Personal Time

Personal Time

What is Personal Time?
Although the Evokers 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 weeks. During each week, each Evoker is given three action slots. Each action slot is themed, and can only be filled by a personal action of the same type. The three types of actions are as follows:

  • Social Link Slot: This slot can only be filled with personal actions from the Social Link list. Usually, this means hanging out and improving Social Links. You always have one such slot.
  • Development Slot: This slot can only be filled with personal actions from the Development list. Usually this means improving your skills, characteristics or other traits. You always have one such slot.
  • Wild Card Slot: Wild Card slots can be filled with any type of Personal Action. You always have one such slot and, during special events, you can have two. These events include periods like Golden Week or other holiday periods, as well as any period where there are no active Theatres.
  • Free Actions: Some actions are 'free', they do not take any Slots. The two major ones are socialising with other PCs and Stress Buying Persona Abilities.
    • Socialising with other PCs is a free, and counts as a Socialise action. However, you cannot withdraw any Personas from it, nor can you gain the benefits of a 'Social' Development Action.
    • Stress Buying Persona Abilities is free. Select Abilities from any Persona belonging to your Arcanae in the Compendium; each Ability costs 1 Stress per tier and you can buy as many as you like.

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. Personal Actions are divided into Social Link Actions and Development Actions.
All Personal Actions have a Name and an Effect. Many development actions also have a Doubled Effect and a Tripled Effect.

  • Name: The name of the Action.
  • Effect: The effect of the Action. For example, +1 to a score or an extra skill rank.
  • Doubled Effect: If you select an action twice, such as using both a Development Slot and the Wild Card Slot on the same action, you can choose to either gain the base effect twice, or gain a special 'Doubled Effect'. This effect is more powerful, but it generates stress. Taking the Doubled Effect does not let you take the base Effect; you pick either the base effect twice or the Doubled effect and nothing else.
  • Tripled Effect: This is the same as the Doubled Effect but requires selecting an action three times. You can choose to either gain the base effect three times, the doubled effect twice or the tripled effect once. Tripled effects often incur stress.

Limits on Growth
Development actions can often improve Scores. However, there is a limit to this. You can only improve a characteristic by a maximum of +10 through development actions.

Random Events
Random Events are special, random events that occur to spice up a character's week. Every character will receive one random event a week. However, the nature of this event can be positive or negative.

Every turn, each character automatically makes a Realisation test. If the test succeeds, they get a good event; if the test fails, they get a bad event. This test can be modified through Personal Actions. Some events offer a dilemma, where the characters must make a choice. This test is modified by actions taken during the week, as well as Stress, which penalises the test equal to stress level after actions have been resolved.

Automatic Effects
Every week, the following are assumed to occur:

  • You visit a Dream Theatre, unless none are available.
  • You rest, losing 5 Stress.
  • You regain all spent Fate Points at the start of a week.

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Personal Actions

Social Link Actions

Name Subname Effect
Socialise See Below You choose one Social Link to improve. The Social Link improves by a single rank, reflected in a roleplay. Socialising with a Social Link provides the following benefits: it reduces your stress by the new level of your Link/2, and if your Rank goes up that also increases your Realisation by 1. Furthermore you may choose one of the following benefits below.
- Social Action You may perform a single Development Action with the 'Social' Keyword, gaining the benefits of a level 1 Effect.
- Generate Persona You generate a Persona that belongs to your Primary Arcana, of a grade equal or below your Evoker Rank.
- Withdraw Persona You withdraw any single Persona from the Compendium and add it to the group pool.
- Generate Spell or Art Gem You generate one of the Spell Gem or Art Gem item. The Spell or Art must be one possessed by your Major Persona.
- Chaos Proof You may take a number of items or tools equal to your Evoker Rank/2 that usually would not work in the Sea of Chaos, such as electronics. It will now function within the Sea of Chaos. Furthermore, if damaged it can be repaired with meditation. However, it cannot communicate with objects outside of the Sea.
- Analyse Shadow You get intel on a specific Trouper Shadow type in a Dream Theatre. This can be either a random one or, if you know the name, specify which Shadow. This counts as a full analysis.
- Generate Possibility Shard You may generate a Possibility Shard of the Arcana of the person you are Socialising with.

