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Persona :: New Arcana

Welcome to Persona :: New Arcana! A Persona RPG site!
 
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Welcome to New Arcana!

Welcome, Welcome! You've probably guessed by now, but this is a text-based Persona RPG site for Atlus fans, by Atlus fans. If you're new to Shin Megami Tensei, this place can still be for you, so no need to dash towards the doors! Your first stop should be the introduction board so we can introduce ourselves. Then right after that, feel free to go through our vital information to get a good feel of the site. We hope you enjoy your stay, and if you have any questions don't hesitate to post them here. Ciao!

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Outline For Sandbox City - Page 2 EmptyMon May 08, 2023 10:26 am by Jerry

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» (Plot) The Audition
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» Prelude (Lance & ????)
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» Lance Edwards (Persona User - Semibreve)
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» Off the Rails (Shouhei and Helvetica)
Outline For Sandbox City - Page 2 EmptyTue Nov 30, 2021 12:08 am by juantamad

Current Events
Updated: 20/07/2020

**ALERT!** After a rather eventful evening at Maksim's Party, three teenagers seems to have gone missing. The doors of Vault Olympia have been breached due to a to this day unknown assailant, who sabotaged the doors locking systems, allowing demons to make entry. Thanks to the excellent defensive capabilities of the Vault's Security drones, the Attack was put to an end, and the invading monsters fled to the outside. Right now, the Doors of Vault Olympia are currently open, allowing any survivors of the fall to seek shelter within the Vault's safe halls. What Vault Security officials think of this development remains unclear as the Chief of Police and Security of Olympia refused to leave a comment. This is Rianara, of Olympia news, signing out.

The site is entering a new era as our team of mods works tirelessly on updating old and obsolete information threads and links. Over the Summer, we aim to make many changes to the forum, including writing a comprehensive beginners' guide to help new players accommodate to the combat and other rp systems in place here.

Be sure to constantly check the update thread for any changes to the boards. You can find it ->Here<-

More to come

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 Outline For Sandbox City

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Godai

Godai


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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptySun Mar 15, 2020 10:42 pm

Overdose: The Rogue overloads his limits to equip two Personas at once, balancing their affinities and gaining both their bonus stats, added up then doubled. The two Personas are chosen once entering Overdose and can't switch until exiting Withdrawal. This state lasts for three turns, with the Rogue going into a state of Withdrawal for another three turns once it's over. During Withdrawal, they gain no bonus stats from their Personas and their action is randomized between attacking a random target normally, or using any non-passive skill in their two chosen skillsets.

Obligatory pick one persona you're switching into before overdose for when you leave withdrawal.

PUs: Fusion Skill like normal.

NC: Double in stats like usual.

Rogue: Just use PWC Fusion Skill

Orgia: Stay the same.

Shadow Selves: Their natural ability will be casting skills without any need for setup or transformation or anything. Big Shadows usually have the ability to attract smaller Shadows to them.
They'll get to summon the Personas they make as Shadows
AI controlled, low stats, but keeps their theme of being essentially playable boss monsters.

Upside: they can capture Shadows outside Shuffle Time to make new Persona Masks out of
Downside: PUs can steal their Persona Masks if they're smart/lucky after they summon them. Defeat them. But yeah, Shadow Selves essentially get hordes of small expendable minions
Maybe even something cooler at higher levels...
Like, say, a level 40 Shadow Self being able to create their very own dungeon and populate it with the Shadows they collect

So they have an incentive to not throw away their masks, but there's a tradeoff going on there
Gain meat shields and more actions in exchange for releasing control of those skills and being unable to use them in a Frenzy

Persona Masks, Demons and Magatamas are our three makeable and fuseable things

Forgotten: Last-Life the same. Magatamas like in Nocturne.

