Chapter 7 of 12 · about 7 minutes
Effects
The 24 Effects that change what a Persona can do, and how stacking Effects build up and wear off.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
What an Effect is
An Effect is a condition on a Persona or Foe: Bleeding, Blind, Pinned, Slowed and so on. Each one changes the rules for whoever has it. Some apply once and stay until something removes them. Others are stacking Effects, which build up in charges.
Stacking Effects
Stacking Effects carry charges. Each has a maximum, worked out from your EXP, so the same Effect can be a nuisance at level 1 and a killer at level 15. Charges drop by 1 at the end of every round. You can also spend Stamina to clear them faster: each SP removes 2 charges.
| Effect | Maximum | Level 1 | Level 5 | Level 10 | Level 20 |
|---|---|---|---|---|---|
| Bleeding | 5×EXP | 5 | 10 | 25 | 50 |
| Burning | 10×EXP | 10 | 20 | 50 | 100 |
| Exposed | EXP/2 | 1 | 1 | 2 | 5 |
| Fortified | EXP/2 | 1 | 1 | 2 | 5 |
| Frozen | 10×EXP | 10 | 20 | 50 | 100 |
| Irradiated | 5×EXP | 5 | 10 | 25 | 50 |
| Poisoned | 10×EXP | 10 | 20 | 50 | 100 |
| Shocked | 5×EXP | 5 | 10 | 25 | 50 |
Example: Bleeding
A level 10 Persona (EXP 5) can hold up to 25 Bleeding charges. At the end of each round the stack drops by 1. Spending 3 SP removes 6 charges at once.
All 24 Effects
| Effect | Stacks to | When | What it does |
|---|---|---|---|
| Ambushed | Immediate (1 Round) | Your enemy gains 1 Round to prepare. They can’t deal damage. | |
| Bleeding | 5×EXP | Start of turn (damage) | Direct Vitality loss, bypasses Guard. |
| Blind | Immediate | Lose Vision Range. Sight-based rolls auto-fail. | |
| Burning | 10×EXP | Start of turn (damage) | Targets Guard. Once Guard is gone, damage is taken from Vitality. |
| Collapsed | Immediate | On the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break. | |
| Dazed | Immediate | Lose Stamina equal to EXP. Lasts until the end of your next turn. | |
| Deaf | Immediate | Lose Audio Range. Sound-based rolls auto-fail. | |
| Encumbered | Immediate | For every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour. | |
| Exposed | EXP/2 | Immediate (damage) | Vulnerable to a chosen damage type. Take additional damage (Level × 2). |
| Fatigued | Immediate | Reduce damage done by Level × 2. | |
| Fortified | EXP/2 | Immediate | Resistant to a chosen damage type. Reduce damage taken (Level × 2). |
| Frozen | 10×EXP | Immediate | For every 5 charges, reduce maximum Motion by 5 ft. |
| Hidden | Immediate | Unseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger. | |
| Injured | Immediate | Gain a Trivial, Harmful or Grave injury. | |
| Invisible | Immediate | Can’t be seen, even in Vision Range. Can’t be directly targeted. | |
| Irradiated | 5×EXP | Immediate | Maximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). |
| Mute | Immediate | Lose the ability to speak. | |
| Panicked | Start of turn | Retreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage. | |
| Pinned | Immediate | Grappled or restrained. Take the Break action to counter. | |
| Poisoned | 10×EXP | Immediate | For every 5 charges, reduce damage dealt by 1. |
| Scentless | Immediate | Lose Scent Range. Scent-based rolls auto-fail. | |
| Shocked | 5×EXP | Start of turn (damage) | Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). |
| Slowed | Immediate | Stamina Point cost is doubled. | |
| Unconscious | Immediate | Reached 0 Vitality. Unable to act or move. Can be revived with the Heal action. |
