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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 canít 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.

Philemonite
2015-02-23, 03:11 PM
Note: Reflex and Fortitude Area attacks exist, and follow the same damage module as Willpower attacks. You just need to name them to use them.
Tier 1

Agi
Type: Willpower
Power: 2d8+4
Damage Type: Fire
Target: Single

Aqua
Type: Willpower
Power: 2d8+4
Damage Type: Water
Target: Single

Garu
Type: Willpower
Power: 2d8+4
Damage Type: Wind
Target: Single

Tera
Type: Willpower
Power: 2d8+4
Damage Type: Earth
Target: Single

Bufu
Type: Willpower
Power: 2d8+4
Damage Type: Ice
Target: Single

Zio
Type: Willpower
Power: 2d8+4
Damage Type: Electricity
Target: Single

Maragi
Type: Willpower
Power: 2d4+2
Damage Type: Fire
Target: Area

Malaqua
Type: Willpower
Power: 2d4+2
Damage Type: Water
Target: Area

Magaru
Type: Willpower
Power: 2d4+2
Damage Type: Wind
Target: Area

Matera
Type: Willpower
Power: 2d4+2
Damage Type: Earth
Target: Area

Mabufu
Type: Willpower
Power: 2d4+2
Damage Type: Ice
Target: Area

Mazio
Type: Willpower
Power: 2d4+2
Damage Type: Electricity
Target: Area

Tier 2

Agilao
Type: Willpower
Power: 3d8+6
Damage Type: Fire
Target: Single
Cost: 3SP

Aques
Type: Willpower
Power: 3d8+6
Damage Type: Water
Target: Single
Cost: 3SP

Garula
Type: Willpower
Power: 3d8+6
Damage Type: Wind
Target: Single
Cost: 3SP

Terazi
Type: Willpower
Power: 3d8+6
Damage Type: Earth
Target: Single
Cost: 3SP

Bufula
Type: Willpower
Power: 3d8+6
Damage Type: Ice
Target: Single
Cost: 3SP

Zionga
Type: Willpower
Power: 3d8+6
Damage Type: Electricity
Target: Single
Cost: 3SP

Maragion
Type: Willpower
Power: 3d4+3
Damage Type: Fire
Target: Area
Cost: 3SP


Malaques
Type: Willpower
Power: 3d4+3
Damage Type: Water
Target: Area
Cost: 3SP


Magarula
Type: Willpower
Power: 3d4+3
Damage Type: Wind
Target: Area
Cost: 3SP


Materazi
Type: Willpower
Power: 3d4+3
Damage Type: Earth
Target: Area
Cost: 3SP


Mabufula
Type: Willpower
Power: 3d4+3
Damage Type: Ice
Target: Area
Cost: 3SP


Mazionga
Type: Willpower
Power: 3d4+3
Damage Type: Electricity
Target: Area
Cost: 3SP

Tier 3

Agidyne
Type: Willpower
Power: 4d8+8
Damage Type: Fire
Target: Single
Cost: 6SP


Aquadyne
Type: Willpower
Power: 4d8+8
Damage Type: Water
Target: Single
Cost: 6SP


Garudyne
Type: Willpower
Power: 4d8+8
Damage Type: Wind
Target: Single
Cost: 6SP


Teradyne
Type: Willpower
Power: 4d8+8
Damage Type: Earth
Target: Single
Cost: 6SP


Bufudyne
Type: Willpower
Power: 4d8+8
Damage Type: Ice
Target: Single
Cost: 6SP


Ziodyne
Type: Willpower
Power: 4d8+8
Damage Type: Electricity
Target: Single
Cost: 6SP

Maragidyne
Type: Willpower
Power: 4d4+4
Damage Type: Fire
Target: Area
Cost: 6SP


Malaquadyne
Type: Willpower
Power: 4d4+4
Damage Type: Water
Target: Area
Cost: 6SP


