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Persona Wildcard

d6
Thanks to /tg/ and especially FreePork, Leraika, Sciencezam and all the other
wonderful playtesters. Your input is hugely appreciated.

Also, thanks to ATLUS for making the Persona games. I do not own the rights to
anything related to Persona or the Shin Megami Tensei series.

Created by Glen.

Always round up and look at the appendices for example characters, personae
and shadows.

Contact:
wanttoplaynervous@gmail.com
Section 1: What is Persona?
Persona Wildcard is a designed to emulate the video game Persona 4. All random
probability is handled with six-sided dice and on occasion a tarot deck may come in handy
for extra immersion. Practically anything possible within Persona 4 is re-created in Persona
Wildcard and through the use of point-buy systems there is a huge level of customizability.
In this section the core concepts of Persona 4s universe are explained but do not feel the
need to mirror them in your own game. The rules themselves strive to be setting-neutral.

The Shadow World

The Shadow World is an alternate reality, accessible to a certain few (who are able to
expose others to it). Here, human thoughts manifest as physical entities (in particular,
person and shadows). The landscapes and beings found in the Shadow World are often
very surreal and symbolic of our collective unconscious (ideas, beliefs and feelings).

Shadows

A Shadow is the embodiment of something we would hide from others. Its generally an
aspect of our personality or a guilty behaviour. Shadows are usually malevolent, although it
is possible for one to be neutral or even allied with humans (probably for self-serving
reasons, however). The most common shadows are mindless, attacking anyone who enters
the Shadow World, but more powerful sentient shadows do exist. A sentient shadow is
usually tied to very strong, personal emotions. For a human to gain access to person, they
may have to face their own shadow first.

Person

A persona is the embodiment of what we do want others to see. It has two purposes: to give
an impression of how we want to be perceived and to hide our true nature. Onecard
person are usually symbolic specifically for the characters that wield them, whereas
wildcard person are usually figures from myths and legends.

Further reading?

To fully understand the themes of Persona, I suggest you look up Jungian psychology
(specifically archetypes, although the Shadow World is based on the concept of the
collective unconscious). It explains in more detail the theories this game is based on and the
roles of shadows and person. This isnt so necessary for players, but is highly
recommended for GMs.
Section 2: Character Creation
Step 1: Create characters background and issue.
An integral part of a character is their issue. An issue is a source of inner conflict and is
important in determining the progress of your social links. An issue should be an over-
arching plot and its resolution is slow. It is a good idea to make a second issue that is related
to a part of the character that they are unwilling to accept. This second issue is necessary for
GMs who want the players to face their shadow before having a persona.

Step 2: Onecard or wildcard?


The game master decides if a character is a wildcard or a onecard. A wildcard has a stock
with 3 spaces, each space being able to hold one wildcard persona. A onecard has a onecard
persona which is similar to a wildcard persona, but permanent (and doesnt occupy stock
space). A character may be both a wildcard and a onecard.

Step 3: Assign Arcana.


Each character is represented by an Arcana (see Section 4, Arcana). Each characters Arcana
is important because as your social link with them progresses, you gain several benefits.
Yours is whichever you and/or the GM thinks fits your issue best.

Step 4: Allocate spirit and health.


Characters have two important maximums: health and spirit. Health represents how much
damage you can receive before being knocked out, whereas spirit represents how many
skills you can use before running out of energy. At level 1, choose health or spirit. That
maximum is 18 and the other is 15.

Step 5: Allocate MXP and traits.


All mental attributes (see Section 3, Mental Attributes) start at level 2. In addition to this,
you have 20 MXP to spend among them. The mental attributes are: courage, diligence,
understanding, expression and knowledge. To raise the level of a mental attribute, it must
have 10 MXP. By challenging your mental attributes in play, you will earn more MXP. The
maximum mental attribute level is 6. You may also spend or gain MXP through selecting
traits (detailed in the rest of this section) that help add life to your character.
Static Mental Attributes (Alternate Rule): When using this rule, there is no MXP. Instead, at
character creation you may distribute 18 levels among your mental attributes. During the
game, a mental attribute may be raised or lowered but others must be raised or lowered to
compensate the shift in personality. To purchase traits, you must take enough negative
traits so that you can afford the desired positive trait and the leftover MXP is multiplied by
500 and refunded as Yen.

Step 6: Spend yen (see Section 6).


Characters begin with 10,000 yen. Yen is the basic currency in Persona Wildcard, although
you may substitute it with an amount similar to dollars by dividing all costs/rewards by 100.

Step 7: Create your persona (see Section 5)


If your character is a onecard, they begin with a onecard persona of their level (regardless of
also being a wildcard). Otherwise, you begin with a wildcard persona of your level. The
personas Arcana is the same as yours.
Traits
Traits are either bought with MXP or you are paid MXP for choosing them. Some traits have
varying costs, allowing you to scale the intensity of the effect to your needs. The number
before the description of the effect is the cost (a negative cost gives you that much MXP). If
a trait requires you select a specific thing for it to affect (for example, the ability to play a
certain instrument), you may choose it multiple times as long as you select a different thing
each time (for example, different instruments).

Slow Learner
-8: Select one mental attribute. You need 15 MXP to increase its level.
-16: Select one mental attribute. You need 20 MXP to increase its level.
Lacking
-10: Select one mental attribute. This attributes minimum level is 1.
Developmental Issues
-8: Select one mental attribute. This attributes maximum level is 5.
Book Smarts
5: You excel in academics and gain a bonus on all related challenges.
Multi-lingual
3: You can speak another language just enough to get by while visiting on holiday or in
emergencies.
5: You can fluently speak another language. Hiding your foreign accent is an expression
challenge.
Artistic
3: You can play an instrument or make art with a decent amount of skill but not enough to
compete at a high level.
5: Youre a talented musician or artist and, when appropriate, can gain a bonus on
challenges through performance.
Messy Writer
-3: To write legibly, make a diligence challenge. Otherwise, other people who want to read
your writing must pass an understanding challenge.
Greedy
-2: To perform a selfless act of generosity (doesnt include things like sharing consumable
items with party members), you must pass a courage challenge.
-4: To perform a selfless act of generosity (doesnt include things like sharing consumable
items with party members), you must pass a courage challenge with a penalty. To restrain
yourself from trying to optimise a deal/transaction, you must pass a courage challenge.
Orator
2: Youre particularly good at telling jokes and stories, thus you gain a bonus on all related
challenges.
Look At Me!
2: You gain a bonus on all challenges related to grabbing attention and being the centre of
attention.
Stage Fright
-2: You take a penalty on all challenges when youre the centre of attention.
Soothing
2: Youre good at calming people down, whether theyre angry or panicking. You gain a
bonus on all related challenges.
Deceitful
5: You gain a bonus on all expression challenges while lying.
Truthful
-5: You take a penalty on all expression challenges while lying.
Popular
You have status and influence over people within this group and you gain a bonus on all
challenges related to them.
3: Choose a small group (for example, a clique in school).
5: Choose a medium-sized group (for example, all students within a school or followers of a
religion).
7: Choose a large group (for example, a gender or a popular religion).
Unpopular
The group you are unpopular with dislikes you and will go out of their way to avoid/annoy
you. You take a penalty on all challenges related to them.
-3: Choose a small group (for example, a clique in school).
-5: Choose a medium-sized group (for example, all students within a school or followers of a
religion).
-7: Choose a large group (for example, a gender or a popular religion).
Bigot
-3: Choose a minority (for example, a rare ethnic group or religious sect). You take a penalty
on all expression and understanding challenges with this minority.
-7: Choose a majority (for example, a gender or common ethnic group). You take a penalty
on all expression and understanding challenges with this majority.
Messy Eater
-1: Select a type of cutlery or food. While eating this type of food or using this type of
cutlery, you take a penalty on expression challenges and make a mess.
-3: You take a penalty on expression challenges while eating with any cutlery or food.
Self-contained
-3: You dislike or are nervous about discussing particularly personal things and take a
penalty on all related challenges.
Colloquial
-3: You arent used to formal occasions and take a penalty on all challenges where etiquette
is expected.
Joker
-2: No one takes you seriously. When you bring up bizarre and unusual subjects, make an
expression challenge or most will assume youre kidding.
Will To Live
6: In situations where your survival is unlikely, you gain a bonus on all challenges.
Hero
2: You gain a bonus on challenges related to putting yourself in harms way to save others.
3: You never need to make courage challenges to risk your life for the sake of others.
Martial Arts
5: Youve received training in the art of battle and have a bonus to all challenges in a non-
persona fight.
Vegetarian
-3: You refuse to or cannot eat meat products. To force yourself to, make a courage
challenge.
-5: You refuse to or cannot eat any animal products. To force yourself to, make a courage
challenge (if it is a meat, you take a penalty).
Heavy Sleeper
-4: If you have to wake up at a set time, your diligence is challenged with a penalty. If you
succeed, you wake up normally. If you fail, you sleep in by 5 minutes for every 1 by which
you failed, and then you must repeat the challenge without a penalty. Continue to do
challenges and sleep in until you succeed.
Unfit
-5: Your character has poor health and takes a penalty on all athletics-related challenges.
Bespectacled
-3: You cannot read without your glasses but can see fine otherwise.
-5: Your vision is extremely blurry without your glasses.
Lucky
10: Once per session, you may re-roll a result.
15: Once per session, you may re-roll a result. You may re-roll that result once as well.
Unlucky
-8: Once per session, the GM may force you to re-roll a result.
-13: Once per session, the GM may force you to re-roll a result. You may have to re-roll that
result once as well.
Rich
Note: You do not gain the weekly Yen while your relationship with your benefactor is
troubled.
0: You may choose to increase your starting wealth by decreasing your starting MXP by 500
Yen per MXP.
6: Each week, you gain 1000 Yen in addition to normal paid work or pocket money funds.
You may choose to spend extra MXP to increase your starting wealth. For every 1 MXP
spent, you gain 500 Yen.
9: Each week, you gain 1500 Yen in addition to normal paid work or pocket money funds.
You may choose to spend extra MXP to increase your starting wealth. For every 1 MXP
spent, you gain 1000 Yen.
12: Each week, you gain 2000 Yen in addition to normal paid work or pocket money funds.
You may choose to spend extra MXP to increase your starting wealth. For every 1 MXP
spent, you gain 1500 Yen.
Poor
0: You may choose to increase your starting MXP by decreasing your starting wealth by 500
Yen per MXP.
Indebted
0: You may choose to increase your starting MXP by starting with a debt to a person or
organisation. This debt is worth (in Yen or equivalent services/items) 750 Yen per MXP.
Nice
-4: You take a penalty on all challenges when going against your moral code.
Naughty
-4: You take a penalty on all challenges when going against your vindictive impulses.
Phobia
Characters with phobias choose a certain thing to be afraid of (how common it is
determines the MXP payout). When faced by your phobia, you must make a courage
challenge with a penalty. If you fail you must stop at nothing to get out of the situation and
take a penalty on all challenges in the meantime.
-2: Select a fear that will not occur commonly (for example, clowns or ghosts).
-4: Select a fear that will occur commonly (for example, the dark or small spaces).
Addicted
-3: Addicted characters choose a specific substance, habit or miscellaneous stimulus to be
addicted to. After a period of time (determined by the strength of the addiction), they must
make courage checks to stop themselves from satiating the addiction as soon as possible.
The base time period is a week but for every day you reduce it by, you gain another MXP.
Quirk (Category)
+-: A small, insignificant character quick such as nail biting or singing in the shower is only
worth 1 MXP, if anything.
Section 3: Characters
Level
Every character has a level. Your level increases by 1 when you have 5 combat experience
(CXP). All excess CXP is carried over to the next level and it is possible to level up multiple
times at once. The GM handles the distribution of CXP (usually after battle).

