Philemonite
2015-02-23, 03:07 PM
Persona: The Awakening is a system designed to run games based on Persona series, but it can easily be modified to run other games. Because of it's Action Point system it can be used to simulate MMO games.
This game uses 7 attributes that define your character. They are determined when you create your character and do not change as you progress.
Strength-Affect the accuracy of Fortitude-based attacks, damage you inflict, your maximum HP and possibly Fortitude Evasion.
Vitality-Affects Fortitude Defense, your maximum HP and possibly Fortitude and Nerve evasion.
Dexterity-Affects the accuracy of Reflex-based attacks, damage you inflict, Action Points and possibly Reflex Evasion.
Agility-Affects Reflex Defense, maximum SP, Action Points and possibly Reflex Evasion.
Intelligence-Affects the accuracy of Willpower-based attacks, damage you inflict, maximum SP and possibly Willpower Evasion.
Wisdom-Affects Willpower Defense, maximum SP, Healing Power and possibly Willpower and Mind Evasion.
Luck-Affects the accuracy of Mind, Nerve and Seal attacks, maximum SP and possibly Mind and Nerve Evasion.
This attributes range from 3 to 10. You start with 35 points and distribute them any way you want, using the following "chart":
3-0
4-1
5-2
6-3
7-5
8-7
9-10
10-13
This game makes use of a relatively large number of secondary stats, that are derived from your base attributes. Most of them fall into one of four categories: Accuracy, Evasion, Defense and Damage Bonus.
Accuracy represents your chance of hitting a target with a particular type of attack. It is equal to 3d6+Attribute Modifier (one half attribute, rounded down)+1/2 level (rounded down). They are further modified by personas and equipment.
First three Accuracy stats represent your accuracy with damage inflicting skills, representing the three types of attacks, Fortitude(Strength), Reflex(Dexterity) and Willpower(Intelligence). They are sometimes referred as Sturdy, Swift and Mystic attacks.
Other three accuracy stats represent your accuracy with ailment attacks, Mind, Nerve and Seal. All three are based on Luck, but your personas and equipment affect them separately.
Fortitude Accuracy-3d6+STR Mod+LV/2
Reflex Accuracy-3d6+DEX Mod+LV/2
Willpower Accuracy-3d6+INT Mod+LV/2
Mind Accuracy-3d6+LUC Mod+LV/2
Nerve Accuracy-3d6+LUC Mod+LV/2
Seal Accuracy-3d6+LUC Mod+LV/2
Evasion represents your chance to block, evade or resist a particular attack. Unlike accuracy this stats are based on the higher of the two stats, Strength and Vitality for Fortitude attacks, Dexterity and Agility for Reflex attacks and Intelligence and Wisdom for Willpower attacks. Ailment Evasion functions the same way, using Luck and Wisdom for Mind and Luck and Vitality for Nerve. Seal evasion uses the average of lowest and highest attribute.
Fortitude Evasion-10+STR/VIT Mod+LV/2
Reflex Evasion-10+DEX/AGI Mod+LV/2
Willpower Evasion-10+INT/WIS Mod+LV/2
Mind Evasion-10+LUC/WIS Mod+LV/2
Nerve Evasion-10+LUC/VIT Mod+LV/2
Seal Evasion-10+(Lowest+Highest)/4+LV/2
Damage bonus represents the amount of damage you inflict with a particular attack types. It is equal to double the offensive attribute+your current level, counted separately for each attack type.
Fortitude Damage Bonus-STR*2+LV
Reflex Damage Bonus-DEX*2+LV
Willpower Damage Bonus-INT*2+LV
Defense represents the amount of damage you can negate every time you are attacked. Similar to the damage bonus, it is equal to double your defensive attribute+your current level, counted separately for each attack type.
Fortitude Defense-VIT*2+LV
Reflex Defense-AGI*2+LV
Willpower Defense-WIS*2+LV
Action Points represents the amount of points you can spend on various miscellaneous actions each round. The amount of points you get is based on Dexterity and Agility. Only half of this points can be stored for next round.
AP-12+(DEX+AGI)/4
Every round you get one standard attack action, that can be spend on a Fortitude, Reflex or Willpower attack. Any other skill use is considered a miscellaneous action, and requires a certain amount of AP to be used. Prayer skill require 8AP while any other skill requires 6AP. Intercepting an attack costs 4AP, switching a persona costs 3AP and shifting your stance costs 2AP.
