[center][img]http://66.media.tumblr.com/5c985aa86eca48ece67cea012d1f40f1/tumblr_n91mpyRBGN1s7an0do1_500.gif[/img][/center] [hr][b]Plot:[/b] The metropolis of Akemishi, otherwise known as Akemi to the locals, is a booming multicultural bastion off the Northern coast of Japan. Founded in the 1990's, construction concluded in the year of 2019 and has seen a massive population surge since. People from all over the world flooded in to buy up property, and allowing the city to become an architectural marvel of the modern day. Society was a perfect mix of the world's brightest, and technological advancements in the following years were swift and merciless. Despite all of this however, there was always something wrong with it - something integral and deeply ingrained to the design of the entire city. Whenever questioned about it, no one could muster a reasonable response that didn't mention the words "demons" or "Indian Burial Ground". "Crazed lunatics and paranoia", the mayor of Akemishi, Hiro Daiba, commented. Rumors began spreading of cults and religious sects controlling the nightly affairs within the city, poking and prodding at its roots bit by bit behind the scenes. There was no solid proof of this; or rather, there wasn't until recently. Recently there have been mass blackouts blanketing entire districts of Akemishi. On an average day one could expect up to a quarter of the city's lights and electricity to be shut down. As soon as one district has been dealt with, the problem crops up elsewhere. It isn't due to lack of electrical power, and industry professionals can't explain it as by all rights the city should be fully functional 24/7. On top of the blackouts, rumors have been spreading of people vanishing without a trace during the darkness. There has been no public outcry as of yet due to the rumors stating that it's only affecting people that are loners of society and whom "no one would miss anyway". There has been no official evidence, though there are more police patrols in areas of dense electricity loss - a sign that perhaps there is a sliver of truth to the rumors. Locals are claiming it's crazed cultists or kidnappers taking advantage of the confusion to sell people into a human trafficking business. For most, life continues as normal. At a certain high school within the darkened metropolis, rumors are buzzing about among students that the blackouts until now have been the kidnappers' figuring out how to tamper with the city's power - and that it's only a matter of time until they deliver focused attacks towards the more vulnerable. For a particular group of unknowing students, a harrowing conflict concerning their very lives is about to begin. To survive, they'll need to uncover the mysteries of the blackouts and delve deeper into the rumors of those skulking the shadows. The more perceptive among them might even notice a flickering light, every now and again... [hr] [center][i][color=00a651][h1]Setting[/h1][/color][/i] [img]https://media.giphy.com/media/S36dfvaSE0zYI/giphy.gif[/img][/center] Akemishi is a city built on a dream: to revolutionize technology and bring a sense of oneness to the human race while doing it. That's why all registered citizens are given an Auto-Lingual Translator, or ALT for short. The device comes in a watch, bracelet or glasses form, and is the primary method by which Akemishi succeeds as a multicultural society. The ALT is the pride and joy of the city's accomplishments, being a device that interacts wirelessly with a separate speaker chip implanted within the head of the person. This feature auto-translates all spoken words into that of their preferred, typically most comfortable, language; though this setting can be changed via the interface of the exterior device. The most recent update has even included a visual portion, in which all text is automatically translated into their preferred language similarly to the vocal portion, and visually edited live. These functions can be turned off at any point, however. The ALT has been the largest focus among ambitious new scientists in recent years, believing that only true progress can be achieved once the baseline known as human communication can be reached as easily as possible. Akemishi has many different districts, from the high-tech metropolis it's famous for closer to the center spreading outwards, to more humble suburbs or even countryside stretching further towards the outskirts. There does also exist a lower class area of the city where homeless and the less fortunate tend to gather, but most of the high society within Akemishi often pretend it doesn't exist. [i][h3]More locations and location details added as they're revealed.