TEXT: PERSONA: The Fighting/RPG
  Page �  of �
  1
  34
  PERSONA: The 
  Fighting/RPG
  A Mega-Ten Conversion for: 
  HERO System, 6th Edition 
  David E McGuire
  
  PERSONA: The Fighting/RPG
  “I am thou… thou art I… from the sea of thy 
  soul, I am called… Persona!”
  I.
  Persona Briefing Document 
  A. Foreword and Notes 
  B. Introduction 
  C. The World of Persona 
  D. Creating a Persona Character 
  E. Sample Character 
  F. Resources 
  II. Persona Rules Governor 
  A. Core Rules Changes 
  B. Critical Hit Rules 
  C. Status Changes 
  D. Persona Skill Design & Rules 
  III. Social Link Rules & Enhancements 
  IV. Persona Tarot Document 
  A. Explaining the Major Arcana 
  B. Defining the Persona and the Arcana 
  C. The Velvet Room 
  V. Social Links Rules (2nd Section) 
  A. Defining Social Links 
  B. Establishing Social Links 
  C. How Social Links Contribute to Personas 
  D. Social Link Rules and Enhancements 
  VI. Persona Design 
  A. Defining a Persona 
  B. Rules and Adjustments 
  1.
  Limited Power by Persona 
  2.
  Persona Skills and Powers 
  3.
  Persona Non-Combat Enhancers 
  4.
  Enhancing Personas via Court Cards (Beta) 
  VII.Persona Weapons & Equipment Document 
  Page �  of �
  2
  34
  
  PERSONA: The Fighting/RPG
  A. Base weapons and equipment list 
  B. Enhanced HERO Weapon and Equipment by Style 
  C. Rules Structure for Weaponry 
  VIII.Shuffle Time Rules and Equipment 
  A. Defining Shuffle Time and its Frequency 
  B. Card Draw and Rule 
  IX. Recurring Characters and Themes 
  A. The Velvet Room 
  B. SEES 
  C. The Junes (Joo-NESS) Investigation Team 
    
  Page �  of �
  3
  34
  
  PERSONA: The Fighting/RPG
  Foreword
   
  Welcome to the updated game briefing document for Persona: The Fighting RPG. 
  This is the controlling document to walk you through the rules, concepts, and unique 
  mechanics that will drive this campaign. Like projects of similar scope, Persona uses its 
  own language, motifs, and scale. From the beginning, players are encouraged to think in 
  terms of this document, and Persona, rather than traditional HERO character creation. 
  Character development will align more closely with games like Shadowrun, Dungeons 
  and Dragons, or similar “off-the-shelf” games than with traditional HERO gameplay, 
  but knowing the intricacies will help avoid frustration and provide for a better overall 
  gameplay experience. This setting choice was born from a desire to run an urban horror 
  style game (Supernatural, Dresden, Lost Girl) a Wuxia/Hong Kong style action film 
  (Hard Boiled, Crouching Tiger/Hidden Dragon, Iron Monkey) and to blend in 
  videogame fighting concepts, with the look, feel and intensity of that genre (Tekken, 
  Street Fighter, and so on). Recently, Atlus had released Persona 4: Arena, their Fighter 
  with RPG inspiration, and that gave me the clarity of thought needed to push forward 
  with a completely new project.   
   
  Persona truly is unlike anything I’ve done before; it is highly structured in many 
  ways, and fast and loose in others. It encourages a high level of player involvement and a 
  string of interwoven story lines. Throughout this document you will be introduced to 
  new terms, concepts, the Tarot Cards, weapons, equipment, and other key elements o 
  f the series. It will discuss the Velvet Room, obtaining new Personas, treasure, and  
  creating new Personas and Weapons.  As a campaign, because of all the moving parts 
  and the lack of a simple GUI as a video-game has, games will likely run bi-weekly (up to 
  twice a month) and focus heavily on the action and story development, with down time 
  and blue-booking being available for trips to the Velvet Room, non-critical “dates” and 
  events with NPCs to build Social Links, and other similar elements. The more involved 
  you are in the “life” of your character outside of game, the higher your return  
  will be in game.  
   
  Please also note that this is a living document, and while this is the first presented 
  edition (started 9 Feb, 2013, revised 30 Aug 2015 for use) it will be changed and updated 
  as necessary. 
  Page �  of �
  4
  34
  
  PERSONA: The Fighting/RPG
  Initial Resources
  The game will be run using HERO 6th Edition, with the inclusion of multiple rule 
  adjustments, power and build designs. At a minimum: 
  HERO 6th Ed Vol 1 
  HERO 6th Ed Vol 2 
  HERO APG I & II 
  HERO Martial Arts 
  HERO Equipment Guide 
  From 5th Edition:
  Ultimate Energy Projector (UEP) 
  The Ultimate Skill (TUS) 
  Asian Bestiary I & II (Note, by GM request, I include these to suggest you avoid them so 
  as not to spoil some of the horrific surprises in store) 
  And remember — only those who have Awakened to the power of the Persona may enter 
  the Velvet Room and uncover their true potential. With that said: 
  “Welcome… to the Velvet Room!” 
  ONE FINAL REMINDER BEFORE YOU BEGIN 
   
  This is an adaptation of a complex world into a complex system. There will be 
  weird gaps, typos, things will have been missed that will need redressed, and so on. I 
  [me, David, not ‘the author’] have done a lot of work and a lot of number crunching to 
  make sure that this works out of the gate, but there’s always the chance that I missed a 
  step, screwed up a calculation, or rolled a 3 somewhere along the line. Please be polite, 
  and persistent, in pointing out flaws that need to be addressed. I want to make this a 
  cooperative experience for everyone and while I am the GM, a conversion of this scope is 
  a first for me, so some assembly will be required. Thank you for your patience and your 
  continued contributions. 
  Page �  of �
  5
  34
  
  PERSONA: The Fighting/RPG
   
  	
  
  Persona is part of the Shin Megami Tensei (Mega-Ten) universe of Japanese Urban/
  Horror. It involves murder, the occult, cybernetics, monsters, androids, and epic scale 
  battles the likes of which are commonly seen in JRPGs. The conversion places that 
  style, and that pressure, into the HERO system. 
  The World of Persona
   
  HERO does not have a predefined horror setting, and a Persona campaign is not 
  about the jump-scare, but the near future, advanced technology, and the monsters we all 
  too easily create. While it is unlikely that many of those themes will come out in the first 
  few sessions, they will become apparent as the campaign progresses. 
   