Summoners: The Summoner class skill is being able to summon Demons and swap into back row with them in front
Essentially have separate PCs and skillsets, with the downside being the upkeep cost


Last edited by Philodai on Wed May 13, 2020 9:21 am; edited 2 times in total
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Godai

Godai


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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyMon Mar 16, 2020 1:18 am

Probably Vini, idfk dudeToday at 11:11 PM
Your card is your factions card
"You won't get anywhere in this city without selling your Soul, kid."


Probably Vini, idfk dudeToday at 11:12 PM
Neutral people have their own business cards
Because they're self-made

My idea was whoever you ally with is what grants you your power in a corporate plot
It's your foot in the door. Your skin in the game.

Rogue, PU, and NC are completely irrelevant to who you sign on with.

It's the fact that you sign on with someone that matters and through what ends, but signing on with someone unlocks your potential. It's your promise to achieve a goal. Your stepping stone.
Those that sign on with no one take up a resolution to make it on their own despite the odds and it's that resolution that gives them the same power.


Summoners get their phone/comp or kuda for evokers.


Last edited by Philodai on Mon Mar 16, 2020 10:06 am; edited 1 time in total
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyMon Mar 16, 2020 1:26 am

Theme

Probably Vini, idfk dudeToday at 11:22 PM
This would be about what life and success to someone means
Is it happiness? Accomplishment? Power? Authority? Money? Relationships? With or against what everyone else wants?
BruhToday at 11:23 PM
:thonk:
Probably Vini, idfk dudeToday at 11:24 PM
You talked about your theme a little about it being opportunities on the surface but sinister undertones
This follows that
BruhToday at 11:24 PM
It does.
And I'm pretty much loving it.
Probably Vini, idfk dudeToday at 11:25 PM
Someone is promising you The Good Life. Do you take that deal? How far do you run with it? What does it even mean to you?
BruhToday at 11:25 PM
How much are you willing to sacrifice? Will it be worth it after it?
Probably Vini, idfk dudeToday at 11:25 PM
Of course, their promise is a step on their own way to The Good Life so how much do you trust?
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyMon Mar 16, 2020 12:23 pm

Probably Vini, idfk dudeToday at 10:17 AM
The new system might balance it
Enemies and players have about the same HP and defenses. If players get more HP then players on equal level should be able to trade blows for a little while but it does need testing
I'm going to throw out my overrun mechanic that never got used
If attacks clash the stronger attack wins but the damage and speed of the attack is reduced. Multiple attacks can reduce it to an even clash this way but can't overrun the stronger attack.

Probably Vini, idfk dudeToday at 10:22 AM
It'll stop rocket tag and get people to use skills that would lose anyway to reduce damage, and smart use of smaller skills so you're not burning meter on stuff that's not making a dent because the other guy is using his skills smarter
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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyMon Mar 16, 2020 4:54 pm

Equipment - In Tiers but each one adds to the Endurance stat in the damage calculation. Each tier has % of damage it decreases on top of number of Endurance stat add-on.

Tier 1 - 15%
Tier 2 - 30%
Tier 3 - 45%
Tier 4 - 60%

Equipment cap at 60%

Weapon: Raises POW of regular Attacks
Head: Gives flat stat bonuses and passive effects
Body: Reduces incoming damage (split between PEnd and MEnd)
Hands: Raises accuracy of outgoing Attacks and Skills
Feet: Raises evasion against incoming Attacks and Skills
Accessory: Grants an extra Skill usable on any Persona


Last edited by Philodai on Tue Mar 17, 2020 10:28 am; edited 7 times in total
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyTue Mar 17, 2020 10:12 am

Arcana Changes

Temperance boost to 10%

Hierophant to 20%

Hanged Man just gets 15% flat damage reduction.

Aeon is 15% boost to gun.

Tower 20% boost to HP and Str.
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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyTue Mar 17, 2020 12:34 pm

Elysium - Strong Winds, with canyons. Winds may push you back 5 squares to one direction. There will be a warning. In combat, 10% chance of being inflicted by Hindering Gust or suffering wind damage from debris equal to 10% HP damage. Bosses not included.