[/h3][/i] [u][h3]The Districts[/h3][/u] [hider=Daiba District] [img]https://pa1.narvii.com/6359/7a10e6f4049ac7af369ef07828acf1feb228d716_hq.gif[/img] The Daiba District, named after Mayor Daiba, is the primary proving grounds for tech and medical development. When people think of Akemishi as a whole, this is the place they think of. It's every passionate dreamer's goal to one day work in a business space in this district, knowing the promising future that awaits them. This district is home to Eikichi High School, a superpower among educational institutes that will essentially guarantee them references to a workplace within the district should they graduate. It is also the largest housing district overall, with many restaurants and hobby shops to suit any niche one might imagine. Even living in Daiba could be said to be a bucket list must-do for some. Employees of the city ensure the district is always kept immaculate, and crime is said to be as rare as winning the lottery. [/hider] [hider=Hana District] [img]https://66.media.tumblr.com/63dee1fc85f3c119d11e71c0c9077203/tumblr_pctlp2iLfd1xyk33po1_540.gif[/img] The Hana District makes up the outer area of the Daiba District, and possesses a more suburban atmosphere. While simpler, it possesses many of the bounties that the Daiba District offers combined with the quiet of a more low population town. It's a nice middle ground residential area in between noisy metropolis and wilderness. Working class families typically reside here, able to afford better than slums but aren't on the level of Akemishi's elite. It's a place where people at large can be content with life in a bustling city of promise, and enjoy the multicultural aspect it was founded on to its fullest. Of note, the first mass blackout began in this district. [/hider] [hider=Yonaga District] [img]https://i.pinimg.com/originals/0c/81/a6/0c81a6984e9e042e7e12675504cabd52.gif[/img] The Yonaga District is a ghetto - a slum for the less fortunate, and those that couldn't make it to where they wanted in life. As Akemishi as a whole is a new development, it's not quite as bad as the ghettos one might find in another city. It's home to a street gang calling themselves "The Sounders" who have sworn to defy the city by destroying their ALT chips and devices, and assaulting at random those who do have ALTs within Yonaga. The conflict is still rather tame between law enforcement and Sounders simply because there aren't many of them yet, but there have already been numerous deaths on both sides and multiple civilian casualties as well. Yonaga is still home to many of the same culinary and shopping exploits as other districts, but businesses are closing more and more as Yonaga residents look for other places within the city to move. There are even some rumors of weapon and junk shops smuggling illegal goods into the city... [/hider] [hider=Iori District] [img]https://likeafishinwater.com/wp-content/uploads/2014/07/20140706-glasslip01-03.jpg[/img] The Iori District is a more agricultural residential area on the outskirts of Akemishi. It's so drastically different in atmosphere and personality from the famed metropolis that some forget it's still technically part of the city. In of itself, this district is a small town with greenery and operational farms ready for harvest. It's a small community of its own of which those living there tend to know each other by name. Humble in nature, but agricultural experts fight their own battle of progression, finding the optimal ways to harvest their crops and breed livestock. It doesn't have the competitive streak of the Daiba District and its politics, and the people living here would much rather go about life the way they feel they should. [/hider] [u][h3]Specific Locations[/h3][/u] [hider=Eikichi High School] [img]https://i.imgur.com/bBYCQBC.jpg[/img] Eikichi