Magarudyne
Type: Willpower
Power: 4d4+4
Damage Type: Wind
Target: Area
Cost: 6SP


Materadyne
Type: Willpower
Power: 4d4+4
Damage Type: Earth
Target: Area
Cost: 6SP


Mabufudyne
Type: Willpower
Power: 4d4+4
Damage Type: Ice
Target: Area
Cost: 6SP


Maziodyne
Type: Willpower
Power: 4d4+4
Damage Type: Electricity
Target: Area
Cost: 6SP

Tier 4

Ragnarok
Type: Willpower
Power: 5d8+10
Damage Type: Fire
Target: Single
Cost: 9SP


Waterspout
Type: Willpower
Power: 5d8+10
Damage Type: Water
Target: Single
Cost: 9SP


Panta Rhei
Type: Willpower
Power: 5d8+10
Damage Type: Wind
Target: Single
Cost: 9SP


Heavy Rock
Type: Willpower
Power: 5d8+10
Damage Type: Earth
Target: Single
Cost: 9SP


Cocytus
Type: Willpower
Power: 5d8+10
Damage Type: Ice
Target: Single
Cost: 9SP


Thunder Reign
Type: Willpower
Power: 5d8+10
Damage Type: Electricity
Target: Single
Cost: 9SP

Trisagion
Type: Willpower
Power: 5d4+5
Damage Type: Fire
Target: Area
Cost: 9SP


Aquary Tide
Type: Willpower
Power: 5d4+5
Damage Type: Water
Target: Area
Cost: 9SP


Twinkle Nebula
Type: Willpower
Power: 5d4+5
Damage Type: Wind
Target: Area
Cost: 9SP


Titanomachia
Type: Willpower
Power: 5d4+5
Damage Type: Earth
Target: Area
Cost: 9SP


Niflheim
Type: Willpower
Power: 5d4+5
Damage Type: Ice
Target: Area
Cost: 9SP


Narukami
Type: Willpower
Power: 5d4+5
Damage Type: Electricity
Target: Area
Cost: 9SP
Tier 1

Twin Cut
Type: Reflex
Power: 2d8+4
Damage Type: Slash
Target: Single

Sonic Punch
Type: Reflex
Power: 2d8+4
Damage Type: Strike
Target: Single

Double Fangs
Type: Reflex
Power: 2d8+4
Damage Type: Pierce
Target: Single

Tier 2

Tempest Slash
Type: Reflex
Power: 3d8+6
Damage Type: Slash
Target: Single
Cost: 3SP

Assault Dive
Type: Reflex
Power: 3d8+6
Damage Type: Strike
Target: Single
Cost: 3SP

Twin Shot
Type: Reflex
Power: 3d8+6
Damage Type: Pierce
Target: Single
Cost: 3SP

Tier 3

Fatal End
Type: Reflex
Power: 4d8+8
Damage Type: Slash
Target: Single
Cost: 6SP

Kill Rush
Type: Reflex
Power: 4d8+8
Damage Type: Strike
Target: Single
Cost: 6SP

Torrent Shot
Type: Reflex
Power: 4d8+8
Damage Type: Pierce
Target: Single
Cost: 6SP

Tier 4

Heaven's Blade
Type: Reflex
Power: 5d8+10
Damage Type: Slash
Target: Single
Cost: 9SP

Weary Thrust
Type: Reflex
Power: 5d8+10
Damage Type: Strike
Target: Single
Cost: 9SP

Pralaya
Type: Reflex
Power: 5d8+10
Damage Type: Pierce
Target: Single
Cost: 9SP
Tier 1

Cleave
Type: Fortitude
Power: 2d8+4
Damage Type: Slash
Target: Single

Bash
Type: Fortitude
Power: 2d8+4
Damage Type: Strike
Target: Single

Single Shot
Type: Fortitude
Power: 2d8+4
Damage Type: Pierce
Target: Single

Tier 2

Power Slash
Type: Fortitude
Power: 3d8+6
Damage Type: Slash
Target: Single
Cost: 3SP