4 rest stops

7 mining/scavenging areas (2 Lotus Tree, 2 Moly, 3 Aglaophotis)

Aglaophotis: The Greek doctor Dioscorides named aglaophotis as a member of the peony family, Paeoniaceae.[1] It has been speculated that the species Paeonia officinalis, or the European peony,[2] is the source of aglaophotis, but there is little evidence for this theory to be proved.

According to Dioscorides, peony is used for warding off demons, witchcraft, and fever.[citation needed] This is at odds with the presentation in the Simon Necronomicon released twenty centuries later, in which it is used to call upon dark forces.[3]

>Great for medicines and useful for warding off demons in rest stops.

Lotus Tree: The lotus tree is mentioned in Homer's Odyssey as bearing a fruit that caused a pleasant drowsiness, and which was said to be the only food of an island people called the Lotophagi or Lotus-eaters. When they ate of the lotus tree they would forget their friends and homes and would lose their desire to return to their native land in favor of living in idleness.[1] Botanical candidates for the lotus tree include the date-plum (Diospyros lotus), which is a sub-evergreen tree native to Africa that grows to about 25 feet bearing yellowish green flowers,[2] as well as Ziziphus lotus, a plant with an edible fruit closely related to the jujube, native to North Africa and the islands in the Gulf of Gabes such as Jerba.

In Ovid's Metamorphoses,[3] the nymph Lotis was the beautiful daughter of Neptune, the god of water and the sea. In order to flee the violent attention of Priapus, she invoked the assistance of the gods, who answered her prayers by turning her into a lotus tree.[4]  

>Can be an alternative to current day painkillers.

Moly: In the story the Odyssey, Hermes gave this herb to Odysseus to protect him from Circe's wizardry when he went to her palace to rescue his friends.[2] These friends came together with him from the island Aiolos after they escaped from the Laestrygonians.

According to the "New History" of Ptolemy Hephaestion (according to Photius) the plant mentioned by Homer grew from the blood of the Giant killed on Circe's island, by Helios ally of Circe. In this description the flower was white, and a derivation of the name was given, from the "hard" (Greek malos) combat with the Giant.[3]

Homer also describes Moly by saying "The root was black, while the flower was as white as milk; the gods call it Moly, Dangerous for a mortal man to pluck from the soil, but not for the deathless gods. All lies within their power".[4] So Ovid describes in book 14 of his Metamorphoses - "A white bloom with a root of black".

>Can be only picked by supernaturally inclined. Grants strength even in the face of death? Maybe something used for revival.
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyTue Mar 17, 2020 9:08 pm

Mining

you can just do the fishing grid again; hammer deals a hit that clears an area two blocks around (like, in a star shape, two up-down, two right-left, one to the diagonals around the center) and deals like 10 damage; pick clears the center and the four adjacent blocks to it but deals 5 damage
uncover a full item to get it, include unbreakable rocks, that's it
no dirt tiers, walls can have varying HP values depending on their difficulty level
if someone gets all the items in a wall you give them, finish the minigame early and give them everything
as for our backend, keep a list of each item and how rare they are in each wall; as the wall's difficulty increases it should have more and rarer items, but also more unbreakable rocks
for example
1* Difficulty Wall: 1-3 Items, 0-1 of which are rocks
2* Difficulty Wall: 2-4 Items, 0-2 of which are rocks
3* Difficulty Wall: 3-4 Items, 1-2 of which are rocks
4* Difficulty Wall: 4-5 Items, 1-3 of which are rocks
5* Difficulty Wall: 5-6 Items, 2-4 of which are rocks
to compensate for higher difficulty walls having a lower guaranteed quantity of items, they should give higher rarity items more commonly, naturally
this takes quite a bit of finetuning so play around with it

Adamant

Mithril

Orichalum

Imperial Gold (Enchanted gold. Extremely harmful to magical creatures, but cannot harm non-magical creatures. )

Celestial Bronze (A magical form of bronze mined from Mount Olympus, tempered in Mount Etna, and cooled in the River Lethe. Cannot come into physical contact with non-magical creatures. Lethal to monsters. )