  This campaign is scheduled for 6-12 sessions, depending entirely on pacing, 
  player involvement, reception and outcomes. As always, if the conversion is done and 
  the characters hit the table and it isn’t picked up emotionally, if there isn’t an 
  investment, it will be set aside and reworked.  
  Page �  of �
  6
  34
  Chapter I: Introduction and 
  Background
  
  PERSONA: The Fighting/RPG
   
  For this game, will we join our protagonists in the Hokkaido Prefecture, home of 
  Hokkaido University in Sapporo, the number 9 ranked school in Japan, and [in this 
  setting] is a comprehensive University holding all major colleges along with a few… 
  uncommon ones. It is a complete enclosed campus, with shops, stores, restaurants in 
  walking distance, and a student body bordering on 20,000 enrolled. The surrounding 
  area, Hokkaido, is home to a few hundred thousand individuals. 
   
  Digital information has only become more important, weapons have become 
  slightly more advanced, and we can start seeing things that are today still speculative. In 
  other words, there is some latitude with ‘reality’ that would have a more restrictive or 
  unbelievable feel in another setting, putting it two steps above a special effect, but not as 
  broadly impactful as perhaps we would think of the changes we might anticipate in a 
  pure cyberpunk campaign. 
   
  The world of Persona is a world divided: the world as we know it, referred to as 
  ‘reality’ or First Realm, and the world that lies beyond human reckoning. Second Realm, 
  where the ‘others’ live. The lost, the forgotten, myths, nightmares, and the shadow. 
  While Second Realm changes from incarnation to incarnation, there are a number of 
  traits that unify it. First, most people are locked into the First Realm. Only those who 
  have Awakened can (of their own free will) tread into Second Realm. It has been 
  established that with proper influence, people’s own Shadows can take control and force 
  them in without their consent, as they come under attack from their own repressed 
  emotions and ego. 
   
  First Realm, or reality, behaves as you know it today, except that your Persona 
  will give you a supernatural advantage above and beyond the Sleepers. Second Realm 
  exists alongside First Realm, and is subject to change. In some places, it is a gateway to 
  the illusory realm of the Fey. In others, it’s a crack in a haunted house, and realm of 
  spirits, or a place reached by the living to understand death and the aftermath. 
  Sometimes, Second Realm can reach through to directly affect those in the First. When 
  this happens, Persona Users often band together to respond to the threat and keep the 
  Second Realm contained. To contain the Shadow. 
   
  Beyond the obvious supernatural changes, there are also cyberpunk style 
  elements in the setting, including Shadow fighting androids, mad scientist chimera, 
  cybernetics and people who live entirely in machines, and other horrors. Persona 
  embraces the idea that science can interfere with and measure Second Realm. There is a 
  strong temptation to believe that everything we fear has a place in the setting, but 
  Page �  of �
  7
  34
  
  PERSONA: The Fighting/RPG
  instead, the idea is that the setting offers a gateway to certain kinds of stories, rather 
  than acting as a catch all horror setting with a convenient explanation.   
  Creating a Persona Character
   
  Creating a character in Persona involves more moving 
  parts than in other campaigns. In addition to the steps 
  outlined below and the point value structure, familiar in 
  many HERO campaigns, there are two other key 
  elements: the selection of a Major Arcana to govern your 
  Persona and initial NPCs personality traits, and the 
  development of the Social Link behind it. Both of these 
  are explained in detail later on in this document. In 
  Persona, anyone who can summon their Persona is 
  called a Persona User — no catchier title applies or is 
  used. Unlike similar games, nothing indicates to an 
  outsider (or other  Awakened individuals) that you are a 
  Persona User unless they see you use an Active Skill, 
  deduce use of a Passive Skill, or for whatever reason, 
  meet you in Second Realm. 
   
  Characters are constantly juggling two lives: their 
  lives as college students, with classes, majors, dates, 
  exams, a craving for caffeine and a terribly unsatisfied 
  need for sleep. Additionally, they have their lives as 
  hunters, Persona Users who travel to the Second Realm, 
  conduct investigations, and so on. 
   
  The details for beginning character creation are as 
  follows: 
  Page �  of �
  8
  34
  NOTE: This section 
  does not cover the 
  Personas, only the 
  basics of character 
  creation and 
  critical rules 
  adjustments that 
  will directly 
  impact your design 
  decisions and play 
  style. Because the 
  Personas convey 
  supernatural 
  powers, and are 
  part of your Tarot. 
  Early choice is 
  minimal, by design, 
  to give you a 
  chance to walk 
  into the setting 
  instead of crash, 
  familiarize 
  yourself with the 
  Personas, their 
  potential, and the 
  level of skill you 
  will ultimately 
  reach.
  
  PERSONA: The Fighting/RPG
  Setting Requirements for Your Background
   
  Your character (hereafter, ‘you’) is attending Hokkaido University, in Sapporo, a 
  major city in the Hokkaido Prefecture of Japan. it’s known for its ice-cold winters and 
  beautiful, temperate summers. Why did you choose to attend Hokkaido University? 
  Where are you from, and what brought you here? What do you hope to get from and 
  leave here with? Do you know all of these answers yet? 
   
  You know a Martial Art. Each Persona user must select a martial art, or design 
  one independently. A Black Belt (15 points of MA) is not a requirement, as martial arts 
  can mean anything from remarkable savvy with a butterfly knife, a boxing champion, 
  aikido student who does it for exercise or a girl who inherited a .45 semi-automatic from 
  her father and uses it with remarkable precision at any range. Your martial art will  
  convey a significant part of your story, select it deliberately for its integration into your 
  story, background, and your focus on it.  
   
  Define your particulars: age, race, and personal narrative and behavioral 
  baseline. Know before you sit down how you handle: Compliments, criticism, minor 
  problems (being late for a date) major problems (being trapped in a building) and how 
  you react to a legitimate crisis (facing down supernatural horror for the first time). Not 
  that anything like that would happen to you.  
   
  You are mentally sound and physically capable, and have some natural combat 
  skill from your training, innate ability, or honed talent. While you will have quirks, you 
  are completely sane. The genre today commonly assumes physical soundness 
  equivocates to being in ‘perfect shape,’ but having a handicap of some kind remains a 
  common genre trope. 
   
  Selecting your Tarot and defining the NPC who personifies it for you will present 
  the greatest challenge to new players. The format suggests passivity on the part of the 
  player, when instead the strength of the relationship defines the total power level of the 
  Personas you can create. The strength of your relationships governs your Arcana and 
  Social Link levels. You will grow alongside the characters in the setting and learn their 
  stories, help them struggle through, and be rewarded with improved Social Links, giving 
  you advantages even though you may not yet control the Personas you have unlocked. In 
  some cases, it may be easier to select an Arcana based on the idea you have for the NPC 
  tied to it, either way is completely valid. 
  Page �  of �
  9
  34
  
  PERSONA: The Fighting/RPG
  Mechanics 
  The following list provides the mechanical requirements for character creation. 
   
