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View Full Version : Original System Persona 2.0(Pending a better title)



Philemonite
2014-09-08, 06:10 AM
This is the second (and hopefully improved) version of persona tabletop game. It is based on my Generica system, a system designed to emulate video games. Since BioWare made a video game based on tabletop game, why not a tabletop based on a video game? Generica doesn't have rules for adventuring and social interactions, it is assumed that will be doe through RP.

Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:

Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.

You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.

Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.
Physical Power represents the amount of damage you inflict with physical attacks. It is based on Strength and your primary attribute.
Magical Power represents the amount of damage you inflict with magical attacks. It is based on Intelligence and your primary attribute.

PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level
PP-Strength+Primary Attribute+Base+1/2 level
MP-intelligence+Primary Attribute+Base+1/2 level

When creating a character you use a point buy system to generate your attributes. Your attributes range from 4 to 10 and you have 25 points to distribute using the following "chart":

4-0
5-1
6-2
7-4
8-6
9-9
10-12

When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage add your Physical/Magical Power and subtract target's Physical/Magical Defense.

Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion

Character's HP are calculated from characters level and Vitality:

HP=20+Vitality*2+Level*3

This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Every round each one of your personas gains a certain amount of SP that can be spend on one that persona's skills. The base SP recovery is 1.5 per round, but there are ways to increase that.
At the start of combat, all of your persona's receive triple SP and you gain double initiative.

Each character starts with 3 personas. Every persona starts with 2 unlocked skill trees. At level 7 and 14 the character gains another persona. Every time your character establishes a link with another character you can unlock an additional skill tree for one of your characters.
Personas start with the basic skill of their unlocked skills. By using skills of a particular type your persona gains EXP and unlocks more powerful skills. Each time you use a skill you gain 10EXP of appropriate type.
Each persona can equip up to 3 skills. Once your rank in a particular skill tree reaches 4 you gain an additional slot that can only be used for the skill of that particular tree. Mastering a skill tree (rank 8) gives you another skill slot.
Every character starts with a weakness to one damage type. Each persona has one weakness and one strength. If two of your personas have the same strength it is changed to immunity. of a third persona has the same strength it is changed to Drain.
When using a skill that a target is weak against your final damage is multiplied by 1.5 and you get +10IP.
When using a skill that a target is strong against your final damage is multiplied by 0.5 and you get -10IP.
When using a skill that a target is immune to your damage is nullified and you get -20IP.
When using a skill that a target drains your final damage is switched to healing and you get -30IP.