Ichor

Batrachite/Toadstone


Last edited by Philodai on Thu Mar 19, 2020 3:22 pm; edited 7 times in total
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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyTue Mar 17, 2020 9:08 pm

Harvesting

get a plot of crops, plant them in a grid that YOU keep up with, water them and then harvest them once they're ready
the scaling here is people getting more plots and thus having to spend more resources tending to more crops

Foraging

Foraging can honestly just be the randomizer, since that's essentially just going for a walk in the woods and picking berries/fruit off trees
maybe have seasons where you're more likely to get certain food items or something if you want
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyTue Mar 17, 2020 9:40 pm

Shops

gotta pay a large amount of VC to open the shop, then pay rent each month after like three months to keep it open
they give you three months free due to the downpayment so you can start turning profits and invest into advertising and shit
after that, monthly payments
miss more than three, your shop's closed and the bank seizes your stock as damages
upgrading the shop upgrades the quality of their wares too, is what I'd say
to make things simple, the rent money we'll say is also the money they spend monthly on restocking the shop
alright so
we can also give this a little bit of complexity
by letting people partner up with bigger shops and become franchise owners
you pay a lot less than the usual downpayment (the bigger shop pays the rest), and you don't pay rent (the bigger shop also pays that), BUT you turn over 30% of your monthly profits from the shop to the main owner
CAPITALIST PLOT HOOOOOOOO


you can just make franchise owner non-specific
like it's a thing you can do but like it doesn't get very exact if you want to keep it simple
maybe it opens up SL opportunities with a guild or some shit, idk
maybe you get different messages when someone forecloses on your poor ass
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Godai

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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyThu Mar 19, 2020 10:06 pm

Duzakh

Probably Vini, idfk dudeToday at 8:02 PM
okay
I know
what if the main rooms are lit
and the hallways are dark?

Probably Vini, idfk dudeToday at 8:03 PM
and you get options to continue forward based on information or take a path but you don't actually get to see yourself move?
so you're in a room and you see three hallway exits
but they're shaded out past the first step

Probably Vini, idfk dudeToday at 8:04 PM
Will you go...?
>East
>North
>West
players pick West

Probably Vini, idfk dudeToday at 8:04 PM
"You can only go forward here."
roll behind screen if players can here the enemy or not
"You hear nothing but the sound of your own heartbeat/you hear a low growl. Continue forward?"
There might not be anything there at all but not knowing where hallways lead and not knowing if enemies are there for them to get ambushed might be interesting



Probably Vini, idfk dudeToday at 8:12 PM
outside of combat there's the darkness which will make players draw their own maps and solutions
"Okay moving Right down that passage gets me to Room 3 and moving Left takes me back to Room 1."
...which you can get around with skills and items if it's pissing you off
for combat I'm thinking of periodic blackouts

Probably Vini, idfk dudeToday at 8:13 PM
nah
just max miss chance
and demons switch to random positions
targeting a demon during a Blackout is no longer Jack Frost, Mara, and Pixie
it's Position 1, 2, and 3
and they can be anywhere when the lights come back on

Probably Vini, idfk dudeToday at 8:14 PM
idk if it should work both ways yet
skills should be able to void Blackouts too
a Light or Fire skill will reveal enemy position immediately after it's used
maybe daze enemies

Probably Vini, idfk dudeToday at 8:17 PM
maybe just make this a Light advantage dungeon and not Fire
Light skills don't suffer max miss chance during a Blackout, although you still don't know what you're aiming at

Probably Vini, idfk dudeToday at 8:19 PM
Light skills can counteract darkness depending on their Tier. Tier 1 gives 3 squares of vision and it goes up by 1 per Tier.
and you have to use them every movement turn to keep the benefit
Having the way lit lets you ambush demons normally instead of a random chance of smacking into them if you don't hear them.
If you move shorter but encounter demons out of the darkness and can reach them you can QAS to ambush them.