  1) 200 points with 100 points in matching complications. 10 points are required 
  Perks/Talents, and 50 points are pre-defined, required Complications. Final builds 
  are 200 (190 open) points, with 100 points in matching complications (50 open): 
   
   
  a. Haunted by Shadows (Hunted, Mo Pow, Freq — 20 points) 
   
   
  b. Social Limitation: Student Obligations (Social, Freq., Minor, 10 pts) 
   
   
  c. Distinctive Features (Fighting Style, Freq., Minor, 10 pts) 
   
   
  d. Physical Limitation: Persona Imperative  (Common, Moderate — 10 pts) 
  1
   
   
  e. Normal Characteristic Maxima applies (No Points) 
   
  2) The following Perks/Talents, totaling 10 points: 
   
   
  a. Awakened (Custom Perk, 3 points) 
   
   
  b. Enrolled Student  (Fringe Benefit, 1 points) 
  2
   
   
  c. Combat Luck (3 rPD/3 rED); must be aware of attack/in combat, does   
   
  not stack with other defenses, 6 points). 
   
  4) Skill Level Caps at character creation. Take note that these will remain in effect 
  until expressly allowed by the GM. 
   
   
  a. Only 1 Overall Skill Level (12 pts) 
   
   
  b. 2 10 Point Skill Levels (any combination) 
   
   
  c. 3 8 Point Skill Levels (any combination) 
   
   
  d. 3 skill levels for any given skill (i.e., Driving, Physics, etc.) 
   
   
  e. Skill Enhancers are allowed (this note specifically addresses the absence of  
   
  Power Frameworks in this setting, defined later on). 
   
  5) At minimum, the following skill purchase is required: 
   
   
  a. One skill pertaining to your Martial Art (below) 
   
   
  b. Three skills pertaining to your major, or, Two to your major, one to your minor 
   
   
  c. One interaction skill  (Acting, Charm, Seduction, Interrogation, etc.) 
  3
   ‘Persona Imperative’ is the drive to be involved, to explore and use your power, to learn from 
  1
  others and gain forward momentum
   You may create and play a character “on campus” but not enrolled for some reason. Remove 
  2
  Enrolled Student (1 pt) and replace it with Access: Hokkaido University (3 pts).
   Note in this setting, “Charm” and “Seduction” are two separate skills
  3
  Page �
   of �
  10
  34
  
  PERSONA: The Fighting/RPG
   
   
   
  6) Martial Arts Selection; each character must have at least a basic martial arts 
  package. There are few requirements for this, but for balance purposes and to ensure 
  that all characters have an appropriate level of competency. Please review the rules 
  changes and awareness section for key reminders. 
   
   
  a. A minimum of 3 maneuvers: one strike, one defensive maneuver, and weapon 
  element (if Fists or Feet are your primary weapon, then WF: Gauntlets or WF: 
  Combat Boots is required. You do not want to fight Shadows unarmed!) 
   
   
  b. At least one of the associated skills with the maneuver set (such as Acrobatics, 
  Fast Draw, Breakfall, etc.) per the Skill section.  
   
   
   
  Sample Character
   
  Akihiko was a controllable party member in Persona 3/FES, and played a critical 
  role in the story. This version is slightly stronger than from where players will begin, but 
  demonstrates the nature of character progression up to 225 points. This will give you a 
  rough idea of the kind of diversity of character design in the setting. 
  Page �
   of �
  11
  34
  
  PERSONA: The Fighting/RPG
  Akihiko Sanada
  Val
  Char
  Pts
  Total
  17
  STR
  7
  17
  6-
  16
  DEX
  12
  16
  5-
  14
  CON
  4
  14
  5-
  12
  BOD
  2
  12
  4-
  13
  INT
  3
  13
  4- PER 12-
  14
  EGO
  4
  14
  5-
  15
  PRE
  5
  15
  5- PRE 3d6
  5
  PD
  3
  5
  5
  ED
  3
  5
  4
  SPD
  20
  4
  8
  REC
  4
  8
  40
  END
  4
  40
  40
  STN
  10
  40
  12
  Run
  0
  12m
  4
  Swim
  0
  4m
  4
  Leap
  0
  4m
  Cost
  4
  Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  3
  Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 27 STR
  4
  Counter Punch: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block
  4
  Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
  �
  Page �
   of �
  12
  34
  
  PERSONA: The Fighting/RPG
  Talents
  1
  Ambidexterity (-2 Off Hand Penalty)
  6
  Combat Luck (3 PD/3 ED)
  3
  Lightsleep
  6
  +3/+3d6 Striking Appearance (vs. young women and cougars)
  Skills
  3
  Traveler
  1
  1) AK: Hokkaido University (2 Active Points) 3-
  1
  2) AK: Hong Kong (2 Active Points) 3-
  1
  3) AK: Inaba (2 Active Points) 3-
  1
  4) AK: Sapporo (The Student District) (2 Active Points) 3-
  0
  WF: Fist-Loads, Unarmed Combat
  2
  KS: Boxing 3-
  3
  Paramedics 4-
  3
  Criminology 4-
  3
  KS: Police Procedure 4-
  3
  Conversation 5-
  3
  Persuasion 5-
  3
  Security Systems 4-
  10
  Rapid Attack
  24
  +3 with HTH Combat
  5
  Defense Maneuver I-II
  9
  Power 8-
  Total Powers & Skills Cost: 124 Total Cost: 225
  Page �
   of �
  13
  34
  
  PERSONA: The Fighting/RPG
  225+
  Disadvantages
  20
  Haunted by Shadows: Shadows, Frequently (Mo Pow; Harshly Punish)
  10
  University Obligations: Student Frequently, Minor
  10
  Distinctive Features: Fighting Style (Concealable; Noticed & Recognizable)
  Detectable by Commonly-Used Senses)
  10
  Persona Imperative: Compelled to take action (Common, Moderate)
  5
  Rivalry: Professional (Boxing Club; Rival As Pow; Seek to outdo, Embarrass, or
  Humiliate Rival; Rival Aware of Rivalry
  5
  Social Complication: Almost too popular, Infrequently, Minor
  15
  Enraged: When a teammate is outmatched or in danger (Uncommon), Go 11-, 
  Recover 11-
  10
  Dependent NPC: Ken Amagi, Frequently (Slightly Less Pow than PC)
  15
  Psychological Complication: Protection of Innocents (Common, Strong)
  Total Disadvantage Points: 100
  Page �
   of �
  14
  34
  