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Development Actions

Notes:

  • Movies only provide benefits on the first viewing. Repeat viewings don't give you anything.
Name Subname Keywords Effect Doubled Effect Tripled Effect
Generic Actions
Melee Training - Training You practice with hand to hand combat, gaining a +1 to your Melee Score. +10 to Event test. You gain a +1 to your Melee score and gain 1 Advantage on all melee tests for the rest of the week. +20 to Event test. You gain a level in Melee Skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Ranged Training - Training You practice with ranged combat, gaining a +1 to your Ranged score. +10 to Event test. You gain a +1 to your Ballistic score and gain 1 Advantage on all Ballistic tests for the rest of the week. +20 to Event test. You gain a level in Ballistic Skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Strength Training - Training You build up muscle, gaining a +1 to your Strength score. +10 to Event test. You gain a +1 to your Strength score and gain 1 Advantage on all Strength tests for the rest of the week. +20 to Event test. You gain a level in any Strength aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Toughness Training - Training You build up… Tough muscle, gaining a +1 to your Toughness score. +10 to Event test. You gain a +1 to your Toughness score and gain 1 Advantage on all Toughness tests for the rest of the week. +20 to Event test. You gain a level in any Toughness aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Agility Training - Training You work on your manual dexterity and speed, gaining a +1 to your Agility score. +10 to Event test. You gain a +1 to your Agility score and gain 1 Advantage on all Agility tests for the rest of the week. +20 to Event test. You gain a level in any Agility aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Intelligence Training - Training You hit the books, gaining a +1 to your Intelligence score. +10 to Event test. You gain a +1 to your Intelligence score and gain 1 Advantage on all Intelligence tests for the rest of the week. +20 to Event test. You gain a level in any Intelligence aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Perception Training - Training You train yourself to be more aware of your surroundings, gaining a +1 to your Perception score. +10 to Event test. You gain a +1 to your Perception score and gain 1 Advantage on all Perception tests for the rest of the week. +20 to Event test. You gain a level in any Perception aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Willpower Training - Training You psyche yourself up to greater resilience, gaining a +1 to your Willpower score. +10 to Event test. You gain a +1 to your Willpower score and gain 1 Advantage on all Willpower tests for the rest of the week. +20 to Event test. You gain a level in any Willpower aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Fellowship Training - Training You make friends and influence people, gaining a +1 to your Fellowship score. +10 to Event test. You gain a +1 to your Fellowship score and gain 1 Advantage on all Fellowship tests for the rest of the week. +20 to Event test. You gain a level in any Fellowship aptitude skill, to a max of level 2. Gain 10 Stress. +30 to Event test.
Relax - Social You reduce your Stress by 5, and Extended Care tests on you take a +10 bonus. You reduce your Stress by 10, and Extended Care tests on you take a +20 bonus. You reduce your Stress by 10, Extended Care tests on you take a +20 bonus and you regain one Heavy Wound.
Extended Care - Social (but only the patient) You attempt to heal someone, or yourself, with the Medicine skill, or the Extended Care Focus. Take a test; if you succeed, the patient heals one Heavy Wound. You take the test with a +20 bonus and restore one Heavy Wound to the patient on success. You automatically pass the test, and restore one Heavy Wound to the patient.
Exam Study - Training, Social You study toward a specific exam, adding an Advantage to your test on that exam. May be repeated to a max of +3 Advantages for that test. Certain Confidants you bring on this action can empower this action, adding +1 Advantage.
