Archetype Manifest
This is a system designed for telling stories set in a universe similar to those of the Persona series of video games. The mechanics center around a parallel world where the repressed aspects of the collective unconscious manifest as monsters called Shadows. The players' characters are capable of traveling to that parallel world and fighting the Shadows using the power of the social archetypes they embody, their Personas. As the video games do, this system draws heavily from the mythological interpretations of Jungian psychology structured around the Marseilles Tarot.
The main focus of the system is on players-versus-enemies combat resolution. Admins and players set up Gauntlets of Shadows which function like puzzles which anyone among the players can attempt to solve. Each Gauntlet is tied to the outcome of a story situation, and whichever player solves the Gauntlet first chooses how that situation turns out. The pieces of the puzzle are the players' Personas, and by making threads together to develop Social Links, a Persona gains abilities that will be useful for clearing more difficult Gauntlets. When resolving a Gauntlet, there is no randomness and no hidden information. The same player choices will result in the same outcome each time. The administration's only required role is to know the rules and ensure that everyone's following them.
This system was designed mostly with Persona 5 in mind, but it can function in any Persona-like setting where defeating monsters in a parallel mental world results in changes to the physical world. Gauntlets might be treated as floors of a universal dungeon like Tartarus or Mementos, or they might each be an individual's mental world as with the Midnight Channel or Palaces. The administration should specify which of these is the case for each site according to their own preference.
The Basics
Archetype Manifest uses a turn-based battle system with different rules for Shadows and for the players' characters. Instead of tracking HP, all damage comes in the form of status effects. Each status effect comes with penalties of its own, and any character or Shadow hit with two status effects is defeated. The focus of the gameplay is on trying to figure out how to put together a team of Persona-users to defeat a group of Shadows before being defeated in turn.
The skills and status effects of this system are based on the Persona series, but because of the greater focus on status effects, skills involving manipulation of HP (Dia, Regenerate) are absent and skills involving manipulation of status effects (Energy Shower, Stagnant Air) are treated as extremely powerful. Instead of spending HP or SP to use skills, each skill can only be used once before the user must rest. Additionally, powerful skills can impose status effects on the user as blowback. In general, skill definitions have been stretched somewhat far to accommodate this kind of system.
Each type of Shadow follows a simple and completely predictable behavioral pattern. This means that players can say with complete certainty what will happen 2 or more rounds into the future depending only on which skills the players themselves choose to use. The difficulty comes from the fact that the players have a limited number of skills uses to work with, and against higher-difficulty Gauntlets, it becomes necessary to predict many moves ahead in order to avoid getting wiped out.
This system is somewhat unusual in that it's not about characters fighting each other and comparing power levels, but it still involves definitive win and loss states. I believe it's best to think of it less as a JRPG and more as a cooperative puzzle game with roleplaying elements.
Character Stats
This section details the character aspects that are required by the mechanics of the system. The administration should use a standard character template that includes all the usual aspects (personality, history, etc.) and then add these fields onto the end. These descriptions make reference to mechanics explained later in this guide. Refer back to here when deciding which options are most fitting for a new character.
Archetype
The Marseilles Tarot deck consists of 22 Major Arcana and 56 Minor Arcana. The Major Arcana can be read as steps along the journey of a human lifetime, from infancy to complete fulfillment and enlightenment as an emotionally self-sufficient adult. However, successful completion of this journey is not to be taken for granted. Humans are social creatures, so they need each other's help in order to achieve healthy development. Each of the Major Arcana is associated with a character archetype, and people who fill that archetype can help others take the corresponding step. The choice of which of the Major Arcana one's character represents is an extremely important one.
In game terms, most of the Major Arcana have two unique properties each: a Major skill which the character can use and teach, and a Link Effect which can be granted to other characters. Both of these properties are bonuses granted for completing a thread with the character. Additionally, most of the Major Arcana have access to 3 Minor Skill lists. There are a total of 6 Minor Skill lists (one for each of the suits of the Minor Arcana plus one for aces and one for royals), but because there is some overlap between the Minor Skill lists, most characters will have access to most skills. The skill lists can be summarized as follow.
- Coins: Utility skills that change the battlefield for allies and enemies equally, including passive skills that implement those changes automatically.
- Cups: Support skills that remove or prevent status effects, including passive skills that redirect negative effects from allies onto oneself.