Maximum amount of Health Points, also known as HP, is derived from your Vitality, Strength and level. You start every encounter at maximum health, and once it reaches 0 you are knocked out and can’t perform any actions.
HP-20+VIT*4+STR*2+LV*3
Maximum amount of Spirit Points, also known as SP, is derived form your Agility, Luck, Intelligence, Wisdom and level. You start every encounter at maximum SP and they are depleted when using more powerful skills. Your SP recovers based on your Stance.
SP-(AGI+LUC+INT+WIS)/2+LV
Traits are various passive bonuses that boost your character's performance. They are gained from equipment and personas. Multiple versions of the trait do NOT stuck, either you have a trait or you don't.
Blood Sacrifice-Fortitude/Reflex attack cost can be payed using HP instead of SP. Cost is equal to SP costx3.
Fire Focus-Boosts Fire accuracy by 2.
Water Focus-Boosts Water accuracy by 2.
Wind Focus-Boosts Wind accuracy by 2.
Earth Focus-Boosts Earth accuracy by 2.
Ice Focus-Boosts Ice accuracy by 2.
Electricity Focus-Boosts Electricity accuracy by 2.
Slash Focus-Boosts Slash accuracy by 2.
Strike Focus-Boosts Strike accuracy by 2.
Pierce Focus-Boosts Pierce accuracy by 2.
Mind Focus-Boosts Mind accuracy by 2.
Nerve Focus-Boosts Nerve accuracy by 2.
Seal Focus-Boosts Seal accuracy by 2.
Fire Intercept-Can intercept Fire attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Water Intercept-Can intercept Water attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Wind Intercept-Can intercept Wind attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Earth Intercept-Can intercept Earth attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Ice Intercept-Can intercept Ice attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Electricity Intercept-Can intercept Electricity attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Slash Intercept-Can intercept Slash attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Strike Intercept-Can intercept Strike attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Pierce Intercept-Can intercept Pierce attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Dodge Fire-Boosts Fire evasion by 2.
Dodge Water-Boosts Water evasion by 2.
Dodge Wind-Boosts Wind evasion by 2.
Dodge Earth-Boosts Earth evasion by 2.
Dodge Ice-Boosts Ice evasion by 2.
Dodge Electricity-Boosts Electricity evasion by 2.
Dodge Slash-Boosts Slash evasion by 2.
Dodge Strike-Boosts Strike evasion by 2.
Dodge Pierce-Boosts Pierce evasion by 2.
Dodge Mind-Boosts Mind evasion by 1.
Dodge Nerve-Boosts Nerve evasion by 1.
Dodge Seal-Boosts Seal evasion by 1.
Fire Boost-Boosts Fire damage by 20%.
Water Boost-Boosts Water damage by 20%.
Wind Boost-Boosts Wind damage by 20%.
Earth Boost-Boosts Earth damage by 20%.
Ice Boost-Boosts Ice damage by 20%.
Electricity Boost-Boosts Electricity damage by 20%.
Slash Boost-Boosts Slash damage by 20%.
Strike Boost-Boosts Strike damage by 20%.
Pierce Boost-Boosts Pierce damage by 20%.
Endure Fire-Reduces Fire damage by 20%.
Endure Water-Reduces Water damage by 20%.
Endure Wind-Reduces Wind damage by 20%.
Endure Earth-Reduces Earth damage by 20%.
Endure Ice-Reduces Ice damage by 20%.
Endure Electricity-Reduces Electricity damage by 20%.
Endure Slash-Reduces Slash damage by 20%.
Endure Strike-Reduces Strike damage by 20%.
Endure Pierce-Reduces Pierce damage by 20%.
Bless Expertise-Boosts duration of Bless skills by 2.
Curse Expertise-Boosts duration of Curse skills by 2.
Mind Expertise-Boosts duration of Mind skills by 2.
Nerve Expertise-Boosts duration of Nerve skills by 2.
Seal Expertise-Boosts duration of Seal skills by 2.
Miracle Mastery-Boosts the effect of Miracle skills by 1.
Exhaustion Resistance-Reduces Exhaustion duration by 2.
Sleep Resistance-Reduces Sleep duration by 2.
Doom Resistance-Reduces Doom duration by 2.
Poison Resistance-Reduces Poison duration by 2.
Stun Resistance-Reduces Stun duration by 2.
Stone Resistance-Reduces Stone duration by 2.
Mute Resistance-Reduces Mute duration by 2.