Smash
Type: Fortitude
Power: 3d8+6
Damage Type: Strike
Target: Single
Cost: 3SP

Skewer
Type: Fortitude
Power: 3d8+6
Damage Type: Pierce
Target: Single
Cost: 3SP

Tier 3

Mighty Swing
Type: Fortitude
Power: 4d8+8
Damage Type: Slash
Target: Single
Cost: 6SP

Gigantic Fist
Type: Fortitude
Power: 4d8+8
Damage Type: Strike
Target: Single
Cost: 6SP

Cruel Attack
Type: Fortitude
Power: 4d8+8
Damage Type: Pierce
Target: Single
Cost: 6SP

Tier 4

Brave Blade
Type: Fortitude
Power: 5d8+10
Damage Type: Slash
Target: Single
Cost: 9SP

God's Hand
Type: Fortitude
Power: 5d8+10
Damage Type: Strike
Target: Single
Cost: 9SP

Primal Force
Type: Fortitude
Power: 5d8+10
Damage Type: Pierce
Target: Single
Cost: 9SP
Tier 1

Dia
Type: Healing
Power: 2d4+4+WIS
Target: Single

Media
Type: Healing
Power: 2d3+2+WIS
Target: Area

Tier 2

Diarama
Type: Healing
Power: 3d4+7+WIS
Target: Single
Cost: 4SP

Mediarama
Type: Healing
Power: 3d3+4+WIS
Target: Area
Cost: 4SP


Tier 3

Diarahan
Type: Healing
Power: 4d4+10+WIS
Target: Single
Cost: 7SP


Mediarahan
Type: Healing
Power: 4d3+6+WIS
Target: Area
Cost: 7SP


Tier 4

Salvation
Type: Healing
Power: 5d4+13+WIS
Target: Single
Cost: 10SP

Soothing Melody
Type: Healing
Power: 5d3+8+WIS
Target: Area
Cost: 10SP
Tier 1

Sirudi
Type: Miracle
Effect: Reduces Exhaustion duration by 4 rounds
Target: Single

Posmudi
Type: Miracle
Effect: Reduces Poison duration by 4 rounds
Target: Single

Closedi
Type: Miracle
Effect: Reduces Mute duration by 3 rounds
Target: Single

Enedi
Type: Miracle
Effect: Reduces Enervation duration by 3 rounds
Target: Single

Sanadi
Type: Miracle
Effect: Reduces Panic duration by 3 rounds
Target: Single

Enradi
Type: Miracle
Effect: Reduces Fear duration by 3 rounds
Target: Single

Kotudi
Type: Miracle
Effect: Reduces Sleep duration by 3 rounds
Target: Single

Petradi
Type: Miracle
Effect: Reduces Stun duration by 3 rounds
Target: Single

Galadi
Type: Miracle
Effect: Reduces Doom duration by 2 rounds
Target: Single

Teradi
Type: Miracle
Effect: Reduces Stone duration by 2 rounds
Target: Single

Tier 2

Me Sirudi
Type: Miracle
Effect: Reduces Exhaustion duration by 4 rounds
Target: Area
Cost: 3SP

Me Posmudi
Type: Miracle
Effect: Reduces Poison duration by 4 rounds
Target: Area
Cost: 3SP

Me Closedi
Type: Miracle
Effect: Reduces Mute duration by 3 rounds
Target: Area
Cost: 3SP

Me Enedi
Type: Miracle
Effect: Reduces Enervation duration by 3 rounds
Target: Area
Cost: 3SP

Me Sanadi
Type: Miracle
Effect: Reduces Panic duration by 3 rounds
Target: Area
Cost: 3SP

Me Enradi
Type: Miracle
Effect: Reduces Fear duration by 3 rounds
Target: Area
Cost: 3SP