Spirit and Health


Your spirit and/or health increases every level (except for level 1, where you get your
starting health and spirit). When you wake up at the start of every day, your health and
spirit are fully restored to their maximum (if you dont sleep or sleep during the day, your
health and spirit wont be restored). When your maximum health or spirit increases, your
current health or spirit increases by that amount. If your current health is 0 or less, you are
knocked out.

At every even level, distribute up to 2 points to your maximum health and/or spirit.
At every odd level, distribute up to 4 points to your maximum health and/or spirit.

Mental Attributes
A mental attribute represents your characters competency in a certain personality trait. A
mental attributes level is increased when you have 10 MXP for that attribute. The
maximum mental attribute level is 6. Every time you engage in a mental challenge (see
Mental Challenges) you gain 1 MXP in the mental attribute being challenged. The mental
attributes and their meanings are:

Courage: Defying what frightens or grieves you.


Diligence: Persistently and autonomously working.
Understanding: Having insight into something or someone.
Expression: Persuasion and expression.
Knowledge: How much you know.

Mental Challenges
Whenever your character does something that requires a mental attribute, they engage in a
mental challenge. A particularly challenging or complex task may require multiple challenges
of one or more mental attributes. For every circumstance that would improve or impair
your ability in this challenge, increase or decrease your effective mental attribute level
(these are called bonuses and penalties each individually only affects it by 1). In a mental
challenge, roll 1d6. If the result is equal to or lower than your mental attribute level you
succeed. If it is above, you fail. Failure may entail an entire inability to perform the task or
doing something counter-productive instead. The game master dictates what happens when
you fail but the amount by which you fail the check should be considered when deciding the
result.
Section 4: Social Links
A social link is a relationship between two characters (one or more of which are player
characters). The rank of a social link is essentially a quantitative measurement of how
powerful the relationship between the two characters is. Each social link is of an Arcana,
that being the one assigned to the other character (speaking from the players point of
view). As you gain and improve social links you are rewarded in and out of battle. An
important part of developing a social link is helping the other character near the resolution
of their issue.

Social Link Rank


A social links rank increases whenever the two characters relationship makes a leap
forward, as decided at the game masters discretion. The maximum social link rank is 10.
When you fuse a persona, the resulting persona gains an amount of CXP equal to your social
link rank of its Arcana. The game benefits of social links are (whenever this refers to a
character other than yours, its a character you have a social link of that rank with):

When a fusion results in a persona of this Arcana, you may award up to this social
links rank in CXP to it.
Rank 1: If a character would be knocked out from a skill or attack that only targets
them, you may instantly move to them and they ignore all of the damage from the
skill or attack. Your health is reduced to 0.
Rank 3: If you fail a mental challenge and you are near another character, you may
reroll the challenge and use the new result instead. You may do this once per day
(per social link).
Rank 5: When you have a 1 more! chance you may remove the down condition from
another character instead of attacking.
Rank 7: When you have a 1 more! chance you may remove one ailment from
another character instead of attacking.
Rank 9: If you would be knocked out by an attack or skill you may ignore all of its
damage if you are near another character. You may do this once per day (per social
link).
Rank 10: If you have a one-card persona, remove one of its weaknesses and increase
one of its resistances to null (this only happens the first time a social link reaches
rank 10 for you). If you are a wildcard, a persona of this social links Arcana may be
added to your stock whenever you choose to accept it (if your stock is full you may
not have space to receive it at the time of reaching this rank). This bonus is only
triggered the first time this social link reaches rank 10.

Reversed and Broken Social Links


If you do something that delays the resolution of another characters issue or sends your
friendship into a temporary state of disarray, your social link with them is reversed. When a
social link is reversed, it counts as being 1 rank lower and cannot be increased until you
make amends (this removes the reversed condition). If you do something that makes the
resolution of another characters issue impossible or totally wrecks your friendship, the
social link is broken. You can no longer pursue a broken social link and its rank is 0.
The Self
A characters social link of their own Arcana represents how they have progressed towards
the resolution of their issue. This rank is increased at the game masters discretion.

The Party
Traditionally the fool Arcana doesnt represent a character; it represents the group of
players plot progression. If the game master chooses to follow this rule, at certain story
milestones, increase the rank of this social link.

Arcana
Each Arcana represents a set of ideas and every character and persona is tied to one. Each
Arcana also has two combat attributes from which you may choose a personas primary and
secondary combat attributes (see Section 5, Universal Persona Rules). In the tarot deck,
each Arcana is represented by a number one lower than the one given here (starting with
the fool as 0) this change was purposely made to prevent confusion when calculating
fusion. The Arcana, their number (necessary for fusion: see Section 5, Fusion), their combat
attributes and the meanings of the Arcana are:

(1) Fool (AGI, LUCK): Beginnings, spontaneity, faith, embracing folly.


(2) Magician (STR, MAG): Action, self-awareness, concentration, power.
(3) Priestess (END, AGI): Inaction, subconscious, seeing potential, mystery.
(4) Empress (MAG, END): Mothering, abundance, senses, nature.
(5) Emperor (STR, END): Fathering, structure, authority, regulation.
(6) Hierophant (MAG, END): Education, belief, conformity, group membership.
(7) Lovers (MAG, AGI): Relationships, sexuality, personal beliefs, personal morals.
(8) Chariot (STR, AGI): Victory, determination, assertion, self-control.
(9) Strength (STR, END): Strength, patience, compassion, gentle control.
(10) Hermit (MAG, AGI): Introspection, searching, guidance, solitude.
(11) Fortune (MAG, LUCK): Destiny, opportunity, change, perspective.
(12) Justice (END, LUCK): Justice, responsibility, careful decisions, cause and effect.
(13) Hanged Man (MAG, END): Release, reversing, suspending, sacrifice.
(14) Death (STR, LUCK): Ends, transition, frugality, eliminating excess, inevitability.
(15) Temperance (END, AGI): Moderation, balance, well-being, synthesis.
(16) Devil (MAG, AGI): Submission, materialism, ignorance, pessimism.
(17) Tower (STR, LUCK): Sudden change, outburst, downturn, revelation.
(18) Star (STR, MAG): Optimism, inspiration, generosity, serenity.
(19) Moon (MAG, LUCK): Fear, illusion, imagination, disorientation.
(20) Sun (MAG, AGI): Enlightenment, glory, vitality, self-assurance.
(21) Judgement (END, LUCK): Judgement, rebirth, calling, absolution.
Non-Player Character Supporters

Analyser
An analyser is a non-player character who can assist in battle, providing help to the direct
combatants. At the start of every round of combat, the analyser may be asked to analyse
something such as a shadow or part of the environment. At the end of every round, the
results of the analysis are given. Analysing a part of the environment may give useful
information (for example, it may reveal a weak spot in a wall or stalactites that could be
broken and fall on enemies). Analysing a shadow may reveal useful information such as:

One of its weaknesses or resistances.


One of its skills.
One of its extraordinary abilities.
The analyser also gains a variety of extra abilities as characters increase their social links
with them. The abilities unlocked are determined by the highest social link of all characters
present:

Rank 3: The analyser can track down someone or something in the shadow world if
they have an object that is important to what theyre trying to track. Working out
their general direction (for example, north, left, up) can be done instantly. Working
out their general location (for example, inside a hospital or in the train station)
requires 24 a number of d6 equal to your social link rank in hours. Finding their
exact location (for example, in the mens restroom) requires a fortnight a number
of days equal to your social link.
Rank 5: In a situation where there are many decoys hiding a single real target,
the analyser may spend a turn determining whether or not a target is real.
Rank 10: Instead of revealing one piece of information (e.g. weakness, resistance,
skill or extraordinary ability), scans reveal 1d6 pieces of information.

Restorer
A restorer does not participate in battle. Instead, the restorer will usually stay back at a safe
point and the player characters can come back to them when they want their services. The
restorer can restore a characters spirit for a cost determined by their social link. The price
of restoration is:

Social link rank Price (Yen) per spirit


1 150
2 140
3 130
4 120
5 110
6 100
7 90
8 80
9 70
10 50
Section 5: Person
Universal Persona Rules
These rules apply to both wildcard and onecard person.