  PERSONA: The Fighting/RPG
  
   
  This section defines the multiple and significant rules adjustments for this 
  setting. The majority of the information contained here is presented in simple block or 
  notated format, and broken down in order to match the flow of character creation as 
  presented in HERO Designer. Further, some of this information will be repeated for 
  applicable sections. 
  One: Skills and Statistics Changes
  1.
  Caps and Requirements 
  a) Normal Characteristic Maxima applies; see 6th Edition for a full breakdown 
  b) Without express GM permission, no character may raise a Stat (any stat) over 
  Normal Characteristic Maxima; this includes END, STUN, and BODY. 
  c)
  Skill Enhancers are the only allowable Power Frameworks. 
  d) Initial caps are also in place for skill selection; this is done to represent a wider 
  variety of skills and talents, and indicate your current overall talent level 
  2.
  At the start of the game, despite the likelihood that players will advance quickly 
  through the lower level Social Links, higher level Personas will have multiple 
  conditions before they can be equipped: 
  Page �
   of �
  15
  34
  Chapter II: Persona Rules Governor
  
  PERSONA: The Fighting/RPG
  e) Discovery; some Personas are only found during events or through Shuffle Time, 
  even though a Social Link grants access to a Persona, it must still be earned 
  through gameplay. 
  f)
  Creation; others are only available once forged with a combination of other 
  Persona, this is done by Igor in the Velvet Room (see rules in applicable section) 
  g) Power; characters must have sufficient strength (ie, XP gain) to control the 
  Persona. These benchmarks are roughly +25xp/Persona level: 200, 1; 225, 2; 
  250, 3; 275, 4; 300, 5; 350, 6; 400, 7; 450, 8; 500, 9; 600; 10 
  3.
  Skills. Skills are handled on an SV/DV basis. This is managed in HERO designer and 
  a separate Rules file will be distributed, and made available via Dropbox. HDv3 will 
  still display skills as N-, if you ignore the ‘-,’ the values will still be correct. As you 
  rank up in the skill, you’ll improve your SV (Skill Value). Every test will be rated an 
  appropriate DV (Difficulty Value). Additionally, regular modifiers will be applied to 
  improve or inhibit success based on circumstances. Common modifiers include 
  rushed, improper equipment, being under the affects of a PRE attack, Inspiration, 
  and so on. 
  4.
  Using Skills. This game uses the alternative calculation found in APG II, in 
  summary: 
  a) Skills are defined as Characteristic/3 with no base. With a DEX 15 and a rank 
  in Acrobatics, Acrobatics Tests are set to Skill Value: 5, vs the Difficultly Value 
  defined by the GM. This would make someone with a 15 DEX and a rank in 
  Acrobatics ‘Talented (5).’ Additional skill points raise the SV by 1, as they do 
  normally. 
  b) Characteristic rolls are handled the same way, Stat/3 to determine the target 
  value of a given characteristic roll 
  c)
  An average base roll is 3 (Average); Proficient (4); Talented (5); Exceptional 
  (6) 
  d) Rolls are done purely on a Target/Difficulty Value system (see APG II for 
  details) 
  e) No rounding up; a base 4 requires a Characteristic of 12-14, 5 is 15-17 
  f)
  Everyman Skills provide a base SV of 2; Proficiency grants an SV 4; 
  independently of the Characteristic. Otherwise, both follow all of the same 
  rules. 
  5.
  The standard DV (difficulty values) follow: 
  g) Simple: 1- 3 
  Page �
   of �
  16
  34
  
  PERSONA: The Fighting/RPG
  h) Average: 4-6 (5 is a basic challenge) 
  i)
  Difficult 10 - 13 
  j)
  Nightmare 15+ 
  Example of Difﬁculty Determination
   
  Calling forth their Persona, a User raises her STR to 22, and wants to force the 
  lock. They have no associated skills. The lock is heavy, old, and fused into a solid piece of 
  metal. DV assignment is 11. Check is now: 21/3 = 7; 7 - 11 = -4, success is 7 or less. For 
  example: A Pick Locks check on a rusted padlock would be: Lock Pick 3, Dex 14: SV 7. 
  The GM assigns DV of 3 (simple). Check is made against normal HERO rules, with a +4 
  test, so 15 or less on 3d6. The User immediately determines the lock is rusted shut can’t 
  be picked. Calling forth their Persona, a User raises her STR to 22, and wants to force 
  the lock, even though they have no associated skills. The lock is heavy, old, and now 
  fused into one solid piece of metal. DV assignment is 11. Check is now: 22/3 (rounded) 
  7, 7 - 11 = -4, success is 7 or less. 
  Martial Arts and the CV Scale
   
  In any high-flying action film, genre work, or anime, it often feels as though 
  everyone has some kind of acrobatic martial art ability, short of the armies of heavily 
  armed and armored soldiers using their machine guns, grenades, and similar 
  equipment. This is no less true in Persona, except in addition to the armies of faceless 
  corporations the protagonists will also face hordes of monsters called shadows. 
  Shadows, even low level ones, possess some measure of ‘Monster Martial Arts.’ This 
  represents that they are a real and material threat, both as a supernatural force with 
  access to skills, and as physical combatants. 
   
  To maintain game balance and the appropriate threat level and sense of danger, a 
  Combat Value (CV) cap is in place on the players at all times. The cap will be in effect for 
  monsters and define in part the threat they represent. A lower-level shadow may have a 
  total cap of 14, while a boss will have considerably more skill levels. This also 
  demonstrates early on that no normal human would have much of a chance — it takes 
  training, guts, and a Persona. Again, the current CV Cap applies to PCs and their NPCs 
  only, not to shadows or other higher level threats. 
  Page �
   of �
  17
  34
  
  PERSONA: The Fighting/RPG
  The CV Cap is currently 19 (as of 31 Aug, 2015). Regardless of the total available skill 
  levels and modifiers available from their own core skills, no character can utilize more 
  CV levels between OCV and DCV than this at a given time. Second, a character may 
  never imbalance past their base OCV/DCV. The maximum base a character may have is 
  8 OCV/8 DCV. 
  For example: 
   
  Akihiko Sanada has a base OCV/DCV of 5/5. He has 1 Overall Skill Level, 3 5 
  point HtH Skill Levels with his Martial Arts package (Boxing) and is under attack by a 
  Mericless Maya! He aborts to Martial Dodge (+5 DCV). Currently, his total CV allocation 
  would be: 
  • Base 10 (5 OCV/5 DCV) 
  • 1 OSL, which he commits to DCV (6 DCV, 11 total) 
  • 3 HtH levels, which he commits to DCV (9 DCV, 14 total) 
  • 5 DCV levels for his Martial Dodge (14 DCV, 19 total) 
   
  This is within the cap, with no further adjustment required. In the same example, 
  if it began with 7 OCV/7 DCV, then his total would be 7 OCV/16 DCV (23 total), 
  exceeding the cap by four, and he would either have to reallocate his skill levels, or lose 
  the remaining points. Note that points cannot be ‘dumped’ — a higher level of flexibility 
  means more skill levels and fewer core levels, while having more core levels determines 
  reliability. Please note that the cap is not a recommended level, it is the maximum level 
  allowable. There are many characters who will focus on MOCV/MDCV, who will have 
  more skills, and so on. I expect that 7/7 +5 Dodge will be a common combination, which 
  is part of how I derived 19.  
   