Me Kotudi
Type: Miracle
Effect: Reduces Sleep duration by 3 rounds
Target: Area
Cost: 3SP

Me Petradi
Type: Miracle
Effect: Reduces Stun duration by 3 rounds
Target: Area
Cost: 3SP

Me Galadi
Type: Miracle
Effect: Reduces Doom duration by 2 rounds
Target: Area
Cost: 3SP

Me Teradi
Type: Miracle
Effect: Reduces Stone duration by 2 rounds
Target: Area
Cost: 3SP

Tier 3

Nervundi
Type: Miracle
Effect: Reduces Poison/Stun/Stone duration by 3 rounds
Target: Single
Cost: 6SP

Patra
Type: Miracle
Effect: Reduces Exhaustion/Sleep/Doom duration by 3 rounds
Target: Single
Cost: 6SP

Mutidi
Type: Miracle
Effect: Reduces Mute/Enervation/Panic/Fear duration by 3 rounds
Target: Single
Cost: 6SP

Tier 4


Me Nervundi
Type: Miracle
Effect: Reduces Poison/Stun/Stone duration by 3 rounds
Target: Area
Cost: 9SP

Me Patra
Type: Miracle
Effect: Reduces Exhaustion/Sleep/Doom duration by 3 rounds
Target: Area
Cost: 9SP

Me Mutidi
Type: Miracle
Effect: Reduces Mute/Enervation/Panic/Fear duration by 3 rounds
Target: Area
Cost: 9SP

Amrita
Type: Miracle
Effect: Reduces all ailment duration by 4 rounds
Target: Single
Cost: 9SP
Tier 1

Fire Wall
Type: Wall
Effect: Boosts Fire affinity by one step for 2 rounds.
Target: Single

Water Wall
Type: Wall
Effect: Boosts Water affinity by one step for 2 rounds.
Target: Single

Wind Wall
Type: Wall
Effect: Boosts Wind affinity by one step for 2 rounds.
Target: Single

Earth Wall
Type: Wall
Effect: Boosts Earth affinity by one step for 2 rounds.
Target: Single

Ice Wall
Type: Wall
Effect: Boosts Ice affinity by one step for 2 rounds.
Target: Single

Electricity Wall
Type: Wall
Effect: Boosts Electricity affinity by one step for 2 rounds.
Target: Single

Tier 2

Slash Wall
Type: Wall
Effect: Boosts Slash affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Strike Wall
Type: Wall
Effect: Boosts Strike affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Pierce Wall
Type: Wall
Effect: Boosts Pierce affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Tier 3

Flame Wall
Type: Wall
Effect: Boosts Fire affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Tide Wall
Type: Wall
Effect: Boosts Water affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Gale Wall
Type: Wall
Effect: Boosts Wind affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Quake Wall
Type: Wall
Effect: Boosts Earth affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Glacial Wall
Type: Wall
Effect: Boosts Ice affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Thunder Wall
Type: Wall
Effect: Boosts Electricity affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Tier 4

Blade Wall
Type: Wall
Effect: Boosts Slash affinity by one step for 2 rounds.
Target: Area
Cost: 8SP

Fist Wall
Type: Wall
Effect: Boosts Strike affinity by one step for 2 rounds.
Target: Area
Cost: 8SP

Spike Wall
Type: Wall
Effect: Boosts Pierce affinity by one step for 2 rounds.
Target: Area
Cost: 8SP
Tier 1

Tarukaja
Type: Bless
Power: 25%
Effect: Fortitude damage boost
Target: Single

Rakukaja
Type: Bless
Power: 25%
Effect: Fortitude damage reduction
Target: Single

Metakaja
Type: Bless
Power: 25%
Effect: Reflex damage boost
Target: Single

Sukukaja
Type: Bless
Power: 25%
Effect: Reflex damage reduction
Target: Single

Makakaja
Type: Bless
Power: 25%
Effect: Willpower damage boost
Target: Single

Samakaja
Type: Bless
Power: 25%
Effect: Willpower damage reduction
Target: Single