Enervation Resistance-Reduces Enervation duration by 2.
Panic Resistance-Reduces Panic duration by 2.
Fear Resistance-Reduces Fear duration by 2.
Stance determines how you recover SP. Just like traits, stances come from equipment and personas. You can only have one active stance at any time. If your stance comes from your persona and you switch your persona you will lose your stance unless your new persona grants you the same stance.
Fortitude Stance-Recover 1SP every time you perform a Fortitude attack.
Reflex Stance-Recover 1SP every time you perform a Reflex attack.
Willpower Stance-Recover 1SP every time you perform a Willpower attack.
Defender Stance-Recover 1SP every time you intercept an attack.
Dodge Stance-Recover 1SP every time you evade an attack.
Prayer Stance-Recover 1SP every time you use a Prayer skill.
Miracle Stance-Recover 1SP every time you use a Miracle skill.
Wall Stance-Recover 1SP every time you use a Wall skill.
Break Stance-Recover 1SP every time you use a Break skill.
Mind Stance-Recover 1SP every time you use a Mind skill.
Nerve Stance-Recover 1SP every time you use a Nerve skill.
Seal Stance-Recover 1SP every time you use a Seal skill.
Bless Stance-Recover 1SP every time you use a Bless skill.
Curse Stance-Recover 1SP every time you use a Curse skill.
Each character starts the game with at least 1 persona. Additional personas are granted as special rewards. Each character can only carry three personas, the rest must be kept in the Velvet Room. The following stats define every persona:
Capacity: Determines persona's maximum EXP.
Affinity: Persona's affinity with 9 damage types. Every persona needs to be weak to at least one damage type.
Weak: Takes 50% more damage.
Strong: Takes 50% less damage.
Null: Takes no damage.
Drain: Heals for 50% damage that would be inflicted.
Traits: Every persona comes with at least one trait. As long as a persona is equipped this traits are in effect.
Stance: Every persona comes with at least one stance. As long as a persona is equipped this stance can be used.
Skill List: List of skills that a persona has learned. Every persona starts with at least two skills, the rest are learned by spending EXP.
Favorite Skills: This skills only cost half EXP. 4 skill groups.
Forbidden Skills: This skills can never be learned by this persona. 6 skill groups.
Available EXP: Amount of EXP that can be spent to buy skills.
Total EXP: Persona's total EXP, counting both available EXP and EXP spent on skills.
Buying skills
When you visit the Velvet Room you can spend your persona's EXP to buy new skills. The EXP cost is based on the tier of the skill you are buying (100EXP for tier 2, 250EXP for tier 3 and 600EXP for tier 4). This value is halved for a favorite skills. Persona's capacity limits the amount of skills a persona can have, but a DM can (and probably should) set a numerical limit. Tier 1 skills can not be bought. Instead, every persona starts with two tier 1 skills and learns more if DM allows it. Persona should never have more then 5 tier 1 skills.
Every character can equip one weapon. Weapons with an * are more powerful, but have a higher stat requirement. Weapons can be renamed, as long as it's stats remain the same. Or you can change them, it's your game and this are suggestions. In addition, every character can equip up to 3 pieces of armor, as long as they are all different types. Armor should be designed by GM (with the possible help of the players) and it should come with one trait. When a piece of equipment is upgraded one additional trait (or possibly stance) is added. Upgrade method depends on the DM, a few suggestions will be added soon.