  Finally, and perhaps most importantly, a Persona’s skill levels and abilities do not 
  count or contribute towards the CV limit. That means if a Persona grants ‘+3 DCV vs 
  Fire,’ that stacks. If a Skill is used that grants ‘+3 OCV,’ that stacks. 
  Page �
   of �
  18
  34
  
  PERSONA: The Fighting/RPG
  TWO: Combat Rules Adjustments
   
  Japanese Role-Playing Games (JRPGs) are notorious in the West for being wildly 
  different from their D&D counterparts. The settings are rarely truly fantasy as Tolkien 
  envisioned it, despite some similarities, and the magic systems and mechanics get 
  relabeled from game to game, while the root systems stay in place. There are elemental 
  spell effects, buffs, debuffs, and most importantly, status effects. In Western gaming, the 
  status effect is based on a spell that commonly has an absolute effect, for example, 
  ‘Paralysis,’ ‘Instill Fear’ or ‘Ignite.’  JRPGs, however, commonly roll those effects into 
  other abilities.  
   
  Western Fireball: Send a single explosive projectile toward a target, where it will 
  detonate and ignite any flammable things in the zone. It’s a missile launcher.  
   
  Eastern Fireball: Send a swirling stream of flame that will deal damage upon 
  contact, and may cause the target to burn (take Damage Over Time) or inflict a similar 
  debuff. In short, status effects are part and parcel of the base effect, and many of them 
  once calculated are worth over a hundred points.  
   
  Normally, this would require a compound power; one for the base effect, and one 
  for the status effect, which would create large and unwieldy power constructs that 
  unfairly skew the balance toward those powers with status effects. For this conversion, 
  the solution was to add a 15 point adder, ‘Cause Status Effect’ to the applicable powers, 
  and then incorporated into the Critical Hit rules. In addition, powers in Persona often 
  have other modifiers such as First Strike, improved critical chance, and other modifiers. 
   
  Under standard HERO rules, a Critical Hit is score when an attack succeeds by 
  less than half. Assuming an even match, with an 11- required to hit, a critical hit is 
  scored on 5- (half, rounded down in favor of the Defender, not the player). In the 
  following sections, all of the current combat rules adjustments have been laid out with 
  their applicable notes, starting with Variant Rules, followed by the new rules unique to 
  Persona. 
  VARIANT Block Rules 
  a) Combat Maneuver: Block (Untrained). Block only stops one half of the total 
  damage of a given attack. For full damage negation, either Marital Block or 
  appropriate equipment is required. 
  Page �
   of �
  19
  34
  
  PERSONA: The Fighting/RPG
  b) Blocking Ranged Attacks. Ranged attacks cannot be Blocked without equipment 
  or cover of some kind; the must be Dodged or Deflected/Redirected. Note that 
  some Shadows have sufficient armor or natural defenses that meet this 
  requirement, while other, lesser Shadows will not 
  VARIANT Critical Hit Rules  
  4
   
  A Critical Hit occurs when an Attack Roll (of any kind) succeeds by greater than 
  half. These rules play a major role in Persona, as they drive the status effects attached to 
  many of the Skills. 
   
  The Advantage, “Improved Critical Chance,” gives some abilities an applicable 
  OCV Bonus that is used to confirm Critical Hits. If a Skill has ‘+2 OCV, Only for Critical 
  Hits,” add that value after the attack roll is resolved and before damage/effects are 
  determined. Skills that raise the Critical Hit threshold affect only the required result; in 
  the above example, if the target is 13 (assume an OCV of 10, and a DCV of 8),  and a 7 is 
  rolled, the additional +2 OCV would change the result from a hit to a Critical Hit. 
   
   
   
  On a confirmed Critical Hit, the following occur: 
  a) Effects of the weapon type are added as applicable (see below) 
  b) Damage dice are doubled, then rolled as a set; defenses are counted once 
  c)
  Status effects are resolved 
  VARIANT Attack Types, Critical Hits and Standard Effects 
   
  The rules for Critical Hits now include the additional functionality of the attack 
  types: Slash, Pierce, and Bash. Each has a separate function. First, some shadows and 
  Personas are susceptible to a given attack type, others are resistant to it. These abilities 
  proc under two conditions: When the target has the susceptibility, and when a Critical 
  Hit is confirmed, the following occur: 
  a) Slash: Add 1 DC prior to rolling damage (double this for a critical) 
  b) Pierce: Add Armor Piercing. Double this is the weapon is already AP. 
  Target
  6-7
  8-9
  10-11
  12-13
  14-15
  16-17
  18-19
  20-21
  Critical
  2
  3
  4
  5
  6
  7
  8
  9
   Note that ‘2’ is possible on a roll of 3 or 4 with a modiﬁed Critical Hit requirement.
  4
  Page �
   of �
  20
  34
  
  PERSONA: The Fighting/RPG
  c)
  Bash. Add 1 STUN multiplier, and remove 1 die of Knockback (2x Crit) 
  SETTING Persona Attack/Defend with MCV 
   
  All Persona attacks and defenses are based on your MCV (Mental Combat 
  Values). Persona skills are based on EGO, and to hit rolls are based on OMCV, while 
  attacks targeting your Persona are rolled against your DMCV. Additionally, tasking your 
  Persona to Block would be an OMCV roll, even if the attack they are blocking is 
  physical in nature. The Persona is the representation of your soul and will made 
  manifest, so the conventional rules for mental combat do not apply. 
  SETTING Persona Modifiers  
  5
   
  Persona Physical Attacks based their STR modifier on EGO. This rule exists to 
  reinforce the place that the Persona holds mechanically and to more easily differentiate 
  characters built as “casters” with those built as “strikers” or pure physical combatants. It 
  forces a point decision that, in a game where everyone has easy access to the abilities, is 
  sorely needed. 
  SETTING Time Blocks 
   
  Because time and how you spend it, and with whom, plays a pivotal role in 
  Persona, the time system exists to simplify interactions and maintain continuity. The 
  time blocks are: Morning, Afternoon, Evening, and Night. While you can can fit many 
  activities into a block, you can only have one meaningful interaction/training/etc per 
  time block. 
  NEW Status Effects 
   
  Mentioned previously, Status Effects are a staple of the genre, known more 
  commonly in Western RPGs as ‘debuffs.’ At lower ability levels, inflicting a status effect 
  on a target will be challenging, but doing so successfully will have a big payoff. There is a 
  complete list of status effects in the Skills section. 
   This is important: HERO naturally divides ‘Mental’ and ‘Physical,’ and you cannot use your 
  5
  DMCV against a bullet. Persona actively splits the two pieces for rolling and targeting, but does 
  not divide the effect. Having the Persona use Agiloa is done with OMCV, but a shadow can 
  defend with DCV. If your Persona is targeted by an attack, it is against your MDCV.
  Page �
   of �
  21
  34
  