Tier 2

Dekunda
Type: Bless
Power: 3
Effect: Reduce Curse duration
Target: Single
Cost: 3SP

Tier 3

Matarukaja
Type: Bless
Power: 20%
Effect: Fortitude damage boost
Target: Area
Cost: 6SP

Marakukaja
Type: Bless
Power: 20%
Effect: Fortitude damage reduction
Target: Area
Cost: 6SP

Mametakaja
Type: Bless
Power: 20%
Effect: Reflex damage boost
Target: Area
Cost: 6SP

Masukukaja
Type: Bless
Power: 20%
Effect: Reflex damage reduction
Target: Area
Cost: 6SP

Mamakakaja
Type: Bless
Power: 20%
Effect: Willpower damage boost
Target: Area
Cost: 6SP

Masamakaja
Type: Bless
Power: 20%
Effect: Willpower damage reduction
Target: Area
Cost: 6SP

Tier 4

Madekunda
Type: Bless
Power: 3
Effect: Reduce Curse duration
Target: Area
Cost: 9SP
Tier 1

Tarunda
Type: Curse
Power: 25%
Effect: Fortitude damage reduction
Target: Single

Rakunda
Type: Curse
Power: 25%
Effect: Fortitude damage boost
Target: Single

Metanda
Type: Curse
Power: 25%
Effect: Reflex damage reduction
Target: Single

Sukunda
Type: Curse
Power: 25%
Effect: Reflex damage boost
Target: Single

Makanda
Type: Curse
Power: 25%
Effect: Willpower damage reduction
Target: Single

Samanda
Type: Curse
Power: 25%
Effect: Willpower damage boost
Target: Single

Tier 2

Dekaja
Type: Curse
Power: 3
Effect: Reduce Bless duration
Target: Single
Cost: 3SP

Tier 3

Matarunda
Type: Curse
Power: 20%
Effect: Fortitude damage reduction
Target: Area
Cost: 6SP

Marakunda
Type: Curse
Power: 20%
Effect: Fortitude damage boost
Target: Area
Cost: 6SP

Mametanda
Type: Curse
Power: 20%
Effect: Reflex damage reduction
Target: Area
Cost: 6SP

Masukunda
Type: Curse
Power: 20%
Effect: Reflex damage boost
Target: Area
Cost: 6SP

Mamakanda
Type: Curse
Power: 20%
Effect: Willpower damage reduction
Target: Area
Cost: 6SP

Masamanda
Type: Curse
Power: 20%
Effect: Willpower damage boost
Target: Area
Cost: 6SP

Tier 4

Madekaja
Type: Curse
Power: 3
Effect: Reduce Bless duration
Target: Area
Cost: 9SP
Tier 1

Fire Break
Type: Break
Effect: Drops Fire affinity by one step for 2 rounds.
Target: Single

Water Break
Type: Break
Effect: Drops Water affinity by one step for 2 rounds.
Target: Single

Wind Break
Type: Break
Effect: Drops Wind affinity by one step for 2 rounds.
Target: Single

Earth Break
Type: Break
Effect: Drops Earth affinity by one step for 2 rounds.
Target: Single

Ice Break
Type: Break
Effect: Drops Ice affinity by one step for 2 rounds.
Target: Single

Electricity Break
Type: Break
Effect: Drops Electricity affinity by one step for 2 rounds.
Target: Single

Tier 2

Slash Break
Type: Break
Effect: Drops Slash affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Strike Break
Type: Break
Effect: Drops Strike affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Pierce Break
Type: Break
Effect: Drops Pierce affinity by one step for 2 rounds.
Target: Single
Cost: 2SP

