Personal Time

What is Personal Time?
Although the Actors have a responsibility to investigate the Sea of Chaos and fight Shadows, they also have personal lives, in which they play, study, train and hang out.
The year is thus divided into days, with each day having two slots: an Early and Late time slot. Each Actor will make an action for each slot for every day.

What are Personal Actions?
Personal Actions represent what your character is doing for at least a majority of that time, if not all of it. It could be attending school, or lifting weights at the local gym, or going out with friends. Most of the time they require performing a test.
All Personal Actions have a Name, Effect, Time of Day, Time of Week, Stress Effect, Cost and Restrictions.

  • Name: The name of the Action. Some actions also have Subnames which lists certain specific rules.
  • Effect: The effect of the Action. Actions usually require a test which will be outlined here.
  • Time of Day: This lists the time of day when an action can be undertaken; some can only be taken at night for example.
  • Time of Week: This lists which days an action can be undertaken; some can only be taken on Sundays for example.
  • Stress Effect: Many actions affect Stress, some increasing it or decreasing it.
  • Cost: Some actions have a financial cost attached to them, and require you to expend Cash to use.
  • Restrictions: Some actions might be restricted in some special way.

Generic and Specific Actions
All Personal Actions are divided into Generic and Specific Actions.

  • Specific Actions are ones which all Actors can access from the start of the game, with all of their details known, which rarely if ever change.
    • For example: Take the Attend School action. Its effects are always the same, it takes place on the same time and the same day, and has no cost and always incurs the same amount of Stress.
  • Generic Actions by contrast are much broader. A Generic Action is one which has a similar Effect and Restriction, but the other details vary. This is because Generic Actions are location-sensitive, and cannot be done unless you know of a location where they can be executed. This location can also affect the Effect, Time of Day, Week, Cost and Stress Effect.

For example: Take the Score Training action. It allows you to work towards increasing a Characteristic Score. If you use the Score Training action with the School Gym location, you can train your Strength, Toughness or Agility with a flat test; the School Gym is open Monday to Friday in the Late slot. However, you might instead use the Score Training action with a private Gym. This one still allows you to train your Strength, Toughness or Agility, but the test is improved (+20) and the gym is open on weekends too. However, it has a Small Cash cost.

Another Example: The Hangout action lets you hang out with someone, usually a Social Link. But the days that Link is available vary based on the person, and the effect also differs based on how strong the link is.

Locales
Locales are special areas (like shops or parks) where some actions can be taken. Lists of Locales will be revealed as they are found.
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Personal Actions

Generic Actions

Name Subname Effect Time of Day Time of Week Stress Effect Cost Restrictions
Training Actions
Score Training - You spend time and effort training one of your fundamental abilities. Select one Characteristic other than Realisation. You gain a success in that Characteristic, plus another if you pass a Characteristic test (bonus/penalty depends on locale). On reaching 10, 30, 60, 100 and 150 successes, you gain a stacking 10% discount to Characteristic Advances for that characteristic; this is retroactive, so you also reclaim any XP spent on that characteristic. Depends on Locale Depends on Locale Usually 2 Stress Depends on Locale The discount for a single characteristic caps at 50%.
Skill Training - You put effort into studying a skill. Select one Skill. You gain a success in that Skill, plus another if you pass a test in the skill's Characteristic (bonus/penalty depends on locale). On reaching 5, 15, 30, 50 and 75 successes, you gain a stacking 10% discount to Skill Advances for that Skill; this is retroactive, so you also reclaim any XP spent on that characteristic. Specialisations count as their own skill; a discount to Scholastic Lore will not count for all Lores, for example. Depends on Locale Depends on Locale Usually 2 Stress Depends on Locale The discount for a single skill caps at 50%.
Group Training - You organise a training group with some willing friends or people. This plays out like any other Training Action, except that for each individual present, everyone gains a +10 bonus to their tests, to a maximum of +30. Depends on Locale Depends on Locale Usually 2 Stress Depends on Locale -
Social Actions
Hang Out Regular You hang out with a friend. Select a Social Link. You spend the day with them, regaining a number of Realisation equal to your Social Link Rank. Note that Rank Advancements can happen during this time, dependent on the GM. Depends on Link Depends on Link -1 Stress per 2 Ranks, minimum 1 None -
- Activity Outing Sometimes, if you or the friend are willing, you can go somewhere. Select a Locale that both you and the Link agree on. That Locale's Activity options can then be used just as though you'd used the Activity action. Depends on Locale/Link Depends on Locale/Link Combine stress effects from Activity and Hang Out Depends on Locale Depends on Locale
Hang Out (Group) Regular You hang out with several friends. Select a number of Social Links, each of which will agree or disagree. You spend the day with them, regaining a number of Realisation equal to the highest Social Link Rank, plus one per extra friend. Note that Rank Advancements can happen during this time, dependent on the GM. Depends on Link Depends on Link -1 Stress per 2 Ranks, plus another -1 per extra individual. Minimum 1, Maximum 10 Depends on Link -
- Activity Outing A gang of well-meaning buddies on the town, what could be better? Select a Locale that all goers agree on. That Locale's Activity options can then be used just as though you'd used the Activity action. Depends on Locale/Link Depends on Locale/Link Combine stress effects from Activity and Hang Out (Group). Max 10 still applies. Depends on Locale Depends on Locale
Locale Options
Activity - You go to a promising (or not so promising) Locale for your own reasons. Select a Locale; any of that Locale's effects marked Activity can be used now, the effects applying as per the Locale's Outing effect. Depends on Locale Depends on Locale Depends on Locale Depends on Locale -
Explore Wander You head into a part of the city and begin wandering randomly, looking for interesting things. Select a part of the city. You make a Perception or Awareness test, modified by the part of the city you're exploring in; on a success, you find something, which might be an item, information, a new Locale or something else. Anytime Any Day 2 Stress Free -
- Search You head into a part of the city and begin searching for something in particular. The parameters can be broad ('a food shop') or narrow ('The Canontese restaurant with the cute waiter'); you gain modifiers based on the place you're searching in, what you're searching for, and how well-informed you are before you entered. Anytime Any Day 2 Stress Free -
Work - You do part-time work at a local place. Select a Locale that's willing to accept work. You gain whatever amount of money listed, and may make a test (outlined by the Locale) to gain extra. Depends on Locale Depends on Locale Usually 4 Stress Free -
Free Actions (Do not take up a Personal Action slot)
Purchase Items - You head to a Locale and purchase items from their shopping list. Depends on Locale Depends on Locale None Depends on Locale -
Use Velvet Room - You enter the Velvet Room, either the Waking or Library one, and configure your Persona. You can fuse Personas here, teach Personas new abilities, and configure the Compendium. Anytime Any None None -