Probably Vini, idfk dudeToday at 8:26 PM
Duzakh has every meteorological disaster in it
rain, snow, hail, thunderstorms
I was going to have thunderstorms light the way every so often
but if they waited for the thunderstorms the roaming boss would get closer
BruhToday at 8:27 PM
:Happening: That would've been nice. But punishing does drag it down tho, as you said.
Probably Vini, idfk dudeToday at 8:27 PM
maybe as an optional hard mode challenge in a secret room
BruhToday at 8:27 PM
Yeah
Probably Vini, idfk dudeToday at 8:27 PM
you find the secret room
there's something really stronk there
like a bitchin' item

but there's also a crypt with the fuckin' paper things all over it
probably Mot

and if they take the item, which will be made obvious to be a very bad idea at least twice, it awakens and pursues them
see so if you already found the way out you'd be golden
you'd be rewarded for doing your homework
or if you were just strong and didn't give a shit


Probably Vini, idfk dudeToday at 8:33 PM
Idk how you're going to do them
My intent was
Unless you're using something to light your way
Movement is QAS
You don't actually get a map
BruhToday at 8:34 PM
Ye
Probably Vini, idfk dudeToday at 8:34 PM
Until you reach the next room and get to see the new room and hallways and where you came from
That might be a cool idea to do with each level
Give a powerful reward in turn for making the dungeon gimmick harder

Probably Vini, idfk dudeToday at 8:36 PM
I got what I'd do for Mot
It would be a room close to the starting point

Probably Vini, idfk dudeToday at 8:36 PM
You reach Mot and Mot makes a bargain
He will open a room if fantastic treasures for you
But only if you can reach it

Probably Vini, idfk dudeToday at 8:37 PM
He seals the entrance you came from and gives the players a headstart
If they reach the exit before he catches them and takes them out they can enter that room, just past the exit
If he catches them he's using mid-tier IK skills along with being a miniboss
So fighting him at all is dangerous



Tartarus

Probably Vini, idfk dudeToday at 8:43 PM
Battle idk
I was thinking every other turn the battleground would shift
And one random fighter would be taken away from range of everyone else, only able to target themselves for the turn

Probably Vini, idfk dudeToday at 8:44 PM
Maybe split the party on occasion

Probably Vini, idfk dudeToday at 8:44 PM
Like the trains in Endy

Probably Vini, idfk dudeToday at 8:41 PM
Tartarus I think I'd make a callback
BruhToday at 8:42 PM
To P3?

Probably Vini, idfk dudeToday at 8:42 PM
Hallways would change to go to other rooms
Maybe on switches and maybe randomly
BruhToday at 8:42 PM
Switches could probably be "sun dials" or some Greek shit.
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Godai

Godai


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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyMon Mar 23, 2020 10:52 pm

Avici is a crucible. Flames can be seen everywhere. HP/SP/MAG is lost by 2% per turn in and out of combat, unless you reach a "cool" area. Cool area, however, will be guarded by hordes of Preta/Enku trying to survive in the place and have some moment of peace.

All enemies are inflicted with searing burn from the start of their turn until battle is over, but can be doused with ice/water skills. If they hit you with a physical attack, they can have 30% chance of inflicting searing burn. If players hit them, they have 10% chance of being inflicted with it.

Flames may erupt at some places, get hit by them and lose 10% HP and 20% chance of sealing/forgetting a randomized skill in the next time combat begins for the first three turns. Stacks per every time you get hit by flames.

Flames snake around the map in a specific pattern each turn.