Level
Whenever a character gains combat experience (CXP), they distribute that much CXP among
their person as well. When a persona levels up, excess CXP is carried over towards the
next level and a persona may level up multiple times at once. A personas maximum level is
equal to your level; any excess CXP is lost.

Arcana
Every persona is assigned an Arcana. The Arcana decides what combat attributes can be
selected as its primary and secondary combat attributes and is used in fusion for wildcard
person (see Fusion).

Combat Attributes
Every persona has a set of combat attributes that affect their power in battle. Of these: one
is a primary combat attribute, one is a secondary combat attribute and the others are
tertiary combat attributes. When creating a persona, you choose the primary and secondary
combat attributes from the two given by the personas Arcana. The five combat attributes
and their related calculations are:

Strength (STR): Melee damage, melee accuracy, physical skill damage, physical skill
accuracy
Magic (MAG): Magic damage, magic accuracy, magic defence
Endurance (END): Damage reduction
Agility (AGI): Ranged damage, ranged accuracy, ranged defence, melee defence
Luck (LUCK): Ailment accuracy, ailment defence

Extraordinary Abilities (Optional Rule)


Combat attributes may be reduced to grant abilities that enhance a personas natural form.
See Section 8: Extraordinary Abilities.

Skills
Every persona has a set of skills that are useful in and out of battle. Skills can heal, damage,
inflict various effects, strengthen allies or weaken foes and do various other miscellaneous
effects. A persona may only know up to 8 skills at a time. If a persona with 8 skills would
learn another, it must either lose a skill it already has or the one it is trying to learn.

Skill Rank
This is the highest rank of skill a persona may know.
Wildcard Person

Combat attributes
Level range Skill rank Skill pool Primary Secondary Tertiary
14 1 3 3 1 0
59 2 5 4 2 1
10 14 3 7 5 3 1
15 19 4 9 6 4 2
20 24 5 11 7 5 3
25 29 6 13 8 6 4
30 34 7 15 9 7 5
35 39 8 17 10 8 6
40 44 8 19 11 9 7
45 50 8 21 12 10 8

Level
The amount of CXP needed to level up is 5 the first time but increases by 2 every time after
(for example, for a persona to level up for the third time it needs 9 CXP). A persona always
uses the statistics of its original level range (for example, if a persona begins at level 13 but
levels up to level 15 its skill pool and base scores for combat attributes arent increased to
those of that level range). As a wildcard persona levels up, their combat attributes improve:
3rd level up: +1 primary combat attribute
4th level up: +1 secondary combat attribute
5th level up: +1 all combat attributes

Skill Pool
The skill pool is used to buy skills. Skills are bought twice when creating a persona: once
for the skills it knows at creation and a second time for the skills it learns when it levels up.
A persona knows up to four skills at creation and the first four times the persona levels up it
may learn another skill (these skills are decided at creation as well). The total of the ranks of
the skills known at creation or gained through levelling cannot be higher than the personas
skill pool (so you effectively have double the skill pool to spend). One skill known at creation
is chosen as the personas inheritance skill (this is vital for fusion).

Combat Attributes
These are the scores of the personas primary, secondary and tertiary combat attributes.

Weakness and Resistance


Every persona has a variety of weaknesses and resistances to the various damage types. The
damage types are: physical, fire, ice, electric, wind, light and dark. A persona begins with a
weakness to one type and resists another. The type selected as weak at this point cannot be
improved (except through skills) and the type selected as resisting cannot be reduced. After
this point, weakness and resistance may be altered. For every time you decrease one types
level of resistance, increase anothers. Decreasing the physical type to weak or increasing it
to resist is worth double. The levels of resistance, in order of strength, are: weak, none,
resist, null, absorb or reflect (choose one; their value is equal).
Onecard Person

Combat attributes
Level range Skill rank Primary Secondary Tertiary
14 1 3 1 0
59 2 4 2 1
10 14 3 5 3 1
15 19 4 6 4 2
20 24 5 7 5 3
25 29 6 8 6 4
30 34 7 9 7 5
35 39 8 10 8 6
40 44 8 11 9 7
45 50 8 12 10 8
Level
Person start at the same level as their controller and always only need 3 CXP to level up.

Skill Rank
This is the highest rank of skill a persona may know.

Learning Skills
A level 1 persona knows three rank 1 skills. Every third level, the persona may learn a new
skill of up to their skill rank.

Skill Categories
When creating a persona, you must choose three categories of skills. This persona may only
learn skills related to these categories through levelling up. The categories are: physical, fire,
ice, wind, electric, light, dark, almighty, buff, debuff, ailment and healing. All person may
learn skills that fit into none of these categories. The boundaries of these categories arent
definite and whether or not a skill is suitable is up to GM discretion.
No Almighty (Alternate Rule): Almighty isnt an available category. Life and Spirit are
available in the healing category instead.

Combat Attributes
These are the scores of the personas primary, secondary and tertiary combat attributes.

Weakness and Resistance


Every persona has a variety of weaknesses and resistances to the various damage types. The
damage types are: physical, fire, ice, electric, wind, light and dark. A persona begins with a
weakness to two types and resists two others. If you choose to be weak to physical you may
resist a third type and if you choose to resist physical you must choose a third type to be
weak against.

Fusion Skills & CXP (Optional Rule)


Onecard person may be fused with wildcard person. Instead of producing a new
persona, the onecard persona gains the wildcards CXP and/or learns its inheritance skill. If
you are allowing this rule, increase the CXP necessary to level up to 5.
Fusion
Fusion allows you to destroy multiple person to create one more powerful persona.

Material
Fusion requires at least two wildcard person. In the process of fusion, all of the person
used as material are destroyed. More than one character may contribute material but still
only one persona is created as a result.

Inheritance
The resulting persona may know all of the materials inheritance skills at creation (this does
not count towards the 4 skill restriction at creation but the usual restriction of 8 skills known
still applies). Keep in mind that these skills are no longer inheritance skills in the resulting
persona; if the resulting persona is used in another fusion the skills it gained through
inheritance arent given to the newest persona.

Arcana
Each Arcana is associated with a number (see Section 4, Arcana). To work out the Arcana of
the resulting persona, add or subtract the materials Arcana numbers as you like. The result
of that equation is the number of its Arcana. If the result would be below 1, continue to
count down from 21. If the result would be above 21, continue to count up from 1.

Here are some examples of possible fusions:

Addition: Magician[2] + Chariot[8] = Hermit[10]


Subtraction: Sun[20] Fortune[11] = Strength[9]
Addition and subtraction: Tower[17] + Empress[4] Justice[12] = Strength[9]
Under 1: Fool[1] Hanged Man[13] = Strength[9]
Over 21: Lovers[7] + Moon[19] = Emperor[5]

Level
The resulting personas level is the average level of the material persons original levels.
Increase this (after averaging) by 3 for every extra persona used as material beyond the first
two (for example, increase the level by 6 when fusing four material person) and every
persona used as material with the same Arcana as another persona used (for example, if
three of the material person are of the same Arcana the average level would be increased
by 6). If the results level is higher than the character(s) creating it, it cannot be made until
that level.
Pre-generated Fusion (Alternate Rule): If you are consulting a list of pre-made person, the
persona created is of the calculated Arcana and closest to the generated average level. If the
results level is higher than the character(s) creating it, it cannot be made until that level.

Fusing More?
Although pouring many person into a single fusion will make the result quite versatile and
potent thanks to the large number of inheritance skills and a high level, remember that you
are potentially making yourself vulnerable to specific damage types and effects by reducing
how many person you have. Fuse responsibly!
Section 6: Equipment and Money
Armour and Weapons
There are multiple tiers of weapons and armours. The higher a tier is, the more powerful
(and expensive) it will be. When buying a weapon, you must choose if it is a ranged or a
melee weapon. Melee weapons may only be used in close proximity of a target; whereas
ranged weapons can be used up to any range (within reason) but not up close.

Armour Weapons
Tier Cost Protection Cost Damage
1 7, 250 1 3, 750 1d6 2 (minimum 1)
2 11, 800 2 7, 250 1d6
3 18, 900 3 15, 000 2d6
4 22, 550 4 24, 050 3d6
5 28, 750 5 30, 950 4d6
6 35, 500 6 38, 500 5d6
7 42, 800 7 46, 700 6d6

Improvised Weapons
Something not specifically designed as a weapon (for example, a painting or a throwing disc)
may still be used in combat. Improvised weapons deal 1d6 -2 damage and you take a -2
penalty on accuracy rolls with them. Like normal weapons, you must choose whether or not
it is a melee or ranged weapon (whatever is most appropriate).

Improvised Armour
Like improvised weapons, something not designed specifically for use as armour may be
used (for example, a trash can lid being used as a shield or a pot used as a helmet).
Improvised armour gives 1 point of armour but the discomfort it causes and/or its
unwieldiness reduces all accuracies by 1.

Unarmed Attacks
Even without a weapon, you can still make melee attacks. Your damage is equal to your
strength score. You cannot make ranged attacks unarmed.

Ammunition
As people generally imagine a weapon being fully operational, weapons never need
reloading in the shadow world.

Legendary Weapons/Armour (Optional Rule)


Items that have reached a mythological/historical level of importance (like you would see in
museums) have the potential to manifest extraordinarily in the shadow world. These are
priceless artifacts that have an effectiveness that ranges from tier 5 to 10. In addition to
their conventional usage as a weapon or armour, these items have an innate onecard
persona (its starting level is equal to its tier multiplied by 5). Whoever wields this weapon
may use this persona like they usually would use a onecard persona.
Weapon/Armour Damage Resistance and Health (Optional Rule)
If a weapon or armour is targeted for an attack (be it equipped or not), it has its own health
and damage resistance scores. When equipped, a weapon/armours defence is equal to that
of the person wielding. When its Health reaches 0, the weapon/armour is broken and the
price for repairs is equal to half its cost. It can still be used but its effects diminish as it
continues to take more damage.

