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Persona Skills

Note: There are a lot of abilities here so they may not be totally balanced currently. They may be adjusted after game play if they are too weak or too strong. All of these skills can only be used when your Persona is available. Unless otherwise stated, all stress and consequences applied from attacks with these skills is physical in nature. Several abilities grant the ability to place an aspect on a character. A character can only have one aspect of each type on them at one time. New afflictions of similar aspects overwrite the previous. Failure or success with a cost on these skills deal Spirit stress, as they tax the “soul power” (essentially mana) of your character. They can inflict consequences such as “exhausted”, “out of soul power”, and others.

Strength

Create an Advantage: You can create advantages by having your Persona physically affect your environment in your zone or an adjacent one in the same way that you could with the combat skill. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make physical attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Defense” skill to defend.


Agi Fire

Create an Advantage: You can create advantages by having your Persona magically create fire or heat in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make fire attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Buf (Ice)

Create an Advantage: You can create advantages by having your Persona magically create ice or cold in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody.

Attack: You make ice attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Zio (Electric)

Create an Advantage: You can create advantages by having your Persona magically create lightning or thunder in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make lightning attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Garu (Wind)

Create an Advantage: You can create advantages by having your Persona magically create wind in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make wind attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.
Hama (Light)

Create an Advantage: You can create advantages by having your Persona magically create light or holy energy in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make holy attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Mudo (Darkness)

Create an Advantage: You can create advantages by having your Persona magically create darkness or unholy energy in your zone or an adjacent zone. This creates an aspect on the scene that can be used by anybody, but you get a free invocation.

Attack: You make unholy attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Dia (Restoration)

Overcome: You can begin the recovery process of a physical consequence on a character in your zone or an adjacent zone by succeeding against a difficulty equal to its slot (2 for Mild, 4 for Moderate, 6 for Severe). This clears mild consequences at that moment, rather than waiting for the end of the scene. This can only overcome consequences caused directly by supernatural means (i.e. if a shadow burns you with Agi, this can cure it. If the shadow frightens you, and you fall and twist your ankle, this cannot).

Tarukaja

Create an Advantage: You can create an advantage by placing an “Offensive Boost” aspect on a character in your zone or an adjacent zone. They receive one free invoke.

Rakukaja

Create an Advantage: You can create an advantage by placing an “Defensive Boost” aspect on a character in your zone or an adjacent zone. They receive one free invoke.

Tarunda

Create an Advantage: You can create an advantage by placing an “Offense Weakened” aspect on a character in your zone or an adjacent zone.

Rakunda

Create an Advantage: You can create an advantage by placing an “Defense Weakened” aspect on a character in your zone or an adjacent zone.

Heat Riser
Permissions: Tarukaja 1, Rakukaja 1

Create an Advantage: You can create an advantage by placing an "Offensive and Defensive Boost* aspect on a character in your zone or an adjacent zone. They receive a free invoke.

Debilitate
Permissions: Tarunda 1, Rakunda 1

Create an Advantage: You can create an advantage by placing an “Offense and Defense Weakened” aspect on a character in your zone or an adjacent zone. They receive a free invoke.

Life Drain

Attack: You make a magic attack against an enemy in your zone or an adjacent zone. If you succeed by more than one shift, half of the stress you would inflict is removed from your physical stress track instead. On odd numbered shifts, the stress is dealt to the defender first. (ie, an attack which succeeds with a shift of 3 deals 2 stress to the defender and removes 1 stress from the attacker). To remove a stress box, you must remove stress equal to the total of the box.

Spirit Drain

Attack: You make a magic attack against an enemy in your zone or an adjacent zone which deals Spirit stress. If you succeed by more than one shift, half of the stress you would inflict is removed from your Spirit stress track instead. On odd numbered shifts, the stress is dealt to the defender first. (ie, an attack which succeeds with a shift of 3 deals 2 stress to the defender and removes 1 stress from the attacker). To remove a stress box, you must remove stress equal to the total of the box.

Ido
Permissions: Magic skill of 4 or higher.

Attack: You make Almighty attacks with your Persona. You must be in the same zone or an adjacent zone from your opponent. They must use their “Magic Defense” skill to defend.

Special: Almighty damage is never affected by Weakness or Resistance. It will damage all shadows equally (unless they are immune to all magic).

