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Persona :: New Arcana

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 Psyche-Terrorist Job Roles

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AuthorMessage
Godai

Godai


Posts : 5994
Join date : 2013-10-06
Age : 30

Psyche-Terrorist Job Roles Empty
PostSubject: Psyche-Terrorist Job Roles   Psyche-Terrorist Job Roles EmptyThu Jun 20, 2019 10:10 pm

Psyche-Terrorist Job Roles Eom3uT7

Psyche-Terrorist Job Roles

As a Psyche-Terrorist in a totalitarian society, your very existence is an affront to the authority of the Government. As you face an organized force, allies are a necessary element in your activities as a Psyche-Terrorist regardless of your alignment. Job Roles serve as the Psyche-Terrorist's variation on the Cadet's Combat Roles. Unlike Combat Roles, each Job Role works off on Heist Points. Dungeons you enter will have you start with 3. The maximum amount of Heist Points is up to 5.

Heist Points are used to activate the abilities (Tactics) of your designated Job Role you pick from the start of your dungeon crawling. They are replenished by a character if the Psyche-Terrorist defeats a boss/sub-boss, end a battle with a critical/weakness hit, or avoid taking damage by the end of a battle.

Job Roles

Joker: The Joker is the leader, taking a forward position when moving the party into the dungeon.

  • Deception: The Joker must find a way past enemies at times. Spending a Heist point, they can make distraction maneuvers luring guards away from an objective or to provide an opportunity for the rest of the team to sneak past.

  • Pied Piper: The Joker leads the team to their objectives and facilitates the speediness of their operations. Shadow Accels they perform takes the team with them and only the Joker pays with their SP. Spends a Heist Point.


King: The King is the team's muscle, excelling in applying pressure in all the right places.

  • Let Me At 'Em: The King can spend a heist point when the team are ambushed to sway the tide of battle in a way that it starts with their team's turn first. Spends 2 Heist Points.

  • Carrot And Stick: When an enemy is at 20% HP or less, the King can spend two heist points to force that enemy into a negotiation.


Queen: The Queen is the spokesperson for the group, manages the members' safety and capabilities by talking and negotiating problems away.

  • But Wait! There's More!: Spending 2 Heist Points, the Queen can mend a mistake during negotiation. However, more of the decisions will have SQ requirements.

  • Patronage: Spending 1 Heist Point, the Queen can force the demons in negotiation to give more rewards from successful negotiations.


Jack: The Jack is the expert, or talent. They are nimble rogues, good with slight of hand and the more delicate arts of thievery, both analog and digital.

  • All The Right Moves: The Jack can spend a Heist point to retry when they would have failed to pick a lock or hack a PC.

  • Fake It Till You Make It: The Jack can spend Heist points to reduce the difficulty difference in hacking a PC. With each point spent reducing per level, up to a max of 2.
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