instant-death effects.
Classes
Classes are the way a character gains power and develops throughout the game. Each class has a foci
(their power in the game), a prime feature (a quality that sets them apart from others with the same
foci), some secondary features (other qualities) and a variable feature (a quality that changes as the
character advances).
Prime Feature: Dual Summoning (Can summon two demons to the field)
Secondary Features: Increased Stock (Can hold more demons in stock than average)
Example: Protagonists of Demon Summoner and Soul Hackers, Raidou Kuzunoha the XIVth
Prime Features: Prowess (Has extra abilities that allow them to be stronger in combat)
Secondary Feature: Loyalty (Demons level up faster and give you a enable a special skill at
rank 10)
Prime Feature: Evolving Persona (Persona is constantly evolving and being customized)
Secondary Feature: Skill Focus (Gain free skills, as well as boosts, as they advance)
Prime Feature: Infinite Skills (Can keep as many skills as they wish and switch them in between
battles)
Secondary Feature: Mantras (Choose a certain amount of skill sets that you level up in battle)
Prime Feature: Ally (Gain a free demonic ally that can gain the skills of whatever demon is
fused into it)
Secondary Feature: Evolving Ally (As the character gains levels, the ally takes on different
forms that gain different abilities)
Example: The playable characters from Persona 1 and 2, the Protagonists from Persona 3 and 4
Prime Feature: Switchable Personae (Can change personae in battle, gaining different skills and
stats)
Secondary Feature: Fusion Raids (Can create special effects based on using two stocked
personae)
Prime Feature: Magatama (A symbiont that acts as a weapon, armor, tool and skill set)
Secondary Feature: Wild Effect (An effect that happens at certain times and depends on the
Magatama)
Example: The protagonists from the Majin Tensei series and Devil Survivor
Prime Feature: Demonic Tactics (On the fly bonuses for summoned demons, including other's)
Seondary Feature: Interception (Can use demons to take an attack, putting the damage on them)
Prime Feature: Spirit Guardian (A personae that only grants stat bonuses)
Secondary Feature: Undying (Whenever the summoner dies, they come back after battle,
gaining a new guardian)
Example: The Heroine, Law Hero and Chaos Hero (SMT), Horiko (SMT II)
Abilities
Special enhancements characters gain every other/3rd/4th level.
Artificer Can create powerful weapons and items by destroying demons/personae in stock.
Skill Focus Gain a bonus to skills of a certain element.
Favored Arcana Gain a bonus to a stat when using a persona of a certain arcana (Persona User gain
for free).
Fusion Expert Fusions never fail.
Alert Reduced chance of being surprised.
Reduced Summoning Cost Summoing demons cost less MP.
Weapon Specialist Gain extra attack and damage with certain type of weapon.
Item Specialist Gain a bonus with certain types of items (damaging, healing, debuffing, etc.).
Dualist Equip a second weapon in either your melee or ranged slot, which must be weaker than the
main. You can reroll an attack role once per battle, but you must use the weaker weapon.
Highly Trained Gain extra proficiency points.
Quick Summoning You can summon demons without taking a turn once per battle.
Support The GM reveals more information about the demon.
Take a Hit You can take a hit as a reaction for an ally who will be killed by an attack. Usable once
per turn on a successful Luck check (more difficult as more are made).
Follow-Up Attack You gain a free attack against a foe when an ally gains a turn. Usable once per
round with a successful luck check. Can only be used by one player when another player gains a turn.
Assist Ally You can cure an ally of an ailment when an ally gains a turn. Usable once per round as a
reaction. Can only be used by one player when another player gains a turn.
Endure If an attack would kill you, it instead leave you at 1 HP. Usable once per scene.
Berserk Mode You can go into Bezerk Mode by your volition regardless of the moon's phase (only
usable of Avatar Tuners).
Juggernaut Gain more HP per level
Arcanist Gain more MP per level
Phantom Power One stat is calculated as higher for the sake of prerequisite stats
Improved Defend Block 75% of damage while using the Guard action.