- Swords: Physical skills that quickly defeat opponents in exchange for taking negative effects as backlash, but with passive skills that grant bonuses when under negative effects.
- Wands: Elemental skills that put status effects on multiple enemies, with passive skills that nullify or reflect an individual element.
- Aces: The few most powerful skills from each list, most of which include some sort of drawback, and without any passive skills.
- Royals: A large number of skills from each skill list, but without the most powerful skills, and without any passive skills.
Each character must pick one Major Arcana archetype to embody. There are 22 to choose from, including 0 (The Fool) and two which are numbered 20 (Judgement and The Aeon). 21 (The World/The Universe) is not included, as an individual who has reached total completeness and fulfillment is by definition not subject to character development. Such people might exist in the background, but they are not suitable to be the focus of the story. Descriptions of the Major Arcana and their archetypes follow.
Skills
Each character knows a certain set of skills. The base amount of skills that may be known and equipped depends on the character's level, and some additional skills can be known through the Storage mechanic. Skills in Storage are skills that are known by the character, but are not equipped and therefore can't be used in battle. Characters can swap skills between their equipped list and Storage at any time between Gauntlet attempts. Characters can also choose to forget a skill at any time, but a skill forgotten in this manner can only be regained by being learned as a new skill after a successful Gauntlet attempt.
Storage slots are gained via certain Social Links. The skill list of a Level 0 character with the Justice and Death Social Link effects and several extra learned skills would look something like this:
This section lists the basic skills that will make up the bulk of a character's skill list. In order to learn a Minor Skill, the skill must be on one of the lists associated with the character's Archetype. Starting characters pick 3 Minor Skills to know. Additional skills are learned through Gauntlets and Social Links.
Each Minor Skill is listed under one of the Minor Arcana. Most skills are also considered to be on either the Aces list or the Royals list. Skills on the Aces list are
bolded and skills on the Royals list are
underlined. A character who has access to either of the lists a skill is associated with can learn the skill. Note that passive skills, which are neither bolded nor underlined, do not appear on the Aces or Royals lists.
Some Minor Skills are considered to be upgraded versions of a base skill. When a skill is listed indented next to a bullet point under an un-indented skill, the un-indented skill is the base skill and the indented skill is the upgraded skill. In order to learn an upgraded skill, the character must already know either the base skill or another upgraded skill with the same base skill. For example, to learn Bufula, a character must already know either Bufu or Bufudyne. Characters with access to the Aces skill list are exempt from this requirement.
The list of all 108 Minor Skills follows. An alphabetized glossary of all skills and their functions can be found at the end of the rules.
Coins
RakukajaRakundaSukukajaSukundaSamakajaSamandaChargeConcentrateMakatoraCups
RecarmFreezediBurndiShockdiDowndiCursediAttract Ice
Attract Fire
Attract Elec
Attract Wind
Attract Dark
Swords
Frost EdgeFusion Blast- Scorching Blast
- Nuclear Blast
Bolt Strike- Lightning Smash
- Thunder Smash
Jinpugeki- Reppu Strike
- Kamikaze Strike
Arrow RainArms Master
Sharp Student
Endure
Life Surge
Heat Up
Self-Destruct
Plasma Discharge
Firm Stance
Wands
BufuAgiZioGaruMudoHamaResist Ice
Resist Fire
Resist Elec
Resist Wind
Resist Dark
Resist Light
- Absorb Light
- Reflect Light
Social Links
When two characters finish a non-Gauntlet thread together, the social bond formed generates power for them both. This is referred to as a Social Link. The benefits a character gets from a Social Link depend on the Archetype of the thread's other character. Finishing a thread together should always result in a Social Link unless the admins judge it to be extremely obvious that the participants aren't actually trying to roleplay.
In their final posts in the concluded thread, each of the participants should tell the admins, out-of-character, which benefit they wish to get from the Social Link. Depending on the Archetype of the partner, this will usually be one of two choices: learning a Major Skill, or obtaining a link effect. Each Major Skill is associated with one of the Minor Arcana, and the Major Skill cannot be learned until the learner knows at least 5 Minor Skills of that Minor Arcana. This requirement is decreased by some Social Link effects, and skills in Storage count toward the requirement. Furthermore, a character can only equip 2 Major Skills at once (note that this limit starts at 1 for characters of The Fool's Archetype, is increased by 1 by the Magician's Link Effect, and does not count skills placed in Storage). It is never possible to learn two copies of the same Major Skill at once.