Unique Training Actions
Wushu Training - Training, Dinah Unique You focus on throwing out punches and kicks at Wushu club, gaining a +1 to your Melee and Agility scores each. +10 to Event test. You gain a +1 to your Melee and Agility scores each, and an Advantage in both tests for the rest of the week; you take 5 Stress. +20 to Event test. You gain a +1 to your Melee and Agility scores each and gain a level in any Melee or Agility aptitude skill; you take 10 Stress. +50 to Event test. Counts as a Socialise action with Jiang Chang.
Student Council - Training, Sachiko Unique You work in your position as an unofficial student councillor, gaining a +1 to your Intelligence and Fellowship scores each. +10 to Event test. You gain a +1 to your Intelligence and Fellowship scores each, and an Advantage in both tests for the rest of the week; you take 5 Stress. +20 to Event test. You gain a +1 to your Intelligence and Fellowship scores each and gain a level in any Intelligence or Fellowship aptitude skill; you take 10 Stress. +50 to Event test. Counts as a Socialise action with Càolan Choi.
Practice at Tony's - Training, Sachiko Unique You practice at Tony's, reducing your stress by 5 and gaining a +1 to your Fellowship score. +10 to event test. You reduce your stress by 5, gain a +1 to your Fellowship and an Advantage to Fellowship and Trade tests for the rest of the week. +20 to Event test. You reduce your stress by 10, gain a +1 to your Fellowship and gain a level in any Fellowship or Trade (Musician) skill. +50 to Event test. Counts as a Socialise action with Tony.
Locale Actions
Café Okumura See Below Katashiba Central The sweet ambience of Café Okumura relieves stress and brings people together. You reduce Stress by 5, gain 1 Oku-ffee, and gain one of the following effects.
- Go Alone - Being alone here really makes you feel nostalgic, and miss your friends. When Assisting a Confidant this week, you add an extra Advantage to the test. +20 to Event test.
- Just Friends Social Even platonic love thrives in this love-friendly place. Socialise actions taking place here double the Socialise stress relief, and assists with them add an extra Advantage to the test. +20 to Event test.
- Definitely a Date Social, Lover Only Dates here tend to make even the most churlish cuddly and lovey-dovey. Socialise actions taking place here double the Socialise stress relief (plus Lover's Bond bonus), and you count as always Assisting them for the rest of the week (and they you), even when you are geographically distant, so long as you are not dead or incapacitated or under an ailment. +30 to Event test.
Oda Mall Arcade See Below Katashiba Central The most popular arcade in Katashiba. Coming here reduces Stress by 5, as well as one of the following benefits below.
- Shootin' Social You practice at Shootin', gaining an Advantage to all Ranged tests for the duration of the week. +10 to Event Test.
- Virtual Date Social You seduce 2D boys and girls, gaining an Advantage to all Fellowship tests for the duration of the week. +10 to Event Test.
- Crane Game Social Make an Agility test; on a success, you gain a prize! Prize changes every month. +10 to Event Test.
Civic Library - Social, Katashiba Central You study at the Civic Library, gaining an Advantage on all Intelligence tests for the duration of the week. +10 to Event Test
Wild Duck's Revenge - Social, Katashiba Central Wild Duck's Revenge fills your belly with righteous fury and fries; you gain an Advantage to all Willpower tests for the duration of the week. +10 to Event Test.
Sophia Gardens - Social, Sophia Academy Sophia Academy's gardens are almost supernaturally beautiful, and it is said they have a dreamlike, meditative quality to them. -5 to Stress, and gain an Advantage to all Willpower tests for the duration of the week. +10 to Event Test.
GAMESTATION Console See Below Dorm You sit down with the 5 Soejima GAMESTATION and relax. You reduce Stress by 5, and gain one of the following benefits below.