Sword
STR 7
Traits: Blood Sacrifice
Stance: Fortitude Stance
Sword*
STR 9
Traits: Blood Sacrifice, Slash Focus
Stance: Fortitude Stance
Spear
VIT 7
Traits: Slash Intercept
Stance: Defender Stance
Spear*
VIT 9
Traits: Slash Intercept, Pierce Intercept, Strike Intercept
Stance: Defender Stance
Mace
VIT 8 or STR 8
Traits: Blood Sacrifice
Stance: Fortitude Stance
Mace*
VIT 8 and STR 8
Traits: Blood Sacrifice, Strike Focus
Stance: Fortitude Stance
Dagger
DEX 7 or AGI 7
Traits: Dodge Slash
Stance: Dodge Stance
Dagger*
DEX 9 or AGI 9
Traits: Dodge Slash, Dodge Pierce
Stance: Dodge Stance
Rapier
DEX 8 or AGI 8
Traits: Pierce Focus
Stance: Reflex Stance
Rapier*
DEX 8 and AGI 8
Traits: Pierce Focus, Dodge Strike
Stance: Reflex Stance
Fire Rod
INT 7
Traits: Fire Boost
Stance: Willpower Stance
Fire Rod*
INT 9
Traits: Fire Boost, Fire Focus
Stance: Willpower Stance
Water Rod
INT 7
Traits: Water Boost
Stance: Willpower Stance
Water Rod*
INT 9
Traits: Water Boost, Water Focus
Stance: Willpower Stance
Wind Rod
INT 7
Traits: Wind Boost
Stance: Willpower Stance
Wind Rod*
INT 9
Traits: Wind Boost, Wind Focus
Stance: Willpower Stance
Earth Rod
INT 7
Traits: Earth Boost
Stance: Willpower Stance
Earth Rod*
INT 9
Traits: Earth Boost, Earth Focus
Stance: Willpower Stance
Ice Rod
INT 7
Traits: Ice Boost
Stance: Willpower Stance
Ice Rod*
INT 9
Traits: Ice Boost, Ice Focus
Stance: Willpower Stance
Electricity Rod
INT 7
Traits: Electricity Boost
Stance: Willpower Stance
Electricity Rod*
INT 9
Traits: Electricity Boost, Electricity Focus
Stance: Willpower Stance
Fire Staff
WIS 7
Traits: Endure Fire
Stance: Healer Stance
Fire Staff*
WIS 9
Traits: Endure Fire, Dodge Fire
Stance: Healer Stance
Water Staff
WIS 7
Traits: Endure Water
Stance: Healer Stance
Water Staff*
WIS 9
Traits: Endure Water, Dodge Water
Stance: Healer Stance
Wind Staff
WIS 7
Traits: Endure Wind
Stance: Healer Stance
Wind Staff*
WIS 9
Traits: Endure Wind, Dodge Wind
Stance: Healer Stance
Earth Staff
WIS 7
Traits: Endure Earth
Stance: Healer Stance
Earth Staff*
WIS 9
Traits: Endure Earth, Dodge Earth
Stance: Healer Stance
Ice Staff
WIS 7
Traits: Endure Ice
Stance: Healer Stance
Ice Staff*
WIS 9
Traits: Endure Ice, Dodge Ice
Stance: Healer Stance
Electricity Staff
WIS 7
Traits: Endure Electricity
Stance: Healer Stance
Electricity Staff*
WIS 9
Traits: Endure Electricity, Dodge Electricity
Stance: Healer Stance
Bless Staff
WIS 7
Trait: Bless Mastery
Stance: Bless Stance
Bless Staff*
WIS 9
Trait: Bless Mastery, Poison Resistance
Stance: Bless Stance
Curse Wand
LUC 7
Trait: Curse Mastery
Stance: Curse Stance
Curse Wand*
LUC 9
Trait: Curse Mastery, Exhaustion Resistance
Stance: Curse Stance
Mind Wand
LUC 7
Traits: Mind Focus
Stance: Mind Stance
Mind Wand*
LUC 9
Traits: Mind Focus, Dodge Mind
Stance: Mind Stance
Nerve Wand
LUC 7
Traits: Nerve Focus
Stance: Nerve Stance
Nerve Wand*
LUC 9
Traits: Nerve Focus, Dodge Nerve
Stance: Nerve Stance
Seal Wand
LUC 7
Traits: Seal Focus
Stance: Seal Stance
Seal Wand*
LUC 9
Traits: Seal Focus, Dodge Seal
Stance: Seal Stance
Poison-20% maximum HP damage every round.
Stun-Lose Standard action.
Stone-Lose all actions.
Exhaustion-15% maximum SP damage every round, minimum 3.
Sleep-Lose all actions, awakens when damaged.
Doom-When inflicting damage you suffer the same amount.
Mute-Blocks Wand skills.
Enervation-Blocks Cup skills.
Panic-Blocks Coin skills.
Fear-Blocks Sword skills.
Skill Types:
Wand-Fire, Water, Wind, Earth, Ice, Electricity
Sword-Slash, Strike, Pierce
Cup-Prayer, Miracle, Wall, Bless
Coin-Mind, Nerve, Seal, Break, Curse
When you use ailment attack you compare your accuracy roll to your target's evasion. If it is equal or higher your attack hits. The difference is multiplied by 5 and added to your base chance to inflict ailment. You then need to roll under on a d100 in order to inflict the ailment.