High School is a place of learning for the modern student in Akemishi, located near the central Daiba district of Akemishi. The school is equipped for the medical and psychological needs of its students, and is welcome to all diligent students eager to improve themselves daily. It has all the basic clubs one could ask for, and more available upon request. Being a school as new as the rest of the city, it has a shining reputation and positive media attention. It is predicted to be voted as the most successful high school of 2023, and a shining beacon of the future for Akemishi's residents. There are some rumors of shady dealings contributing to its publicity and success, but for the moment those are mere accusations with no proof backing it up. [/hider] [hr] [center][color=00a651][h1]The Stats[/h1][/color][/center] Character stats will be required for combat purposes, and will determine the various things your character can reasonably accomplish. These stats won't be as hard and fast as in a full RPG or tabletop, but are merely a means of revealing the full extent of what your character is capable of in combat. [hider=Mental Field] The Mental Field is a passive ability all Persona Users and those linked with Personas innately possess. It represents the overall mental fortitude and willpower of the user, and is an overshield that absorbs damage to avoid serious injury. The user will still feel pain from being hit by attacks, but it will be more akin to head pain and "mental damage" rather than the more severe alternative such dangerous and life threatening attacks would deliver upon them. Upgrading one's Mental Field allows for the enduring of more attacks without life-altering injury. When the Mental Field has sustained enough damage to break, the user will be vulnerable to direct hits to their body, unprotected by the Mental Field, from future attacks. If an attack would break through the Mental Field and still deal further damage, the remaining damage will be dealt to the user's Endurance instead. Mental Field recovers at a rate of 1 per post while not in combat up to a maximum that their base stat allows, or is fully recovered upon the next in-game day. User and Persona share the same Mental Field, so if one takes damage towards it, both of them will. 1: 5 MF 2: 7 MF 3: 9 MF 4: 11 MF 5: 13 MF 6: 15 MF 7: 17 MF 8: 19 MF 9: 25 MF 10: 30 MF 11: 35 MF 12: 40 MF 13: 45 MF 14: 50 MF 15: 60 MF [/hider] [hider=Strength] Damage added to physical attacks and physical skills in addition to the base damage of the item/skill used. It also gives slight bonuses to max HP. 1: +0 dmg / +0 HP 2: +1 dmg / +1 HP 3: +2 dmg / +2 HP 4: +3 dmg / +3 HP 5: +4 dmg / +4 HP 6: +5 dmg / +5 HP 7: +6 dmg / +6 HP 8: +7 dmg / +7 HP 9: +8 dmg / +8 HP 10: +9 dmg / +10 HP 11: +12 dmg / +11 HP 12: +15 dmg / +12 HP 13: +18 dmg / +13 HP 14: +20 dmg / +14 HP 15: +25 dmg / +15 HP Strength can only reach 10 with base stats. 11+ is accomplished temporarily with buffs and skills. [/hider] [hider=Magic] Damage added to magical skills in addition to the base damage of the skill used. It also affects max SP. 1: +0 dmg / 30 SP 2: +1 dmg / 40 SP 3: +2 dmg / 50 SP 4: +3 dmg / 60 SP 5: +4 dmg / 80 SP 6: +5 dmg / 100 SP 7: +6 dmg / 120 SP 8: +7 dmg / 140 SP 9: +8 dmg / 160 SP 10: +9 dmg / 180 SP 11: +12 dmg 12: +15 dmg 13: +18 dmg 14: +20 dmg 15: +25 dmg Magic can only reach 10 with base stats. 11+ is accomplished temporarily with buffs and skills. [/hider] [hider=Endurance] Endurance is a character's own durability, and the last line of defense should their Mental Field fail. If a character reaches 0 HP, they are sent into a near-death state with a serious or life-altering wound dependent on where the last blow struck. Their Persona may still be commanded and fight for them, but if either they or their Persona takes another unprotected hit following this in the same combat, they will succumb to the pain and die. If the user survives combat at 0 HP, their HP will become 1 and will retain the permanent injury unless cured by certain healing spells. Healing spells in general can heal HP damage up to the user's maximum HP according to their Endurance stat. If a permanent injury is sustained, it must be cured within 10 rounds of the user's turns or before the next calendar day; whichever comes first. If the injury cannot be healed before then, no magic will cure it. User and Persona share HP, so if one takes damage to their Endurance, the other will as well. Personas cannot sustain permanent injuries, however, and can fight as normal regardless of damage sustained. 