Quick Pass - Passing a turn no longer spends a turn
Surprise Attack You gain a bonus on doing surprise attacks
Fast Talk Reroll a negotiation roll
Status Block You are immune to a specific status effect other than unconsciousness
Heretic Hunter Deal extra damage to those against your alignment
Choice in Goods Reroll to see what items you gain from a battle
Dirty Fighting You gain extra attacks/damage against enemies suffering from an ailment.
Faith Minded You are able to know if and how an action will change your alignment
Proficiencies
The skill skills. Technical skills that assist characters in non-combat situations. Characters gain 14
skill points to spend on any of them, gaining 1 skill point each level. Characters also add a stat bonus
when making a check (depending on the situation). Here's a list:
Academics The study of the humanities and general sciences, excluding medicine.
Athletics The ability to perform physical activities like climbing, jumping and acrobatics.
Skills
Skills come in ranks of 1 to 9 to determine when you can learn them. To learn a skill, you must have
high enough stats for that to learn that skill (i.e., MAG 12 and INT 10 means you must at least have a
Magic of 12 and Intelligence of 10). Nobody can have more than 6 active skills at a time (except Avatar
Tuners). While there are many skills, there is also a pattern that some skills fallow. Here's a list:
Agi (Fire)
Bufu (Ice)
Zio (Lightning)
Garu (Wind)
Mudo (Curse)
Hama (Expel)
Megido (Almighty)
Dia (Healing)
Recarm (Revive)
Taru (Offense)
Suku (Evade)
Raku (Defense)
Ma- (Group Offense)
-accel (Selective Group Offense)
-la (Medium Offense)
-dyne (Heavy Offense)
-kaja (Stat Increase)
-nda (State Decrease)
Skill Ranks
Rank 1
Agi
Bufu
Zio
Garu
Dia
Patra
Mutudi
Tarunda
Rakunda
Sukunda
Tarujaka
Rakukaja
Sukukaja
Enervation
Soul Break
Balzac
Pulinpa
Tentarafoo
Poisma
Makajam
Evil Touch
Fire Boost
Ice Boost
Elec Boost
Wind Boost
Rank 2
Maragi
Mabufu
Mazio
Magaru
Life Drain
Spirit Drain
Hama
Mudo
Posumundi
Nervundi
Energy Shower
Dodge Physical
Dodge Fire
Dodge Ice
Dodge Elec
Dodge Wind
Resist Enervate
Resist Exhaust
Resist Rage
Resist Confuse
Resist Poison
Resist Mute
Resist Fear
Alertness
Growth 1
Rank 3
Agilao
Bufula
Zionga
Garula
Megido
Mahama
Mamudo
Diarama
Media
Me Patra
Trafuri
Fire Break
Ice Break
Elec Break
Wind Break
Red Wall
White Wall
Blue Wall
Green Wall
Dekunda
Dekaja
Old One
Anima Freeze
Valiant Dance
Poison Mist
Foolish Whisper
Evil Smile
Counter
Auto-Tarukaja
Auto-Raukaja
Auto-Sukukaja
Regenerate 1
Invigorate 1
Rank 4
Maragion
Mabufula
Mazionga
Magaula
Amrita
Revolution
Matarunda
Marakunda
Msukunda
Matarukaja
Marakukaja
Masukukaja
Enervate Boost
Exhaust Boost
Rage Boost
Confuse Boost
Poison Boost
Silence Boost
Counter Strike
Evade Physical
Evade Fire
Evade Ice
Evade Elec
Evade Wind
Survive Light
Survive Dark
Null Enervate
Null Exhaust
Null Rage
Null Confuse
Null Poison
Null Mute
Null Fear
Growth 2
Rank 5
Agidyne
Bufudyne
Ziodyne
Garudyne
Hamaon
Mudoon
Diarahan
Mediarama
Samarecarm
Tetraja
Fire Amp
Ice Amp
Elec Amp
Wind Amp
Hama Boost
Mudo Boost
High Counter
Endure Light
Endure Dark
Resist Light
Resist Dark
Endure
Ali Dance
Firm Stance
Regenerate 2
Invigorate 2
Cool Breeze
Rank 6
Maragidyne
Mabufudyne
Maziodyne
Magarudyne
Megidola
Mahamaon
Mamudoon
Power Charge
Mind Charge
Ghastly Wail
Ailment Boost
Null Physical
Null Fire
Null Ice
Null Elec
Null Wind
Null Light
Null Dark
Auto-Mataru
Auto-Maruku
Auto-Masuku
Growth 3
Regenerate 3
Invigorate 3
Rank 7
Mediarahan
Tetrakarn
Makarakarn
Tetra Break
Makara Break