It's only possible to get one benefit at a time from a Social Link with a single character. However, one can have a Social Link with two characters of the same Archetype in order to get both the Major Skill and the Link Effect of their Major Arcana. It is never possible to know two copies of the same Major Skill, but a forgotten Major Skill can be replaced with a new social link. There are two special cases:
The Fool teaches Minor Skills in place of Major Skills. There is no requirement of already having a certain number of skills of the same Minor Arcana before learning a Minor Skill in this manner, but they still count toward the limit of Major Skills a character can have equipped at once. A character can only have two Minor Skills from this effect at once, regardless of how many Fools are befriended. Learning a skill from The Fool can never result in knowing more than one copy of the same skill.
The Aeon's picks two Major Skills to be able to teach at character creation. A character can only ever have two Major Skills learned from characters of this archetype at once.
When characters form Social Links, they should update their character sheets to explicitly note what they're getting from each person. It should look something like this:A Social Link can be reversed by either member at any time. Additionally, characters who are removed from the site due to inactivity have all their social links dissolved. The effects of a social link being reversed or dissolve are as follow:
- Learned Major Skill (or Minor Skill from The Fool) - Skill is forgotten
- Duplicated Skill - The duplicate is forgotten
- Gained storage - The character must reorganize skills, forgetting skills if necessary, so that the storage is emptied before the next Gauntlet attempt
- Decreased requirement to learn Major Skill - Requirement returns to normal, but old already-learned Major Skills are not lost
These effects kick in for a character as soon as that character isn't in the middle of a Gauntlet. Reversing a Social Link is most often done when two characters are in disagreement as to how a coming Gauntlet should resolve, as they shift from friends to rivals. A reversed Social Link can be rebuilt in the same manner as forming a new Social Link.
Group threads can also result in Social Links. When a thread with more than two participants is completed, each character's concluding post should pick one other participant who has not been picked yet to form a Social Link with. This results in every participant forming two Social Links: one by choice, and one by being chosen. This number remains the same regardless of how large the group thread is.
Level
A character's Level determines only one thing: how many skills can be equipped. Not counting Storage slots, this is also how many skills the character can know at once. Starting at Level 0, the character can equip 3 skills. Each Level adds another skill. At Level 5 (the maximum) the characters can equip a full set of 8 skills.
The only way to increase one's Level is to be a part of the group of characters that clears a Gauntlet. Clearing a Gauntlet of higher Level increases the character's Level by 1 and allows the character to learn a new skill. Clearing a Gauntlet of equal Level allows the character to learn a new skill, but does not increase the character's Level. Clearing a Gauntlet of lower Level does not give any reward.
Combat
In Archetype Manifest, combat is turn-based. Shadows behave predictably, following a few simple rules, but players have a variety of actions available to them.
Position
Both Shadows and characters are organized in battle by their position. Most skills and Shadow abilities work based on their targets' positions, which means that a large component of Gauntlet strategy is arranging the positions such that Shadows end up wasting their turns. Each side of each battle has positions ranging from 1 to however many units are on that side. The units at position #1 are on the front line and in the most danger, while those at higher positions are further back.
For the players' characters, starting position is determined by the order in which they join the Gauntlet. Whoever started the Gauntlet thread is at position #1, and each additional joiner takes the next position. This can be overridden by players specifying which position they wish to start in, with any disputes decided in favor of whoever posted first.
During combat, whenever a character uses a skill, that character is bumped up to position #1, and all the characters that were previously in front are bumped back a spot to make room. This
cannot be overridden, even if the character would prefer not to change positions.
Shadows' initial positions within a Gauntlet are determined by the player who makes the Gauntlet. After that, Shadows only change position when they're DEFEATED. A DEFEATED Shadow is removed from the Gauntlet and all remaining Shadows move forward to fill the vacated position so that the frontmost Shadow is always at position #1, the next Shadow is at position #2, and so on.
Character Actions
In order to act, a character simply posts in the Gauntlet thread and puts the name of the skill to be used at the bottom of the post. Because skills are automatically targeted depending on the other side's positions, there's no need to specify a skill's target. A valid skill usage must fulfill the following requirements:
- The character is a member of that Gauntlet attempt.
- The character has not yet used that skill. (It is not yet "used up.")
- The character did not act last turn.
- The character is not under a status effect which prohibits acting.
As noted above, a character who uses a skill is always moved up to position #1, bumping back other characters on the same side as necessary to make room.