When you inflict a target with an ailment that is already active the duration of the new ailment is added. This also applies to all other effects.
This game uses 7 attributes that define your character. They are determined when you create your character and do not change as you progress.
Strength-Affect the accuracy of Fortitude-based attacks, damage you inflict, your maximum HP and possibly Fortitude Evasion.
Vitality-Affects Fortitude Defense, your maximum HP and possibly Fortitude and Nerve evasion.
Dexterity-Affects the accuracy of Reflex-based attacks, damage you inflict, Action Points and possibly Reflex Evasion.
Agility-Affects Reflex Defense, maximum SP, Action Points and possibly Reflex Evasion.
Intelligence-Affects the accuracy of Willpower-based attacks, damage you inflict, maximum SP and possibly Willpower Evasion.
Wisdom-Affects Willpower Defense, maximum SP, Healing Power and possibly Willpower and Mind Evasion.
Luck-Affects the accuracy of Mind, Nerve and Seal attacks, maximum SP and possibly Mind and Nerve Evasion.
This attributes range from 3 to 10. You start with 35 points and distribute them any way you want, using the following "chart":
3-0
4-1
5-2
6-3
7-5
8-7
9-10
10-13
This game makes use of a relatively large number of secondary stats, that are derived from your base attributes. Most of them fall into one of four categories: Accuracy, Evasion, Defense and Damage Bonus.
Accuracy represents your chance of hitting a target with a particular type of attack. It is equal to 3d6+Attribute Modifier (one half attribute, rounded down)+1/2 level (rounded down). They are further modified by personas and equipment.
First three Accuracy stats represent your accuracy with damage inflicting skills, representing the three types of attacks, Fortitude(Strength), Reflex(Dexterity) and Willpower(Intelligence). They are sometimes referred as Sturdy, Swift and Mystic attacks.
Other three accuracy stats represent your accuracy with ailment attacks, Mind, Nerve and Seal. All three are based on Luck, but your personas and equipment affect them separately.
Fortitude Accuracy-3d6+STR Mod+LV/2
Reflex Accuracy-3d6+DEX Mod+LV/2
Willpower Accuracy-3d6+INT Mod+LV/2
Mind Accuracy-3d6+LUC Mod+LV/2
Nerve Accuracy-3d6+LUC Mod+LV/2
Seal Accuracy-3d6+LUC Mod+LV/2
Evasion represents your chance to block, evade or resist a particular attack. Unlike accuracy this stats are based on the higher of the two stats, Strength and Vitality for Fortitude attacks, Dexterity and Agility for Reflex attacks and Intelligence and Wisdom for Willpower attacks. Ailment Evasion functions the same way, using Luck and Wisdom for Mind and Luck and Vitality for Nerve. Seal evasion uses the average of lowest and highest attribute.
Fortitude Evasion-10+STR/VIT Mod+LV/2
Reflex Evasion-10+DEX/AGI Mod+LV/2
Willpower Evasion-10+INT/WIS Mod+LV/2
Mind Evasion-10+LUC/WIS Mod+LV/2
Nerve Evasion-10+LUC/VIT Mod+LV/2
Seal Evasion-10+(Lowest+Highest)/4+LV/2
Damage bonus represents the amount of damage you inflict with a particular attack types. It is equal to double the offensive attribute+your current level, counted separately for each attack type.
Fortitude Damage Bonus-STR*2+LV
Reflex Damage Bonus-DEX*2+LV
Willpower Damage Bonus-INT*2+LV
Defense represents the amount of damage you can negate every time you are attacked. Similar to the damage bonus, it is equal to double your defensive attribute+your current level, counted separately for each attack type.
Fortitude Defense-VIT*2+LV
Reflex Defense-AGI*2+LV
Willpower Defense-WIS*2+LV
Action Points represents the amount of points you can spend on various miscellaneous actions each round. The amount of points you get is based on Dexterity and Agility. Only half of this points can be stored for next round.
AP-12+(DEX+AGI)/4
Every round you get one standard attack action, that can be spend on a Fortitude, Reflex or Willpower attack. Any other skill use is considered a miscellaneous action, and requires a certain amount of AP to be used. Prayer skill require 8AP while any other skill requires 6AP. Intercepting an attack costs 4AP, switching a persona costs 3AP and shifting your stance costs 2AP.
Maximum amount of Health Points, also known as HP, is derived from your Vitality, Strength and level. You start every encounter at maximum health, and once it reaches 0 you are knocked out and can’t perform any actions.