When broken, an armours protection is reduced by 1. For every extra 5 damage, its
protection is further reduced by 1.

When broken, a weapons accuracy is reduced by 2 and its damage is reduced by 3. For
every extra 5 damage, its accuracy is further reduced by 1 and its damage is further reduced
by 2.

Weapon Armour
Damage Resistance 2 * (tier 1) 3 * tier
Health 10 * tier 15 * tier

Armour Weapons
Tier Repair Cost Repair Cost
1 3, 625 1, 875
2 5, 900 3, 625
3 9, 450 7, 500
4 11, 275 12, 025
5 14, 375 15, 475
6 17, 750 19, 250
7 21, 400 23, 350

Weapon/Armour Fusion (Optional Rule)


You may fuse a wildcard persona with a weapon or armour.

If it is a weapon, that weapon adds half the personas STR or DEX (depending on if its a
melee or ranged weapon) to its damage (so, when calculating damage, it is equal to
[weapon] + [half fused personas STR or DEX] + [equipped personas STR or DEX]). The
weapon also learns one of the fused personas active skills, so that whoever is wielding it
can use that skill. The skill rank of the fused skill may not exceed the weapons tier.

If it is armour, that armour adds half the personas END to its armour for calculating damage
resistance (not the armours score for determining defences (so, when calculating damage
resistance, it is equal to [armour] + [half fused personas END] + [equipped personas
END]).). The armour also learns one of the fused personas passive skills, so that whoever is
wearing it is affected by it. The skill rank of the fused skill may not exceed the armours tier.

Only one persona can be fused on the same weapon or armour. You may fuse a new one
onto it, but this removes the previous fusion.
Consumables
Unlike armour and weapons, consumables have individual names, prices and effects. Unless
specifically stated, a consumable only affects its user. Items with a * next to their buy price
cannot be bought.

Name Buy Price Sell Price Effect


Peach Seed 30* 10 Heals 2 health.
Medicine 850 170 Heals 5 health.
Ointment 1, 600 320 Heals 10 health.
Antibiotic Gel 2, 900 580 Heals 20 health.
Life Stone 3, 000* 1000 Heals half of maximum health.
Bead 15, 000* 5000 Fully heals health.
Value Medicine 1, 900 390 Heals 5 health for 5 allies.
Medical Kit 3, 400 680 Heals 10 health for 5 allies.
Macca Leaf 6, 400 1, 280 Heals 20 health for 5 allies.
Bead Chain 12, 000* 4, 000 Fully heals health for 5 allies.
Soul Drop 30* 10 Restores 1 spirit.
Snuff Soul 600* 200 Restores 5 spirit.
Chewing Soul 1, 500* 500 Restores 10 spirit.
Soul Food 2, 400* 800 Fully restores spirit.
Soma 30, 000* 10, 000 Fully restores health and spirit for 5 allies.
Dokudami Tea 450 90 Cures poison.
Royal Jelly 450 90 Cures enervation and exhaustion.
Mouthwash 450 90 Cures silence.
Sedative 450 90 Cures rage, fear and confusion.
Stimulant 450 90 Cures dizzy and down.
Hiranya 4, 800* 1, 600 Cures all ailments.
Amrita Soda 12, 000* 4, 000 Cures all ailments for 5 allies.
Revival Bead 1950 390 Revives an ally and heals half of
maximum health.
Balm of Life 4850 970 Revives an ally and fully heals health.
Paid Work
Although defeating shadows and exploring the shadow world do provide rewards,
characters may also work in the real world to earn cash. Working is also an opportunity to
meet new people and develop social links with customers or colleagues. Characters who
volunteer for free may find themselves being rewarded with gifts or particularly helpful
contacts. Pay is calculated for every session of work and is either given immediately or in
large sum packets at regular intervals. The pay amounts and how much the character is paid
if they fail their mental challenge (see Performance):

Full Pay Fail by 1 Fail by 2 Fail by 3 Fail by 4


500 475 425 375 325
750 710 630 550 470
1000 950 850 750 650
1250 1190 1070 950 830
1500 1425 1275 1125 975
1750 1660 1480 1300 1120
2000 1900 1700 1500 1300

Performance
Every job is tied to a specific mental attribute and every time you work you are challenged.
Failure results in reduced pay for that session, with increasing amounts of failure reducing
the pay further or an event dictated by the game master (for example, having to stay behind
and help clean up after making a mess). You do not get MXP from these mental challenges,
unless the result of the challenge is 1.

Prerequisites
More difficult jobs will have a prerequisite of one or more mental attributes being of certain
levels (for example, a day-care worker may need understanding and expression at level 3).
Even if you do not meet these prerequisites you can still get the job, if it allows an interview.
For every level of a mental attribute you dont meet the prerequisite for, you must succeed
in an expression challenge in the interview.

Pocket Money
Characters who live a more sheltered life may have a steady source of income without
having to go to third parties. However this shouldnt be seen as free cash, a character with
pocket money should have a chore (or list of chores, for example, taking care of the pets,
helping grandma run her textile shop) that must be completed otherwise they dont get any
money. Unlike paid work, pocket money doesnt require mental challenges and there are no
prerequisites. As long as you do the chore you will be paid the full amount. If you have
multiple tasks to be completed you may be paid less (or nothing) for only doing some of
them.

How much should I be paid?


This should be discussed with the game master. Jobs or chores that have higher
prerequisites, are more difficult, or you have to spend more time doing should pay more
than simple work anyone can do.
Section 7: Combat
Rounds, Turns and Initiative
During combat, time is measured in rounds and turns. During a turn, a character has an
attack action and a move action with which they can engage in various activities. An attack
action may be swapped for a move action, but not vice versa. A round ends when every
character has had their turn and the next round starts. The order in which characters have
their turns is by their initiative calculated at the start of combat (2d6 + AGI). The characters
with higher initiative go first and if it is a tie, those characters reroll their initiative and
whoevers is highest that time is before the other. A round is equivalent to 6 seconds.

Turn-Based Effects
If an effect lasts for a certain number of turns, reduce the duration of the effect by 1 at the
end of your turns (excluding the turn the skill is used).

Move Action
A move action may be used to: move, take cover, swap persona, use a consumable, interact
with the environment (e.g. pulling a lever) or remove the down ailment from a character
within reach.

Attack Action
An attack action may be used to: attack, use a skill, defend or protect. When you choose to
defend, until the start of your next turn, +3 to all of your defences and +3 to your damage
reduction. You may protect anyone within reach; any damage targeted at them is inflicted
on you instead until the start of your next turn.

Attacks
Melee attacks and ranged attacks are made with the characters physical weapons, rather
than the personas. The combat attributes of the currently equipped persona are still
applied to attacks, though. Melee attacks may only be made if the enemy is within reach,
whereas ranged attacks may be made at any distance (within reason) except within reach.

Skills
Skills are various supernatural abilities person and shadows have which transcend normal
human capabilities. Skills may be used at any range (including physical skills). To use a skill
that deals physical damage, pay its skill rank in health. To use a skill that does not deal
physical damage, pay its skill rank in spirit (if a skill deals both physical and non-physical
damage, pay its rank in health). Some skills may specify a cost that isnt equal to its rank.

Damage Resistance
Physical and magic damage is reduced by your END + [armour]. If a skill deals multiple
damage types, distribute damage resistance among the damage types as you see fit.
Damage resistance is applied after resistance.

Damage Types
There are several types of damage, several of which person and shadows may have
resistances to. The damage types are: physical, fire, ice, wind, electric, dark, light and
almighty (cannot be a weakness or resistance). When referring to the magic type or
magic damage, it encompasses fire, ice, wind, electric and almighty damage.
Accuracy, Damage/Effects and Defence
An attack/skills accuracy must be higher than the targets defence to take effect. If the
attack/skill is successful, the damage or effect is applied. If a skill has multiple hits, you roll
accuracy for each hit. If a skill has multiple targets, the same accuracy roll is applied to all
targets for each hit. In one use of a skill, ailment accuracy is only rolled once for each
ailment, regardless of the number of hits (ailment durations dont stack). If a skill applies an
ailment and deals damage, the damage-dealing effect must be successful before you may
roll the ailments accuracy.

Attack/Skill Accuracy Damage/ Effect Defence


Melee attack 2d6 + STR [weapon] + STR 6 + [armour] + AGI
Ranged attack 2d6 + AGI [weapon] + AGI 6 + [armour] + AGI
Physical skill 2d6 + STR [skill] + STR 6 + [armour] + AGI
Magic skill 2d6 + MAG [skill] + MAG 6 + [armour] + MAG
Ailment, light, dark skill 1d6 + LUCK [skill] 2d6 + LUCK
Buff, debuff, Perfect [skill] None
buff/debuff/ailment
removal, healing skill
If an effect would reduce your accuracy or damage by an amount of d6 and this reduces the
amount of d6 rolled to be less than 0, you dont roll negative d6 (its the same as rolling
0d6).

Critical Hits
If in the accuracy rolls for an attack, physical skill or magic skill, at least two of the d6 rolls
for the same hit give the result of 6 it is a critical hit. The damage dealt is doubled (before
damage reduction).

One More!
If you deal damage to a target and that is damage the target is weak to, they gain the down
condition and you get another attack action. If all of your opponents have the down
condition, you get an all-out attack: every ally may move towards an opponent and make a
melee attack. All-out attacks are not extra turns and are done simultaneously. You cannot
get One More! from the same target more than once per turn.

Combat Without Person (Optional Rule)


If a character is out of the shadow world, they can still engage in real fights (for example, a
schoolyard brawl) but success is determined by mental challenges. The style of fighting you
use determines what mental attribute is challenged. A ferocious all-out attack requires
courage, a slow and steady stance requires diligence and outsmarting your opponent and
dirty tricks require intelligence.

