During battle several steps occur. First is initiative. Each player draws one card from the top of their deck and adds its value to their persona’s agility. The DM should do the same for each enemy the PCs are fighting. Arrange these values from highest to lowest, with ties being resolved by the higher agility score. This is the order in which battle turns take place.

The battle turns themselves are comprised of several phases. The first phase is the draw phase. The character draws one card from the top of their deck if they do not already have a full hand. Next is the status phase, in which all effects from bad statuses take place and their levels are reduced by one. Then, comes the action phase. During the action phase, characters may take one of several actions. Attack: and discard any number of cards, adding their total value to the character’s persistence score as well as their weapon value. Persona: and use any one skill the character’s persona possesses. Item: and use any one item the character carries. Guard: and discard any number of cards and add them to the persona’s endurance score until the beginning of their next turn (Note: when guarding a character may not choose to dodge when attacked and must block). Wait: and do nothing, but draw one extra card on the next draw phase. Once an action is taken, play continues to the next creature on the initiative list, continuing from the top once the bottom is reached.

When making an attack, draw one card (all cards in this section come from the DM’s deck) and adds it’s value to the attackers agility score. This is the to-hit value. The defender must then choose one of two options, either block or dodge. If they choose to dodge, draw one card and add it to their agility score. If the result is greater than or equal to the to-hit value, the defender dodges and takes no damage. If the dodge fails, subtract the defender’s endurance to the final power of the attack and subtract the remainder from their remaining HP. If the defender chooses to block, draw one card and add it to the defender’s current endurance (including bonuses from guarding). Subtract this value from the final power of the attack and subtract the remainder from the defender’s HP.

Most creatures (including PCs) have resistances and weaknesses to different damage types.

If a creature Absorbs a damage type, it gains all damage dealt before subtracting its endurance as HP.

If a creature Nullifies a damage type, it takes no damage from skills of that type.

If a creature Resists a damage type, it takes half of the damage after subtracting endurance.

If a creature Reflects a damage type, it sends the attack back at the attacker.

If a creature is Weak to a damage type, it takes double damage and gains the status ailment Down (note that weapons deal non-typed damage and can, with few exceptions, not knock enemies down). If the creature was already Down, it becomes Dizzy. If all enemies are down or dizzy (note that this cannot be done by enemies to PCs) the party may perform and all-out-attack. The PCs may discard as many cards as they wish into a common pool. This is added to their combined persistence and weapon values, divided evenly among enemies and dealt as damage ignoring endurance.

After the PCs defeat (in one way or another with demons) all members of the opposing side, this results in victory. Of course. They may find money or, more rarely, items once their enemies fade away. At the end of the session, the DM may award players Battle Points to the PCs according to their performance in battle. These points should be given evenly and are used to increase the power of their persona.


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