HP-20+VIT*4+STR*2+LV*3
Maximum amount of Spirit Points, also known as SP, is derived form your Agility, Luck, Intelligence, Wisdom and level. You start every encounter at maximum SP and they are depleted when using more powerful skills. Your SP recovers based on your Stance.
SP-(AGI+LUC+INT+WIS)/2+LV
Traits are various passive bonuses that boost your character's performance. They are gained from equipment and personas. Multiple versions of the trait do NOT stuck, either you have a trait or you don't.
Blood Sacrifice-Fortitude/Reflex attack cost can be payed using HP instead of SP. Cost is equal to SP costx3.
Fire Focus-Boosts Fire accuracy by 2.
Water Focus-Boosts Water accuracy by 2.
Wind Focus-Boosts Wind accuracy by 2.
Earth Focus-Boosts Earth accuracy by 2.
Ice Focus-Boosts Ice accuracy by 2.
Electricity Focus-Boosts Electricity accuracy by 2.
Slash Focus-Boosts Slash accuracy by 2.
Strike Focus-Boosts Strike accuracy by 2.
Pierce Focus-Boosts Pierce accuracy by 2.
Mind Focus-Boosts Mind accuracy by 2.
Nerve Focus-Boosts Nerve accuracy by 2.
Seal Focus-Boosts Seal accuracy by 2.
Fire Intercept-Can intercept Fire attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Water Intercept-Can intercept Water attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Wind Intercept-Can intercept Wind attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Earth Intercept-Can intercept Earth attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Ice Intercept-Can intercept Ice attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Electricity Intercept-Can intercept Electricity attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Slash Intercept-Can intercept Slash attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Strike Intercept-Can intercept Strike attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Pierce Intercept-Can intercept Pierce attacks. You have -3 evasion penalty and 20% damage reduction bonus when intercepting.
Dodge Fire-Boosts Fire evasion by 2.
Dodge Water-Boosts Water evasion by 2.
Dodge Wind-Boosts Wind evasion by 2.
Dodge Earth-Boosts Earth evasion by 2.
Dodge Ice-Boosts Ice evasion by 2.
Dodge Electricity-Boosts Electricity evasion by 2.
Dodge Slash-Boosts Slash evasion by 2.
Dodge Strike-Boosts Strike evasion by 2.
Dodge Pierce-Boosts Pierce evasion by 2.
Dodge Mind-Boosts Mind evasion by 1.
Dodge Nerve-Boosts Nerve evasion by 1.
Dodge Seal-Boosts Seal evasion by 1.
Fire Boost-Boosts Fire damage by 20%.
Water Boost-Boosts Water damage by 20%.
Wind Boost-Boosts Wind damage by 20%.
Earth Boost-Boosts Earth damage by 20%.
Ice Boost-Boosts Ice damage by 20%.
Electricity Boost-Boosts Electricity damage by 20%.
Slash Boost-Boosts Slash damage by 20%.
Strike Boost-Boosts Strike damage by 20%.
Pierce Boost-Boosts Pierce damage by 20%.
Endure Fire-Reduces Fire damage by 20%.
Endure Water-Reduces Water damage by 20%.
Endure Wind-Reduces Wind damage by 20%.
Endure Earth-Reduces Earth damage by 20%.
Endure Ice-Reduces Ice damage by 20%.
Endure Electricity-Reduces Electricity damage by 20%.
Endure Slash-Reduces Slash damage by 20%.
Endure Strike-Reduces Strike damage by 20%.
Endure Pierce-Reduces Pierce damage by 20%.
Bless Expertise-Boosts duration of Bless skills by 2.
Curse Expertise-Boosts duration of Curse skills by 2.
Mind Expertise-Boosts duration of Mind skills by 2.
Nerve Expertise-Boosts duration of Nerve skills by 2.
Seal Expertise-Boosts duration of Seal skills by 2.
Miracle Mastery-Boosts the effect of Miracle skills by 1.
Exhaustion Resistance-Reduces Exhaustion duration by 2.
Sleep Resistance-Reduces Sleep duration by 2.
Doom Resistance-Reduces Doom duration by 2.
Poison Resistance-Reduces Poison duration by 2.
Stun Resistance-Reduces Stun duration by 2.
Stone Resistance-Reduces Stone duration by 2.
Mute Resistance-Reduces Mute duration by 2.
Enervation Resistance-Reduces Enervation duration by 2.