1: 10 HP 2: 11 HP 3: 12 HP 4: 13 HP 5: 14 HP 6: 15 HP 7: 16 HP 8: 17 HP 9: 18 HP 10: 19 HP 11: 20 HP 12: 21 HP 13: 22 HP 14: 23 HP 15: 25 HP [/hider] [hider=Agility] Agility affects a user's ability to move and evade. It's how fast characters are, represented by how far they can move on their turn from their current position. Agility also allows the ability of Absolute Dodge, which tempts fate in an almost precognitive manner to avoid an attack. Certain enemies and skills will possess an ability known as "Fateless", however, which ignores Absolute Dodge and treats the attack as if it hit the target if they attempt to use Absolute Dodge. 1: 5 meters / - 2: 6 meters / Absolute Dodge 5 post c/d 3: 7 meters / Absolute Dodge 5 post c/d 4: 8 meters / Absolute Dodge 5 post c/d 5: 9 meters / Absolute Dodge 4 post c/d 6: 10 meters / Absolute Dodge 4 post c/d 7: 11 meters / Absolute Dodge 4 post c/d 8: 12 meters / Absolute Dodge 3 post c/d 9: 13 meters / Absolute Dodge 3 post c/d 10: 15 meters / Absolute Dodge 3 post c/d 11: 16 meters / Absolute Dodge 2 post c/d 12: 17 meters / Absolute Dodge 2 post c/d 13: 18 meters / Absolute Dodge 2 post c/d 14: 19 meters / Absolute Dodge 1 post c/d 15: 20 meters / Absolute Dodge 1/post Agility can only reach 10 with base stats. 11+ is accomplished temporarily with buffs and skills. [/hider] [hider=Luck] Luck affects critical hit rate, a character's ability to avoid certain death or permanent injury through a "Miracle", and further unknown things that fate might have in store for the user... Miracles can only happen once per combat. Critical hits are rolled with every successful hit by the DM, on either enemies or players, and will deal double damage and stagger the target regardless of their weaknesses, as long as the target does not null/reflect/absorb the attack. Luck also gives bonus success rate to ailment and instant-kill spells. 1: 1% Crit / 3% Miracle / 0% Ail bonus / ??? 2: 2% Crit / 5% Miracle / 1% Ail bonus 3: 4% Crit / 10% Miracle / 2% Ail bonus / ??? 4: 6% Crit / 15% Miracle / 3% Ail bonus 5: 8% Crit / 20% Miracle / 4% Ail bonus / ??? 6: 10% Crit / 25% Miracle / 5% Ail bonus 7: 12% Crit / 30% Miracle / 6% Ail bonus / ??? 8: 14% Crit / 35% Miracle / 7% Ail bonus 9: 16% Crit / 40% Miracle / 8% Ail bonus / ??? 10: 18% Crit / 45% Miracle / 9% Ail bonus 11: 20% Crit / 50% Miracle / 10% Ail bonus / ??? Luck can only reach 10 with base stats. 11 can be accomplished through special means after reaching a 10 in base Luck. [/hider] [hr] [center][color=00a651][h1]Combat[/h1][/color][/center] Combat will be common within the story, as Persona Users are resolved and fated to fight against the unknown. To go along with this, there will be some general terminology, descriptions and mechanics to go over. In general, aside from RNG-based abilities such as ailments, combat is free-form using the spells and positioning of characters as guidelines. [b][color=00a651]All-Out Attack:[/color][/b] When the Mental Fields of all members of an enemy group are destroyed, the party may each choose to sacrifice their next turn to deliver an All-Out Attack. This must be a group decision, as all must contribute to the AOA in order for it to work. If even a single member chooses not to participate in it, it will fail and those that participated will have their turns wasted. All party members must be at 1 HP or higher in order to perform an AOA. All-Out Attack is an AOE attack on all Field-broken enemies that will deal damage equal to the entire party's STR + MAG damage, combined with each of their weapons' damage, as an automatic critical hit for x2 damage on the total that ignores Miracles and cannot be avoided even with Absolute Dodge. In order to queue in for an All-Out Attack, party members won't need to write out a multi-paragraph speech about the assault, but may simply write in the action [b]*All-Out Attack*[/b] to confirm their willingness to participate. [b][color=00a651]Instant-Kill