Tier 3

Flame Break
Type: Break
Effect: Drops Fire affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Tide Break
Type: Break
Effect: Drops Water affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Gale Break
Type: Break
Effect: Drops Wind affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Quake Break
Type: Break
Effect: Drops Earth affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Glacial Break
Type: Break
Effect: Drops Ice affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Thunder Break
Type: Break
Effect: Drops Electricity affinity by one step for 2 rounds.
Target: Area
Cost: 6SP

Tier 4

Blade Break
Type: Break
Effect: Drops Slash affinity by one step for 2 rounds.
Target: Area
Cost: 8SP

Fist Break
Type: Break
Effect: Drops Strike affinity by one step for 2 rounds.
Target: Area
Cost: 8SP

Spike Break
Type: Break
Effect: Drops Pierce affinity by one step for 2 rounds.
Target: Area
Cost: 8SP
Tier 1

Soul Break
Type: Mind
Base Hit Rate: 90%
Effect: Exhaustion, 3 rounds
Target: Single

Tier 2

Dream Haze
Type: Mind
Base Hit Rate: 80%
Effect: Sleep, 3 rounds
Target: Single
Cost: 3SP

Anima Freeze
Type: Mind
Base Hit Rate: 70%
Effect: Exhaustion, 3 rounds
Target: Area
Cost: 3SP

Tier 3

Blood Curse
Type: Mind
Base Hit Rate: 70%
Effect: Doom, 3 rounds
Target: Single
Cost: 6SP

Dormina
Type: Mind
Base Hit Rate: 60%
Effect: Sleep, 3 rounds
Target: Area
Cost: 6SP

Tier 4

Wicked Curse
Type: Mind
Base Hit Rate: 50%
Effect: Doom, 3 rounds
Target: Area
Cost: 9SP
Tier 1

Foul Breath
Type: Nerve
Base Hit Rate: 90%
Effect: Poison, 3 rounds
Target: Single

Tier 2

Stun Sphere
Type: Nerve
Base Hit Rate: 80%
Effect: Stun, 3 rounds
Target: Single
Cost: 3SP

Poison Mist
Type: Nerve
Base Hit Rate: 70%
Effect: Poison, 3 rounds
Target: Area
Cost: 3SP

Tier 3

Stone Gaze
Type: Nerve
Base Hit Rate: 70%
Effect: Stone, 3 rounds
Target: Single
Cost: 6SP

Stun Wave
Type: Nerve
Base Hit Rate: 60%
Effect: Stun, 3 rounds
Target: Area
Cost: 6SP

Tier 4

Petrifier
Type: Nerve
Base Hit Rate: 50%
Effect: Stone, 3 rounds
Target: Area
Cost: 9SP
Tier 1

Makajam
Type: Seal
Base Hit Rate: 90%
Effect: Mute, 3 rounds
Target: Single

Enervate
Type: Seal
Base Hit Rate: 90%
Effect: Enervation, 3 rounds
Target: Single

Pulinpa
Type: Seal
Base Hit Rate: 90%
Effect: Panic, 3 rounds
Target: Single

Evil Touch
Type: Seal
Base Hit Rate: 90%
Effect: Fear, 3 rounds
Target: Single

Tier 2

Mute Circle
Type: Seal
Base Hit Rate: 50%
Effect: Mute, 3 rounds
Target: Area
Cost: 3SP

Enervation Circle
Type: Seal
Base Hit Rate: 50%
Effect: Mute, 3 rounds
Target: Area
Cost: 3SP

Panic Circle
Type: Seal
Base Hit Rate: 50%
Effect: Mute, 3 rounds
Target: Area
Cost: 3SP

Fear Circle
Type: Seal
Base Hit Rate: 50%
Effect: Mute, 3 rounds
Target: Area
Cost: 3SP

Tier 3

Makajamon
Type: Seal
Base Hit Rate: 80%
Effect: Mute, 3 rounds
Target: Area
Cost: 6SP