Mezuki/Gozuki/Yama

Some places, however, are always on fire.
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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyFri Mar 27, 2020 10:32 am

Fusion Chart:

Demon Fusions

ThanosToday at 8:26 AM
I think we'll use the DS2 chart
we can even have the elementals as special races
they can't be used in battle, but all have Growth and some neat skills to teach through Demon Whisper

Bruva AlbrechtToday at 8:27 AM
It lacks fiend but that can be afded
ThanosToday at 8:27 AM
wrong
Fiend doesn't interact with Fusions outside Fiend
they're special Demons

ThanosToday at 8:28 AM
anyway I say we use the Elementals for Mutated Elements
i.e. they have a set Tier and teach Earth, Water, Sound and Energy through Demon Whisper
can never be used in combat, but have Growth and some high skill usage requirements for their ranks

ThanosToday at 8:30 AM
but only have like four ranks to earn, for the individual skills of their element and their ailment passive
so single target magic, AoE magic, phys hybrid and ailment passive
there are four Tiers of elemental that correspond to Tier 2, Tier 4, Tier 6 and Tier 8, so they can be fused at Level 10, 30, 50 and 70 respectively
BruhToday at 8:31 AM
Sounds fine with me.
ThanosToday at 8:31 AM
elementals are always of that Tier, with the fusion rounding to the nearest one
if it's the same distance to two of them (like a fusion that would be Tier 3 resulting in an Elemental) it rounds down

ThanosToday at 8:34 AM
so the way we'll distribute these elements to Persona-using classes is through special fusions like Cross, Pentagram, Hexagram, etc.
Demon Summoners have a slightly easier way to get them, but the special fusions won't be hard either

ThanosToday at 8:38 AM
for now we'll use the P5 chart, sub Hope in for Star, Priest in for Hierophant, Faith in for Priestess, Jester in for Fool and Hunger in for Strength
once the P5R chart is out there we can revise it

Demon Races: https://megamitensei.fandom.com/wiki/List_of_Devil_Survivor_2_Demons
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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyFri Mar 27, 2020 12:38 pm

Yeet out shadow accel.

Lawbreakers get Job Roles.
D.F.S. get combat roles.

Lead: -5 to End and +5 to luck. Can change the combat roles of the other party mates for the entire turn. Party members whose roles are changed take up an entire turn for them. If the Leader is KOed, party cannot change roles.

Vanguard: +5 to End. +3 to Attacking Stats. -5 to Agi. -20% in SP.

The Main Line: Cadets that centralize on all that's needed for combat. They do not get any stat boosts, nor do they get any stat reductions, being on this part of the formation.

Rearguard: Cost to Support skills (tactical skills, healing, buffs and debuffs) decrease by 20%. SP raised by 20%. Agility raised by 5. Attacking stats decreased by 10.



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PostSubject: Re: Outline For Sandbox City   Outline For Sandbox City - Page 2 EmptyFri Mar 27, 2020 2:19 pm

Guilds get tiers.

Guilds can get their own unique guild skills.

Probably Vini, idfk dudeToday at 12:08 PM
You make a group, it does stuff, you get high level. Now being in that group has perks.

ThanosToday at 12:15 PM
lmao
what Vini said is what I meant
imagine you make a Thieves' Guild
you build up its reputation and now control a handful of the streets in Shangri-La
your unique Guild Skill now earns you a fair amount of VC for every member of the guild each month
as a very specific example

ThanosToday at 12:16 PM
now make a Law Enforcement Guild
due to your connections, you manage to get recognized by the people as their protectors and even make yourself a personal R&D department
now all your officers have a Guild Skill that's flavored as unique equipment, so they have a damage bonus against Chaos-aligned Demons and PCs
shit like that, yknow, unique stuff that's specific to that Guild and that people who leave it won't just carry with them out the door

ThanosToday at 12:21 PM
Guild Rank: a measure of the guild's notoriety and/or power
Guild Coffers: a communal place that guild members can access to withdraw or deposit funds (the guild leader controls who has permission to access it and who else can give permission to access it)
Guild NPCs: high enough ranking guilds should have mooks with actual stats as faceless NPCs start joining them too

ThanosToday at 12:22 PM
guilds with enough money can buy Headquarters too, essentially a make-your-own-dungeon thing that they can populate with NPCs and rooms to help them
BruhToday at 12:23 PM
yeee
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