Personal Time

Personal Time, Deeds, Actions and Locales

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 days, with each day having two slots: an Early and Late time slot. Each Evoker 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.

Deeds
Personal Time deals often in a special kind of resource known as 'Deeds'. Deeds are special tokens you generate through hard work and time investment. In exchange, deeds are spent to make advances (scores, skills and talents) cheaper. The way the system works is as follows:

  • There are nine types of Deed, one for each of the nine basic scores (Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower and Fellowship).
  • Every score, skill or talent advance in the game maps to one of the nine scores. Whenever you purchase an advance, you have the option of spending Deeds to gain a discount. The amount of Deeds you need to spend scales based on the advance's tier.
  • The discounting works like this: you treat the advance's XP cost as though you had one more aptitude in it than you really have. So if you have no aptitudes in it, you count as having 1 aptitude in it and pay less XP. If you have 1 aptitude in it, you count as having 2 aptitudes for it. If you already have 2 aptitudes in it, then you gain the advance without paying XP.
  • The amount of Deeds you need to expend depends on the tier of the advance. Tier 1 advances cost 20 Deeds, Tier 2 cost 40, Tier 3 cost 60 and Tier 4 cost 80.

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

  • Specific Actions are ones which all Evokers 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 Training action. It allows you to generate one of the nine types of Score Deeds. If you use the Training action with the Drom location, you can train any score with a flat test; this can be done at any time in the week. However, you might instead use the Training action with a private Gym. This one allows you to train your Strength, Toughness or Agility, but the test is improved (+20). 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.

Random Events are small events that can be beneficial or harmful for people. They mostly exist to spice up the week.

Every week, the GM rolls a 1d5, plus the number of PCs. This is how many events are generated. The GM then selects one PC (typically the one who hasn't had an event this week or last week, and if a tie, then the one with the highest Realisation) and rolls a 1d10. If the result is below or equal to their Realisation Bonus, then the event is positive; if the roll is a 9 or 10 then it's negative. If it's neither of these, then nothing happens. When this is done, the GM moves on to the next PC.

The effects of Random Events are small but notable. They may be short boosts to a test this week, or extra stress or lost time.
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Personal Actions

Generic Actions

Name Subname Effect Time of Day Time of Week Stress Effect Cost Restrictions
Training Actions
Training - You spend time and effort training. Select one score. You gain 1 Deed in that score, plus another if you pass a basic test in that score. Depends on Locale Depends on Locale Usually 2 Stress Depends on Locale -
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 Evokers put their nose to the grindstone in the Sea of Chaos. This requires all Evokers to be present and doing the same thing. The Evokers 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 Evoker Options
Counter-Shadow Operation Waking All of the Evokers, knowing the location of a Shadow, or knowing how to summon one into the Waking World, prepare themselves for combat. This requires all Evokers to be present and doing the same thing, unless they're injured. The Evokers 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 Evokers delve into the Sea of Chaos, ready to investigate and fight. This requires all Evokers to be present and doing the same thing, unless they're injured. The Evokers 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 Evokers 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 associated Scores. You gain 1 Deed in those scores. If you have a club on this same day, then that club also has associated Scores; you gain Deeds in those as well. 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. Every class has an 'exam skill'that you need to make a test in. You gain 10 points per DoS, which is added to your base Score value, then another +10 per rank of training in the skill past rank 1. The points are out o f 100, with 50 being a passing grade. Early Special 6 Stress Free Certain time of the year
Attend Club Club You stay back late after school to attend a club. You gain 1 Deed in your club's associated Scores. Late Per Club Time 2 Stress Free -
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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Appendices

Classes

For its middle and high school students, Sophia Academy provides six hours of classes every weekday. However, every day one particular class receives emphasis. This cycle rotates every fortnight.

Every student is permitted to take two electives from a list of courses. Students must designate which is Elective One and Elective Two when signing up.

The cycle looks like this:
Week One

  • Monday: Japanese Emphasis
  • Tuesday: Phys. Ed Emphasis
  • Wednesday: Science Emphasis
  • Thursday: Mathematics Emphasis
  • Friday: Elective One Emphasis

Week Two:

  • Monday: English Emphasis
  • Tuesday: History Emphasis
  • Wednesday: Home Economics Emphasis
  • Thursday: Social Studies Emphasis
  • Friday: Elective Two Emphasis

A breakdown of the classes are below.