- Die, Nasty Warriors! Social A game about killing war criminals. Repetitive but fun. You reroll attack tests against Trouper Shadows and take the preferred result until the end of the week.
- Shin Idolmancer Returns Social School children lost in time animate ancient and terrifying idols of power in the form of gods and demons to bring Japanese pop culture to a broken world. Until the end of the week, the first Art or Spell used per battle costs no Spirit or Exertion.
- Idol Ibunroku: Actor 6 Social The quirky pop-psych spinoff of Idolmancer that sees school children bond and hang out whilst also trying to get through acting school. Provides a single reroll to Willpower tests to you and all your teammates for the duration of the week.
Blue Finn - Social, Sachiko Unique You watch, listen and indulge in musical delights at the Blue Finn, reducing your Stress by 5 and gaining a reroll to all Fellowship tests for the duration of the week. May be used once per week only. +20 to Event test. - -
Satomi Lane Cinema See Below Katashiba Central You attend a movie in this classic theatre. You reduce Stress by 5 and gain one of the following benefits below. Note that you only gain these benefits the first time you see them! - -
- (Exp. May) Atlantic Din: Downsizing Social A futuristic mech organisation has to deal with budget cuts. +1 to Intelligence and Perception. +10 to Event Test. - -
- Black Panther Social If only you had someone in your party who'd want to see this tale of the King of Wakanda? +1 to Agility and Willpower. +10 to Event Test. - -
- (Exp. May) Duker VI: The Princess Fried Social Classic action movie, loved by millions. Starring charismatic Blaise "Duker" Herriot as he hunts the maniacal Fried Princess of Friesland. +1 to Strength and Toughness. +10 to Event Test. - -
- (Exp. May) Fifteen Shades of Rei Social An erotic thriller about fifteen rainbow-haired clones of a girl called Rei. +2 to Fellowship. +10 to Event Test. - -
- (Exp. May) Peter Gnomes Social What if Sherlock Holmes were a rabbit and also a gnome? Family friendly, the scene where Holmes does a hit with allergies aside. -10 Stress. +10 to Event Test. - -
- A Riot's Place Social Horror movie about monsters that murder anyone who isn't partying 24/7. +2 to Willpower. +10 to Event Test. - -
- Liz and the Blue Boy Social Odd and quirky schoolgirl tries to bring a boy back to life through music. -10 Stress. +10 to Event Test.
- The Picture of Dorian Gray Social Remake/Adaptation of a classic piece of fiction. +1 to Fellowship and Perception. +10 to Event Test. - -
Item Actions
Buy Tools - You buy some tools, gaining one copy of one of the following: Rope Hook+20m of Rope, a Book, Ladder or Compass. - You gain one copy of either a First Aid Kit, Cosmetics Kit, a Toolbox, Foul Weather Gear or a set of Binoculars.
Buy from Wallace - Dinah Unique Once per week, you can procure a set of binoculars or a compass off of Wallace. - Once per month, you may procure a Computer (Laptop) or (Desktop) off of Wallace.
Exemplary Actions
Devil's Advocate Rank 4 (Base) Devil Exemplary You target one other character. The character suffers 10 Stress, but until the end of the week, gains an extra Wild Card slot. However, they cannot gain a 3rd Wild Card slot due to this action. You suffer a -10 penalty to interaction tests with the attendant whilst the effect is in play. You can target yourself with this action, in which case you suffer 20 Stress but gain two extra Slots, and may gain a 3rd Wild Card slot due to this. - -
- Rank 10 You target one other character. The character suffers 10-S Link rank Stress, but until the end of the week, gains an extra Wild Card slot. However, they cannot gain a 3rd Wild Card slot due to this action. Furthermore, the character may, once per round, reroll a single test of their choice. You suffer a -10 penalty to interaction tests with the attendant whilst the effect is in play. You can target yourself with this action, in which case you suffer 20 Stress but gain two extra Slots, and may gain a 3rd Wild Card slot due to this. - -

