Post by Igor on Jun 27, 2017 1:41:01 GMT -6
skill Compendium
With the amount of flexibility and creativity at one's fingertips, we of the Velvet Room have taken it upon ourselves to compile this comprehensive manual for leisurely perusal when you find yourself ready to tackle the daunting task of creating a list of skills for your character's Persona.
It has been created specifically with the intent to help our guests fully understand skill crafting and master its full potential, and will teach you everything you need to know about the numerous kinds of skills available for a Persona to learn, from attacks and spells to status effects, level costs, and even unique kinds of powers.
PHYSICAL
These are all physical attacks and will change the skill's base damage type to SLASH, STRIKE, PIERCE, or RANGED.
ELEMENTAL / FORCE
These are all magical attacks and abilities and will change the skill's base damage type to FIRE, ICE, WIND, ELECTRIC if it is an elemental skill, or PSY, NUCLEAR, BLESS, or CURSE if it a force-type skill
SUPPORT
These are all skills that revolve around supporting the user or their party and are composed of BUFFS, DEBUFFS, HEALING, and PASSIVE skills.
ALMIGHTY
A unique, magic-based School that exists outside of the normal damage spectrum and thus cannot be resisted, nullified, repelled, or absorbed.
DAMAGE
This influences the amount of damage done, and whether or not it is increased after a Baton Pass.
This influences a skill's odds of inflicting instant death on a foe that lacks a resistance to the skill's listed School.
This influences the number of enemies or allies that are targeted by the skill.
This can be added to a skill to improve the chances of inflicting a critical hit.
AMOUNT
This increases the number of resulting blows that are appended to the skill in two specific ways: Set and Chain. If a skill has both Set and Chain Modifiers, Set blows always land first before Chained blows.
This influences the amount of health and vitality is replenished, or which status ailments can be purged. Normal revival skills will only resuscitate characters with half of their health, whereas a full revival skill completely rejuvenates an Unconscious character.
This influences the increase or decrease of certain combat attributes. Charge and Concentrate increases the damage output of the next physical or magical attack by 2.5x and can only be single target abilities. Negation abilities can only affect either buffs or debuffs — they cannot nullify both.
This creates a protective barrier against damage from singular or multiple varieties of Schools, skills that inflict instant death, or even temporarily remove the presence of inherent resistances to certain Schools or certain damage barriers.
This influences the chances of successfully afflicting a status ailment onto a target. All die rolls are performed using a d100. Use of a skill with this Modifier against a target with resistance to the ailment attempting to be inflicted will reduce the roll threshold by –30.
This influences how long a buff, debuff, or status affliction will last.
This is administers to create passive effect. This is the only area that has a limit, with Resist/Null/Rebel and Absorb having a collective limit of 4, not including any natural resistances.
AILMENT
These are afflictions that impart a variety of negative effects on characters.
Unique skills come with a predetermined level cost and cannot have these modified unless stated. Many of the following skills are classified as passive abilities.
• HP DRAIN: The skill itself has a level cost of 4, and can inflict up to Large Almighty damage. It heals the user by 10% of the damage inflicted, and is always single target.
• SP DRAIN: This skill always has a level cost of 6, and drains 10% of the target's SP and gives it to the user. Always categorized as Almighty damage.
• COUNTER: When targeted by a physical attack, roll a d100. Rolls 15 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• COUNTERSTRIKE: When targeted by a physical attack, roll a d100. Rolls 30 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• FULL COUNTER: When targeted by a physical attack, roll a d100. Rolls 45 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• ARMS MASTER: Halves the HP cost of physical skills.
• SPELL MASTER: Halves SP cost of all magical skills.
• MAGIC ABILITY: Adds +Damage to all magical skills. Stacks with Boost and Amp.
• FIRM STANCE : Halves incoming damage, but disables the ability to evade attacks.
• ALI DANCE: Increases dodge chance for the whole party when not ambushed. Stacks with other dodge and evade skills.
• DIVINE GRACE : Increases the potency of healing magic for the party by 50%.