Repel Physical
Repel Fire
Repel Ice
Repel Elec
Repel Wind
Repel Light
Repel Dark
Angel Grace
Insta-Heal
Enduring Soul
Rank 8
Megidolaon
Salvation
Divine Grace
Unshaken Will
Arms Master
Spell Master
Rank 9
Heat Riser
Debilitate
Jihad
Victory Cry
Equipment
Weapons, Armor, the works
Everyone has 5 Equipment Slots a Melee Weapon slot, a Ranged Weapon slot an Armor slot, an
Accessory slot and a Tool slot. Those who summon demons or personae have a fifth slot
All weapons have an Accuracy and a Power rating that indicates how accurate they are in battle and
much damage they do. You're Strength rating increases both scores, which is further increased by a d10
roll. Additionally, ranged weapons also have an Ammo slot, where the damage is converted into a
different kinds of damage such as Fire, or has a chance of dealing an Ailment. All weapons are built
different and are better or worse at attacking, damaging, scoring critical hits and hitting enemies
determined by grades. Here's a list:
Accuracy
Power
Attack Range
Good
A (*1.2)
A (*1.2)
A (17-20)
1-3
All Enemies
Fair
B (*1)
B (*1)
B (18-20)
1-2
2 Enemies
Poor
C (*.8)
C (*.8)
C (19-20)
Single Enemy
Tiers
Accuracy
Power
Weapon Points
10(Grade)+Str+2d10
10(Grade)+Str+1d10
15(Grade)+Str+2d10
15(Grade)+Str+1d10
20(Grade)+Str+2d10
20(Grade)+Str+1d10
25(Grade)+Str+2d10
25(Grade)+Str+1d10
30(Grade)+Str+2d10
30(Grade)+Str+1d10
35(Grade)+Str+2d10
35(Grade)+Str+1d10
40(Grade)+Str+2d10
40(Grade)+Str+1d10
45(Grade)+Str+2d10
45(Grade)+Str+1d10
50(Grade)+Str+2d10
50(Grade)+Str+1d10
Abridged Melee: Sword, Axe, Blunt, Brawl, Polearm, Flail, Knife, Shield
Abridged Ranged: Thrown, Bow, Pistol, Shotgun, Automatic, Rifle, Explosive
All armors have a defense and evasion rating that indicates how much damage they soak and how well
you avoid attacks in them. You're Vitality rating increases Defense, while you're Agility increases
Evasion. Armor is separated by three groups: Light, Medium and Heavy. Light armor has higher
evasion rates, but lower defense rates. Meanwhile, Heavy armor has higher defense rates, but lower
evasion rates. Finally, medium armor has a balance between
Tools are special pieces of equipment that assist characters who are able to summon. These characters
require these tools to do so, but the tools themselves may grant bonuses to these characters. Tools so
far:
Demon Summoning: Portable Computer, Arm Terminal, Bangle Terminal, COMP, GUMP, Power Riser,
Tubes, DEMONICA
Persona Summoning: Tarot Card, Evoker, Suppressants
Yen/Macca: The currency of the realms! Given out after battles, as prizes for negotiations and rewards
for quests. Yen is used for the human world (though it might just be dollars, pounds, euros, pesos,
rupees or what have you) and Macca is used in the Makai or Makai-fied world..
Turn Order: Turns are given based on Agility. Whoever has the greatest Agility goes first, the second
greatest goes second, etc.
Attack Roll: Weapon/Skill Accuracy + Strength (Physical Skills and Melee)/Agility (Ranged)/Magic
(Magic Skills) + 1d10
Damage Roll: Weapon/Skill Power + Strength (Physical Skills and Melee)/Agility (Ranged)/Magic
(Skills) + 1d10
Evasion: Armor EVA + Agility
Defense: Armor DEF + Vitality
Special Defense: Armor EVA + Luck
Critical Hits: When rolling a 9 or 10 on an attack roll, roll again to see if the attack passes the target's
Defense, adding the attacker's Luck bonus. If the attack hits, it deals double damage and the attacker
gains a turn
Status Ailments: During combat, combatants may sometimes be afflicted with different kinds of
impairments.