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Specific Actions

Name Subname Effect Time of Day Time of Week Stress Effect Cost Restrictions
Training Actions
Do the Grind - The Actors put their nose to the grindstone in the Sea of Chaos. This requires all Actors to be present and doing the same thing. The Actors each gain a single Epiphany, allowing them to teach their Personas a new ability. Late Any 12 Stress None This option may be disabled under certain circumstances.
Special Actor Options
Counter-Shadow Operation Waking All of the Actors, knowing the location of a Shadow, or knowing how to summon one into the Waking World, prepare themselves for combat. This requires all Actors to be present and doing the same thing, unless they're injured. The Actors have an opportunity to purchase items and use the Velvet Room beforehand. After that, the Operation plays out using Investigation rules, until the time comes to engage the Shadow, at which point it uses Combat Rules. Late Any 6 Stress None -
- Sea of Chaos The Actors delve into the Sea of Chaos, ready to investigate and fight. This requires all Actors to be present and doing the same thing, unless they're injured. The Actors have an opportunity to purchase items and use the Velvet Room beforehand. After that, the Operation plays out using Sea of Chaos rules. Late Any 10 Stress None -
Investigate - There's mysteries to be solved. You and any other willing Actors or helpful characters undertake an Investigation, which plays out as per the Investigation rules. Any Any 2 Stress None -
Locale Options
Attend School Weekday You go to school. Each day you'll have a class, that has an associated Score and Skill. You earn 1 success to both if you pass a test in that Score. Early Monday to Friday 4 Stress Free -
- Nap Feeling sleepy at school? Take a nap! Naps are refreshing, but they can get you into trouble especially if you do it too often. Early Monday to Friday -2 Stress Free -
- Exams A special action that happens at the end of Terms. Every day, you have an Exam in a specific class. You have to make two Skill tests per exam; if you pass at least one test, you pass the test. Your DoS from both tests are added together (DoF is ignored) to find your proper score. Early Special 6 Stress Free Certain time of the year
Exemplary Options
Spiritual Counsel (Priestess) Basic This is a Group Action. All attendees to Spiritual Counsel may, once in the next seven days, take a test that has already been rolled and add +1 DoS to it. Any Any 0 Stress None Once per week
- Rank 7 Improved This is a Group Action. All attendees to Spiritual Counsel may, once in the next seven days, take a test that has already been rolled and add DoS to it equal to their Confidant rank with the initiator. The initiator adds DoS equal to their highest Confidant rank, even if that Confidant isn't present. Any Any 0 Stress None Once per week
Nurterer (Empress) Basic This is a Group Action. All attendees to Nurturer take 1 less Stress from all sources for the next seven days, and actions that reduce Stress reduce one extra point. Any Any 0 Stress None Once per week
- Rank 7 Improved This is a Group Action. All attendees to Nurturer may EITHER: (take 1 less Stress from all sources for the next seven days, and actions that reduce Stress reduce one extra point) OR (regain 5 Realisation and lose 10 Stress). Any Any 0 Stress None Once per week
Magic Circle (Hierophant) Basic This is a Group Action. All attendees to Magic Circle may select one Spell or Magical Knack that the initiator knows; for the next three days, they are treated as knowing it. The initiator treats their MC Bonus as being improved by X for those three days instead, where X is the number of Confidants who attended the Magic Circle. Any Any 0 Stress None Once per week
- Rank 10 Improved This is a Group Action. All attendees to Magic Circle may select one Spell or Magical Knack that the initiator knows; for the next three days, they are treated as knowing it, and increase their Max SP by an amount equal to their Confidant rank with you. The initiator improves their Max SP by 5+X and treats their MC Bonus as being improved by X for those three days instead, where X is the number of Confidants who attended the Magic Circle. Any Any 0 Stress None Once per week