Philemonite
2014-09-08, 06:11 AM
Skill Trees

Rank I-Dream Haze 0
Rank II-Pulinpa +40(40)
Rank III-Makajam +40(80)
Rank IV-Void Panic, Void Sleep, Void Mute +50(130)
Rank V-Dormina +80(210)
Rank VI-Tentarafoo +80(290)
Rank VII-Makajamon +80(370)
Rank VIII-Sleep Break, Panic Break, Mute Break +150(520)
Rank I-Foul Breath 0
Rank II-Neural Shock +40(40)
Rank III-Stone Gaze +40(80)
Rank IV-Void Poison, Void Stun, Void Stone +50(130)
Rank V-Poison Mist +80(210)
Rank VI-Stun Wave +80(290)
Rank VII-Petrifier +80(370)
Rank VIII-Poison Break, Stun Break, Stone Break +150(520)
Rank I-Tarukaja, Makakaja 0
Rank II-Rakukaja, Samakaja +30(30)
Rank III-Sukukaja +30(60)
Rank IV-Dekunda +50(110)
Rank V-Matarukaja, Mamakakaja +90(200)
Rank VI-Marakukaja, Masamakaja +90(290)
Rank VII-Masukukaja +90(380)
Rank VIII-Heat Riser +150(530)
Rank I-Tarunda, Makanda 0
Rank II-Rakunda, Samanda +30(30)
Rank III-Sukunda +30(60)
Rank IV-Dekaja +50(110)
Rank V-Matarunda, Mamakanda +90(200)
Rank VI-Marakunda, Masamanda +90(290)
Rank VII-Masukunda +90(380)
Rank VIII-Debilitate +150(530)
Rank I-Dia 0
Rank II-Media +30(30)
Rank III-Diarama +50(80)
Rank IV-Mediarama +50(130)
Rank V-Recarm +60(190)
Rank VI-Diarahan +80(270)
Rank VII-Mediarahan +100(370)
Rank VIII-Samerecarm +150(520)
Rank I-Posmudi 0
Rank II-Patra +20(20)
Rank III-Closedi +30(50)
Rank IV-Petradi +30(80)
Rank V-Paraladi +30(110)
Rank VI-Me Patra +60(170)
Rank VII- +60(230)
Rank VIII-Amrita +100(330)
Rank I-Agi 0
Rank II-Maragi +30(30)
Rank III-Void Fire +40(70)
Rank IV-Agilao +50(120)
Rank V-Maragion +80(200)
Rank VI-Fire Break +90(290)
Rank VII-Agidyne +100(390)
Rank VIII-Maragidyne +150(540)
Rank I-Aqua 0
Rank II-Malaqua +30(30)
Rank III-Void Water +40(70)
Rank IV-Aques +50(120)
Rank V-Malaques +80(200)
Rank VI-Water Break +90(290)
Rank VII-Aquadyne +100(390)
Rank VIII-Malaquadyne +150(540)
Rank I-Tera 0
Rank II-Matera +30(30)
Rank III-Void Earth +40(70)
Rank IV-Terazi +50(120)
Rank V-Materazi +80(200)
Rank VI-Earth Break +90(290)
Rank VII-Teradyne +100(390)
Rank VIII-Materadyne +150(540)
Rank I-Garu 0
Rank II-Magaru +30(30)
Rank III-Void Wind +40(70)
Rank IV-Garula +50(120)
Rank V-Magarula +80(200)
Rank VI-Wind Break +90(290)
Rank VII-Garudyne +100(390)
Rank VIII-Magarudyne +150(540)
Rank I-Bufu 0
Rank II-Mabufu +30(30)
Rank III-Void Ice +40(70)
Rank IV-Bufula +50(120)
Rank V-Mabufula +80(200)
Rank VI-Ice Break +90(290)
Rank VII-Bufudyne +100(390)
Rank VIII-Mabufudyne +150(540)
Rank I-Zio 0
Rank II-Mazio +30(30)
Rank III-Void Electricity +40(70)
Rank IV-Zionga +50(120)
Rank V-Mazionga +80(200)
Rank VI-Electricity Break +90(290)
Rank VII-Ziodyne +100(390)
Rank VIII-Maziodyne +150(540)
Rank I-Hama 0
Rank II-Mahama +30(30)
Rank III-Void Light +40(70)
Rank IV-Hamaon +50(120)
Rank V-Mahamaon +80(200)
Rank VI-Light Break +90(290)
Rank VII-Hamadyne +100(390)
Rank VIII-Mahamadyne +150(540)
Rank I-Mudo 0
Rank II-Mamudo +30(30)
Rank III-Void Dark +40(70)
Rank IV-Mudoon +50(120)
Rank V-Mamudoon +80(200)
Rank VI-Dark Break +90(290)
Rank VII-Mudodyne +100(390)
Rank VIII-Mamudodyne +150(540)
Rank I-Cleave 0
Rank II-Gale Slash +30(30)
Rank III-Void Slash +40(70)
Rank IV-Mighty Swing +50(120)
Rank V-Blade of Fury +80(200)
Rank VI-Slash Break +90(290)
Rank VII-Brave Blade +100(390)
Rank VIII-Vorpal Blade +150(540)
Rank I-Bash 0
Rank II-Swift Strike +30(30)
Rank III-Void Strike +40(70)
Rank IV-Gigantic Fist +50(120)
Rank V-Herculean Strike +80(200)
Rank VI-Strike Break +90(290)
Rank VII-God's Hand +100(390)
Rank VIII-Vicious Strike +150(540)
Rank I-Single Shot 0
Rank II-Ninety Nine Needles +30(30)
Rank III-Void Pierce +40(70)
Rank IV-Torrent Shot +50(120)
Rank V-Arrow Rain +80(200)
Rank VI-Pierce Break +90(290)
Rank VII-Primal Force +100(390)
Rank VIII-Myriad Arrows +150(540)