Characters may post in a Gauntlet even if they aren't using a skill. This can be useful in setting the scene or roleplaying interactions for characters who are injured or saving their skills for later in the Gauntlet.
Once one of the characters acts, the turn passes to the enemy side. This means that having more characters in the party does not grant more actions per turn.
Shadow Actions
Multiple Shadows can act in a single turn. Every Shadow has two possible actions it can take: one action which it uses when it survives the round (its "Soul" ability), and one action which it takes on the turn it is DEFEATED (its "Body" ability). Shadows only begin using their Soul ability when they're close to the front of the position order, but a DEFEATED Shadow will always use its Body ability unless specifically prevented from doing so by a status effect. This means that it can be dangerous to defeat a large number of Shadows on the same turn, especially for a low-level party.
Shadows act in positional order, meaning that the one at position #1 acts first, the one at position #2 acts second, and so on. Even if the Shadow in front doesn't act due to status effects or other factors, Shadows further back can still act normally. See the information on building Shadows later in this section for more details on when Shadows act.
Some Shadow abilities are targeted at a single character. Each turn, Shadows which use targeted abilities aim them at the characters in positional order. So, the first Shadow to use a targeted ability aims it at the character in position #1, the second aims at #2, and so on. This doesn't generally mean that Shadows attack characters at their corresponding position. For example, if the Shadow at position #1 doesn't use a targeted ability but the Shadows at #2 and #3 do, then Shadow #2 will target character #1 and Shadow #3 will target character #2.
A character cannot be hit by two targeted abilities on the same turn. This means that if the Shadows use more targeted abilities than there are characters in the party, the extra targeted abilities will have no valid target and therefore do nothing. This can give an advantage to small parties. However, note that characters can still be affected by any number of untargeted abilities at once.
Status Effects
These are the negative effects that the game is built around. They persist across multiple turns, remaining in effect until removed by a skill except where noted otherwise. Because Shadows play by different rules than characters do, some status effects have separate rules for afflicted characters than they do for afflicted Shadows. Status effects are always denoted with ALL CAPS text.
Note that attempting to inflict a status effect on a unit which is already suffering from that same status effect does nothing. As such, it can be a good tactic to bait Shadows into wasting their turns hitting characters with status effects they're already suffering from.
DEFEATED
The unit can no longer fight effectively for one reason or another. Any characters who have the KNOCKED OUT status effect, or have two other status effects, immediately have those status effects removed and replaced with DEFEATED. When a Shadow is DEFEATED, it can't use its Soul ability, but it uses its Body ability instead. Note that while DEFEATED Shadows are removed from the position order, DEFEATED characters are not, which means that they're still valid targets for Shadow abilities. DEFEATED characters are immune to all other status effects, so using them to take hits can be very effective.
KNOCKED OUT
The unit has taken a single very powerful hit. It's usually the characters who will be dishing out this level of pain, either against Shadows or as backlash for using strong moves, but some rare Shadows can perform attacks like this as well. This status effect is usually immediately replaced with DEFEATED, but some skills can prevent that.
EXPEL
The unit has been smited by holy power. This status effect is only applied against units who are already suffering from a different status effect. Units who aren't already under a different status effect are immune. As such, EXPEL only works to defeat a unit that's already been weakened. This status effect is imposed by light-elemental attacks.
CURSED
The unit is especially vulnerable to further damage. This status effect doesn't do anything on its own. A CURSED enemy suffers no penalties aside from the fact that a second status effect will DEFEAT them. This status effect is imposed by dark-elemental attacks.
DOWN
The unit has been sent sprawling by a forceful attack.
For Characters: The character cannot use skills, but can instead take the special action Get Up. Taking this action removes the DOWN status effect, but it uses up a turn, so it's important to only use it when it's safe.
For Shadows: On the following turn, affected Shadows cannot use their Soul action. The DOWN status effect is removed at the end of the turn.
SHOCKED
The unit is seizing up due to electrical discharges.
For Characters: If the affected character uses any skill, the character is immediately KNOCKED OUT by the exertion.
For Shadows: If the affected Shadow tries to take its Soul action, it is immediately DEFEATED. This also causes the Shadow to take its Body action afterward. As always, the same character cannot be the target of multiple Shadow actions on the same turn, so if both the Shadow's Soul action and Body action are targeted, the Body action hits the next character in the position order.