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Exams

Twice a semester, schools test their students in a gauntlet of week-long exams. Stressful and intensive, exams are dreaded by most students- but for some, they are chances to triumph over one's rivals and establish dominance over their intellectual inferiors.

Every character has to undertake ten exams- eight for the basic classes, plus two for their electives. These exams are done in-character in the order they're listed.

How do exams work? Every exam has a list of skills, which you may choose one to test in. As normal, focuses can be used. Every exam has a score you need to beat in DoS. However, it wouldn't make sense to leave it all up to the chance of a dice roll- exam results tend to have an average score which fluctuates up and down. So whatever skill you decide to use, you add the Characteristic Bonus for that skill to your DoS. So if you use an Intelligence skill and you have Intelligence Bonus 5, you add +5 DoS. Persona traits add to this as well! Furthermore, DoF doesn't subtract from your score. Essentially you are guaranteed DoS at least equal to your Characteristic Bonus.

If you match or exceed the exam's score, then you pass it. Passing it is good. However, what if you want to excel? Excelling in exams can reap benefits- your peers will admire you, shops around Sophia give special discounts and bonuses to high achievers, teachers will be more lenient with you, and even the Sea of Chaos will be influenced by your reputation!

Exams thus have three total scores to beat:

  • The first is your basic pass score. Pass this to pass; if you fail that's bad.
  • The second is the 'Top Ten' score. Beat this and you will rank amongst the top ten in the school! Taste the fame and glory!
  • The third is the 'Top' score. Beat this score and you will be exalted amongst your peers, and all will be in awe of your power. However, every year, one student is favoured to earn the top score. If you don't win it, they will. They'll be known to you- but you'll only have an estimate of what their score to beat is. So you won't exactly know what to beat unless you spend time investigating them.

When you roll on an exam test, you may choose to reroll it if you dislike the result. This represents you putting in extra study time and cramming. It adds +5 stress, and you can use whichever roll you prefer. You can reroll as many times as you like, adding +5 stress each time… But, because each exam is sequential, if you reroll in an exam, you carry that stress into your tests for any further exams! Meaning you have to pace yourself- you're gambling with your stress!

You can also spend 10 Stress to add +1 DoS to your final result!

Finally, after all of your results are in, you figure out your score on the overall position. Passing is 1 point, Top Tenning is 2 points and Top Scoring is 4 points.

  • 6+ Points: Overall pass
  • 13+ Points: Top Ten overall
  • 19+ Points: Top Score!

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Exam Rewards

Exams allow you to gain special rewards. Depending on how well you did, you are given a pool of 'Exam Points', which can then be spent on the rewards below. Exam Points that aren't spent accumulate and can be saved up.

You gain points for the following milestones. You only gain the points from the most valuable milestone!
Super Ace, top score in every exam: 10 Points
Top Score, earned top score overall: 5 Points
Second Place, would've earned top score if another player hadn't beaten you to it: 4 Points
Top Ten, earned top ten overall: 3 Points
Credit, got a pass but got at least top score in one exam: 2 Points
Pass, got an overall pass: 1 Point

You may then spend those points on the following:
Knowledge Aptitude

  • 10 Points. Grants you the Knowledge aptitude. Requires a Top Score in at least two of the following: History, Mathematics, Science, Social Studies, Psychology

Fieldcraft Aptitude

  • 10 Points. Grants you the Fieldcraft aptitude. Requires a top score in at least one of the following: Social Studies, Psychology

Rounding Out

  • 5 Points. You gain a +5 to your three lowest non-Realisation Scores. This counts towards your Personal Time development.

Sound Constitution

  • 3 Points. You gain 1 rank in the Sound Constitution talent. Requires a top 10 in Phys. Ed.

Score Up

  • 2 Points. You gain +1 in one of the following: Intelligence, Perception, Fellowship. This counts towards your personal time growth limit.

Peer

  • 1 Point. You gain one rank in the Peer trait with a group of your choice. Can be taken multiple times for the same group.

Athletics Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed.

Endurance Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed.

Acrobatics Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed.

Academics Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: History, Social Studies, Psychology

Logic Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in Logic.