This combat has rounds, but not turns. Everyone involved announces what their character is
trying to do at the start of the round and then rolls their mental challenges. When using a
weapon, you gain a bonus on challenges equal to its tier (improvised weapons count as tier
1). If a character succeeds, their target gains one hit point. For every hit point you have, you
take a penalty on all mental challenge. If you have 5 hit points you are knocked out.

Hit points are lost through the game masters discretion. Just one hit point may be lost with
a bit of rest but more serious injuries could entail a trip to the hospital.
Obfuscated Vision (Optional Rule)
When something isnt blocking large parts of your vision but is making it harder to make out
details (e.g. fog, rain, light foliage) you suffer penalties to your accuracies. The penalty may
be anywhere from -1 to -6, and for every -2, the accuracy dice result required to get a
critical hit increases by 1. -1 would be light rain, -3 would be behind dusty glass and -6 is
heavy fog. These factors may also inhibit your range of vision. It is important to remember
that just because something may not be a solid object, doesnt mean it has to obfuscate
vision rather than provide cover (see below). Smoke, when thick enough, will certainly
completely block something from your line of sight.

Cover (Optional Rule)


Youre given cover when a solid object is between you and your attacker (e.g. behind a
barrel, standing behind a wall). You receive a bonus to your defences depending on how
much of your body it covers and how dense the cover is. If you havent used the take
cover move action, the bonus is reduced by 1 (e.g. if youre next to the barrel but havent
taken cover). For every third of your body that is protected by cover, increase your defences
by +2. If the cover is soft/weak (e.g. a very thin wall), the bonus is reduced by 1.

Grid/Hex Movement (Optional Rule)


If you would like to use a less freeform method to represent space and movement, use this
optional rule. With one use of a move action, a character can move up to 3 spaces (whether
they are squares or hexes isnt important). To make melee attacks, you must be adjacent to
the targets space (and for ranged attacks, the target cannot be adjacent). In an all-out
attack (see One More!), each character may move up to 3 spaces. Each 1 space is roughly
equivalent to 5 10 feet. Falling damage is equal to 1d6 damage per space.

Weakness and Resistance


A persona or shadow may have weaknesses or resistances to: physical, fire, ice, wind,
electric, dark and light damage. The varying levels of weakness/resistance and their effects
are:

Weak (wk)
Physical/magic: You now have the down condition.
Light/dark: Your base defence against this type is 1d6 + LUCK.

None (-)
Damage of this type is received normally.

Resist (rs)
Physical/magic: Damage is halved.
Light/dark: Your base defence against this type is 3d6 + LUCK.

Null (nl)
Damage of this type is negated.

Reflect (rf)
Damage of this type is negated and dealt to the user instead.

Absorb (ab)
Damage of this type is negated and you heal that amount.
Ailments and Conditions
Through battle, various ailments and conditions may be inflicted upon you.
Ailments/conditions last for a certain amount of time or until a criterion is met. Ailments can
be removed with various skills and consumables, too. Excluding poison, you may only have
one ailment at a time. If you would have more than one non-stacking ailment at a time, the
one applied most recently replaces the other. The duration of ailments do not stack (for
example, if youre confused for three turns, two of your turns have passed already (so the
duration is currently 1), then youre confused for three turns again, youll be confused for 3
turns).
Confusion (ailment)
At the start of your turn roll 1d6. If the result is 3 or below, you do nothing in that turn. If
the result is 4 or above you may act but you only get an attack action.
Enervation (ailment)
All of your accuracy modifiers from combat attributes are halved.
Exhaustion (ailment)
Every move and attack action costs 1 spirit in addition to their usual costs. Damage received
is multiplied by 1.5.
Fear (ailment)
You must spend at least one action during each turn to move away from the opponent that
inflicted this condition.
Rage (ailment)
You may only spend attack actions attacking the opponent nearest to you. If no opponents
are within range, you may only spend actions moving into range. Your melee damage is
doubled and your melee accuracy modifiers from combat attributes and all defences are
halved.
Silence (ailment)
You cannot use skills or swap persona.
Poison (until removed or the end of the encounter) (ailment)
At the end of your turn you lose an amount of health described in the afflicters skill (dont
apply damage resistance). This cannot reduce your health below 1. This ailment stacks with
other ailments/conditions.
Down (until standing) (condition)
You gain the down condition when you take damage of a type you are weak against. Your
agility counts as 0 for all defences. You must spend a move action to stand. Down characters
cannot participate in all-out attacks. If you are critically hit or receive damage of a type you
are weak against, the down condition is upgraded to the dizzy condition. If youre hit in an
all-out attack you lose the down condition.
Dizzy (until standing) (condition)
As the down condition, except you must spend a move and an attack action to stand.
Knocked Out (until removed or you move out of the shadow world)
You are knocked out when your health is 0 or less. When your body exits the shadow world
your health returns to 1. If your body spends a whole day knocked out in the shadow world,
a terrible fate befalls you. You have no actions. All ailments/conditions are removed.
Section 8: Skills & Extraordinary Abilities
A skills rank is determined by adding the rank of its parts (its effect and its adjectives (if it
has any)).

Most effects and adjectives can be customized, with their rank increasing with optional
increases such as additional damage, lengthened ailment durations and affecting multiple
opponents. Many effects will also choose you to choose a particular type (for example, fire
or ice) at creation that determines what that skill effects (these are permanent choices; if
you select fire at creation for Break: Magic, that skill can only be used in reference to fire
(you may have multiples of the same skill as long as you select a different type each time)).

An active skill is one that consumes an attack action to be used, whereas a passive skill is
always in effect and you pay no spirit or health to maintain its effect. Passive skills cannot
have adjectives.

When a skill refers to X, this is a value that you must choose at creation. This is typically
used to determine the rank and damage of a skill. Skills may also refer to Y or Z; this may be
a value chosen at the time of creation or the time of using the skill (if chosen at creation,
this is permanent choice if chosen at the time of using the skill, you may change the value
every time you use that skill).

Here is a break-down of how to read a part description:

Skill Name
[rank as number]: Description of this skills effect.
+[rank as number]: Description of optional increase.

Here is an example of a skill description:

Fire
X: Deals up to Yd6 fire damage to the target (Y may be any number up to X). The cost of
using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

I encourage you to personalise your creations with their own signature skill names. Fire
may be a fireball, a missile, a flamethrower, a white-hot frying pan or whatever else the
shadow world desires. Be creative!
Active Effects

Fire
X: Deals up to Yd6 fire damage to the target (Y may be any number up to X). The cost of
using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Ice
X: Deals up to Yd6 ice damage to the target (Y may be any number up to X). The cost of
using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Wind
X: Deals up to Yd6 wind damage to the target (Y may be any number up to X). The cost of
using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Electric
X: Deals up to Yd6 electric damage to the target (Y may be any number up to X). The cost of
using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Almighty
X: Deals up to Yd6 almighty damage to the target (Y may be any number up to X). The cost
of using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Life
X: Deals 2Y+1 almighty damage (do not apply MAG) to the target (Y may be any number up
to X). The cost of using this skill is Y.
+3Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).
+1: When using this skill, you heal 2Y+1 damage (do not apply MAG).

Spirit
X: Deals 2Y+1 almighty damage (do not apply MAG) to the target (Y may be any number up
to X). This damage is dealt to their spirit. The cost of using this skill is Y.
+3Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).
+1: When using this skill, you restore 2Y+1 spirit (do not apply MAG).

Cleave
X: Deals up to Yd6 physical damage to the target (Y may be any number up to X). The cost of
using this skill is Y. Your accuracy is increased by Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Skewer
X: Deals up to Yd6 + 2Y physical damage to the target (Y may be any number up to X). The
cost of using this skill is Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Light
2: Deals of the targets current health in light damage. Your accuracy is decreased by 1.
5: Deals of the targets current health in light damage. Your accuracy is decreased by 2.
8: Deals of the targets current health in light damage. Your accuracy is decreased by 3.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Dark
2: Deals of the targets current health in dark damage. Your accuracy is decreased by 1.
5: Deals of the targets current health in dark damage. Your accuracy is decreased by 2.
8: Deals of the targets current health in dark damage. Your accuracy is decreased by 3.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Ailment (Enervation/Exhaustion/Rage/Confusion/Silence/Fear)
When making this skill, select its ailment. This counts as a different effect for each ailment.
1: Inflicts [ailment] for 1 turn.
3: Inflicts [ailment] for 1d6 divided by 3 (round down) turns.
5: Inflicts [ailment] for 1d6 divided by 2 (round down) turns.
+X: Increase your accuracy by X.
+4Y: The duration of the ailment is increased by Y.
+2Z: This skill targets as many enemies as possible (not allies) up to 6Z (if there are more
than 6Z enemies, you may choose 6Z to be targeted).

Poison
X: Inflicts poison that deals X damage at the end of each of the victims turns.
+3: The poison is not removed at the end of the encounter.

Heal
X: Heals Xd6 + Yd6 damage to the target (you must choose Ys value; Y may be up to double
the persona/shadows maximum skill rank + 2). The cost of using this skill is equal to X + Y. If
Y goes above double the persona or shadows maximum skill rank by 1, it gains the down
condition, if by 2, the dizzy condition.
+2Z: You may choose up to 6Z targets when using this skill. The cost of using this skill is
increased by Z.

Cure: Rage + Fear + Confusion


1: Removes the rage, fear and confusion ailments.
+2X: You may choose up to 6X targets when using this skill.
Cure: Silence
1: Removes the silence ailment.
+2X: You may choose up to 6X targets when using this skill.

Cure: Poison
2: Removes the poison ailment.
+2X: You may choose up to 6X targets when using this skill.

Cure: Enervation
2: Removes the enervation ailment.
+2X: You may choose up to 6X targets when using this skill.

Cure: Down + Dizzy


2: Removes the down and dizzy conditions.
+2X: You may choose up to 6X targets when using this skill.