ABLAZE
The unit is being rapidly consumed by fire. Once afflicted by this status effect, the unit can survive for 2 turns. After the unit's side has taken 2 turns following the affliction, the unit is KNOCKED OUT at the end of the turn.
FROZEN
The unit is immobilized in ice.
For Characters: Once afflicted by this status effect, it lasts for 3 turns. After the character's side has taken 3 turns following the affliction, the FROZEN status effect is removed. While FROZEN, the character cannot use skills and does not benefit from passive skills or individual buffs.
For Shadows: If the Shadow is under this status effect when it gets KNOCKED OUT or DEFEATED, it cannot take its Body action. Its Soul action is unaffected, but unlike for characters, this status effect does not go away over time.
Special Actions
These actions are not skills, but they still cost a turn to use. They don't directly result in progress through the Gauntlet, so it's generally best to avoid using them. However, sometimes they're the only way forward.
Get UpThis special action is only usable by a character with the DOWN status effect. It removes that status effect from the character. Because it's not a skill, it can be used multiple times in the same Gauntlet. In some circumstances, multiple characters might get caught in a loop of repeatedly getting knocked DOWN after getting up. In these cases, it might be best to Run Away.
ArriveThis special action allows a character who wasn't part of the Gauntlet attempt to join it. It can only be used as long as it doesn't take the number of challengers above the Gauntlet's Max Challengers. Because it uses up a turn, it's generally better to have everyone be part of the Gauntlet from the start, but there are a few cases where joining midway through can be smart.
Run AwayThis special action removes the character from the battle. The character is then free to start or join another Gauntlet attempt. The character is removed from the position order and the other characters are moved forward to fill the emptied position. A character who flees in this manner cannot be replaced with the Arrive special action - the party will be shorthanded for the rest of the attempt. This is generally only useful when a Gauntlet attempt has become hopeless and everyone wants to try something else, but sometimes it can work as a last-ditch effort to get a more favorable position order.
Moderation
Because this system has no randomness and no hidden information, the resolution of a round of combat can be determined by anyone who understands the system. The admins can nominate any player who shows a strong grasp of the system to be a moderator and post updates to a Gauntlet in their place. If a moderator makes an important mistake in an update post, the combat should be rolled back to the last valid update and re-done from there.
It's entirely possible for the players challenging a Gauntlet to think several moves ahead and know which skills they want to use in advance. In this case, they can post their skills one-after-another without waiting for a moderator or admin to update the thread. This changes nothing about the resolution order - the moderator should still have the Shadows act in between skill usages as normal, even if that means they're acting more than once in the update.
The following is an example of a resolution post. The exact form of the post isn't important, as long as all the relevant information about the state of the battle is recorded. Moderators should try to make resolution posts as often as possible to ensure that the players are all on the same page regarding their attempt.
Gauntlets
This section covers the rules for making shadows and organizing them into a Gauntlet. Even players who have no interest in designing a Gauntlet on their own should read this so that they know what they're up against.
Shadows
Each Shadow is a very simple enemy constructed from two components, one of which corresponds to the action the Shadow takes when it survives and the other corresponding to the action it takes when it's defeated. These are referred to as its Soul and its Body respectively. A Shadow's Soul also determines the position at which it begins fighting the characters, and its Body also determines which status effects it's immune to.
There are 22 different Souls and 22 different Bodies to mix and match when making a Shadow, which results in 484 possible combinations. Each Soul and Body correspond to one of the Major Arcana. Those correponding to higher Arcana are generally more difficult.
A full description of each of the Souls and Bodies follows. The Range field for Souls is the highest position in which a Shadow will use its Soul action - at higher positions, it will only act when DEFEATED. The Immunities field for Bodies is the list of status effects the Shadow will be immune to. The Cost field is used as described in the following section on building Gauntlets.
Souls
Souls
Building Gauntlets
A Gauntlet can be set up by any player. This is a two-step process. First, the player should decide what the stakes of the Gauntlet will be. Second, the player should make a list of Shadows to be part of the Gauntlet.
The stakes of a Gauntlet can be just about any question of how an individual or group of people will react to some circumstance in the outside world. Challenging the Gauntlet represents fighting against the phantoms of the unconscious in order to give people a chance to change their way of thinking. The question posed by the Gauntlet might be a simple matter of "yes" or "no," or it might be more open-ended. In either case, whoever clears the Gauntlet first will decide what the answer will be.