Spells:[/color][/b] Contrary to the name, these spells found within the Bless and Curse spell trees will not instantly kill when they hit. Instead, they will deplete all remaining Mental Field from a target. If used on a target that has no Mental Field remaining, it will instead leave them at 1 HP on a successful cast. [b][color=00a651]Weaknesses:[/color][/b] Most things have a weakness of some sort. Nobody's perfect. As it is with life, all players and most enemies will have weaknesses and strengths. Hitting a weakness will deal 1.5x damage (rounding up) to Mental Fields, or two higher number ranks in the respective damage stat to Endurance. Alternatively, hitting an elemental resist will deal 0.5x damage (rounding up) to Mental Fields, or two lower number ranks in the respective damage stat to Endurance. The list of elements will be tagged below, as well as what users of these elements are typically weak and resistant to. They are not a hard and fast rule, and there are many exceptions to this rule, but they are the most common regardless. [hider=Elements] Physical / - / - Gun / - / - Fire / W: Ice / R: Fire Ice / W: Fire / R: Ice Electricity / W: Wind / R: Elec Wind / W: Elec / R: Wind Psychic / W: Nuc / R: Psy Nuclear / W: Psy / R: Nuc Bless / W: Curse / R: Bless Curse / W: Bless / R: Curse Almighty / - / - [/hider] [b][color=00a651]Ailments:[/color][/b] Ailments are special negative statuses that can be inflicted upon a character for a period of time or until cured. Below lists the various ailments that a character can be affected by. [hider=Ailments] [color=00a651]Poison[/color] - Target takes damage over 4 turns, each turn taking damage equal to 1/2 the damage an offensive equivalent spell would deal of that tier [color=00a651]Dizzy[/color] - Target is confused for 4 turns, their vision growing blurry, and taking an Agility debuff equal to the tier of the Ailment spell used [color=00a651]Sleep[/color] - Target is asleep for 2 turns, unable to act but recovering +2 MF and HP per turn; taking damage or being touched will wake them [color=00a651]Confusion[/color] - For 2 turns, the target will see all allies as enemies and all enemies as harmless and must attack allies/heal enemies [color=00a651]Fear[/color] - For 2 turns, cannot attack/cast spells on enemies [color=00a651]Rage[/color] - For 3 turns, the target is overcome with anger, gaining +2 to Strength and Agility, but taking double damage from all sources and can only use phys attacks [/hider] [b][color=00a651]Spell Tiers:[/color][/b] Spells and skills are separated into multiple tiers of effectiveness. Below lists the tiers and their respective bonuses. [hider=Tier 1] Agi, Zio, Garu, etc. T1 MAG: +2 dmg / 10 meter range / 5 SP T1 MAG AOE: +2 dmg / 10 meter range / 10 meter radius / 10 SP T1 PHYS: +2 dmg / 3 meter range / 1 MF or HP T1 PHYS AOE: +2 dmg / 5 meter radius / 2 MF or HP T1 GUN: +2 dmg / 10 meter range / 1 MF or HP T1 GUN AOE: +2 dmg / 10 meter range / 10 meter radius / 2 MF or HP T1 Buff/Debuff: +/-1 rank / 1 ally/enemy / 5 SP / 3 rounds T1 Buff/Debuff AOE: +/-1 rank / Full Party / 10 SP / 3 rounds T1 Heal: +5 HP / 1 ally / 5 SP T1 Heal AOE: +5 HP / Full Party / 10 SP T1 Ail/Kill: 25% / 1 enemy / 15 SP T1 Ail/Kill AOE: 20% / Full Party / 20 SP [/hider] [hider=Tier 2] Agilao, Zionga, Garula, etc. T2 MAG: +5 dmg / 15 meter range / 10 SP T2 MAG AOE: +5 dmg / 15 meter range / 15 meter radius / 15 SP T2 PHYS: +5 dmg / 6 meter range / 3 MF or HP T2 PHYS AOE: +5 dmg / 10 meter radius / 5 MF or HP T2 GUN: +5 dmg / 15 meter range / 3 MF or HP T2 GUN AOE: +5 dmg / 15 meter range / 15 meter radius / 5 MF or HP T2 Buff/Debuff: +/-2 ranks / 1 ally/enemy / 10 SP / 3 rounds T2 Buff/Debuff AOE: +/-2 ranks / Full Party / 15 SP / 3 rounds T2 Heal: +10 HP / 1 ally / 10 SP T2 Heal AOE: +10 HP / Full Party / 15 SP T2 Ail/Kill: 40% / 1 enemy / 25 SP T2 Ail/Kill AOE: 35% / Full Party / 30 SP [/hider] [hider=Tier 3] Agidyne, Ziodyne, Garudyne, etc. T3 MAG: +10 dmg / 25 meter range / 20 SP T3 MAG AOE: +10 dmg / 25 meter range / 25 meter radius / 25 SP T3 PHYS: +10 dmg / 15 meter range / 10 MF or HP T3 PHYS AOE: +10 dmg / 20 meter radius / 15 MF or HP T3 GUN: +10 dmg / 25 meter range / 10 MF or HP T3 GUN AOE: +10 dmg / 25 meter range / 10 meter radius / 