Cure: All
3: Removes all ailments, down and dizzy.
+3X: You may choose up to 6X targets when using this skill.

Revive
Using this skill requires a move and an attack action.
3: Removes the knocked out condition and heals them to their maximum health.
5: Removes the knocked out condition and heals them to their maximum health.
7: Removes the knocked out condition and heals them to their maximum health.
+3X: You may choose up to 6X targets when using this skill.

Accuracy + Defence Up
1: Stacking buff. All of the targets defences and accuracies are increased by 1 for 3 turns.
+4X: Increase the accuracy and defence bonus by X.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.

Accuracy + Defence Down


1: Stacking debuff. All of the targets defences and accuracies are decreased by 1 for 3 turns.
+4X: Increase the accuracy and defence penalty by X.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.

Damage Dealt Up
1: Stacking buff. When the target rolls for damage, they deal an extra 1d6 for 3 turns.
+4X: Increase the damage bonus by Xd6.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.

Damage Dealt Down


1: Stacking debuff. When the target rolls for damage, they deal 1d6 less for 3 turns.
+4X: Increase the damage penalty by Xd6.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.
Damage Received Down
1: Stacking buff. When something rolls damage against the target, they deal 1d6 less. Lasts
for 3 turns.
+4X: Increase the damage penalty by Xd6.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.

Damage Received Up
1: Stacking debuff. When something rolls damage against the target, they deal an extra 1d6.
Lasts for 3 turns.
+4X: Increase the damage bonus by Xd6.
+3Y: Increase the duration by Y.
+3Z: You may choose up to 6Z targets when using this skill.

Ailment Up
3: Stacking debuff. Everything within ranges ailment defence is reduced by 2.
+2X: Increase the ailment defence penalty by X.
+2Y: You may choose Y things to be unaffected by this skill.

Critical Up
3: Stacking buff. When attacking or using a skill, the 2d6 result necessary to cause a critical
hit is reduced by 1. Affects everything within range.
+2X: Increase the critical hit threshold by X.
+2Y: You may choose Y things to be unaffected by this skill.

Power Charge
4: Buff. Next time you deal physical damage, multiply the d6 rolled and STR bonus by 2.
+3X: Increase the damage multiplier by X.

Mind Charge
4: Buff. Next time you deal magic damage, multiply the d6 rolled and MAG bonus by 2.
+3X: Increase the damage multiplier by X.

Specialise: Type
1: Buff. Select one type from fire, ice, wind and electric. The target of this skills MAG is
treated as double in damage calculations of that type.
+4X: Increase the MAG multiplier by X.

Break: Magic
3: Debuff. Select one type from fire, ice, wind and electric. The target of this skills resistance
to this type is removed. Although this is a debuff, to use the skill successfully, your must
calculate accuracy and defence as if it was an ailment skill.

Break: Repel
3: Debuff. The target loses its Repel: Physical, Repel: Magic and Nullify: Light + Dark
buffs.

Repel: Physical
6: Buff. Next time the target of this skill receives physical damage, treat it as if the targets
resistance to physical damage is reflect.
Repel: Magic
6: Buff. Next time the target of this skill receives magic damage, treat it as if the targets
resistance to the attack/skills damage is reflect.

Nullify: Light + Dark


5: Buff. Next time the target of this skill receives light or dark damage, treat it as if the
targets resistance to the attack/skills damage is null.

Remove: Debuffs
4: Buff. All of the targets debuffs are removed.
+2: Affects everything within range.
+4X: You may choose up to 6X targets when using this skill.

Remove: Buffs
4: Debuff. All of the targets buffs are removed. Although this is a debuff, to use the skill
successfully, your must calculate accuracy and defence as if it was an ailment skill.
+2: Affects everything within range.
+4X: You may choose up to 6X targets when using this skill.

Summon
X: A mook whose level is equal to 5X-4 appears close to you.
+Y: Y additional mooks identical to the first appear as well.

Create Obfuscation
X + Y: Choose up to 2X+1 spaces to grant up to Y obfuscation (see Section 7: Combat,
Obfuscated Vision).

Create Cover
X + Y: Choose up to X spaces to grant up to Y cover (see Section 7: Combat, Cover).
Adjectives

Automatic
3: Can only be used in conjunction with a buff or debuff effect. If this persona is equipped at
the start of an encounter, this skill is used instantly without paying any spirit/health.

Multi-Hit
X: Can only be used in conjunction with a physical damaging effect. This skill hits X+1 times.
The accuracy and damage of each of these hits takes a penalty of 2X.

Cruel
X: Can only be used in conjunction with a physical damaging effect. If the target is down,
double STR and + Xd6 for damage calculations.

Ailing
1: Can only be used in conjunction with a physical damaging effect. Select one ailment from
confusion, fear, rage and silence. If this skill successfully deals damage, make an ailment
accuracy roll with a -2 penalty to inflict this ailment for 1 turn.
2: Can only be used in conjunction with a physical damaging effect. Select either enervation
or exhaustion. If this skill successfully deals damage, make an ailment accuracy roll with a -2
penalty to inflict this ailment for 1 turn.
+X: Increase your accuracy by X.
+4Y: The duration of the ailment is increased by Y.

Poisoning
X: Can only be used in conjunction with a physical damaging effect. If this skill successfully
deals damage, make an ailment accuracy roll with a -2 penalty to inflict poison that deals X
damage at the end of each of the victims turns.
+Y: Increase your accuracy by Y.

Magical
X: Can only be used in conjunction with a physical damaging effect. Select one type from
fire, ice, wind and electric. If this skill successfully deals damage, deal an additional Xd6
damage in this type.
Passive Effects

Counter
3: When you are the target of an attack, roll 1d6. If the result is 6, you may immediately
make an attack against the attacker (before their attack is resolved).
+3X: Decrease the result necessary to immediately make an attack against the attacker by X.

Endure
5: Once per encounter, when your health would be reduced to or below 0, it stays at 1.
+X: After your health stopping at 1, you instantly heal 2Xd6 damage. You may choose to
double or triple this healing but you are immediately given the down or dizzy condition,
respectively.

Regenerate
3: At the start of each of your turns, your health is healed by 1 damage. Outside of combat,
you heal 1d6 damage every minute.
+X: The healing (both in and out of combat) is increased by X.

Invigorate
3: At the start of each of your turns, your spirit is restored by 1. Outside of combat, you
restore 1d6 spirit every minute.
+X: The restoration (both in and out of combat) is increased by X.

Specialisation: Magic
1: Select one type from fire, ice, wind and electric. Your MAG is treated as double in damage
calculations of that type.
+4X: Increase the MAG multiplier by X.

Evasion: Type
X: Select one type from fire, ice, wind, electric, light and dark. Your defence is increased by X
+ 1 when targeted by that type.

Resistance: Type
3: Select one type from fire, ice, wind, electric, light and dark. Your resistance to this type is
increased one time (to a maximum of resist).
4: Your resistance to the physical type is increased one time (to a maximum of resist).
5: Select one type from fire, ice, wind, electric, light and dark. Your resistance to this type is
increased two times (to a maximum of null).
6: Your resistance to the physical type is increased two times (to a maximum of null).
7: Select one type from fire, ice, wind, electric, light and dark. Your resistance to this type is
increased three times (to a maximum of reflect or absorb).
8: Your resistance to the physical type is increased three times (to a maximum of reflect or
absorb).

Null: Ailment
3: Select one ailment from confusion, enervation, exhaustion, fear, rage, silence and poison.
This ailment cannot be inflicted upon you.

Survive
5: Select either light or dark. Damage of this type cannot reduce your health to below
your maximum health.
7: Select either light or dark. Damage of this type cannot reduce your health to below
your maximum health.
9: Select either light or dark. Damage of this type cannot reduce your health to below
your maximum health.
Extraordinary Abilities (Optional Rule)
Some person are, through their physical form, able to do more without the use of skills
(extraordinary abilities arent skills). Extraordinary abilities are things such as flight, extra
speed and amazing leaps. Each extraordinary ability has a cost paid in combat attribute
points (the points may be paid from one or more combat attributes). This rule assumes
youre using the grid/hex movement optional rule but that isnt necessary. For reference,
the normal speed of a person in the shadow world is 3 (roughly equivalent to 5 10 feet).

To pay for a wildcard personas extraordinary abilities, pay its cost at creation.

Like wildcard person, onecard person can have extraordinary abilities at creation but
may also gain new ones every time their combat attributes would increase (by spending
those increases on upgrades instead).

Speed
2X: Increase your normal speed by X spaces.

Vertical Running
X: While moving, up to X spaces of your movement may be across a vertical surface.

Upside-down Running
2X: While moving, up to X spaces of your movement may be on the underside of a surface.
Add X spaces to your vertical running speed, if you have one.

Walk Over Liquids


X: While moving, up to X spaces of your movement may be across a liquid surface.

Walk Over Gases


X: While moving, up to X spaces of your movement may be across a gaseous surface
(excluding normal air).

Hover
2X: You may spend a move action to start hovering or may start hovering in response to
something happening (such as the floor collapsing). You hover at your current height and
dont fall for X turns. If you gain the down condition you fall. If you take damage while
hovering, you fall 1 space for every 10 damage dealt and during your next turn must spend a
move action to stabilise or fall.

Glide
2X: While hovering, your speed is X spaces. When falling, for every spaces you fall, you may
move X spaces horizontally.

Flight
3X + 2Y (Xs value must be at least 1): You may spend a move action to start flying and if you
dont spend at least one move action each turn afterwards to continue the flight you fall.
Each time you spend a move action to start/continue flying, you may move up to X spaces
vertically and up to Y spaces horizontally. If you gain the down condition you fall. If you take
damage while flying, you fall 1 space for every 10 damage dealt and during your next turn
must spend a move action to stabilise (this doesnt count as starting/continuing a flight) or
fall.
Soft Landing
X: When falling, you take Xd6 less damage.