  PERSONA: The Fighting/RPG
   
  Powers that inflict Status Effects will have the Adder, “<Status Effect> Chance on 
  Critical.” When using a power that inflicts a status effect, it occurs upon confirmation of 
  a critical hit, on a trigger. Status Effects are complex, debilitating, and curable with the 
  right Skills or Items. All Status Effect Adders cost 15 points. 
  NEW 1/2 Phase Action: Change Persona 
   
  The ability to change your Persona is a half-phase action for players with multiple 
  Personae in their queue. Further, you may abort to Change Persona if doing so would 
  provide a material defense against an incoming attack. 
  NEW Abort to Soak 
   
  Soak raises your Active Defenses (not CVs, but PD, ED, etc) by 1.5 (rounded in 
  favor of the Defender). If you currently have 10 DEF, it  becomes 15. If you have 20, it 
  becomes 30, and so on. Note that like any combat action, you must declare your intent 
  prior to the rolling of the dice. This defensive option allows tanks to take punishment 
  cinematically without making them invulnerable to damage. Because this rule has not 
  been sufficiently tested, it may be reviewed later. At this time, the player must declare 
  what attack type they are soaking: Physical, Energy, etc. This is important not for the 
  immediate attack (commonly telegraphed, but may have a sub-function, such as AVAD) 
  but for subsequent attacks targeted at the character who will continue to Soak until their 
  next action. 
  NEW Advantage Group 
   
  Introduced in Persona are compound powers that behave differently than the 
  common usage. They include functions like ‘Difficult to Block,’ ‘First Strike’ and so on. 
  Some attacks are so fast that they make Blocking inherently more difficult. This 
  advantage commonly occurs on Beam attacks, high speed strikes, and so on, and their 
  respective write-ups are in the Skill descriptions. Like other similar modifiers, ‘Difficult 
  to Block’ only changes the OCV required to block the attack, not the attacker’s OCV for 
  purposes of hitting. 
  Page �
   of �
  22
  34
  
  PERSONA: The Fighting/RPG
  NEW Losing and Recovering END in Second Realm (LTE) 
   
  Second Realm fatigues even the heartiest of individuals. Because of that, END 
  does not recover on 12; only STUN. Further, Second Realm causes a variation of LTE. 
  Rather than the complex math covered in 6E2 p. 132.  
  a) Every fight reduces LTE by 1 
  b) Every three rounds a given fight goes, another point is lost 
  c)
  Every floor ascended reduces LTE by 1 
  d) LTE is recovered after one night of full rest 
  THREE: Persona Combat, Damage and Recovery
   
  With the core changes defined above, this section will detail and explain concepts 
  unique to the Personas themselves. These include: Damage, recovery, summoning, 
  changes, frame disadvantage, and so on. 
  Summoning your Persona. One of the most critical actions that you will perform is 
  summoning your Persona, your latent and materialized psyche to do battle along side 
  you. To summon Persona you must meet the requirements of the limitation “Persona 
  Skill (-2),” one of the most important being the limitation Focus: Evoker (OIF, -1/2). To 
  summon your Persona, the Focus must be in hand and positioned so that the gas 
  discharges into your mind. This drives the mind far enough outside of itself to enable 
  you to call forth the power within. 
  NEW Combat Rule: Frame Disadvantage 
  After your Persona is summoned and its power is activated, its after image lingers 
  leaving it vulnerable to attack. Personae can be struck with any weapon, skill, or 
  Shadow. As a campaign rule, all Personas have the limitation “Physical Manifestation 
  (-1/2). The limitation is calculated as: 
   
  Active Points/20 = Frame Disadvantage in Phases 
   
   
   
  For Example: Izaru activates his Persona, Vesta, and uses Bufu (Ice I). As a Class 
  I Skill, it has 60 Active Points, calculating its frame disadvantage to 3 phases. Meaning, 
  if he activates the skill on 4, Vesta is still eligible to be attacked until his Dex on 7. 
  Page �
   of �
  23
  34
  
  PERSONA: The Fighting/RPG
  Persona take damage normally; it has BODY equal to its Users + S-Link 
  Persona DEF equaling the Users EGO/5 + their S-Link Level 
  Once a Personas BODY is depleted, it is shattered, and must recharge 
  A Persona can ONLY regain BODY in a dungeon once shattered, and, it gains BODY 
  equal to the REC + S-Link level, and only when the Character would take a Recovery. 
  For this reason, Users may not summon their Persona while they are shattered.  
  Remember that the Persona takes on many shapes, but there is still only one — your 
  soul, manifested. 
  Rank
  I - II
  III - IV
  V - VI
  VII
  Phases
  3
  6
  9
  12
  Page �
   of �
  24
  34
  
  PERSONA: The Fighting/RPG
  Defining a Persona 
   
  A Persona is a manifestation of an element of a person’s soul, brought forth 
  through a connection to their Social Link and their bond to the Second Realm. Even 
  though each Persona is independently discovered, as though it is a living thing, it is, in 
  its rawest form, a spirit that grants a piece of its strength to the Persona user, so that 
  they may call forth the attributes of that Persona. The easiest way to think of a Persona 
  is as an old slide show carousel. 
   
   
   
  A normal person has a burning light – their soul – and that soul projects light 
  through the individual’s self-image to the outside world. It is the only version of “them” 
  that they can conceive of. A Persona user adds slides to the carousel, and instead of 
  being limited to a single image, they can change the image as necessary, calling forth 
  latent powers within themselves. These powers are called Persona. 
  Page �
   of �
  25
  34
  CHAPTER III: Personas
  
  PERSONA: The Fighting/RPG
  Limited Power of Personas 
   
  Each Persona has five measurable categories: Statistics, Combat Skills (in HERO, 
  Powers in the upper-right), Non-Combat Skills (Skills/Talents, in the lower left), 
  Resistances and Vulnerabilities (lower right) and Inheritance Eligibility (lower right, the 
  bottom). The following is to better explain how the values and rules are derived, and 
  remove as much mystery from the process as possible. 
   
  Before discussing the powers of the Personas, it is important to understand their 
  limitations. Strictly defined, a Persona’s has level based statistics via applied Social 
  Links, and Court Cards, with a moderately complex rules set for using XP to improve 
  their stats (ie, it isn’t 1:1 for a Persona as it is for a character). Second, Persona gain 
  skills on three tiers, and those tiers may not be adjusted. For game balance purposes, 
  and because there are many Persona, no single Persona can cover all of a given scope of 
  needs.  
   