15 MF or HP T3 Buff/Debuff: +/-3 rank / 1 ally/enemy / 15 SP / 3 rounds T3 Buff/Debuff AOE: +/-3 rank / Full Party / 20 SP / 3 rounds T3 Heal: +20 HP / 1 ally / 20 SP T3 Heal AOE: +20 HP / Full Party / 25 SP T3 Ail/Kill: 60% / 1 enemy / 40 SP T3 Ail/Kill AOE: 50% / Full Party / 50 SP [/hider] [hider=Tier 4] Tier 4 spells are secret spells. These are custom and specific to each Persona once a user has awoken to their full potential, and will receive one additional effect aside from the stats listed below, to be discussed on a case by case basis. T4 MAG: +20 dmg / 35 meter range / 35 SP T4 MAG AOE: +20 dmg / 35 meter range / 35 meter radius / 50 SP T4 PHYS: +20 dmg / 20 meter range / 15 MF or HP T4 PHYS AOE: +20 dmg / 25 meter radius / 20 MF or HP T4 GUN: +20 dmg / 40 meter range / 20 MF or HP T4 GUN AOE: +20 dmg / 40 meter range / 40 meter radius / 25 MF or HP T4 Buff/Debuff: +/-5 rank / 1 ally/enemy / 30 SP / 5 rounds T4 Buff/Debuff AOE: +/-5 rank / Full Party / 35 SP / 3 rounds T4 Heal: +30 HP / 1 ally / 35 SP T4 Heal AOE: +30 HP / Full Party / 50 SP T4 Ail/Kill: 80% / 1 enemy / 60 SP T4 Ail/Kill AOE: 60% / Full Party / 75 SP [/hider] [hr] [center][color=00a651][h1]The Arcana[/h1][/color] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c8d46de4-7e5a-41b1-9228-0f7eead818ec/d5yn39p-f6f37791-1afc-49ce-a686-23741034f27d.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2M4ZDQ2ZGU0LTdlNWEtNDFiMS05MjI4LTBmN2VlYWQ4MThlY1wvZDV5bjM5cC1mNmYzNzc5MS0xYWZjLTQ5Y2UtYTY4Ni0yMzc0MTAzNGYyN2QuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.h3ot70oTwwsw2rDYvbhIMS2WT9eaeaLcvjb9WiL_Mds[/img][/center] The Arcana is the means by which all is revealed. To that end, the faces that make up the Arcana determine oneself and how one affects their surroundings. Every person is bestowed an Arcana at birth, determining their destiny, and rarely do they ever change throughout life. Each Arcana will give power to the individual, and not one among them is to be scoffed at - for at the round table known as The Arcana, none are weak. Some, however, are stronger at certain facets of life than others. As such, an Arcana may lock a Persona out from certain abilities. [hider=Arcana Benefits] 0 - [color=00a651]Fool[/color] - +1 Any / May perform 1 action during the same turn as participating in an AOA, or buff the AOA to 3x damage / Receives two T4 abilities when relevant 1 - [color=00a651]Magician[/color] - +1 Magic, +1 Agility / Once per combat, may cast two spells of a tier lower than their highest on the same turn / -1 rank str dmg 2 - [color=00a651]Priestess[/color] - +1 Mental Field, +1 Magic / Gains access to the unique T2 spell "Analyze" / -2 rank str dmg 3 - [color=00a651]Empress[/color] - +1 Mental Field, +1 Agility / Recovers Mental Field equal to 1/4 the amount of HP healed by a Heal spell / -1 Luck 4 - [color=00a651]Emperor[/color] - +1 Strength, +1 Endurance / Weapons do an additional +2 dmg / -1 rank mag dmg 5 - [color=00a651]Hierophant[/color] - +1 Mental Field, +1 Luck / Healing spells additionally heal MF equal to half their MF rank / Cannot use phys/gun skills 6 - [color=00a651]Lovers[/color] - +2 Magic / Healing spells cost half SP / Cannot use phys/gun spells, -2 rank str dmg 7 - [color=00a651]Chariot[/color] - +2 Strength / Physical spells cost half MF/HP / Cannot use heal spells, -3 rank mag dmg 8 - [color=00a651]Strength[/color] - +2 Strength / Physical and Gun spells cost double MF/HP, but also deal double damage / 15% more susceptible to Ail/Insta-Kill 9 - [color=00a651]Hermit[/color] - +1 Luck / Ailment spells cost half MF/HP, gains access to the unique T2 spell "Analyze" / -1 rank str dmg, -1 rank mag dmg 10 - [color=00a651]Fortune[/color] - +2 Luck / Ailment and Instant-Kill spells gain a bonus 5% success chance and Gun spells cost half / Cannot use Phys/Heal 11 - [color=00a651]Justice[/color] - +1 Strength, +1 Magic / Once per combat, gain Fateless and ignore Mental Field for the next attack used. / Cannot use Debuff/Ailments 12 - [color=00a651]Hanged Man[/color] - +2 Endurance / The user is not staggered by reaching 0 HP, and takes 2 hits to kill instead of 1 / Healing is only half as effective on the user 13 - [color=00a651]Death[/color] - +1 Mental Field, +1 Luck / Ailment and Instant-Kill spells cost