Philemonite
2014-09-08, 06:12 AM
Skill List

Dream Haze-MAE, Inflicts Sleep, 6 rounds, single, 3SP
Pulinpa-MAE, Inflicts Panic, single, 6SP
Makajam-MAE, Inflicts Mute, 6 rounds, single, 6SP
Void Panic-Negates Panic attacks, single/multi, 2SP
Void Sleep-Negates Sleep attacks, single/multi, 2SP
Void Mute-Negates Mute attacks, single/multi, 2SP
Dormina-MAE, Inflicts Sleep, 6 rounds, multi, 8SP
Tentarafoo-MAE, Inflicts Panic, multi, 16SP
Makajamon-MAE, Inflicts Mute, 6 rounds multi, 16SP
Sleep Break-Negates Sleep resistance, 6 rounds, 6SP
Panic Break-Negates Panic resistance, 6 rounds, 6SP
Mute Break-Negates Mute resistance, 6 rounds, 6SP
Foul Breath-PAE, Inflicts Poison, 7 rounds, single, 3SP
Neural Shock-PAE, Inflicts Stun, single, 6SP
Stone Gaze-PAE, Inflicts Stone, single, 8SP
Void Poison-Negates Poison attacks, single/multi, 2SP
Void Stun-Negates Stun attacks, single/multi, 2SP
Void Stone-Negates Stone attacks, single/multi, 2SP
Poison Mist-PAE, Inflicts Poison, 7 rounds, multi, 8SP
Stun Wave-PAE, Inflicts Stun, multi, 16SP
Petrifier-PAE, Inflicts Stone, multi, 16SP
Poison Break-Negates Poison resistance, 6 rounds, 6SP
Stun Break-Negates Stun resistance, 6 rounds, 6SP
Stone Break-Negates Stone resistance, 6 rounds, 6SP
Tarukaja-Boosts PP by 3, 6 rounds, single, 3SP
Makakaja-Boosts MP by 3, 6 rounds, single, 3SP
Rakukaja-Boosts PD by 3, 6 rounds, single, 3SP
Samakaja-Boosts MD by 3, 6 rounds, single, 3SP
Sukukaja-Boosts PR/MR by 2, 6 rounds, single, 3SP
Dekunda-Cancels all -kunda effects, multi, 7SP
Matarukaja-Boosts PP by 3, 6 rounds, multi, 8SP
Mamakakaja-Boosts MP by 3, 6 rounds, multi, 8SP
Marakukaja-Boosts PD by 3, 6 rounds, multi, 8SP
Masamakaja-Boosts MD by 3, 6 rounds, multi, 8SP
Masukukaja-Boosts PR/MR by 2, 6 rounds, multi, 8SP
Heat Riser-Boosts PP/MP/PD/MD by 3 and PR/MR by 2, 6 rounds, single, 20SP
Tarunda-Reduces PP by 3, 6 rounds, 3SP
Makanda-Reduces MP by 3, 6 rounds, single, 3SP
Rakunda-Reduces PD by 3, 6 rounds, single, 3SP
Samanda-Reduces MD by 3, 6 rounds, single, 3SP
Sukunda-Reduces PR/MR by 2, 6 rounds, single, 3SP
Dekaja-Cancels all -kaja effects, multi, 7SP
Matarunda-Reduces PP by 3, 6 rounds, multi, 8SP
Mamakanda-Reduces MP by 3, 6 rounds, multi, 8SP
Marakunda-Reduces PD by 3, 6 rounds, multi, 8SP
Masamanda-Reduces MD by 3, 6 rounds, multi, 8SP
Masukunda-Reduces PR/MR by 2, 6 rounds, multi, 8SP
Debilitate-Reduces PP/MP by 3 and PR/MR by 2, 6 rounds, multi, 20SP
Dia-Heals 1d6+2+WIS/3 HP, single, 4SP
Media-Heals 1d4+1+WIS/3 HP, multi, 6SP
Diarama-Heals 2d6+2+WIS/2 HP, single, 8SP
Mediarama-Heals 2d4+1+WIS/2 HP, multi, 12SP
Recarm-Cures unconscious, heals 1d6+2 HP, single, 15SP
Diarahan-Heals 3d6+2+WIS HP, single, 14SP
Mediarahan-Heals 2d4+1+WIS HP, multi, 21SP
Samerecarm-Cure unconscious, heals 3d6+2, single, 22SP
Posmudi-Cures Poison, single, 2SP
Patra-Cures Sleep and Panic, single, 4SP
Closedi-Cures Mute, single, 3SP
Petradi-Cures Stone, single, 3SP
Paraladi-Cures Stun, single, 3SP
Me Patra-Cures Sleep and Panic, multi, 7SP
Amrita-Cure all ailments, multi, 14SP
Agi-Deals 1d6+3 Fire damage, single, 4SP
Maragi-Deals 1d4+2 Fire damage, multi, 6SP
Void Fire-Negates Fire attacks, single/multi, 3SP
Agilao-Deals 2d6+3 Fire damage, single, 8SP
Maragion-Deals 2d4+2 Fire damage, multi, 12SP
Fire Break-Negates Fire resistance for 6 rounds, single, 7SP
Agidyne-Deals 3d6+3 Fire damage, single, 14SP
Maragidyne-Deals 3d4+2 Fire damage, multi, 21SP
Aqua-Deals 1d6+3 Water damage, single, 4SP
Malaqua-Deals 1d4+2 Water damage, multi, 6SP
Void Water-Negates Water attacks, single/multi, 3SP
Aques-Deals 2d6+3 Water damage, single, 8SP
Malaques-Deals 2d4+2 Water damage, multi, 12SP
Water Break-Negates Water resistance for 6 rounds, single, 7SP