Technology Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Science, Industry

Awareness Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed, Art, Social Studies, Psychology

Survival Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed, Industry

Inquiry Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Art, Social Studies, Psychology

Linguist Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). May only be in a Focus you already possess. Requires a top 10 in at least one of the following: Japanese, English, Music

Authority Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: Phys. Ed., Psychology, Philosophy

Manipulation Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). Requires a top 10 in at least one of the following: English, Japanese, Art, Psychology, Philosophy, Music

Trade Skill Up

  • X*2 Points, where X is the rank you're purchasing (rank 3 = 6 points). May only be in a Focus you already possess. Requires a top 10 in at least one of the following: Music, Art, Industry, Home Ec

However you also gain free rewards.
If you got the Top Score overall, you gain an Advantage to all Social tests vs. students and honest businesses in Katashiba until the next exam.
If you got Top Ten overall, you gain the same advantage for the next 3 weeks.

You also gain 1 Exam Advantage for every Exam that you got a Top Score or Top 10 in.
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Third Year Exams

Relevant for Hideki no one.
Hideki has exams in the eight basics and his two electives.

  • The Basics: Japanese, Phys. Ed., Science, Mathematics, English, History, Home Ec., Social Studies
  • His Electives: Psychology, Art

JAPANESE

  • Test either Linguist (Japanese focus) or Manipulation.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Caolán Choi, The Silver-Tongued Devil of Kowloon)

PHYSICAL EDUCATION

  • Test either Athletics, Endurance or Agility; skill focus of your choice.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS, (Kumiko Matsushita, The Yamato Nadeshiko of the Meteor Iron Naginata)

SCIENCE

  • Test either Academics, Medicine or Technology, your choice of focus.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Maki Mizuno, The Ten Thousand IQ Hydra of The Ultra-Hard Sciences)

MATHEMATICS

  • Test Logic. There is no other skill. You are doomed.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Rahman Jamshidi, The Fiend of Musical Mathematics)

ENGLISH

  • Test Linguist (English focus) or Manipulation.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Caolán Choi, The Lincoln of The East)

HISTORY

  • Test Academics, with the focus being mostly up to you, but Research, History or a Culture one would be best.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Liu Dexu, The Eternal Demon-Sensei of The Akashic Record)

HOME ECONOMICS

  • Test Trade (Cook). If you don't have that, then you can just test Survival, Perception or Intelligence.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Camille Sault, The Bonaparte of the Baking Dimension)

SOCIAL STUDIES

  • Test Academics, with a History/Society/Social Science or Culture focus if you wish.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: (Caolán Choi, The Grand Excellency of the Nine Heavenly Offices of The Celestial Bureaucracy)

PSYCHOLOGY

  • Test Academics, with a Social Science focus, or Inquiry, with any Focus, or Awareness with any focus.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Yi Ji-Hu, The Scarlet Empress of the Collective Unconscious)

ART

  • Test Trade (Art), or without that, test Intelligence, Perception or Fellowship.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Juno Winter, The Dancing Water Nymph whose Dreams Bring the Canvas to Life)

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Second Year Exams

Relevant for Dinah and Sachiko.
They have exams in the 8 basics and their two electives.

  • The Basics: Japanese, Phys. Ed., Science, Mathematics, English, History, Home Ec., Social Studies
  • Sachiko's Electives: Psychology, Music
  • Dinah's Electives: Industry, Art

JAPANESE

  • Test either Linguist (Japanese focus) or Manipulation.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Yurika Ito, The Shrinking Violet Assassin of Japanese Feminine Beauty)

PHYSICAL EDUCATION

  • Test either Athletics, Endurance or Agility; skill focus of your choice.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS, (Terry Savage, The Crimson Kaiju of Bondi Beach)

SCIENCE

  • Test either Academics, Medicine or Technology, your choice of focus.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Wallace McClean, FOUR S: Southern Super Science Supercomputer)

MATHEMATICS

  • Test Logic. There is no other skill. You are doomed.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Wallace McClean, The Archmage of the Mathemagical Realm)