half, gain Resist to either Bless or Curse for free / Cannot use Heal/Buff 14 - [color=00a651]Temperance[/color] - +1 Mental Field / Once per combat, the user may sacrifice their remaining MF to allow all spells to become half cost / -2 rank phys dmg 15 - [color=00a651]Devil[/color] - +1 Mental Field, +1 Magic / Curse spells cost half, may cast magic spells for the MF/HP equivalent to the tier instead of SP / Cannot use Heal/Buff 16 - [color=00a651]Tower[/color] - +2 Strength, +2 Agility, -1 Endurance, -2 Luck / Immune to Fateless / Cannot use Heal/Buff, weak to Bless or Curse, ailments get a 10% bonus against user 17 - [color=00a651]Star[/color] - +1 Magic, +1 Luck / Buffs/debuffs cost half, immune to MF-piercing attacks / Cannot use Ailments/Insta-Kills, -2 rank str dmg 18 - [color=00a651]Moon[/color] - +1 Mental Field, +1 Strength, +1 Endurance / Phys spells cost double the MF/HP, but also do double damage / Cannot raise Agility above 5 19 - [color=00a651]Sun[/color] - +2 Mental Field, +1 Endurance / Gain Resist to Fire and Bless for free, Heal spells received heal for 1.5x / Gain Weakness to Curse 20 - [color=9e0b0f]Judgment[/color] 21 - [color=9e0b0f]World[/color] [/hider] Social Links will also be a factor of the campaign, and will serve to grant new spell slots for ranking up one's own Arcana, or special passives for ranking up with others' Arcana. [hider=Social Links] Fool - Magician - Priestess - Empress - Emperor - Hierophant - Lovers - Chariot - Justice - Hermit - Fortune - Strength - Hanged Man - Death - Temperance - Devil - Tower - Star - Moon - Sun - Judgment - World - [/hider] [hr] [center][color=00a651][h1]Persona and User[/h1][/color] [img]https://i.gifer.com/7TXB.gif[/img][/center] Each Persona is unique, and develops with their User. Personas will start out weak, but gradually become a force to be reckoned with over time as its User develops and grows as their own individual. Only by accomplishing their goals, learning the ups and downs of life, and surviving through danger can a User temper a Persona as they were always meant to be. In addition to the starting stats given by the Arcana chosen, each player will get an additional +2 stat ranks to place anywhere they want. All characters start with 1 in everything, and stats cannot go below 1. Any Arcana drawbacks that give -1 rank to a stat mean that the User will need to be buffed for +2 or higher to start seeing results. +2 would give a +1 buff, etc. This also applies for putting ranks into stats that give a -1. [hider=Character Template (Quote and copy the code)] [b]Name:[/b] Self-explanatory [b]Appearance:[/b] Put it in a hider or a URL [b]Age:[/b] Must be of high school age appropriate for their grade [b]School Year:[/b] Freshman, Sophomore, Junior, Senior? [b]Personality:[/b] At least a paragraph. [b]History:[/b] Two paragraphs at least. [b]Alignment:[/b] As per D&D. For the uninitiated, see [b][url=http://easydamus.com/alignment.html]here.[/url][/b] [b]Weapon:[/b] Leave "-" for now. [b]Armor:[/b] Leave "-" for now. [b]Accessory:[/b] Leave "-" for now. [b]Arcana:[/b] From the available. Only one Arcana per player. Judgment and World are not available for players. [b]Arcana Bonus[/b] Just copy/paste the bonuses and drawbacks your Arcana gives here. [b]Current/Max MF:[/b] [b]Current/Max HP:[/b] [b]Current/Max SP[/b] [b]Persona:[/b] Name, with a reference picture attached either as a spoiler or as a url link. [b]Persona Lore:[/b] Must be either a historical figure, mythological creature/deity or something else widely known publicly. [b]Persona Stats:[/b] The starting ranks from your Arcana, +2 free ranks of your choice [list] [*] Mental Field - [*] Strength - [*] Magic - [*] Endurance - [*] Agility - [*] Luck - [/list] [b]Elemental Affinities:[/b] Choose 1 Resist, 1 Weakness to start [list] [*] Phys - [*] Gun - [*] Fire - [*] Ice - [*] Elec - [*] Wind - [*] Psy - [*] Nuc - [*] Bless - [*] Curse - [/list] [b]Persona Spells:[/b] You will start with two T1 spells of your choice that you're able to cast that follow the spell rules, and that your Arcana is able to cast. Starting Personas may only know one element + phys/gun if their Arcana allows it. [hider=T1] [/hider] [hider=T2] [/hider] [hider=T3] [/hider] [hider=T4] [/hider] [/hider]