  Power sets are defined by the Persona, and while powers can be unlocked, new 
  powers external from the list cannot be added directly to a Persona. Lastly, Resistances 
  and Vulnerabilities are also defined by that particular Persona, and cannot be changed. 
  In short, only Statistics and Non-Combat skills can be enhanced through XP, while 
  powers can be bought and unlocked. 
  Persona Statistics 
  [Working Concept] A Persona’s statistics can be activated by the User to grant them 
  those points in times of need, and behave in all ways like an Aid to that statistic. A 
  Persona with a Strength of 8 would be able to enhance the User’s strength directly. 
  Non-Combat Skills 
  To expand on the functionality of the Persona outside of Second Realm, they have been 
  given additional non-combat skill enhancements that you can call upon as needed.  
  Persona Inherent Defenses 
   
  All Persona have at minimum one attack type resistance, and one vulnerability. A 
  User can change these through fusion, however by campaign rule, every Persona must 
  have at least one vulnerability. 
  Page �
   of �
  26
  34
  
  PERSONA: The Fighting/RPG
  Weak: A Persona with a Weakness toward a given attack type takes double damage from 
  it, like a vulnerability. 
  Resist: A Persona with Resistance grants 5/5 Defense vs that element, +1 per Social Link 
  level, ie, a base of 6, where a Level 5 SL grants 10, and a level 10 SL grants 15. 
  Block: Grants an automatic Block attempt (based on MOCV); a failed block means 
  damage goes through to the target; a successful block means the Persona takes it.  
  Personas Block for ½ damage on Physical, full damage on Resist. 
  Reflect: Requires a successful Block, but otherwise behaves like Missile Reflection 
  Absorb: Gain END and STUN from that element 
  Persona Characteristic Enhancements 
   
  The Persona Stat Block grants a modifier to rolls associated with the applicable 
  statistic, and is eligible for the User to push and activate. Each Persona has a stat block 
  that defines its eligible enhancements upon being equipped, and these exist in both 
  realms. In other words, so long as the Persona is equipped, the statistical enhancements 
  are available. The current guidelines are as follows [13 August 2015]: 
  May spend END to gain modifier to a listed statistic; at a 3:1 ratio. Because these are 
  direct modifiers to the roll, they place significant strain on the User. This cost cannot be 
  offset, however, a User does not need to activate the entire pool (if the max is 4, they 
  may elect to use 2 for 6 END. This lasts for one Turn (22 Aug 2015; change to scene?), 
  ending prior to the same phase in the next Turn. Activating a Statistic in this way is a 
  Zero Phase action. In addition to the level advancement statistics it receives: 
  An additional 2 points in each Primary Statistical Category from its Major Arcana at 
  levels 3 and 9. Arcana Primary Statistics are based on their Rank (0 – XXI). 
  An additional 1 points in each Secondary Statistical Category from its Major Arcana at 
  levels 2, 6 & 10. Each Arcana commonly has one or two Secondary Statistics over the 
  first (1 & 3, 3 & 5, and so on). 
  +1 to any statistic                                                                                                                                                 
  at levels 5 & 9. 
  To further differentiate the Personas, the following additional slots may be assigned by 
  the player at the following intervals: 
  Rank 2: Secondary 
  Page �
   of �
  27
  34
  
  PERSONA: The Fighting/RPG
  Rank 4: Primary 
  Rank 6: Secondary 
  Rank 8: Secondary 
  Rank 10: Primary 
   
  Using this system, no Persona can ever have two stacked adjustments in the same 
  category; a Persona without a modifier to STR can receive STR twice, but one that 
  already has STR can only have one additional boost, either Primary or Secondary. 
  Statistics increase at no cost to the player through advancement of the Social Link. This 
  is the most common and advances all Persona under the Social Link through their Major 
  Arcana. 
   
   
   
  Via Experience Expenditure. XP costs are based on the Arcana that the Persona is 
  based upon. This design mimics the “leveling” mechanic of videogames; 10 points in 
  Primary raises all Primary statistics; 7 points raises all Secondary statistics, and 5 points 
  per allows a player to raise a non-affiliated stat ad hoc. 
   
   
   
  Non-Affiliated statistics are the easiest to raise, at 5:1 
   
  Secondary Statistics can be raised at 7:1 
   
  Primary Statistics can be raised at 10:1 
   
   
   
  Finding and using a Court Card (see the Equipment or Court Card spreadsheet). 
  A Court Card actively improves statistics based on its own affiliations, improving three 
  Primary and three Secondary characteristics aligned with its own Suit and Rank. Using 
  this model, you can derive the base stat adjustments of any Persona based on its own 
  Rank and the current Social Link level. This also helps weaker, lesser used Persona stay 
  competitive with those of higher rank & level combinations.  
   
  There is a gradual improvement across the Arcana; this is in keeping with the 
  thematic structure of the game, and is done by design. The fairly smooth curve means 
  that even though The World (4 primary, 6 secondary) improves all of its statistics faster 
  than The Empress (1 primary, 2 secondary), the Empress’ Persona still have a great deal 
  to offer and give the player greater flexibility in how to improve it through experience, 
  while the path of the World is set. 
  Page �
   of �
  28
  34
  
  PERSONA: The Fighting/RPG
   
   
  In this section, the requirements behind the Social Link structure will be 
  explained more completely from a rules perspective. Some of this information may be 
  repeated from other sections. 
   
  Social Links are built as Contacts; while they convey multiple benefits, they are 
  still Contacts, with their own skills and talents to contribute to the fight against the 
  Shadows (although many of them will do so indirectly). A Social Link gets built up 
  through interaction with its affiliated Contact. As the Social Link levels, the affiliated 
  powers and abilities grow along with it. These benefits are built into the structure 
  itself. The Social Link functionality can be summarized as: 
  a) Defines which Persona can be created 
  b) Determines the DEF (EGO/5 + SL) and BODY (User’s BODY + SL) 
  c)
  Grant Characteristic bonuses based on Arcana and Social Link 
   
  Full engagement in the campaign means understanding and building Social 
  Links; only by building your relationships do you strengthen your soul, and in turn, your  
  ability to create and control your Personae. 
   
  A Social Link (S-Link, or SL) represents character interactions on both the literal 
  level, your daily interactivity with these individuals, and the symbolic level, in how it 
  directly affects and strengthens your Personae. The stronger you become emotionally, 
  the more power you draw from your relationships with your allies and the more adept 
  you become. Like a ley line, each bond represents the strength of the relationship. 
  Page �
   of �
  29
  34
  Chapter IV: Social Links & Structure
  
  PERSONA: The Fighting/RPG
  Raising a Social Link with XP improves the Contact as well. Take note that in Persona, 
  Social Links are built on the passage of events, decisions, and impactful story moments. 
  Many of these situations will involve some kind of Social Test, although others will 
  require a more complex quest or challenge to be completed (defending a young man’s 
  honor, finding the ‘perfect dress,’ or getting seats to a sold out show). Other, darker 
  contacts may have even more nefarious or dangerous plots. 
   