As for populating the Gauntlet with Shadows, each Gauntlet has a level which represents how dangerous the associated mental landscape is. The level determines both how many Shadows are in the Gauntlet and how many "points" the builder must use to buy Shadows. The point cost for each Shadow is equal to the Soul cost times the Body cost. So, for example, a Merciless Tempest would cost 12 points. The number of Shadows in a Gauntlet of a given level can fall within a range of values, but the points value must be exact. The builder can always throw a low-level Shadow or two into the Gauntlet if the value comes up short. Finally, each level has a "max challengers" value, which means that the number of characters challenging the Gauntlet at any one time cannot be greater than the given number.
Admins can make as many Gauntlets as they like. Other players can have only one Gauntlet made at a time, which means that before making another Gauntlet, they must either close it or wait for it to be cleared. A Gauntlet may be closed by the one who created it at any time as long as no one is in the process of challenging it.
Level | Shadows | Points | Max Challengers |
0 | 3-5 | 15 | 3 |
1 | 5-8 | 30 | 3 |
2 | 10-15 | 100 | 4 |
3 | 15-25 | 250 | 4 |
4 | 25-35 | 450 | 5 |
5 | 40-50 | 900 | 6 |
When building a Gauntlet, each new Shadow added to the Gauntlet must fulfill two conditions:
- The Shadow is not an exact copy of another Shadow already found in the Gauntlet. So, for example, if the Gauntlet already has a Merciless Tempest, then it is not allowed to add a second Merciless Tempest to the Gauntlet.
- The Shadow is not immediately before or after another Shadow which shares the same Soul or Body. So, for example, it's fine for a Merciless Tempest and a Merciless Divinity to be in the same Gauntlet, but they can't be right next to each other.
Challenging Gauntlets
In order to challenge a Gauntlet, a character should post a thread with [CHALLENGE] in the title and specify which Gauntlet is being challenged at the bottom of the opening post. Challenging a Gauntlet is only permitted if no one else is in the process of challenging that Gauntlet.
For the next 48 hours, other players may support the attempt by posting in the thread. Once 48 hours have passed, or once the number of challengers (including the one who posted the thread) has reached the limit for the Gauntlet's level, the characters may begin posting their actions.
The player who made a Gauntlet is not allowed to start the challenge against that Gauntlet, but may still support a challenge as a participant.
Failure and Success
A Gauntlet is failed when all the characters are DEFEATED or when they have no valid actions (for example, due to using up all their skills or due to the only surviving member having already acted last turn). There are no serious penalties for failing a Gauntlet. When a Gauntlet is failed, none of the players who participated may start a new challenge against the same Gauntlet for 48 hours. However, they may still join attempts started by other players' characters. When a Gauntlet is failed, it is returned to its initial state with all Shadows revived and returned to their initial positions.
A Gauntlet is successfully cleared when all its Shadows are DEFEATED. The one who posted the challenge should decide how the Gauntlet's stakes are resolved (the other participants may offer their input, but the choice ultimately rests in the hands of the initial challenger). Characters of lower level than the Gauntlet's level gain +1 level (regardless of how much higher the Gauntlet's level was than their own). Characters of equal or lower level than the Gauntlet also learn a skill. Characters of higher level than the Gauntlet gain no reward for clearing it.
Skills learned as a reward for completing a Gauntlet must be either a Minor Skill from one of the skill lists associated with the character's Archetype, or the Major Skill associated with the character's Archetype. It is not permitted to learn a second copy of a skill the character already knows in this manner. The only way to learn two copies of the same skill is via the Duplication Social Link effect.
Skills
This section describes how each of the system's skills are used. Some groups of skills all follow the same rules, so those rules have been put here to save space.
Global EffectsExamples: Rakukaja, Rakunda, Rebellion, Silent Prayer
Rules: These skills result in conditions which affect the entire battlefield, enemies and allies alike. They can be very powerful, but they can also do more harm than good if used carelessly.
-kaja skillsExamples: Rakukaja, Sukukaja, Samakaja, and skills which combine one or more of them with another effect.
Rules: These skills produce global effects which increase everyone's defenses. In effect, they give everyone immunity to a selection of status effects. Units which are already suffering from the associated status effect are not cured. If the battlefield is already under a -nda effect, then the two effects cancel each other out, which means that going from a -kunda global effect to a -kaja global effect requires two uses of the -kaja skill. If the battlefield is already under a -kaja effect, then using that same -kaja skill again does nothing.