Insightful Meeting (Hermit) Basic This is a Group Action. All attendees to Insightful Meeting regain 1 Realisation, and for the rest of the week, whenever they regain Realisation from any source, they regain 1 extra. Any Any 0 Stress None Once per week
- Rank 10 Improved This is a Group Action. All attendees to Insightful Meeting regain 1 Realisation, and for the rest of the week, whenever they regain Realisation from any source, they regain 1 extra, and whenever they lose it, they lose 1 less. For the duration of Insightful Meeting, the Initiator may assist all attendees, no matter how far away they are, so long as the Initiator is conscious. Any Any 0 Stress None Once per week
Premonition (Fortune) Basic Once, for the rest of the week, if you perform an action, and all the immediate effects of that action have been determined (eg. Damage, reactions) you can choose to undo the action and perform a different action instead; this action may be the same attack action but target a different enemy. You gain full awareness of what would've happened if you had gone through with the action, but otherwise the effects are completely negated, including any spent reactions or Realisation. Any Any 0 Stress None Once per week
- Rank 10 Improved Twice, for the rest of the week, if you or a Confidant of S-Link Rank 5 or higher perform an action, and all the immediate effects of that action have been determined (eg. Damage, reactions) you can choose to undo the action and perform a different action instead; this action may be the same attack action but target a different enemy. You (and the other Confidant) gain full awareness of what would've happened if you had gone through with the action, but otherwise the effects are completely negated, including any spent reactions or Realisation. Any Any 0 Stress None Once per week
Devil's Advocate (Devil) Basic This is a Group Action involving you and one other person ('the guest'). The guest suffers 10 Stress, but selects a single Score. For the next seven days, each time they test this Characteristic they either gain a +10 bonus, or reduce a net penalty by 20 to a minimum of 0. The initiator suffers a -10 penalty to interaction tests with the attendant whilst the effect is in play. Any Any 0 Stress None Can't target the same person twice in a week
- Rank 10 Improved This is a Group Action involving you and, if you prefer, one other person ('the guest'). The guest suffers 10-(S-Link rank with you) Stress, but for the next seven days, has one of EITHER bonus: (Choose a Score; they test this Score they either gain a +10 bonus, or reduce a net penalty by 20 to a minimum of 0) OR (Gain an extra success on every Training or School Personal Action done during the period). The initiator suffers a -10 penalty to interaction tests with the attendant whilst the effect is in play. You can target yourself with this action, but suffer the full 10 Stress. Any Any 0 Stress None Once per week
Alignment (Star) Basic This is a Group Action. The initiator designates a single action that requires a test, which may be a specific skill, a single combat action, or a single Personal Time Action (apart from Investigations or Counter-Shadow Ops). For the next seven days, all attendants gain a +10 bonus to that action's test every time they use that action, except for the initiator; they take a -10 penalty to the action instead. Any Any 0 Stress None Once per week
- Rank 10 Improved This is a Group Action. The initiator designates a single action that requires a test, which may be a specific skill, a single combat action, or a single Personal Time Action (apart from Investigations or Counter-Shadow Ops). For the next seven days, all attendants gain a +10 bonus to that action's test every time they use that action. If they spend Realisation on their test, the Realisation cost is halved. Any Any 0 Stress None Once per week
Renewal (Sun) Basic This is a Group Action that takes up two time slots. For every attendant, the Waking World's Miasma rating drops by 1. 2 Slots Any 0 Stress None Once per week
- Rank 10 Improved This is a Group Action that takes up two time slots. For every attendant, both the Waking World and the Sea of Chaos reduce their Miasma rating by 2. 2 Slots Any 0 Stress None Once per week

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