Evil Touch

Create an Advantage: You can create an advantage by placing a fear-related aspect on a character in your zone or an adjacent zone.

Pulinpa

Create an Advantage: You can create an advantage by placing a confusion-related aspect on a character in your zone or an adjacent zone.

Poisma

Create an Advantage: You can create an advantage by placing a poison-related aspect on a character in your zone or an adjacent zone.

Balzac

Create an Advantage: You can create an advantage by placing a anger-related aspect on a character in your zone or an adjacent zone.

Makajam

Create an Advantage: You can create an advantage by placing a silence-related aspect on a character in your zone or an adjacent zone.

Soul Break

Create an Advantage: You can create an advantage by placing an exhaustion-related aspect on a character in your zone or an adjacent zone.

Enervation

Create an Advantage: You can create an advantage by placing a weakened-related aspect on a character in your zone or an adjacent zone.

Patra

Overcome: By succeeding against a difficulty of 3 you can remove a magically induced aspect related to Anger, Fear, or Confusion on any character in your zone or an adjacent zone.

Posmudi

Overcome: By succeeding against a difficulty of 3 you can remove a magically induced aspect related to Poison on any character in your zone or an adjacent zone.

Mutmudi

Overcome: By succeeding against a difficulty of 3 you can remove a magically induced aspect related to Silence on any character in your zone or an adjacent zone.

Nervundi

Overcome: By succeeding against a difficulty of 3 you can remove a magically induced aspect related to Exhaustion on any character in your zone or an adjacent zone.

Amitra
Permissions: Requires Patra 1, Posmudi 1, Mutidi 1, and Nervundi 1.

Overcome: By succeeding against a difficulty of 3 you can remove a magically induced aspect related to Anger, Fear, Confusion, Poison, Silence, or Exhaustion, or Weakened (though not from -unda spells) on any character in your zone or an adjacent zone.


Red/White/Blue/Green Wall

Create an Advantage: By succeeding against a difficulty of 3 you can add Fire/Ice/Electric/Wind Resistance to a character in your or an adjacent zone for the remainder of the encounter (each taken individually)

Fire/Ice/Electric/Wind Break

Create an Advantage: On a successful attack vs Magic Def you remove Fire/Ice/Electric/Wind resistance from a character in your or an adjacent zone for the remainder of the encounter. (each taken individually)

Defense


Defend: Use this skill to defend against physical attacks from a Persona or Shadow.

Magic Defense


Defend: Use this skill to defend against magical attacks from a Persona or Shadow.

Stunts


Various
Modifies: Strength
Permissions: Rank 2 in Strength
Special You can spend a fate point after a successful attack made with the Strength skill to add an aspect related to any of these ailments to the target: Anger, Fear, Confusion, Poison, Silence, or Exhaustion, or Weakened. A new stunt must be taken for each ailment, and only one status can be added per target per attack. You or your allies gain one free invocation on the aspect.


Aoe (eg. Mabufu)
Modifies: Any
Permissions: 1 Rank in the modified skill
You can affect multiple targets with this skill, by dividing your roll total among them (as you decide). Each defender gets his own roll. (For example, you roll a +2 and have a skill of +3, your total is 5. You assign 3 to Shadow A and 2 to Shadow B. Shadow A makes a defense roll, with his skill, at +2, meaning you succeed with 1 shift. Shadow B makes a roll of +4 including his skill, meaning you fail by 2 shifts against it.) Note, this is named differently for some spells, so let me know if you’re going to take it.

Tier 2 (eg Zionga)
Modifies: Strength, Agi, Bufu, Garu, Zio, Hama, Mudo
Permissions: 3 Ranks in the modified skill
You can spend a fate point to increase stress dealt by a successful attack by 2.

Tier 3 (eg. Agidyne)
Modifies: Strength, Agi, Bufu, Garu, Zio, Hama, Mudo
Permissions: 5 Ranks in the modified skill, Tier 2 stunt for said skill
You can spend a fate point to force the target to take a mild consequence instead of a 2-stress box after a successful attack.

Tier 4 (eg. Panta Rhei)
Modifies: Strength, Agi, Bufu, Garu, Zio, Hama, Mudo
Permissions: 7 Ranks in the modified skill, Tier 3 stunt for said skill
You can spend a fate point to upgrade all bonuses from invoking aspects from +2 to +3 for the purpose of this attack.

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