-nda skillsExamples: Rakunda, Sukunda, Samanda, and skills which combine one or more of them with another effect.
Rules: These skills produce global effects which increase everyone's vulnerabilities. In effect, they temporarily remove all immunities to a selection of status effects. Units already under the associated status effect on the same turn as the -nda skill is used are immediately KNOCKED OUT. If the battlefield is already under a -kaja effect, then the two effects cancel each other out and units already under the associated status effect aren't KNOCKED OUT. This means that going from a -kaja global effect to a -nda global effect requires two uses of the -nda skill. If the battlefield is already under a -nda effect, then using that same -nda skill again will KNOCK OUT all units under the associated status effects, but does not change the global effect.
Passive skillsExamples: Autorakukaja, Firm Stance, Static Discharge, Null Ice
Rules: These skills aren't used like other skills. Instead, they always take effect every round whenever they're relevant. This means that they're never used up, but it also means that the holder can't choose not to use them. If a passive skill would be a hindrance, then the holder should forget the skill or put it in Storage before starting the Gauntlet.
Auto- skillsExamples: Autorakukaja, Autorakunda, Autosukukaja, Autosukunda
Rules: These passive skills repeatedly use -kaja or -kunda effects at the start of the characters' turn, before they take their action. This usually results in the battlefield being constantly under the associated global effect, but there are exceptions. For example, even if one of the characters has Autorakukaja, an enemy Shadow still might use Rakunda, and Shadows which act later in the turn order would then be able to act normally since the Rakukaja effect isn't refreshed until the start of the characters' turn. If two characters have opposed Auto- skills, then both skills are ignored. Note that Auto- -nda skills result in units with the associated status effects being KNOCKED OUT every turn.
Individual Buff skillsExamples: Charge, Concentrate, Heat Up, Endure
Rules: These skills give bonuses to individual characters, working like positive status effects. Individual buffs apply only to the character that has them. Some skills give them to the user, while others give them to an ally.
Party Buff skillsExamples: Makatora, Makarakarn, White Wall, Rebirth
Rules: These skills give bonuses to the entire party as a whole. However, once they're used up, they're removed from the entire party.
Resist SkillsExamples: Resist Ice, Resist Fire, Resist Elec, Resist Wind
Rules: These passive skills give the character a conditional immunity to a particular status effect. The immunity is only active when the character is already under a different status effect. In other words, the resisted status effect can never be used to finish off the character. This is generally inferior to Null skills, but it can be used in tandem with other passive skills that require the character to be vulnerable to a status effect. Note that -nda effects temporarily negate Resist skills.
Null SkillsExamples: Null Ice, Null Fire, Null Elec, Null Wind
Rules: These passive skills give the character complete immunity to a particular status effect. Note that -nda effects temporarily negate Resist skills.
Reflect SkillsExamples: Reflect Ice, Reflect Fire, Reflect Elec, Reflect Wind
Rules: These passive skills act just like Null skills, except that they also inflict the status effect on any unit which tries to inflict it on the character. This can be dangerous, since a Shadow which is DEFEATED by a reflected Soul action immediately uses its Body action as well. Note that -nda effects remove the Null aspect of these skills, but the reflection works as normal (so that both the character and the enemy are hit by the status effect).
Attract SkillsExamples: Attract Ice, Attract Fire, Attract Elec, Attract Wind
Rules: These passive skills cause the character to take a particular status effect in an ally's place, as long as the character with the Attract skill is further back in the turn order than the character to be protected. They only function when the character is vulnerable to the status effect, meaning that they can't have an immunity and they can't already be suffering from that status effect. Both the character with the Attract skill and the character that was protected are considered to have been "targeted" by this attack, which means that the character with the Attract skill cannot be targeted by a second Shadow that turn. Attract skills only redirect the status effect as long as the character with the Attract skill isn't already suffering from a different status effect, which means that a character will never be immediately DEFEATED as a result of having an Attract skill.
Capture SkillsExamples: Capture Ice, Capture Fire, Capture Elec, Capture Wind
Rules: These passive skills function exactly like Attract skills, with the exception that the status effect is redirected even if the character with the skill is already suffering from a different status effect. This means that characters with Capture skills are more reliable in their protection, but they can also end up sacrificing themselves.
The following is an alphabetical listing of all skills in the game, including Major Skills and Minor Skills of all arcana.