Confusion: Random chance of either doing nothing (30%), attacking allies (30%), helping
enemies (20%) or acting normal (20%)
Rage: Will always attack enemies. Highers power, but lowers accuracy and defense
Fear: Won't do anything, has a 20% chance of running away from battle
Elemental Effects: Many characters have a way of interacting with the elemental skills. Some take more
damage from a specific elements, some take less and still others can do things like stop the damage
from that element from affecting them or even reflecting it back at the attacker.
Block: Attacks from the element don't effect the character whatsoever
Reflect: Attacks from the element are reflected back at the attacker (who are susceptible to their
own element effects, though reflect turns into block)
Drain: Attacks calculate damage normally, but heal HP rather than deal damage.
Lower level characters usually have a single weakness and a single resist, maybe more or less. Higher
level may not have a weakness', multiple resists or have a block or drain (some of the highest
characters have all 3). Effects don't stack with the same element, meaning a character cannot both have
Resist Fire and Reflect Fire. Elemental effects are usually inherit in Demons and Personae, but can be
added to other characters with the use of accessories.
Actions
Negotiations
Fighting isn't the only was to deal with demons. At anytime during battle you may try to talk to a
demon with a percentage roll. When you first talk to a demon, you take a stance, whether Friendly or
Threatening. Depending on the demon's personality and what stance you take, you either gain a +2
bonus, -2 penalty or neither. After that, each person in the party makes a check, adding bonuses or
penalties depending on what they say and whether the demon likes it or not. Different personalities like
different things, of course, and even the demons with the same personality act and feel differently than
others. Bonuses and penalties range from 1 to 3. In order to get a reaction from the demon you must
succeed (or fail) a number of times with them (although the GM can rule over to make it more or less).
If you have the same demon with you, make a Luck check. If you succeed, the demon gives you an
item. If not, they either attack or flee (50/50). If the demons happens to be dead, the roll is an automatic
failure.
Additionally, Light and Dark demons are difficult or even impossible to recruit, sometimes even to talk
to. In order to do so, the time must be at it's maximum rating or a character must have a special skill,
like Dark Talk or Hymn.
Attack: The demon attacks, gaining a surprise round.
Retreat: The demon flees, possibly by being asked
Item/Heal: The demon grants an item, or heals you/one of your demons
Join: The demon joins your stock
Demon Personalities
Trickster
Pious
Hedonist
Sagacious
Narcissist
Foppish
Artistic
Seductive
Child-like
Adolescent
Animalistc/Beastly
Jack
Knightly
Business-like
Alignment How characters view the universe, whether through a Lawful or Chaotic view.
Law believes in order, peace and tradition. Chaos believes in freedom, change and adaptability.
Neutral, the balance between the two, believe in personal empowerment, individuality and inherit
strength.
Alignment is measured in a meter going from 10 (Law) to -10 (Chaos)
Time Phases A way to determine time and it's effect on the world, opening up fusions, new enemies,
new forms for Avatar Tuners, etc. Usually go from 1-8. Usually determined by phases of the moon, but
may be determined by weather or even seasons.
Nocturne (Dark-Neutral)
Elemental (Light-Neutral)
Brutes (Neutral-Chaos)
Fallen (Neutral-Chaos)
Tyrant (Dark-Chaos)
Femme (Dark-Chaos)
Haunt
Dragon
Guardian
Affinity Demons and personae all have affinities. When choosing skills
-Physical
-Gun
-Fire
-Ice
-Electricity
-Wind
-Expel
-Curse
-Almighty
-Ailment
-Recovery
-Support
Fusion
Every demon has a listing of what they can be fused with and what they make. Formula is Demon
Level's/Demon's Fused. Species/Arcana is the 1st demon + the 2nd demon, going by a chart.
Rank
A"demon's level". Starts at 1, but grows as used. Each has a max of 8 levels. They only have to gain 3
XP rather than 10 to level, but only gain skills. Chance they gain a mutation when they gain a rank,
giving them a stat bonus, a hidden skill or a mutation skill.