• SOUL CHAIN : Restores 20 SP upon using Baton Pass.
• ENDURE: Revives you with 1 HP upon death, once per battle.
• ENDURING SOUL: Revives you with full HP upon death, once per battle.
• SURVIVAL TRICK: Leaves you at 1 HP after an instant death attack, once per battle.
• INVIGORATE I/II/III: Heals 5/10/15% of SP after battle.
• REGENERATE I/II/III: Heals 5/10/15% of HP after battle.
• VICTORY CRY: Fully heals all HP and SP after battle. Requires Invigorate III and Regenerate III
• DEBILITATE: Lowers a single enemies Attack, Defense and Speed for 3 turns.
It has been created specifically with the intent to help our guests fully understand skill crafting and master its full potential, and will teach you everything you need to know about the numerous kinds of skills available for a Persona to learn, from attacks and spells to status effects, level costs, and even unique kinds of powers.
Schools
PHYSICAL
These are all physical attacks and will change the skill's base damage type to SLASH, STRIKE, PIERCE, or RANGED.
ELEMENTAL / FORCE
These are all magical attacks and abilities and will change the skill's base damage type to FIRE, ICE, WIND, ELECTRIC if it is an elemental skill, or PSY, NUCLEAR, BLESS, or CURSE if it a force-type skill
SUPPORT
These are all skills that revolve around supporting the user or their party and are composed of BUFFS, DEBUFFS, HEALING, and PASSIVE skills.
ALMIGHTY
A unique, magic-based School that exists outside of the normal damage spectrum and thus cannot be resisted, nullified, repelled, or absorbed.
modifiers
DAMAGE
This influences the amount of damage done, and whether or not it is increased after a Baton Pass.
Minuscule, Low, Moderate, Large, Severe, Colossal, Baton ChargeKILL CHANCE (LOW/MEDIUM/HIGH)
This influences a skill's odds of inflicting instant death on a foe that lacks a resistance to the skill's listed School.
LOW: Must roll under a 10.TARGET
MED: Must roll under a 20.
HIGH: Must roll under a 40.
This influences the number of enemies or allies that are targeted by the skill.
Single or GroupCRITICAL PLUS
This can be added to a skill to improve the chances of inflicting a critical hit.
AMOUNT
This increases the number of resulting blows that are appended to the skill in two specific ways: Set and Chain. If a skill has both Set and Chain Modifiers, Set blows always land first before Chained blows.
SET: Permanently adds an additional assured strike to the attack, at an increased level cost. For example, creating a move that always hits twice will cost an extra 3 points.HEAL
CHAIN: Each subsequent blow only has a 50% chance of landing, but has a reduced level cost. When using a Chain attack, you must roll the dice for every blow in the Chain all at once; each die that lands on 50 or above will add a successful hit to the Chain, otherwise it counts as a miss and ends the Chain. For example, a skill with a Chain of 3 hits rolling a 83, 22, and a 100 will only hit a single time, as the second hit failed to connect.)
This influences the amount of health and vitality is replenished, or which status ailments can be purged. Normal revival skills will only resuscitate characters with half of their health, whereas a full revival skill completely rejuvenates an Unconscious character.
Low, Moderate, Full, Revive, Full Revive, Cure AilmentBUFF / DEBUFF
This influences the increase or decrease of certain combat attributes. Charge and Concentrate increases the damage output of the next physical or magical attack by 2.5x and can only be single target abilities. Negation abilities can only affect either buffs or debuffs — they cannot nullify both.
Attack, Defense, Agility, critical hit rate, Charge/Concentrate, negation)WALL
This creates a protective barrier against damage from singular or multiple varieties of Schools, skills that inflict instant death, or even temporarily remove the presence of inherent resistances to certain Schools or certain damage barriers.
Wall: Type, Wall: Physical, Wall: Magical, Wall: Instant Death, BreakAFFLICTION CHANCE
This influences the chances of successfully afflicting a status ailment onto a target. All die rolls are performed using a d100. Use of a skill with this Modifier against a target with resistance to the ailment attempting to be inflicted will reduce the roll threshold by –30.