Leaping
X: You may spend a move action to move up to X spaces vertically and half your normal
speed horizontally. If you land lower than where you began, you count as falling after the
first 2X spaces below your starting height.

Burrow
2X: While moving, up to X spaces of your movement may be through material that is solid
but loose (for example, sand or soil).

Phasing
3X: You may spend a move action to move up to X + 1 spaces, regardless of physical
obstructions that werent designed specifically for containing areas (for example, you may
phase through rubble or cover but not walls). You cannot end your turn occupying the same
space as another object. If you do, you take damage equal to Yd6 (Y is double the number of
spaces you are from the nearest open space) and you are moved to the nearest open space.
Phasing cannot be used to phase through attacks and youre still affected by factors such as
temperature (for example, if you phase through lava youll still be hurt by it).
+4X: You may spend the end of X consecutive turns in another objects space before taking
damage and being moved. While phasing, you may move through X objects that were
designed for containing areas.
Section 9: Shadows
Universal Shadow Rules
These rules apply to normal shadows, mooks and bosses.

Level
Unlike personae, shadows dont have any experience or level up. Their level is static:
decided when theyre created. Their level does determine how powerful they are however,
just like personae.

Combat Attributes
Every shadow has a set of combat attributes that affect their power in battle, just like
personae. However, rather than having set primary, secondary and tertiary attributes,
shadows have a pool to allocate their attributes freely (the maximum power of a combat
attribute for each level range is given after the combat attribute pool in brackets).

Strength (STR): Melee damage, melee accuracy, physical skill damage, physical skill
accuracy
Magic (MAG): Magic damage, magic accuracy, magic defence
Endurance (END): Damage reduction
Agility (AGI): Ranged damage, ranged accuracy, ranged defence, melee defence
Luck (LUCK): Ailment accuracy, ailment defence

Extraordinary Abilities (Optional Rule)


Combat attributes may be reduced to grant abilities that enhance a shadows natural form.
This works identically to a personas extraordinary abilities except that the combat attribute
pool is reduced instead of tertiary attributes.
See Section 8: Extraordinary Abilities.

Skill Rank
This is the highest rank of skill a shadow may know.

Skill Pool
The skill pool is used to buy skills. As there is no levelling up for shadows, its skill pool is
spent only once on the skills it begins with (unlike personae). A shadow may know up to 8
skills.

Natural Attacks
Unlike a normal character, shadows dont need a weapon to fight effectively in close
quarters. They have either a Melee Attack or a Ranged Attack (decided at creation) that
deals damage as if it was a weapon with a tier equal to the shadows skill rank (e.g. A level
12 shadow could have a melee or a ranged attack that deals 2d6 damage).

Death
Shadows have no knocked out condition; they instantly die at 0 health.
Shadows

Level range Skill rank Skill pool Combat attribute pool


14 1 4 4 (3)
59 2 7 9 (4)
10 14 3 10 14 (5)
15 19 4 13 19 (6)
20 24 5 16 24 (7)
25 29 6 19 29 (8)
30 34 7 22 34 (9)
35 39 8 25 39 (10)
40 44 8 28 44 (11)
45 50 8 31 49 (12)

Health and Spirit


Distribute 24 + (3 * the shadows level) among its maximum Health and Spirit.

Weakness and Resistance


Every shadow has a variety of weaknesses and resistances to the various damage types. The
damage types are: physical, fire, ice, electric, wind, light and dark. For every time you
decrease one types level of resistance, increase anothers (and vice versa). Decreasing the
physical type to weak or increasing it to resist is worth double. The levels of resistance, in
order of strength, are: weak, none, resist, null, absorb or reflect (choose one; their value is
equal).
Mooks
Mooks are very weak shadows. Three mooks are equal to one shadow.

Level range Skill rank Skill pool Combat attribute pool


14 1 2 2 (1)
59 1 3 4 (2)
10 14 2 4 9 (3)
15 19 2 5 14 (4)
20 24 3 6 19 (5)
25 29 3 7 24 (6)
30 34 4 8 29 (7)
35 39 4 9 34 (8)
40 44 5 10 39 (9)
45 50 5 11 44 (10)

Health and Spirit


A mooks maximum health is 1 and its spirit is equal to double its level.

Weakness and Resistance


The damage types are: physical, fire, ice, electric, wind, light and dark. A mook always dies
instantly when targeted by an attack/skill of one type, regardless of whether or not the
attacks accuracy succeeds. A mook never takes damage from one type. These arent
resistances in the normal game sense, so they cannot be removed/improved.

Shared Rolls
When many mooks have to roll the same thing at the same time (e.g. theyre all using the
same skill on the same person or defending against a skill that targets all of them), you may
divide the mooks into groups. Each group rolls once and all of the mooks in that group are
treated as if they rolled that result.
Bosses
Bosses are extremely powerful shadows. One boss is equal to three shadows.
Level range Skill rank Skill pool Combat attribute pool
14 1 4 4 (3)
59 2 8 9 (4)
10 14 3 12 14 (5)
15 19 4 16 19 (6)
20 24 5 20 24 (7)
25 29 6 24 29 (8)
30 34 7 28 34 (9)
35 39 8 32 39 (10)
40 44 9 36 44 (11)
45 50 10 40 49 (12)

Health and Spirit


A boss maximum health and spirit are both equal to 10 + (its level * 6).

Weakness and Resistance


Every shadow has a variety of weaknesses and resistances to the various damage types. The
damage types are: physical, fire, ice, electric, wind, light and dark. For every time you
decrease one types level of resistance, increase anothers (and vice versa). The boss begins
with four free resistance increases. Decreasing the physical type to weak or increasing it to
resist is worth double. The levels of resistance, in order of strength, are: weak, none, resist,
null, absorb or reflect (choose one; their value is equal).

Note: It is advised that bosses dont have weaknesses unless they have alternate forms (see
below) that do not have that same weakness, as they will make the fight much easier.

Alternate Forms
You may reduce a boss combat attribute pool by 3 to gain an alternate form (you may do
this multiple times). An alternate form can be assumed with a move action and/or by being
triggered by an event decided at creation (e.g. being attacked by a specific type). Each
alternate form has different weaknesses, resistances and skills (you dont have to divide
these resources among the forms; each of them has the amount given in the table).

Death Forms
Death forms are similar to alternate forms except they cost 7 combat attribute pool points
instead of 2. When buying death forms, you must put them in an order. When the boss dies
itll instantly come back to life as its first death form. When the boss dies again, itll go into
its second death form and so on until it has no death forms left. When purchasing alternate
forms, you must choose which death form (or its original form) has it; the cost of purchasing
that alternate form isnt subtracted from the other death forms combat attribute pools.
Each death form has different weaknesses, resistances, skills and combat attributes (you
dont have to divide these resources among the forms; each of them has the amount given
in the table, however all death forms combat attributes pools are reduced by the cost of
buying death forms). A boss death forms (and its original forms) share a pool of maximum
health and maximum spirit to distribute amongst themselves equal to the boss normal
maximum health and spirit + (half that amount * number of death forms).
Section 10: Rewards & Game Mastering
Rewards
In this section are presented three different types of rewards that can be given after an
encounter and in the case of personae, alternate ways of distributing those rewards. Game
masters dont necessarily have to distribute Yen after battles.

Character Experience
An encounter with a number of shadows equal to the number of participants, all of which
are the same level, has a difficulty of 4; this is the amount of CXP each participant gets.
The difficulty is increased according to these rules:

+1 or -1 for every extra or less shadow.


+1 or -1 for every 3 levels each individual shadow has above or below the average
party level.
Three mooks are equal to 1 shadow and 1 boss is equal to 3 shadows for calculating
difficulty.

Yen
Distributing rewards after an encounter is done in two steps:

1. Each participant gains an amount of Yen equal to Level * Difficulty * 10


2. The party as whole gains a number of items, the total worth of which is equal to the
total Yen given in the previous step.

Personae; Shuffle Time (requires Tarot deck)


Before using your Tarot deck, remove the page, knight, queen and king cards. They will not
be needed.

1. Shuffle your Tarot deck (when the game is stalled due to player indecision, it is a
good time to do this to prevent slowing things down later).
2. Roll 2d6 and spread that many cards face down on the table.
3. Each player chooses a card and reveals it.
If the card is one of the Major Arcana (Fool, Priestess, etc) the player gets a persona
of that Arcana (its level is equal to the players level, increased or reduced by 1 for
every 1 by which the difficulty of the encounter was above or below 4). If the card is
The World, that player chooses what Arcana their persona is.
If the card is one of the Minor Arcana (5 of Pentacles, 2 of Swords, etc) the player
gets a benefit depending on its suit and its number:
o Wands: Distribute the number in CXP among your personae.
o Cups: Your current health increases equal to the number.
o Swords: Your current spirit increases equal to the number.
o Pentacles: You gain Yen equal to the number * 500.

Personae; Roll Time


Each player rolls 1d6. Their reward is:

1. Distribute CXP among your personae equal to the encounter difficulty.


2. Your current health increases equal to the difficulty of the encounter.
3. Your current spirit increases equal to the difficulty of the encounter.
4. You gain Yen equal to the difficulty * 500.
5. You gain a new persona (its level is equal to the level, increased or reduced by 1 for
every 1 by which the difficulty of the encounter was above or below 4): its Arcana is
determined by rolling 2d6. A result of 7 is your Arcana and every 1 above or below is
the Arcana above or below yours.
6. You gain a new persona (its level is equal to the level, increased or reduced by 1 for
every 1 by which the difficulty of the encounter was above or below 4): its Arcana is
determined by rolling 4d6. A result of 14 is your Arcana and every 1 above or below
is the Arcana 1 above or below yours.

