Story
Emiko-chō is a small city in the Yamanashi Prefecture. The city has always been surrounded by natural beauty making it a prime vacationing spot. The oldest inn in Emiko-chō is the Shōji Resort & Hot springs located close to the city entrance. During the Feudal era, Emiko-chō became a popular destination for samurai and feudal lords to visit with their concubines to enjoy themselves in private. This earned the then small village a reputation as a lewd if not salacious place. It was only after the Meiji Restoration that the city tried to change its image as it invested more into agriculture and industrial manufacturing.
Thought this is common knowledge to most people who make their home here. This is the reason why most of the adults and elders seem a bit prudish when it comes to sex. You however have other things to worry about. For one there are reports of a serial rapist running around the city. There have already been four victims. The latest one was the most popular student at your school, Ichihara Kaoru. There is also been rumors swirling around about a new sex shop that allows you to as they say “Open doors to your deepest desires”. Or so the rumor says.
Arcana & Erosona
Spoiler (click to show/hide):
Deep with a human's heart is a sexual desire they keep hidden from the world. An Erosona is the manifestation of this desire. All Erosonas fall under a certain Arcana. As your Erosona grows stronger, so does your connection with the Arcana allowing you to summon different Erosona’s aid. Every five levels, you gain one new Erosona Summon. These summons can only be called for a turn but you have access to all their abilities.
Deep with a human's heart is a sexual desire they keep hidden from the world. An Erosona is the manifestation of this desire. All Erosonas fall under a certain Arcana. As your Erosona grows stronger, so does your connection with the Arcana allowing you to summon different Erosona’s aid. Every five levels, you gain one new Erosona Summon. These summons can only be called for a turn but you have access to all their abilities.
The sites of Emiko-chō
Spoiler (click to show/hide):
Fūzoku Academy
The local University attended by players. The school was originally named to inspire public decency but the actually meaning was discovered very shortly. Local parents have been making attempts to change the name but to no avail.
Track: https://www.youtube.com/watch?v=UQUiFK85FwA
Downtown Square
It’s said that all roads in Emiko lead to the square. It’s also the place where most students hang out. Whether at the Italian café Gustoso!, Banzai Ramen!, Icarus’ Bookstore, Fashionista!, Malson Convenience Store/Grocery or any number of small businesses. At the centre of the Square is the Emiko Fountain. In the middle of the fountain is a large clock that was said to be a gift from the city’s sister city in France.
Track: https://www.youtube.com/watch?v=D3Vrnv3Griw
Hanayama Shrine
Located in the northern hills of Emiko-chō, the Hanayama Shrine was established to worship Aoyagi Hanayama, courtesan who lived through the feudal era. During her time, she had many suitors who would visit the village just to see her. After their visits, all of Aoyagi’s lovers were blessed with good fortune. When she passed, the men and women who had been graces by her built a shrine to honor her memory. Though tucked away and ignored after the Meiji Restoration, people still visit the shrine to worship and wish for a healthy love life (or a virile sex drive).
Track: https://www.youtube.com/watch?v=98O9a8_uMXo
Shōji Resort & Hot Springs
One of the city’s biggest attractions, the Shōji Resort has hosted some of the most famous people in Japanese history. From feudal lords to shoguns to prime ministers, all of them have come to this little hamlet to relax. Even celebrities have come to stay at the resort. While the beautiful natural surroundings attract many a visitor, Shōji Resort is best known for their hot springs. Misfortune has struck the hotel as one of the serial rapist’s victims was found in one of their rooms.
Track: https://www.youtube.com/watch?v=yn-QbNksp4c
Makishima Farm
One of the larger farms in the Emiko-cho area, they produces grapes and plums to produce wine and stores dairy cows for milking. They also host to Fūzoku Academy’s School of Agriculture. Right now the farm is owned by the Makishima Twins, Sora and Hoshi. Akamatsu Megumi actually did a story on some of the new horses that came to the farm.
Track: https://www.youtube.com/watch?v=WwmOgWPO-wg
Mitsumine National Park
Mitsumine National Park is a large national park stretching along the Northern Border of Emiko-cho. The rolling hills, fresh water river and Mountian paths make it a popular location for tourists and locals alike. People are allowed to make short visits or camp overnight in the wilderness. The highest point in the park is Mt. Kumomiko. There a long dirt path leads from the base to an abandoned temple at the top. The park also lays claim to Castle Mitsumine, hidden in the trees.
Track: https://www.youtube.com/watch?v=6Dy74NOzcS8
The Sensual World
Hanayama Aoyagi once wrote about a world of pure erotic bliss. It was said that in this world all your worldly pleasures would be realized. This is the world that can be found on the other side of the “Ecstasy Network”. However the Sensual World is not without its dangers. Those who are weak willed or don’t understand their own kink will become fodder for the Shadows. Raped and Tormented by all manner of creature.
Track: Varies with location.
Fūzoku Academy
The local University attended by players. The school was originally named to inspire public decency but the actually meaning was discovered very shortly. Local parents have been making attempts to change the name but to no avail.
Track: https://www.youtube.com/watch?v=UQUiFK85FwA
Downtown Square
It’s said that all roads in Emiko lead to the square. It’s also the place where most students hang out. Whether at the Italian café Gustoso!, Banzai Ramen!, Icarus’ Bookstore, Fashionista!, Malson Convenience Store/Grocery or any number of small businesses. At the centre of the Square is the Emiko Fountain. In the middle of the fountain is a large clock that was said to be a gift from the city’s sister city in France.
