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Persona :: New Arcana
Welcome to Persona :: New Arcana! A Persona RPG site!
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!
Shin Megami Tensei and Persona belong to ATLUS. We own nothing, and have simply used their data to create a world of our own. They are the true geniuses behind the scenes.
With her Eye of Horus Soul Skill Susan can provide remote support from an individual marked with it. She has placed an Eye of Horus on Jackie, Cecilia, and Albrecht this topic. As long as those players are active in battle and not KO'd Susan can provide remote support and monitoring, if they are switched out or become KO'd she can no longer do so.
Healing Wave acts on the team regardless of who's in the active party.
Eye of Horus:
Soul Skill Name: Eye of Horus Persona Name: Seshat Tier: Tier 2 Cost: 15 SP Type of Damage: Support Description: Susan can enscribe an Eye of Horus onto a person or surface, allowing her supernatural senses where she places it.
When placed on a person the Eye of Horus allows Susan to experience things that person sees or hears and can scan enemies just like Remote View. The key difference is that unlike Remote View which establishes a remote call between the team Susan can only communicate back and forth between whoever is marked. They also need to communicate to other teammates through Susan, as in they need to tell Susan to talk to other people, they cannot directly communicate with each other. When this skill is used in this way Susan communicates to others via sending words and information into their field of vision like a Heads Up Display, the other player must speak aloud to communicate back with Susan.
When used in a dungeon the Eye of Horus senses everything within line of sight in 6 spaces through sight and hearing.
When used in PvP she senses everything within line of sight and hearing of an Eye of Horuse when not placed on a person to a range of 3 meters for every 20 points in PMstr.
Susan can place one Eye of Horus for every 20 points she has in PMstr. If she places more she must choose which one is erased to support the new mark. An Eye of Horus lasts until the end of a topic. Susan can combine this skill with her Rewrite skill by adding its SP cost to place the hieroglyph at a touch and dictate how it appears.
They would apparently receive no rest in this dangerous situation. Susan shakily climbed to her feet delivering her mental message to her comrades when she noticed the walls begin to change. The mirrors. They were about to be ambushed just as she predicted, and in the manner she had predicted. Susan attempted to warn her team but the stress on her throat fought against her. She coughed violently and attempted to point with her raised weapon. But she could not give verbal warning. She could only alert the other party already engaged that they were being attacked from behind. "*uhf ack! Mmmmf* A-aaa-ack!" The tears from being strangled began to freshen with tears of frustration as her team was about to be taken by surprise and she could say nothing. Desperately, Susan held her throat and took a deep breath. "*uhf uuoha-* Engage all si-iii- *ack ack ack!*"
At Shiina's order Susan would fall back as instructed, though she was terrified to do so. Susan had made discovered she had made a critical flaw in her approach to placate T and trick him into divulging information. And that was he was insane and possibly more intelligent. She fell for every trick he'd played, every trap he set, and he had singled her out on more than one occasion. It shook her to her core to think about what would befall her if she were to be incapacitated around him. ...but she could see that this was a sound decision, and that additional strength would be needed to overcome a force of this magnitude. Susan took off in a bound faster than humans could naturally move as she mixed in with much of her old comrades.
Susan swaps from Alt Cast to the T fight, switching with Shiina. She'll be entering in Rearguard. She cannot be targeted this round but Shiina still can.
Rabbit Trainers / Feet Slot Item - Grants the wearer a 20% increased chance to succeed in running away from battle and the wearer cannot be attacked while switching out of combat. In PvP it grants an overland speed boost comparable to Sukukaja when running away from someone (only speed, no Luck increase)
Healing Wave Counter: O / O / X
Modifiers:
Priestess Arcana: +5% to Tactical Support skills. Rearguard: The team at the backlines. In this formation, you'd usually want to put your support oriented members. Support skills (tactical skills, healing, buffs and debuffs) receive a 5% boost in terms of potency (if they refer to percents in how they work.) and your SP and Luck will be raised by 40%. However, in the Rearguard your attack stats will be lowered by 50%.
Strength: Professional Courtesy - Charm and Rage have their success rates lowered by 15% against Susan. Strength: I'm the One in Control! - Once per withdrawal from Persona Overdose Susan can choose the target of a skill she uses instead of rolling randomly. She makes this choice after rolling for her target. The skill is still rolled randomly like normal.
Weakness: Not According to Plan - Panic and Fear have an extra 15% chance to succeed against Susan. Weakness: Rip Off the Bandage - When Susan is suffering the negative effects after Persona Overdose she loses 10% of her total HP every turn. This damage can and will knock her unconscious if she isn't careful but it can't result in her death since her Persona won't willingly kill its host.
Penny
Posts : 2836 Join date : 2014-09-16 Age : 25 Location : Inside
Well, it did seem like this fight wasn't gonna be as straight-forward as Shiina first though. Granted, every fight against a Terrorist so far had never ended up being straight-forward at all, but having actual demon reinforcements to try and surround them was a new tactic the Wild Card was surprised she had never seen before. Was every Terrorist before this guy just extremely dumb? Especially before this exact mission, where their forces hadn't been that much greater than a single full party... it'd have made so much more sense to swarm them then.
//"...tch."//
That said, she didn't like the look on Susan's face. It was understandable, anyone would be panicked in a time like this, it was honestly extremely unusual for only two people to be acting this way... but nevertheless, the Tsurinai had to stay strong.
//"Hang in there, Groves, everything will be fine... even if it's not obvious right away."// Once passing the torch, Shiina took the main line against the Horde and called for the rest of her teammates. //"You three, form up! Azami, with me! First priority is defending the main team until they take down T, not defeating these enemies! Focus on staying up and conscious!"//
—Strength Name: Magic Eye —Description: As a result of the trial experiments his parents let him join, his eye can turn its sclera black and iris scarlet red. It allowed him to have vastly improved eyesight in which he can almost perceive near sub-sonic speeds. But it doesn't mean he can act right away for most situations. 15% boost to Luck stat.
—Strength Name: Kerrigan Vigor —Description: His workout ethic gave him an impressive body to behold for someone of his stature. He's tough and built to endure most of anything. Most importantly he's built to keep himself going for long periods of time when under stress and exertion. Slash attacks cost 2% less to use.
—Strength Name: Basic Combat Training —Description: Originally he was aiming to be a police officer. But his family is leading him to become a Cadet. Taking advice and training from his former military and law enforcement family members, Joseph can carry himself with confidence and knows what he's doing when in the heat of the moment. Strike attacks cost 2% less to use.
Human Weaknesses:
—Weakness Name: Normal Joe —Description: Because of his focus on working out and perhaps as a result of his experimentation, he finds difficulty in using magical skills. It doesn't mean he can't use them, but it will take out a whole lot more. Magical attack skills cost 5 more SP to cast.
—Weakness Name: Normal Joe 2 —Description: Likewise, because of his lacking affinity to using magical skills, it's harder for him to aim using them. It complicates his ability to use fine and precise actions with them. 10% additional miss chance when using magical attack skills.
—Weakness Name: Psychosis —Description: His eye tends to have sudden random "attacks". But it is more of an attack of his own mind. Kerrigan experiences a debilitating state of something resembling dementia from time to time. For the first three turns in battle only, Kerrigan has a 10% chance of skipping that turn.
Vanguard: The foremost cadets. Those who specialize in being at the front of the battle would want to take this role in combat. Cadets who take this role have a latent boost to defense stats by 25% and their attacking stats are raised by 10%. However, their SP and luck stat are lowered by 30%.