Designing Encounters
Here are some tips to help you craft encounters that are fun for your players:

Do not give every enemy the same weaknesses. The resulting One More! attacks will
blow them away, otherwise.
Encounters can be made interesting through combinations of different shadows;
perhaps ones with alternating skills/resistances, have skills that set up an advantage
for the other or will go out of their way to guard a certain shadow or attack a certain
party member (or type of party member).
To make an encounter more interesting, try to add environment elements that affect
it. Examples of this are damaging structures, shadows that respond to light, darkness
or their own reflection, objectives that must be protected, cover and obfuscation,
things that when destroyed will make the battle easier. This is especially important
with boss shadows, whichll usually have longer fights.
Feel free to play with concepts such as sapient shadows, mindless shadows, shadows
under the control of other shadows (or even something that isnt a shadow), and
even things like shadow communities.
Not every fight is to the death: shadows may run away or surrender if it fits the
concept they embody. Shadows may also deal with the party without killing them;
how a shadow handles any situation depends on their concept.
For the sake of fun, feel free to break rules in any way you like. These are guidelines.
Appendix 1: Basic Skills
Here are many skills created using the skill system presented in this game. These are very
simple and made purely so that beginners can quickly put together a persona without much
hassle; all of their skill ranks are 1.

Damage
Fire: Deal 1d6 fire damage to a target.
Ice: Deal 1d6 ice damage to a target.
Wind: Deal 1d6 wind damage to a target.
Electric: Deal 1d6 electric damage to a target.
Almighty: Deal 1d6 almighty damage to a target.
Life: Deal 3 almighty damage to a target.
Spirit: Deal 3 almighty damage to a targets spirit.
Cleave: Deal 1d6 physical damage to a target, with +1 accuracy.
Skewer: Deal 1d6 + 2 physical damage to a target.

Ailments
Enervation: The target gains this ailment for 1 turn.
Exhaustion: The target gains this ailment for 1 turn.
Rage: The target gains this ailment for 1 turn.
Confusion: The target gains this ailment for 1 turn.
Silence: The target gains this ailment for 1 turn.
Fear: The target gains this ailment for 1 turn.
Poison: The target is poisoned, taking 1 damage at the end of each turn.

Healing, Curing
Heal: Heals 1d6 + Yd6 (Yd6 may be a number up to double the personas maximum skill rank
+ 2). The cost of this skill is 1 + Y. If the Y value is the second highest or highest possible, you
are instantly made down or dizzy respectively.
Cure Rage + Fear + Confusion: Removes the rage, fear and confusion ailments from the
target.
Cure Silence: Removes the silence ailment from the target.
Buffing
Accuracy + Defence: All of the targets accuracies and defences are increased by 1 for 3
turns.
Damage Dealt: For 3 turns, when the target rolls for damage, they deal an extra 1d6.
Damage Received: For 3 turns, when damage is rolled against the target, they deal 1d6 less.
Specialise (Magic Type): Until the end of the encounter, the target of this skills MAG is
treated as double in damage calculations of this type.

Debuffing
Accuracy + Defence: All of the targets accuracies and defences are decreased by 1 for 3
turns.
Damage Dealt: For 3 turns, when the target rolls for damage, they deal 1d6 less.
Damage Received: For 3 turns, when damage is rolled against the target, they deal an extra
1d6.

Other
Summon: You summon a level 1 mook (see Section 9: Shadows).
(Passive) Specialisation (Magic Type): Your MAG is treated as double in damage calculations
of this type.
(Passive) Evasion (Magic, Light or Dark Type): Your defence is increased by 2 when targeted
by that type.
Appendix 2: Examples
Characters

Character 1: James (Onecard, Emperor), Level 1

Issue 1: James father was a serial killer; James has a lot of inner conflict about his
relationship with his father (he always acted kind-hearted towards James and was a
genuinely great father) and whether or not he can believe others are as they seem anymore.

Issue 2: James relationship with his girlfriend is built entirely on the assumption that shell
be the best mother for his children; he feels no real emotional connection with her.

Health: 18, Spirit: 15


Courage 3, Diligence 2 (+5 MXP), Understanding 2, Expression 2, Knowledge 3
Traits: Lacking Understanding (-10), Greedy (-2), Martial Arts (5), Rich; +1000 Yen (2)

Items: Hunting knife (tier 2 melee weapon; 7250 Yen), 2 bottles of medicine (medicine; 1700
Yen total), a caffeine tablet (stimulant; 450 Yen), 1600 Yen.

Character 2: Christina (Wildcard, Tower), Level 3

Issue 1: Christinas family has a history of early death in women from breast cancer and she
is left conflicted: should she seek a normal life, with plans for retirement, in the chance that
she doesnt develop a cancer or should she live in the moment and not bother with planning
ahead?

Issue 2: During adolescence, Christinas eyesight began to fade. However, she refuses to
wear her prescription glasses; shes ashamed and is incredibly self-conscious about it.

Health 17, Spirit 22


Courage 2, Diligence 2, Understanding 3, Expression 3, Knowledge 2
Traits: Messy Writer (-3), Popular; Cheerleaders (3), Will To Live (6), Bespectacled (-5), Sassy
(-1), Rich; +1000 Yen (1)

Items: Younger brothers modified toy gun (tier 1 ranged weapon; 3750 Yen), older
brothers LARP armour (tier 1 armour; 7250 Yen).
Personae

Persona 1: Pygmalion (Onecard, Emperor), Level 1, Categories: Electric, Physical, Buff


Strength 1, Magic 3, Endurance 0, Agility 0, Luck 0
Weak: Ice, Resist: Wind

Skills:
Electric (rank 1): Deal 1d6 electric damage to a target.
Cleave (rank 1): Deal 1d6 physical damage to a target, with up to +1 accuracy.
Damage Dealt (rank 1): For 3 turns, when the target rolls for damage, they deal an extra
1d6.

Persona 2: Poltergeist (Wildcard, Tower), Level 3, Original Level 1


Strength 0, Magic 1, Endurance 0, Agility 0, Luck 3
Weak: Light and Fire, Resist: Physical

Skills:
(Inheritance) Fear (rank 1): The target gains this ailment for 1 turn.
Ice (rank 1): Deal 1d6 ice damage to a target.
Enervation (rank 1): The target gains this ailment for 1 turn.
Exhaustion (rank 1): The target gains this ailment for 1 turn.
Accuracy + Defence Down (rank 1): All of the targets accuracies and defences are decreased
by 1 for 3 turns.

At level 4 will learn:


Damage Dealt Down (rank 1): For 3 turns, when the target rolls for damage, they deal 1d6
less.
Persona 3: Griffin (Wildcard, Chariot), Level 15, Original Level 14
Strength 5, Magic 0, Endurance 1, Agility 3, Luck 0
Weak: Electric, Resist: Wind
Extraordinary Abilities: Soft Landing (-1d6 falling damage), Leaping (1 space vertically, 2
spaces horizontally).

Skills:
Cleave (rank 3): Deal up to 3d6 physical damage to a target, with up to +3 accuracy.
Skewer (rank 3): Deal up to 3d6 + 6 physical damage to a target.
Accuracy + Defence Up (1): All of the targets accuracies and defences are increased by 1 for
3 turns.
Counter (3): When you are the target of an attack, roll 1d6. If the result is 6, you may
immediately make an attack against the attacker (before their attack is resolved).

At level 15 will learn:


(Passive) Evasion (Wind) (rank 2): Your defence is increased by 3 when targeted by wind
skills.

At level 16 will learn:


Ailing (Confusion) Cleave (rank 2): Deal 1d6 physical damage to a target, with up to +1
accuracy. If this hits, make an ailment accuracy roll with a -2 penalty to inflict confusion for 1
turn.
Shadows

Shadow 1: Giant Frog, Level 22


Health 55, Spirit 35
Ranged natural attack (tongue): 5d6 physical damage
Strength 7, Magic 0, Endurance 5, Agility 3, Luck 6
Extraordinary Ability: Walk Over Liquids (3)

Skills:
Poisoning Cleave (rank 4): Deal up to 3d6 physical damage to a target, with up to +3
accuracy. If this hits, make an ailment accuracy roll with a -2 penalty to inflict poison, the
target taking 2 damage at the end of each turn.
Skewer (rank 5): Deal 5d6 + 10 physical damage to a target.
Heal (rank 2): Heals 2d6 + Yd6 (Yd6 may be a number up to double your maximum skill rank
+ 2). The cost of this skill is 2 + Y. If the Y value is the second highest or highest possible, you
are instantly made down or dizzy respectively.
Power Charge (rank 4): Next time you deal physical damage, multiply the d6 rolled and STR
bonus by 2.
Mook 1: Fire Ant, Level 5
Health 1, Spirit 10
Melee natural attack (pincers): 1d6 physical damage
Weak: Physical, Resist: Wind
Strength 2, Magic 2, Endurance 0, Agility 0, Luck 0

Skills:
Skewer (rank 1): Deal 1d6 + 2 physical damage to a target.
Fire (rank 1): Deal up to 1d6 fire damage to a target.
(Passive) Specialisation (Fire) (rank 1): Your MAG is treated as double in fire damage
calculations.

Boss 1: Ant Queen, Level 17


Health 112, Spirit 112
Melee natural attack (pincers): 4d6 physical damage
Strength 6, Magic 3, Endurance 3, Agility 3, Luck 1
Resist: Wind, Fire and Dark (see Skills), Null: Dark
Extraordinary Abilities: Vertical Running (2), Upside-down Running (1)

Skills:
Summon (rank 5): You summon four level 5 mooks (see Section 9: Shadows).
(Passive) Resistance (Dark) (rank 3): Your resistance to the dark type is increased one time (to
a maximum of resist).
(Passive) Regenerate (rank 5): At the start of each of your turns, your health is healed by 3
damage. Outside of combat, you heal 3d6 damage every minute.
Break (Fire) (rank 3): The target of this skills resistance to the fire type is removed. Although
this is a debuff, to use the skill successfully, your must calculate accuracy and defence as if it
was an ailment skill.