Personal Time

Personal Time

Persona is a game focused around fighting Shadows, investigating the Sea of Chaos and forging bonds with those around you, but nevertheless it's a game that typically covers over a year of time. For many days in a year, the characters involved will be busy with other things- school, work, practice, so on. Furthermore, there may be times where the characters will take it upon themselves to hone their skills within the Sea of Chaos itself. All of these events take place in Personal Time.

Personal Time is measured in days. Every day you can perform one action below, except on Sundays, where you may perform two. Many actions require a test- these will be listed in the appropriate action entry below.

Sessions will most typically be broken into 'event' sessions- where you fight shadows or enter the Sea of Chaos- and 'Personal Time' sessions, where you will roll Personal Time, conduct investigations and act that shape or inform Event sessions, and is generally an excellent time to role-play with your other PCs or Social Links.

Action Effect Restrictions
Physical Training Select a Physical characteristic (Strength, Toughness, Agility) and make a characteristic test with a +10 bonus. You gain 1 point of success simply for trying, and passing your test grants an extra point of success. You must gather 5 points of success per Characteristic Bonus before you gain another point in that characteristic. Can only raise a characteristic by a max of 5 points
Education (Int) Raises Intelligence. Make an intelligence test with a +10 bonus. You gain 1 point of success simply for trying, and passing your test grants an extra point of success. You must gather 5 points of success per Intelligence Bonus before you gain another point in Intelligence. Can only raise Intelligence by a max of 5 points
Skill Training Select a skill and test the appropriate characteristic with a +10 bonus. You gain 1 point of success simply for trying, and passing your test grants an extra point of success. You must gather points of success equal to 100-the Characteristic value appropriate to the skill. No restrictions
Interpersonal Training Select an Interpersonal characteristic (Perception, Fellowship) and make a characteristic test with a +10 bonus. You gain 1 point of success simply for trying, and passing your test grants an extra point of success. You must gather 5 points of success per Characteristic Bonus before you gain another point in that characteristic. Can only raise a characteristic by a max of 5 points
Hang Out You hang out for a day with a friend. Select a Social Link. You spend the day with them, restoring your Identity by an amount equal to your S-Link Level. It also increases your S-Link metre with that person by 5 points. Can only be used once per week per S-Link. S-Links cannot restore Identity past a certain level equal to 50+(5 per level of S-Link). A Level 1 S-Link cannot restore past 55, a level 2 S-Link past 60 etc.
Investigate You investigate something of interest- a rumour, a suspicious person, an object or a Shadow sighting or whatever it is you want to investigate. Depending on the subject in question this may require a variety of skill tests from charm to inquiry to search. No restrictions, but a failed test ends the investigation and must be continued on another day.
Study Just about every character in the game is a student, and study is required. Test Intelligence+10. You gain 1 point of success simply for trying, and passing your test grants an extra point of success. The amount of points required will be set in school. No Restrictions

Dungeon Crawls

Finally, there is one special action that can only be taken once every 4 days- Dungeon Crawls. Dungeon crawls represent the characters honing their skills in the Sea of Chaos, fighting shadows, finding treasure and building their skills.

During a Personal Time session, everyone must agree to perform a Dungeon Crawl on the same day- it's an all or nothing action and everyone goes together. Furthermore, it takes up the entire day, even if it's a Sunday. They select which dungeon to explore and go to it.

A Dungeon Crawl lasts for a number of 'rounds' equal to the amount of PCs in the party. Each round, the party must decide on a course of action. After every round, they test fatigue- should a character find themselves eligible to gain the Exhaustion status, the party returns to Alexandria and the Crawl ends.

Action Effect
Shadow Hunting You hunt for Shadows. Everyone tests their Magic Characteristic. If the number of successes outnumber the failures, the party find 1d5 Shadows. if the number of failures outnumber the successes, 1d5 Shadows find the party, gaining the advantage. A combat ensues (see below)
Search for Macca You hunt for Macca, the basic item on which much of Alexandria runs. Everyone tests Search. If the number of successes outnumber the failures, the party earn 1 standard sum (for the dungeon) of Macca per point of difference.
Search for Items You search for either items (consumables) or weapon materials. Everyone tests Search. If the number of successes outnumber the failures, the party earn 1 random item (from the dungeon's list) per point of difference.

In any situation where -everyone- fails, they are immediately ambushed by Shadows and treated as though they had failed a Shadow Hunting test, except the enemy amount are maximized.

Dungeon Crawl battles

Dungeon Crawl battles are simple. Both sides roll WS, BS or Magic Characteristic. The side with the highest amount of successes wins, and the loser takes a level of fatigue. Shadows are immediately destroyed if they lose. Should the PCs be fatigued into defeat they each roll a 1d6 and take that much impact critical damage to the body (ignoring Persona Critical Damage).

Should the characters have succeeded in their Hunting rolls, they take the initiative and gain a +20 bonus to their rolls.
Should the characters have failed in their Hunting rolls, the Shadows gain a +20 bonus to their rolls.

The reward for victory over Shadows is experience. Every shadow provides 50 XP.

However, the rewards for Shadow-hunting diminish over time. Every dungeon has an "Experience Threshold". The moment your amount of XP gained crosses this threshold, you take an immediate 50% penalty to all XP gained by Dungeon Crawling in that dungeon but gain a +20 bonus to all Shadow battle rolls. Furthermore, once your amount of XP gained reaches 125% of that dungeon's Experience Threshold you no longer gain XP from Dungeon Crawls in that dungeon, although your Shadow battles are automatically won.

Wild Persona

Whilst fighting Shadows there is a chance that you may find your powers manifesting themselves in a new way. These are Wild Persona which you can obtain after a victory.

After every battle, select a number of players equal to the amount of shadows slain- the priority of who is chosen goes as thus.

Players who rolled successes-> Players with an empty Persona slot-> Everyone else. If there is more than one eligible character, roll randomly, assigning numbers according to the alphabetical order of their initials.

The selected Players roll a natural, unmodified Willpower test. Should they succeed, they gain a Wild Persona equal to the rank of the dungeon, Arcana chosen randomly. This Persona is exactly as presented in the Arcanae Persona list.

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