Panic Resistance-Reduces Panic duration by 2.
Fear Resistance-Reduces Fear duration by 2.
Stance determines how you recover SP. Just like traits, stances come from equipment and personas. You can only have one active stance at any time. If your stance comes from your persona and you switch your persona you will lose your stance unless your new persona grants you the same stance.
Fortitude Stance-Recover 1SP every time you perform a Fortitude attack.
Reflex Stance-Recover 1SP every time you perform a Reflex attack.
Willpower Stance-Recover 1SP every time you perform a Willpower attack.
Defender Stance-Recover 1SP every time you intercept an attack.
Dodge Stance-Recover 1SP every time you evade an attack.
Prayer Stance-Recover 1SP every time you use a Prayer skill.
Miracle Stance-Recover 1SP every time you use a Miracle skill.
Wall Stance-Recover 1SP every time you use a Wall skill.
Break Stance-Recover 1SP every time you use a Break skill.
Mind Stance-Recover 1SP every time you use a Mind skill.
Nerve Stance-Recover 1SP every time you use a Nerve skill.
Seal Stance-Recover 1SP every time you use a Seal skill.
Bless Stance-Recover 1SP every time you use a Bless skill.
Curse Stance-Recover 1SP every time you use a Curse skill.
Each character starts the game with at least 1 persona. Additional personas are granted as special rewards. Each character can only carry three personas, the rest must be kept in the Velvet Room. The following stats define every persona:
Capacity: Determines persona's maximum EXP.
Affinity: Persona's affinity with 9 damage types. Every persona needs to be weak to at least one damage type.
Weak: Takes 50% more damage.
Strong: Takes 50% less damage.
Null: Takes no damage.
Drain: Heals for 50% damage that would be inflicted.
Traits: Every persona comes with at least one trait. As long as a persona is equipped this traits are in effect.
Stance: Every persona comes with at least one stance. As long as a persona is equipped this stance can be used.
Skill List: List of skills that a persona has learned. Every persona starts with at least two skills, the rest are learned by spending EXP.
Favorite Skills: This skills only cost half EXP. 4 skill groups.
Forbidden Skills: This skills can never be learned by this persona. 6 skill groups.
Available EXP: Amount of EXP that can be spent to buy skills.
Total EXP: Persona's total EXP, counting both available EXP and EXP spent on skills.
Buying skills
When you visit the Velvet Room you can spend your persona's EXP to buy new skills. The EXP cost is based on the tier of the skill you are buying (100EXP for tier 2, 250EXP for tier 3 and 600EXP for tier 4). This value is halved for a favorite skills. Persona's capacity limits the amount of skills a persona can have, but a DM can (and probably should) set a numerical limit. Tier 1 skills can not be bought. Instead, every persona starts with two tier 1 skills and learns more if DM allows it. Persona should never have more then 5 tier 1 skills.
Every character can equip one weapon. Weapons with an * are more powerful, but have a higher stat requirement. Weapons can be renamed, as long as it's stats remain the same. Or you can change them, it's your game and this are suggestions. In addition, every character can equip up to 3 pieces of armor, as long as they are all different types. Armor should be designed by GM (with the possible help of the players) and it should come with one trait. When a piece of equipment is upgraded one additional trait (or possibly stance) is added. Upgrade method depends on the DM, a few suggestions will be added soon.
