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Shin Megami Tensei Amala

A SMT/Persona Tabletop Game

Stats and Level Progression


Primary Roll The Simple Percentage system (1d10).
Primary Stats Statistics that modify the character's abilities
Strength (Str) Increases Attack and Damage
Magic (Mag) Increases Magic Power and MP
Agility (Agi) Increases Initiative and Evasion
Vitality (Vit) Increases HP and Defense
Luck (Lck) Increases chances of a Critical Hit, random drops, Special Defense
Everyone starts with 24 points to put into any of these stats, but you can only have a max score of six in
any of these stats. Scores also produced a bonus or mod. The bonus of a score is applied to you're
secondary stats, such as HP, Attack or Defense. The bonus of a score is equal to the score divided by 3,
rounded down (i.e., Strength 6 has a bonus of 2). Characters gain a stat points every level.
Secondary Stats
HP (Vit): The amount of damage you sustain until death.
MP (Mag): The amount of energy you have for using skills.
Attack (Str): Your ability to hit something in combat with weapons, physical or gun skills.
Damage (Str): Your damage bonus with weapons, physical or gun skills.
Magic Power (Mag): Your ability to hit and damage something with magic skills.
Evasion (Agi): Your ability to avoid attacks.
Defense (Vit): Your ability to reduce damage against physical attacks.
Special Defense (Lck): Your ability to reduce the chance of being effected by ailments and

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).

Demon Controller (Summoner)

Example: Hero (SMT) and Aleph (SMT II)

Foci: Demon Summoning

Prime Feature: Dual Summoning (Can summon two demons to the field)

Secondary Features: Increased Stock (Can hold more demons in stock than average)

Variable Feature: Demon Stock

Devil Summoners (Summoner)

Example: Protagonists of Demon Summoner and Soul Hackers, Raidou Kuzunoha the XIVth

Foci: Demon Summoning

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)

Variable Ability: Demon Stock

Persona Users (Enhancer)

Example: Most of SEES (P3) and the Investigation Team (P4)

Foci: Persona Summoning

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)

Variable Feature: None

Avatar Tuner (Enhancer) [Cutable]

Example: The Embryon (DDS)

Foci: Demon Transformation

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)

Variable Feature: Skill Slots

Devil Child (Summoner) [Cutable]

Example: Protagonists from the Devil Children and DemiKids games

Foci: Demon Summoning

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)

Variable Feature: Demon Stock

Wild Card (Enhancer)

Example: The playable characters from Persona 1 and 2, the Protagonists from Persona 3 and 4

Foci: Persona Summoner

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)

Variable Feature: Personae Stock

Demon Sponsored (Summoner) [Cutable]

Example: The Demi-fiend (SMT III: N)

Foci: Demon Summoning

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)

Variable Feature: Skill Slots

Spirit General (Summoner) [Cutable]

Example: The protagonists from the Majin Tensei series and Devil Survivor

Foci: Demon Summoning

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)

Variable Feature: Demon Stock

Guardian Summoner (Summoner) [Cutable]

Example: The Protagonist of SMT: If...

Foci: Demon Summoning

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)

Variable Feature: Demon Stock

Ideal Champion (Enhancer) [Cutable]

Example: The Heroine, Law Hero and Chaos Hero (SMT), Horiko (SMT II)

Foci: Combat Focus

Prime Feature: Arms/Spellmaster; Health/Mana Boosts

Secondary Feature: Alignment Bonus

Variable Feature: None

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.

Bureaucracy The know-how to find people and information in an organization


Computers The know-how to operate computer systems
Criminal The ability to steal and deal with security systems.
Electronics The know-how to operate and repair electronic devices
Equipment The ability to have the right things at the right time
Expression The arts; Painting, music, dance, etc.
Investigation The know-how to find clues and relations to something
Mechanics The know-how to operate and repair mechanical devices
Medical The study of medicine and related fields
Occultism The study of the supernatural, including magic.
Psychology The study of human psyche, and of personae.
Resources The ability to get (or use) funding for something.
Streetwise The understanding of urban areas, as well as the underworld
Nature The understanding of the natural world
Synthesis The know-how to create, repair and improve objects.
Theology The study of religion and myth, as well as demons.
Vehicles The know-how to drive, ride and pilot vehicles.

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

Critical Chance Multi-Attack

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..

Demon Combat & Interaction


The rules for fighting and making contracts in the game. Duh.
Combat

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.

Poison: Losses 10% of HP every round until HP is at 10% or less.

Silence: Unable to use skills, summon demons or change persona/form.

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

Exhaustion: Losses MP every turn until at 10%

Enervation: Halves stat bonuses

Charmed: Target attacks allies, helps enemies

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.

Weak: Take 50% more damage from the element

Resist: Take 50% less damage from the element

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

Attack - Use a weapon to deal damage to an enemy

Skill - Use a certain skill, draining either HP or MP

Defend - Reduce damage from an enemy attack if hit

Item - Use an item or change equipment. Changing weapons is a free action.

Summon/Change/Switch - Gain the ability to summon another/different demon, switch


personae or change form. Switching a persona is a free action.

Talk Try to negotiate with a monster

Wait Forgo a turn

Escape As a group, try to run from the battle.

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, Time and Setting

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.

Enemies and Fusions


Enemies Creatures and things you fight against, such as demons, shadows and regular humans
Species: Determines stats and alignments, as well as starting ability

Gods (N/A; Light-Law)

Goddesses (Mag; Light-Neutral)

Divine (Vit; Neutral-Law)

Viles (N/A; Dark-Law)

Avian (Agi & Lck; Neutral-Law)

Yoma (Vit & Mag; Neutral-Law)

Herald (Mag & Agi; Light-Law)

Demigod (Str & Vit;Light-Neutral)

Fairy (Agi & Mag; Neutral-Neutral

Beast (Str & Agi; Neutral-Neutral)

Fiend (Mag & Lck; Dark-Neutral)

Earth Spirit (Vit; Neutral-Neutral)

Nocturne (Dark-Neutral)

Elemental (Light-Neutral)

Brutes (Neutral-Chaos)

Fallen (Neutral-Chaos)

Tyrant (Dark-Chaos)

Femme (Dark-Chaos)

Haunt

Dragon

Guardian

Arcana: Determines the elemental affinity and focus of the monster

Fool (0, balanced stats and skills) [Any]

Magician (I, good in magic and fire) [Fire]

Priestess (II, good in healing/support) [Recovery]

Empress (III, good in ice with healing) [Ice]

Emperor (IV, good in electric and physical) [Electric]

Hierophant (V, no strengths nor weaknesses) [Any]

Lovers (VI, good with healing/support) [Wind]

Chariot (VII, good in physical) [Physical]

Justice (VIII, good in light) [Expel]

Hermit (IX, good in ailments) [Ailments]

Fortune (X, good in wind) [Gun]

Strength (XI, good in physical) [Physical]

Hanged Man (XII, good in defense) [Any]

Death (XIII, good in dark) [Curse]

Temperance (XIV, balanced stats and skills) [Any]

Tower (XV, good in physical) [Support]

Star (XVI, good in fire) [Fire]

Moon (XVII, good in physical but okay in magic) [Ailments]

Sun (XVIII, good in fire/light) [Expel]

Judgment (XIX, good in light/dark) [Almighty]

The World (XX, great in everything) [Almighty]

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.

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