Class Description Time Scores Exam Skill
Basic Classes
Japanese Study of Japanese language and literature. Week 1 Monday Fellowship, Perception Linguist (Japanese)
Physical Education Both theoretical education of physical activity and practical application such as sports. Week 1 Tuesday Strength, Toughness, Agility Athletics
Science Broad study of sciences. Week 1 Wednesday Intelligence Lore (Science)
Mathematics Broad study of mathematics. Week 1 Thursday Intelligence Logic
English Study of English language and literature. Week 2 Monday Fellowship, Perception Linguist (English)
History Study of world and Japanese history. Week 2 Tuesday Intelligence Lore (History)
Home Economics A mandatory one-year class dedicated to teaching students how to keep a home, cook, and other 'homely' skills. Week 2 Wednesday Perception Trade (Cook)
Social Studies A mix of civics, law, political and social matters. Week 2 Thursday Intelligence Lore (Society)
Electives
Technology Practical applications of technology and computers. Friday Week 1 or 2 Intelligence, Perception Tech Use
Chemistry Advanced study of chemistry. '' Intelligence, Fellowship Lore (Chemistry)
Biology Advanced study of biology. '' Intelligence, Toughness Lore (Biology)
Psychology Advanced study of psychology. '' Intelligence, Perception Lore (Psychology)
Economics Advanced study of economics. '' Intelligence, Perception Commerce
Advanced Mathematics More advanced mathematics, such as trigonometry etc. '' Ballistic Skill, Intelligence Lore (Maths)
Geography Specific study of geography. '' Agility, Intelligence Lore (Geography)
Art Artistic studies, including understanding of art history and technique. '' Perception, Fellowship Lore (Art)
Music The study of music, both in terms of history and in practical playing of an instrument. '' Perception, Fellowship Lore (Music)
Religious Studies Studies of theology, with no specific religion in mind, but rather looking at the history of religion in general. '' Willpower, Fellowship Lore (Religion)
Philosophy Studies of the history of philosophy, both east and west. '' Willpower, Perception Lore (Philosophy)
Industrial Skills Studies of advanced industrial skills, such as working with tools, metalwork etc. '' Strength, Intelligence Trade (Blacksmith)
Medicine Basic introduction to first aid and medical practice. '' Intelligence, Fellowship Medical
Cultural Studies The study of culture, media, literature, traditional Japanese culture, and similar areas. '' Perception, Fellowship Lore (Culture)

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Clubs

Every student is permitted and encouraged to join some after-school clubs. Clubs are divided into two categories: Sport Clubs that focus on physical activities, and Cultural Clubs, that focus on intellectual and cultural pursuits.

All the Sport Clubs happen at the same time; the Cultural Clubs also happen at the same time. This means that students are effectively limited to one of each.

Cultural Clubs meet up on Monday and Wednesday.
Sport Clubs meet up on Tuesday and Thursday.

Clubs Description Time Scores
Cultural Clubs
Art Club A club dedicated to art, mainly painting and sculpting. A distinguished and well-regarded club that has garnered awards. Monday, Wednesday Perception, Fellowship
Debate Club A dying club that focuses on debating. Competes with other schools. Used to be incredibly fearsome, but is now down to barely three people. Monday, Wednesday Perception, Fellowship
Literature Club A club that focuses on literature, and on writing stories and poetry. Alumni include published authors. Monday, Wednesday Intelligence, Fellowship
Pop Culture Club A club that explores pop culture and acts as a place where people can more easily become immersed in it. Is pushing recently to improve engagement with locals. Monday, Wednesday Intelligence, Fellowship
Sport Clubs
Archery Club A club that's home to Lion Hall's competitive archery team. Focuses on both traditional archery and new competitions. Tuesday, Thursday Ballistic Skill, Agility
Baseball Club A popular club that competes regionally, dedicated to the great Japanese pastime: Baseball. Tuesday, Thursday Strength, Agility
Wushu Club A club dedicated to Chinese martial arts, primarily hand-to-hand combat. Tuesday, Thursday Weapon Skill, Agility
Special
Student Council A special kind of 'club' that Sachiko was invited to. Is a student-run administration that helps work as a representative body for the students. Tuesday, Thursday Intelligence, Fellowship

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