  Showing up: 1 point 
   
  Quality Time/General Aid (Check Required): 3 points 
   
  Extended Meaningful Time/Complex Assistance (Difficult Check): 5 points 
   
  Assisting in Dire Circumstances (Dangerous/Complex Check): 7 points 
   
   
   
  All of these stories require strong consistency; your contacts need to know that 
  you care, much of which occurs during down time, between games via blue booking. 
  Time blocks can be consumed during the game, but critical events will likely require 
  party involvement, while internecine moments require documentation, and will keep 
  players mindful of ongoing events between games.  
   
  Note: one person’s Social Link may not be another’s; not everyone is ‘all things to 
  all people.’ However, that does not preclude the possibility that an individual (or group) 
  representing one link cannot represent it for multiple people. Over the course of a 
  campaign, no one will have the time to build all of the social links to a high level, there 
  won’t be enough physical time to manage all of the people, their stories and disparate 
  interests. For a group campaign, this makes far more sense than attempting to shoe-
  horn any of the various possible variations, instead each character begins with their own 
  specifically focused story, then develops it and others through the campaign.  
   
  Further, a Social Link’s story can conclude; they may no longer need assistance, 
  at which time you might need to find a new person to take on the role that link 
  represents. 
   
  The group social link is represented by The Fool (0). Everyone is part of it, and it 
  is only raised by the GM, and never costs XP. It is raised as major team milestones are 
  accomplished, commonly at the end of a string of connected story arcs and a finale. Each  
  Rank
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Score
  3
  6
  10
  15
  22
  30
  40
  50
  60
  Page �
   of �
  30
  34
  
  PERSONA: The Fighting/RPG
  player also selects a Major Arcana of their own, and defines the person whom that link 
  represents. When the Contact of a Social Link communicates with a PC, and they 
  complete a mission, etc., their score and ranks grow. 
  A Level 1 Social Link 
   
   
  Hierophant (V):  Social Link:  Asuka Amliani (Contact has useful Skills or resources) 8- 
  Rank 1: Amliani-Kun is a sophomore at Hokkaido University. A brilliant but absent-
  minded chemistry major, she is deep into research on a strange, unknown compound 
  that she believes holds the key to understanding the link between the real and the 
  supernatural world. Does she actually have ectoplasm? Or something else? 
  Thus begins the story behind Amliani and her strange material. These are the kinds of 
  hooks and stories that the players are encouraged to create, that go beyond a reason to 
  level an SL. A proper social link will have a problem that they cannot resolve without the 
  assistance of the player. 
  A Level 5 Social Link (with additional, player driven enhancements) 
  Hierophant (V):  Social Link:  Asuka Amliani (Contact has access to the J-CDC, Contact 
  has significant Contacts of her own -- the Dean, Contact has useful Skills or resources) 
  14- 
   
  Rank 5: Now that Asuka has access to the J-CDC, she can continue her research 
  in earnest. During class, however, she sends you an urgent text message, asking you to 
  meet her that night outside of the Kunani Center – the campus chemistry lab. Any 
  response you text back is only met with, “mt me there 2nite” – and nothing else. What 
  might she have discovered that’s so urgent? 
   
  Using this format, you are encouraged to continue the story of each Social Link 
  and what you’ve done and accomplished with them. That kind of running log will serve 
  as memory for both you, and the GM in the event a story needs to be revisited. Also, it 
  easily marks major milestones for those characters and what missions or tasks you must 
  accomplish to earn their trust and bring you closer together. 
   
   
   
  Players are actively encouraged (but not required) to write a complete story as to 
  how the individual came to represent that Social Link. As you meet new major NPCs, 
  Page �
   of �
  31
  34
  
  PERSONA: The Fighting/RPG
  you will learn what their Arcana is and whether it is strong enough to establish a 
  contact. You may attempt to guess, but there is no ‘Detect Arcana’ ability. Sometimes 
  you just make friends and hope for the best. 
   
  To that end, once a player earns the trust of an NPC, they can spend the XP to 
  establish a Social Link. This can never be forced on an NPC, anymore than a PC can be 
  made to take an action that they dislike. Players will often search for meaningful 
  interaction opportunities to build their Social Links. Doing so means both a non-combat 
  boost through the Contact’s ability,  
   
   
  Page �
   of �
  32
  34
  
  PERSONA: The Fighting/RPG
  Weapon Crafting. To that end, once a player earns the trust of an NPC, they can spend 
  the XP to establish a Social Link. This can never be forced on an NPC, anymore than a 
  PC can be made to take an action that they dislike. Players will often search for 
  meaningful interaction opportunities to build their Social Links. Doing so means both a 
  non-combat boost through the Contact’s ability,  
   
   
  Page �
   of �
  33
  34
  Chapter V: Equipment, Weapons and Fusion
  
  PERSONA: The Fighting/RPG
  COURT TAROT CARD 
  APPLICATION TO PERSONA
  COINS
  STR
  DEX(S)
  CON
  INT(P)
  EGO
  PRE(S)
  STUN
  REC(P)
  Page
   
  0
   
  1
   
  0
   
  1
  Knight
   
  1
   
  2
   
  1
   
  2
  Queen
   
  1
   
  3
   
  1
   
  3
  King
   
  2
   
  4
   
  2
   
  4
  CUPS
  STR(S)
  DEX
  CON(P)
  INT
  EGO(S)
  PRE
  STUN(P)
  REC
  Page
  0
   
  1
   
  0
   
  2
   
  Knight
  1
   
  2
   
  1
   
  4
   
  Queen
  1
   
  3
   
  1
   
  6
   
  King
  2
   
  4
   
  2
   
  8
   
  SWORDS
  STR(P)
  DEX
  CON
  INT(S)
  EGO
  PRE(P)
  STUN(S)
  REC
  Page
  1
   
   
  0
   
  1
  1
   
  Knight
  2
   
   
  1
   
  2
  2
   
  Queen
  3
   
   
  1
   
  3
  3
   
  King
  4
   
   
  2
   
  4
  4
   
  WANDS
  STR
  DEX(P)
  CON(S)
  INT
  EGO(P)
  PRE
  STUN
  REC(S)
  Page
   
  1
  0
   
  1
   
   
  0
  Knight
   
  2
  1
   
  2
   
   
  1
  Queen
   
  3
  1
   
  3
   
   
  1
  King
   
  4
  2
   
  4
   
   
  2
  Page �
   of �
  34
  34
  
SOURCE: textdata/thevault/Persona/Persona Game Briefing Document.pdf