LOW: Must roll under 20 for success.TURNS
MEDIUM: Must roll under 40 for success.
HIGH: Must roll under 60 for success.
CERTAIN: Must roll under 80 for success.
This influences how long a buff, debuff, or status affliction will last.
1, 2, 3PASSIVE
This is administers to create passive effect. This is the only area that has a limit, with Resist/Null/Rebel and Absorb having a collective limit of 4, not including any natural resistances.
– BOOST: +Damage (Kill Chance +10)
– AMP: ++Damage (Kill Chance +20)
– Resist: Incoming damage from chosen type is halved. (Kill Chance –20)
– Dodge: +Dodge
– Evade: ++Dodge
– Null: Negates damage from chosen type.
– Repel: Reflects damage from chosen type back at the attacker.
– Absorb: Absorbs damage from chosen type as restorative health.
– Auto: Used to automatically cast buffs or debuffs at the start of combat.
ailments
AILMENT
These are afflictions that impart a variety of negative effects on characters.
– DIZZY: Accuracy is lowered as if debuffed.
– FORGET: Cannot use Persona skills.
– SLEEP: Unable to perform actions, recover 5% of HP and SP each turn.
– CONFUSION: Chance to attack ally, heal enemy, or throw away money. Roll a d100: 1–50 allows normal action to be taken; 51–70 forces character to attack or debuff an ally; 71–90 forces character to heal or buff an enemy; 91–100 forces the character to throw away a small portion of their money.
– FEAR: Roll a d100 every turn; rolls of 15 or lower cause the character to flee combat until the fight concludes.
– DESPAIR: Unable to perform actions and loses 10% of SP each turn.
– RAGE: Attack increases as if under the effects of Charge; Defense decreases as if debuffed. Can only use basic physical attacks.
– BRAINWASH: Compels character to attack or debuff allies and heal or buff enemies.
– HUNGER: Heavily reduces attack damage.
– BURN: Inflicts damage over time.
– FREEZE: Cannot move or perform actions, and receive more damage from physical attacks.
– SHOCK: Cannot move, Agility decreases as if debuffed.
unique skills
Unique skills come with a predetermined level cost and cannot have these modified unless stated. Many of the following skills are classified as passive abilities.
• HP DRAIN: The skill itself has a level cost of 4, and can inflict up to Large Almighty damage. It heals the user by 10% of the damage inflicted, and is always single target.
• SP DRAIN: This skill always has a level cost of 6, and drains 10% of the target's SP and gives it to the user. Always categorized as Almighty damage.
• COUNTER: When targeted by a physical attack, roll a d100. Rolls 15 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• COUNTERSTRIKE: When targeted by a physical attack, roll a d100. Rolls 30 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• FULL COUNTER: When targeted by a physical attack, roll a d100. Rolls 45 and under successfully reflects all damage back to the attacker. Damage type is that of the equipped weapon.
• ARMS MASTER: Halves the HP cost of physical skills.
• SPELL MASTER: Halves SP cost of all magical skills.
• MAGIC ABILITY: Adds +Damage to all magical skills. Stacks with Boost and Amp.
• FIRM STANCE : Halves incoming damage, but disables the ability to evade attacks.
• ALI DANCE: Increases dodge chance for the whole party when not ambushed. Stacks with other dodge and evade skills.
• DIVINE GRACE : Increases the potency of healing magic for the party by 50%.
• SOUL CHAIN : Restores 20 SP upon using Baton Pass.
• ENDURE: Revives you with 1 HP upon death, once per battle.
• ENDURING SOUL: Revives you with full HP upon death, once per battle.
• SURVIVAL TRICK: Leaves you at 1 HP after an instant death attack, once per battle.
• INVIGORATE I/II/III: Heals 5/10/15% of SP after battle.
• REGENERATE I/II/III: Heals 5/10/15% of HP after battle.
• VICTORY CRY: Fully heals all HP and SP after battle. Requires Invigorate III and Regenerate III
• DEBILITATE: Lowers a single enemies Attack, Defense and Speed for 3 turns.