Sword
STR 7
Traits: Blood Sacrifice
Stance: Fortitude Stance
Sword*
STR 9
Traits: Blood Sacrifice, Slash Focus
Stance: Fortitude Stance
Spear
VIT 7
Traits: Slash Intercept
Stance: Defender Stance
Spear*
VIT 9
Traits: Slash Intercept, Pierce Intercept, Strike Intercept
Stance: Defender Stance
Mace
VIT 8 or STR 8
Traits: Blood Sacrifice
Stance: Fortitude Stance
Mace*
VIT 8 and STR 8
Traits: Blood Sacrifice, Strike Focus
Stance: Fortitude Stance
Dagger
DEX 7 or AGI 7
Traits: Dodge Slash
Stance: Dodge Stance
Dagger*
DEX 9 or AGI 9
Traits: Dodge Slash, Dodge Pierce
Stance: Dodge Stance
Rapier
DEX 8 or AGI 8
Traits: Pierce Focus
Stance: Reflex Stance
Rapier*
DEX 8 and AGI 8
Traits: Pierce Focus, Dodge Strike
Stance: Reflex Stance
Fire Rod
INT 7
Traits: Fire Boost
Stance: Willpower Stance
Fire Rod*
INT 9
Traits: Fire Boost, Fire Focus
Stance: Willpower Stance
Water Rod
INT 7
Traits: Water Boost
Stance: Willpower Stance
Water Rod*
INT 9
Traits: Water Boost, Water Focus
Stance: Willpower Stance
Wind Rod
INT 7
Traits: Wind Boost
Stance: Willpower Stance
Wind Rod*
INT 9
Traits: Wind Boost, Wind Focus
Stance: Willpower Stance
Earth Rod
INT 7
Traits: Earth Boost
Stance: Willpower Stance
Earth Rod*
INT 9
Traits: Earth Boost, Earth Focus
Stance: Willpower Stance
Ice Rod
INT 7
Traits: Ice Boost
Stance: Willpower Stance
Ice Rod*
INT 9
Traits: Ice Boost, Ice Focus
Stance: Willpower Stance
Electricity Rod
INT 7
Traits: Electricity Boost
Stance: Willpower Stance
Electricity Rod*
INT 9
Traits: Electricity Boost, Electricity Focus
Stance: Willpower Stance
Fire Staff
WIS 7
Traits: Endure Fire
Stance: Healer Stance
Fire Staff*
WIS 9
Traits: Endure Fire, Dodge Fire
Stance: Healer Stance
Water Staff
WIS 7
Traits: Endure Water
Stance: Healer Stance
Water Staff*
WIS 9
Traits: Endure Water, Dodge Water
Stance: Healer Stance
Wind Staff
WIS 7
Traits: Endure Wind
Stance: Healer Stance
Wind Staff*
WIS 9
Traits: Endure Wind, Dodge Wind
Stance: Healer Stance
Earth Staff
WIS 7
Traits: Endure Earth
Stance: Healer Stance
Earth Staff*
WIS 9
Traits: Endure Earth, Dodge Earth
Stance: Healer Stance
Ice Staff
WIS 7
Traits: Endure Ice
Stance: Healer Stance
Ice Staff*
WIS 9
Traits: Endure Ice, Dodge Ice
Stance: Healer Stance
Electricity Staff
WIS 7
Traits: Endure Electricity
Stance: Healer Stance
Electricity Staff*
WIS 9
Traits: Endure Electricity, Dodge Electricity
Stance: Healer Stance
Bless Staff
WIS 7
Trait: Bless Mastery
Stance: Bless Stance
Bless Staff*
WIS 9
Trait: Bless Mastery, Poison Resistance
Stance: Bless Stance
Curse Wand
LUC 7
Trait: Curse Mastery
Stance: Curse Stance
Curse Wand*
LUC 9
Trait: Curse Mastery, Exhaustion Resistance
Stance: Curse Stance
Mind Wand
LUC 7
Traits: Mind Focus
Stance: Mind Stance
Mind Wand*
LUC 9
Traits: Mind Focus, Dodge Mind
Stance: Mind Stance
Nerve Wand
LUC 7
Traits: Nerve Focus
Stance: Nerve Stance
Nerve Wand*
LUC 9
Traits: Nerve Focus, Dodge Nerve
Stance: Nerve Stance
Seal Wand
LUC 7
Traits: Seal Focus
Stance: Seal Stance
Seal Wand*
LUC 9
Traits: Seal Focus, Dodge Seal
Stance: Seal Stance
Poison-20% maximum HP damage every round.
Stun-Lose Standard action.
Stone-Lose all actions.
Exhaustion-15% maximum SP damage every round, minimum 3.
Sleep-Lose all actions, awakens when damaged.
Doom-When inflicting damage you suffer the same amount.
Mute-Blocks Wand skills.
Enervation-Blocks Cup skills.
Panic-Blocks Coin skills.
Fear-Blocks Sword skills.
Skill Types:
Wand-Fire, Water, Wind, Earth, Ice, Electricity
Sword-Slash, Strike, Pierce
Cup-Prayer, Miracle, Wall, Bless
Coin-Mind, Nerve, Seal, Break, Curse
When you use ailment attack you compare your accuracy roll to your target's evasion. If it is equal or higher your attack hits. The difference is multiplied by 5 and added to your base chance to inflict ailment. You then need to roll under on a d100 in order to inflict the ailment.
When you inflict a target with an ailment that is already active the duration of the new ailment is added. This also applies to all other effects.