ENGLISH

  • Test Linguist (English focus) or Manipulation.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Adrien Delacour, The Quebecois Dark Horse Who Knows Thine True Name)

HISTORY

  • Test Academics, with the focus being mostly up to you, but Research, History or a Culture one would be best.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: 8-15 DoS (Megumi Murakami, The Dragon Sleeping Within the Endless Archive of Human Error)

HOME ECONOMICS

  • Test Trade (Cook). If you don't have that, then you can just test Survival, Perception or Intelligence.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Gabriel Aalto, The Sweet-Toothed Finnish Reaper)

SOCIAL STUDIES

  • Test Academics, with a History/Society/Social Science or Culture focus if you wish.
  • Pass Result: 4 DoS
  • Top 10 Result: 6 DoS
  • Top Score: (Evripidis Andreas, Sophia's Satanic Son of Socrates)

PSYCHOLOGY

  • Test Academics, with a Social Science focus, or Inquiry, with any Focus, or Awareness with any focus.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Megumi Murakami, The Goddess Behind Thine Eyes)

ART

  • Test Trade (Art), or without that, test Intelligence, Perception or Fellowship.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Levi Matos, The Moses Reborn, Destroyer of Idols)

INDUSTRY
Test Trade in whatever you think is appropriate- Carpentry, Metalworking, whichever. Alternatively, Survival and Technology go here too.

  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Wallace McClean, The Captain of Industry Who Bares Iron Fangs at God)

MUSIC

  • Test Trade (Music), or without that, Manipulation.
  • Pass Result: 4 DoS
  • Top Ten Result: 6 DoS
  • Top Score: 8-15 DoS (Sakurako Nagisa, The Seductive Flute-Player Who Leads All To Their Pleasant Demise)

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First Year Middle School Exams

Relevant for Karo.
Karo has exams in the eight basics and his two electives.

  • The Basics: Japanese, Phys. Ed., Science, Mathematics, English, History, Home Ec., Social Studies
  • His Electives: Geography, Psychology

JAPANESE

  • Test either Linguist (Japanese focus) or Manipulation.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Umeko Saitou, The Shrine Maiden of the Divine Calligraphy Brush )

PHYSICAL EDUCATION

  • Test either Athletics, Endurance or Agility; skill focus of your choice.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Itsuki Asari, The Hypersonic Deathbringer, Herald of Beep Tests )

SCIENCE

  • Test either Academics, Medicine or Technology, your choice of focus.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Henriette "Jet" Griffith, The Engager of Forbidden Alchemy)

MATHEMATICS

  • Test Logic. There is no other skill. You are doomed.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Han Ling, The Rat King of Numbers)

ENGLISH

  • Test Linguist (English focus) or Manipulation.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Evgenia Pavlova, The Lost Lexicographer of Leningrad)

HISTORY

  • Test Academics, with the focus being mostly up to you, but Research, History or a Culture one would be best.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Mana Nakahara, The World-Swallowing Devourer of Chronos, God of Time)

HOME ECONOMICS

  • Test Trade (Cook). If you don't have that, then you can just test Survival, Perception or Intelligence.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Adelaide Rousseau, The Soul Cannibal of Junior 1-B)

SOCIAL STUDIES

  • Test Academics, with a History/Society/Social Science or Culture focus if you wish.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Ebele Natalie Achebe, The Judge, The Jury, and the Executioner of the Little Ones)

GEOGRAPHY

  • Test Perception, or Survival/Navigation, or Academics with a Culture focus, or a Trade (Mapmaking) skill
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Victor Pai, The Starman Waiting No More in the Sky)

PHILOSOPHY

  • Test Academics (Social Sciences) or Willpower or Fortitude with the focus of your choice.
  • Pass Result: 3 DoS
  • Top Ten Result: 5 DoS
  • Top Score: 7-14 DoS (Umeko Saitou, The daisoujou of all mankind's soul )

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