Aquadyne-Deals 3d6+3 Water damage, single, 14SP
Malaquadyne-Deals 3d4+2 Water damage, multi, 21SP
Tera-Deals 1d6+3 Earth damage, single, 4SP
Matera-Deals 1d4+2 Earth damage, multi, 6SP
Void Earth-Negates Earth attacks, single/multi, 3SP
Terazi-Deals 2d6+3 Earth damage, single, 8SP
Materazi-Deals 2d4+2 Earth damage, multi, 12SP
Earth Break-Negates Earth resistance for 6 rounds, single, 7SP
Teradyne-Deals 3d6+3 Earth damage, single, 14SP
Materadyne-Deals 3d4+2 Earth damage, multi, 21SP
Garu-Deals 1d6+3 Wind damage, single, 4SP
Magaru-Deals 1d4+2 Wind damage, multi, 6SP
Void Wind-Negates Wind attacks, single/multi, 3SP
Garula-Deals 2d6+3 Wind damage, single, 8SP
Magarula-Deals 2d4+2 Wind damage, multi, 12SP
Wind Break-Negates Wind resistance for 6 rounds, single, 7SP
Garudyne-Deals 3d6+3 Wind damage, single, 14SP
Magarudyne-Deals 3d4+2 Wind damage, multi, 21SP
Bufu-Deals 1d6+3 Ice damage, single, 4SP
Mabufu-Deals 1d4+2 Ice damage, multi, 6SP
Void Ice-Negates Ice attacks, single/multi, 3SP
Bufula-Deals 2d6+3 Ice damage, single, 8SP
Mabufula-Deals 2d4+2 Ice damage, multi, 12SP
Ice Break-Negates Ice resistance for 6 rounds, single, 7SP
Bufudyne-Deals 3d6+3 Ice damage, single, 14SP
Mabufudyne-Deals 3d4+2 Ice damage, multi, 21SP
Zio-Deals 1d6+3 Electricity damage, single, 4SP
Mazio-Deals 1d4+2 Electricity damage, multi, 6SP
Void Electricity-Negates Electricity attacks, single/multi, 3SP
Zionga-Deals 2d6+3 Electricity damage, single, 8SP
Mazionga-Deals 2d4+2 Electricity damage, multi, 12SP
Electricity Break-Negates Electricity resistance for 6 rounds, single, 7SP
Ziodyne-Deals 3d6+3 Electricity damage, single, 14SP
Maziodyne-Deals 3d4+2 Electricity damage, multi, 21SP
Hama-Deals 1d6+3 Light damage, single, 4SP
Mahama-Deals 1d4+2 Light damage, multi, 6SP
Void Light-Negates Light attacks, single/multi, 3SP
Hamaon-Deals 2d6+3 Light damage, single, 8SP
Mahamaon-Deals 2d4+2 Light damage, multi, 12SP
Light Break-Negates Light resistance for 6 rounds, single, 7SP
Hamadyne-Deals 3d6+3 Light damage, single, 14SP
Mahamadyne-Deals 3d4+2 Light damage, multi, 21SP
Mudo-Deals 1d6+3 Dark damage, single, 4SP
Mamudo-Deals 1d4+2 Dark damage, multi, 6SP
Void Dark-Negates Dark attacks, single/multi, 3SP
Mudoon-Deals 2d6+3 Dark damage, single, 8SP
Mamudoon-Deals 2d4+2 Dark damage, multi, 12SP
Dark Break-Negates Dark resistance for 6 rounds, single, 7SP
Mudodyne-Deals 3d6+3 Dark damage, single, 14SP
Mamudodyne-Deals 3d4+2 Dark damage, multi, 21SP
Cleave-Deals 1d6+3 Slash damage, single, 4SP
Gale Slash-Deals 1d4+2 Slash damage, multi, 6SP
Void Slash-Negates Slash attacks, single/multi, 3SP
Mighty Swing-Deals 2d6+3 Slash damage, single, 8SP
Blade of Fury-Deals 2d4+2 Slash damage, multi, 12SP
Slash Break-Negates Slash resistance for 6 rounds, single, 7SP
Brave Blade-Deals 3d6+3 Slash damage, single, 14SP
Vorpal Blade-Deals 3d4+2 Slash damage, multi, 21SP
Bash-Deals 1d6+3 Strike damage, single, 4SP
Swift Strike-Deals 1d4+2 Strike damage, multi, 6SP
Void Strike-Negates Strike attacks, single/multi, 3SP
Gigantic Fist-Deals 2d6+3 Strike damage, single, 8SP
Herculean Strike-Deals 2d4+2 Strike damage, multi, 12SP
Strike Break-Negates Strike resistance for 6 rounds, single, 7SP
God's Hand-Deals 3d6+3 Strike damage, single, 14SP
Vicious Strike-Deals 3d4+2 Strike damage, multi, 21SP
Single Shot-Deals 1d6+3 Pierce damage, single, 4SP
Ninety Nine Needles-Deals 1d4+2 Pierce damage, multi, 6SP
Void Pierce-Negates Pierce attacks, single/multi, 3SP
Torrent Shot-Deals 2d6+3 Pierce damage, single, 8SP
Arrow Rain-Deals 2d4+2 Pierce damage, multi, 12SP
Pierce Break-Negates Pierce resistance for 6 rounds, single, 7SP
Primal Force-Deals 3d6+3 Pierce damage, single, 14SP
Myriad Arrows-Deals 3d4+2 Pierce damage, multi, 21SP

