may allow the players to acquire item(s) that correspond to the Arcana. If a character has such an item with him when he interacts with a SL and it's the same Arcana, grant +1 to each action above.
Depending on the DM's decision, when a character makes a Critical Failure of a SI, the SL's arcana may become Reversed. SI with a Reversed SL don’t gain or lose any SLP, but it takes two SI to return the arcana back to normal (effectively apologising). The DM may also grant extra penalties to a reversed arcana.
Most combat involving the manifestation of the characters' Personae will normally take place during the Dungeon Phase and, more often than not, in the Shadow World. Combat progresses in a series of steps:
If the party manages to sneak up on an enemy (normally Shadows), they can get one free round of attacks on them before initiatives are rolled. If the party manages to knock all the enemies Down, they skill get to initiate an All-Out-Attack
If the party is caught off guard, the enemies get the free round.At the start of combat, each character involved must roll 1d6 and add their Ag. This determines the order in which each character acts. Any ties are resolved with the character with the higher Ag going before the other. If the Ag are tied, the two roll to see who goes before the other. You only roll initiative once per combat, not every round. Any Status Debuff, Status Buff or Ailment with a timer has its timer reduced by one during this phase.The character must choose to do one of the following:
-Attack: Attack an enemy with the currently equipped weapon.
-Persona: Use one of the Persona's Skills
-Item: Use an item currently carried
-Guard: Go into a defensive stance and halve the damage received from the next hit taken. Also prevents Down status from that attack. Cannot doge the attack.
-Run: Flee from the current battle. DM rolls 1D6. 1-2: fail the escape; 3-4: escape after two of the character's turns; 5-6: escape after the character's next turn. If an Action knocks an enemy Down (doesn't have to defeat it) and all enemies are Down, the group may perform an All-Out-Attack. All-Out-Attacks are free actions, so they don't affect a character's turn order.The active character afflicted with an Ailment suffers the Ailment's effect if the ailment isn't continuous. If you chose to attack or use a Skill that does damage, roll a number of D6 equal to the amount in your Ag. This is your accuracy score for this attack. Compare your accuracy to the defender's Evasion (Ag x 3). If the accuracy is higher, the attack or Skill hits; if the accuracy is lower or equal, the attack is dodged.
Damage is determined depending on the attack or Skill type. If an attack, roll St and add the weapon's damage. If a Physical Skill, roll St and add the Skill's damage. In both cases, subtract the defender's Physical Resistance (En x 3) from the damage dealt and the defender takes the rest as damage. If the attack is a Magic Skill, the attacker rolls Ma and add the Skill's damage, subtract the defender's Magic Resistance (Ma x 3). Any damage dealt cannot be reduced to less than 1, unless the type is Nullified or Reflected.
Physical Skills and attacks with weapons have a chance to score a critical hit, this is determined with the Wild Die. If a combatant suffers a critical hit, he will be knocked Down, if he was already Down, he will become Dizzy. Note that Magic Skills Critical hits do not Knock the target Down nor can they cause a Downed target to become Dizzy, though they do get the reroll on the Wild Die like normal. The only way a Magic Skill can cause Down or Dizzy is if the target is weak to it's element type.
All characters and enemies have Affinities to the different damage types, with Almighty being the only damage type that there is no affinity to. If a combatant is hit with an attack of the element he has an affinity to, do the following:
Weak: After subtracting Physical or Magical Resistance, double the damage and the target gains the Ailment Down. If the target is already Down, the target becomes Dizzy.
Resist: After subtracting Physical or Magical Resistance, halve the damage rounded up. Critical hits from weapon attacks can still cause the Ailments Down or Dizzy.
Nullify: Take no damage. This also means that Critical hits don't cause the Down or Dizzy Ailment
Reflect: Take no damage and reflect the damage that would've been dealt, before subtracting Physical or Magical Resistance, back at the attacker. Subtract the attacker's Physical or Magical Resistance from the Reflected attack. If both you and the attacker have reflect to the damage type, the effect is Nullified.
Absorb: Subtract Physical or Magical Resistance from the attack, then gain the remaining damage as HP instead of taking the damage. Critical hits do not add to the HP gained (ie don't reroll the Luck Die) nor does a Critical fail cause anything negative (don't remove any dice from the total). Each party member not affected by Down, Dizzy, Rage or Enervation rolls St or Ma, whichever is higher. If a member is affected by Fear, they must first roll a D6 and on a 5 or 6, that PC may join the All-Out-Attack and rolls St or Ma. Total up all the St and Ma and divide it by the number of enemies that are left (rounded down), Each enemy takes Almighty damage of that amount without getting a Physical or Magical Resistance subtracted from it, but also stops being Down or Dizzy. The attacker rolls Ag and adds the Skills bonus or penalty to calculate accuracy. Compare your accuracy to the defender's Evasion (Ag x 3). If the accuracy is higher, the attack or Skill hits; if the accuracy is lower or equal, the attack is dodged.
If the Ailment comes from a Physical attack or Skill, use the attacker's Accuracy for the Physical attack or Skill as the Ailment affects Accuracy, add the Ailment effects bonus or penalty to it. Only do this if the Physical attack or Skill hits.
Weak: {Light and Dark only} Add X as a bonus to the attacker's accuracy
Resist: Halve the accuracy before adding the Skill's bonus / penalty to the accuracy.
Nullify: Defender cannot be affected.