Old One
Type: Seal
Base Hit Rate: 80%
Effect: Enervate, 3 rounds
Target: Area
Cost: 6SP

Tentarafoo
Type: Seal
Base Hit Rate: 80%
Effect: Panic, 3 rounds
Target: Area
Cost: 6SP

Evil Smile
Type: Seal
Base Hit Rate: 80%
Effect: Fear, 3 rounds
Target: Area
Cost: 6SP

Tier 4

Prismatic Spray
Type: Seal
Base Hit Rate: 80%
Effect: Mute/Enervate/Panic/Fear+Mute/Enervate/Panic/Fear, 3 rounds
Target: Area
Cost: 9SP

Philemonite
2015-02-23, 03:12 PM
Capacity: 600EXP
Weak: Fire
Strong: Ice
Traits: Ice Focus, Ice Boost
Stance: Willpower Stance
Skill List: Bufu, Aqua, Bufula(50EXP), Stun Sphere(50EXP)
Favorite Skills: Ice, Water, Nerve, Wall.
Forbidden Skills: Fire, Slash, Strike, Pierce, Miracle, Bless.
Available EXP: 0
Total EXP: 100
Capacity: 600EXP
Weak: Earth, Strike
Strong: Electricity
Traits: Mind Focus, Electricity Boost
Stance: Mind Stance
Skill List: Soul Break, Zio, Dream Haze(50EXP), Mute Circle(50EXP)
Favorite Skills: Mind, Electricity, Seal, Prayer.
Forbidden Skills: Earth, Water, Slash, Strike, Pierce, Miracle.
Available EXP: 0
Total EXP: 100
There are two main ways to handle personas. One way is to keep the same set of personas the entire game. DMs that use this method are encouraged to set a low capacity and boost it after some major story events.
The other options is to allow persona fusion. When two personas are fused the resulting persona has a higher capacity. Suggested formula is (Capacity A+Capacity B)*0.75, but a DM can decide to use something else. If this option is chosen the DM should hand out personas as part of the loot, to provide the players with fusion materials.

Philemonite
2015-02-23, 03:13 PM
Secondary Stat Tables, courtesy of Hazuki

X-Axis: Level
Y-Axis: Strength/Vitality/Dexterity/Agility/Intelligence/Wisdom/Luck



-
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
4-5
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
6-7
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
8-9
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
10
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25


X-Axis: Level
Y-Axis: Total of Highest + Lowest Attribute



-
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

6-7
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
8-11
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
12-15
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
16-19
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
20
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25


X-Axis: Level
Y-Axis: Strength/Dexterity/Intelligence



-
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
4
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
5
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
6
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
7
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
8
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
9
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
10
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40


X-Axis: Total Action Points
Y-Axis: Total of Dexterity + Agility

-AP
6-7
13
8-11
14
12-15
15
16-19
16
20
17


X-Axis: Level
Y-Axis: Total of Agility + Luck + Intelligence + Wisdom



-
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

12-13
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
14-15
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
16-17
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
18-19
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
20-21
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
22-23
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
24-25
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
26-27
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
28-29
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
30-31
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
32-33
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
34-35
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
36-37
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
38-39
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40

Philemonite
2015-02-23, 03:14 PM
Reserved for bestiary Monster Manual.

Hytheter
2015-02-25, 08:43 PM
You haven't really explained the rules. How does combat actually run? I can make some inferences on the matter, but these are assumptions and there are still things missing. You should really add a section outlining how the game is actually run.

Philemonite
2015-02-26, 04:50 AM
That's because I'm still trying to modify it to run smoothly in a PbP format. The basics of combat is that you get one standard attack action every round and a number of Action Points to spend on miscellaneous actions every round. Initiative order is based on Agility, but you can save your AP and use them during someone else's turn. This works well at a table, because you can easily interrupt someone's action (for interception, switching persona, shifting stance...), but it doesn't really work that well in a PBP.