Philemonite
2014-09-08, 06:13 AM
Small Boosts

At level 3, 7, 11, 15 and 19 a persona gains a small boost. The player can choose from the following list:

+0.2 SP Recovery
+1 Base SP
+2 X Power, with X being a particular damage type(Maximum two times)
+1 X accuracy (Maximum two times)
+1 Bless or Curse effect (Once only)
+1 Bless or Curse duration (Once only)
+2 X Defense (Maximum two times)
+1 Physical Defense
+1 Magical Defense
+1 Nerve Evasion
+1 Mind Evasion
-06/0.8/1 cost for one skill type (Maximum two times)

Power Boosts

At level 5, 9, 13, 17 a persona gains a power boost. The player can choose from the following list:

+0.5 SP Recovery
+2 Base SP
+4 X Power (Maximum two times)
+2 X accuracy (Maximum two times)
+2 Bless or Curse effect (Once only)
+2 Bless or Curse duration (Once only)
X Ailment Immunity
+5 X Defense (Maximum two times)
+1 Physical Repel
+1 Magical Repel
+2 Physical Defense
+2 Magical Defense
+2 Nerve Evasion
+2 Mind Evasion
-1/1.5/2 cost for one skill type (Maximum two times)

Modifications

Once reach a rank 3 in a certain skill tree you can apply one modification to each skill in that group (if the modifier in question is appropriate). At rank 6 you can apply a second modification. This modifications are optional and once used they are permanent. Here is the list of possible modifications:

+1 step on damage die, -1 accuracy
+1 effect, -2 duration
+1 accuracy, +2/3/4 SP cost
-1/2/3 SP cost, -1 accuracy
-1/2/3 SP cost, -1 step on damage die
-1/2/3 SP cost, -1 effect
-1/2/3 SP cost, -2 duration
+1 step on damage die, +2/3/4 SP cost
+2 duration, -1 effect
+2 duration, +2/3/4 SP cost
+1 effect, +2/3/4 SP cost
+1 accuracy, -1 strep on damage die

Philemonite
2014-09-08, 06:14 AM
And one more for everything else.