Reflect: {Light and Dark only} prevent the affect and reflect it back at the attacker. If both attacker and defender have reflect to the effect type, the effect is Nullified.Most Ailments last 3 rounds, with the exception of Down and Dizzy. This timer is reduced during the Status Timer Phase. If the combat ends, all ailments are removed.
Down:If the defender is hit with a Physical Skill or a weapon attack that scores a critical, or an attack of her weakness, she is knocked Down and gets back up in the Status Timer Phase.
Dizzy:If the defender is Down and suffers a critical hit from a Physical Skill or a weapon, or takes a hit from his weakness whike Down, he becomes Dizzy. A Dizzy character skips his next turn and only gets back up the following turn.
Fear:At the Start of the Status Timer Phase, roll 1d6:
1: The character runs away from the combat.
2-4: The character acts normally, but if still affected my Fear.
5-6: The character skips the rest of her turn as she's too afraid to do anything.
Panic:At the Start of the Status Timer Phase, roll 1d6:
1: Waste Money- the character loses ¥(1d6 x 100)
2: The character skips the rest of his turn.
3: The character attacks a random ally
4: The character attacks a random enemy
5: The character uses Guard
6: The character Skips the rest of his turn
Rage:The affected character attacks a random enemy every turn. The damage dealt is doubled and any damage the character receives is doubled too.
Mute:The affected character may not use any of her Persona's Skills.
Exhaustion:The affected character loses 10% max SP during the Status Effect Phase.
Poison:The affected character loses 10% max HP during the Status Effect Phase. This cannot take a characters HP to less than 5% max HP.
Enervation:The affected character rolls [X] less d6's, to a minimum of 1d6, on any roll she makes.
Purchasing Skills will require a number of BP or SLP, but not a mixture of both. Some Skills will have prerequisites, like having already learned the lower ranked version and / or having certain Attributes be at a specific rank.
Balzac
Enervation
Evil Touch
Makajam
Poisma
Pulinpa
Soul Break
Agi
Bufu
Garu
Hama
Mabufu
Magaru
Maragi
Mazio
Mudo
Zio
Growth 1
Regenerate 1
Sharp Student
Arm Chopper
Assault Dive
Bash
Cleave
Double Fangs
Hysterical Slap
Muzzle Shot
Poison Skewer
Single Shot
Skewer
Skull Cracker
Sonic Punch
Dia
Media
Patra
Pulinpa
Rakukaja
Rakunda
Ghastly Wail
Poison Mist
Tentarafoo
Valiant Dance
Agilao
Bufula
Foul Breath
Garula
Life Drain
Mahama
Mamudo
Mazionga
Megido
Spirit Drain
Zionga
Alertness
{Ailment} Boost
Counter
Dodge {Element}
{Element} Boost
Invigorate 1
Invigorate 2
Resist {Ailment}
Resist {Element}
Survive {Light/Dark}
Atom Smasher
Black Spot
Cell Breaker
Crazy Chain
Fatal End
Gale Slash
Hurculean Strike
Kill Rush
Mind Slice
Power Slash
Rampage
Swift Strike
Twin Shot
Diarama
Me Patra
Nervundi
Posmundi
Re Patra
Recarm
{Colour} Wall
Dekaja
Dekunda
Tetraja
Anima Freeze
Evil Smile
Foolish Whisper
Old One
Hamaon
Mabufula
Magarula
Maragion
Mudoon
Stagnant Air
Ailment Boost
Apt Pupil
Auto-Ma{status}
Auto-{Status}
Cool Breeze
Counterstrike
Divine Grace
Endure
Growth 2
{Hama/Mudo} Boost
Null {Ailment}
Power Charge
Regenerate 2
Resist {Light/Dark}
Aeon Rain
Arrow Rain
Blade of Fury
Blight
Brain Shake
Deathbound
Gigantic Fist
Heat Wave
Mighty Swing
Mustard Bomb
Navas Nebula
Poison Arrow
Seal Bomb
Tempest Slash
Torrent Shot
Vicious Strike
Vile Assault
Diaharan
Energy Shower
Mediarama
Mutudi
{Element} Break
{Makara/Tetra} Break
Makarakarn/Tetrakarn
Ma{status}kaja
Mar{status}nda
{Mind/Power} Charge
Agidyne
Bufudyne
Garudyne
Mabufudyne
Magarudyne
Mahamaon
Mamudoon
Maragidyne
Maziodyne
Megidola
Ziodyne
Die For Me!*
Niflheim*
Ragnarok*
Thunder Reign*
*Only one Persona may learn one of these Skills per Campaign
Absorb {Element}
Arm Master
{Element} Amp
Endure {Light/Dark}
Enduring Soul
Evade {Element}
Growth 3
High Counter
Invigorate 3
Null {Light/Dark}
Null {Element}
Regenerate 3
Repel {Element}
Spell Master
Akasha Arts
God's Hand
Myriad Arrows
Rainy Death
Virus Wave
Vorpal Blade
Amrita
Mediarahan
Samarecarm
Samsara
Debilitate
Heat Riser
Revolution
Sharp Student
Black Viper
Magidolaon
Megidolaon
Morning Star
Panta Rhei
Ali Dance
Angelic Grace
Firm Stance
Insta-Heal
Repel {Light/Dark}
Unshaken Will
Victory Cry
Agneyastra
Hassou Tobi
Heaven's Blade
Pralaya
Primal Force
Salvation