Track: https://www.youtube.com/watch?v=D3Vrnv3Griw
Hanayama Shrine
Located in the northern hills of Emiko-chō, the Hanayama Shrine was established to worship Aoyagi Hanayama, courtesan who lived through the feudal era. During her time, she had many suitors who would visit the village just to see her. After their visits, all of Aoyagi’s lovers were blessed with good fortune. When she passed, the men and women who had been graces by her built a shrine to honor her memory. Though tucked away and ignored after the Meiji Restoration, people still visit the shrine to worship and wish for a healthy love life (or a virile sex drive).
Track: https://www.youtube.com/watch?v=98O9a8_uMXo
Shōji Resort & Hot Springs
One of the city’s biggest attractions, the Shōji Resort has hosted some of the most famous people in Japanese history. From feudal lords to shoguns to prime ministers, all of them have come to this little hamlet to relax. Even celebrities have come to stay at the resort. While the beautiful natural surroundings attract many a visitor, Shōji Resort is best known for their hot springs. Misfortune has struck the hotel as one of the serial rapist’s victims was found in one of their rooms.
Track: https://www.youtube.com/watch?v=yn-QbNksp4c
Makishima Farm
One of the larger farms in the Emiko-cho area, they produces grapes and plums to produce wine and stores dairy cows for milking. They also host to Fūzoku Academy’s School of Agriculture. Right now the farm is owned by the Makishima Twins, Sora and Hoshi. Akamatsu Megumi actually did a story on some of the new horses that came to the farm.
Track: https://www.youtube.com/watch?v=WwmOgWPO-wg
Mitsumine National Park
Mitsumine National Park is a large national park stretching along the Northern Border of Emiko-cho. The rolling hills, fresh water river and Mountian paths make it a popular location for tourists and locals alike. People are allowed to make short visits or camp overnight in the wilderness. The highest point in the park is Mt. Kumomiko. There a long dirt path leads from the base to an abandoned temple at the top. The park also lays claim to Castle Mitsumine, hidden in the trees.
Track: https://www.youtube.com/watch?v=6Dy74NOzcS8
The Sensual World
Hanayama Aoyagi once wrote about a world of pure erotic bliss. It was said that in this world all your worldly pleasures would be realized. This is the world that can be found on the other side of the “Ecstasy Network”. However the Sensual World is not without its dangers. Those who are weak willed or don’t understand their own kink will become fodder for the Shadows. Raped and Tormented by all manner of creature.
Track: Varies with location.
Victims Of the Serial Rapist
Spoiler (click to show/hide):
1st: Anastasiya Artamonova: Foreign Hostess http://danbooru.donmai.us/posts/2519535
2nd: Okuda Chitako: Housewife: http://danbooru.donmai.us/posts/215151
3rd: Akamatsu Megumi: Reporter on Local News: http://danbooru.donmai.us/posts/1715922
4th: Ichihara Kaoru: Student: http://danbooru.donmai.us/posts/2519494
1st: Anastasiya Artamonova: Foreign Hostess http://danbooru.donmai.us/posts/2519535
2nd: Okuda Chitako: Housewife: http://danbooru.donmai.us/posts/215151
3rd: Akamatsu Megumi: Reporter on Local News: http://danbooru.donmai.us/posts/1715922
4th: Ichihara Kaoru: Student: http://danbooru.donmai.us/posts/2519494
Social Links
Spoiler (click to show/hide):
By spending time together and getting to know each other. The bonds that hold you together become stronger. This is called a social link.
On the technical side, Social links go from Class D to Class A or Class S between players.
Social Links with NPC
Some people have a connection to an arcana but require a link with someone else to brink out it’s true potential. Social linking with people will allow you to access new Erosonas and even new abilities.
Social Links with other Players
You also become stronger as you become closer with each other. Each player creates a list of requirements to satisfy creating a social link and send it to the GM (Me). It can range from helping pick out clothes, going on a date or something more sensual. It can even be a mini event. I’ll reply back telling you whether they’re reasonable and the possible benefits you’ll get once a link is formed.
By spending time together and getting to know each other. The bonds that hold you together become stronger. This is called a social link.
On the technical side, Social links go from Class D to Class A or Class S between players.
Social Links with NPC
Some people have a connection to an arcana but require a link with someone else to brink out it’s true potential. Social linking with people will allow you to access new Erosonas and even new abilities.
Social Links with other Players
You also become stronger as you become closer with each other. Each player creates a list of requirements to satisfy creating a social link and send it to the GM (Me). It can range from helping pick out clothes, going on a date or something more sensual. It can even be a mini event. I’ll reply back telling you whether they’re reasonable and the possible benefits you’ll get once a link is formed.
Basics of Battle
Spoiler (click to show/hide):
Now, here’s the battle system.
Turn Order
The order in which commands are executed depend on the battle participants Agility (AGI in stats). Turn order goes from highest AGI to Lowest AGI
All weapons and skills have a power, accuracy and critical hit value as well as a cost.
Accuracy Rate = Skill/Weapon Accuracy + (Player AGI – Enemy AGI)*3
True Critical Hit Rate= Skill/Weapon Critical Hit + (Player LUK – Enemy LUK)/2 (Round up)
Physical Attack Damage = 5 x sqrt(Skill/Weapon Power x Player STR/Enemy END)
Magic Attack Damage = 5 x sqrt(Magic Power x Player MAG/Enemy MAG)
Critical Hits
A Critical Hit deals double the damage a move would have normally dealt, and it also knocks the attack target down
Weakness and Resistance
If you hit the weakness of one enemy, you’ll deal double damage and knock the enemy down. Just don’t forget, this applies to you too. Resistance Halves all damage you take from that damage type, except for light and dark. Being resistant to Light or Dark cuts their success rate in half.
Getting Knocked Down
When you get Knocked down, you will take more damage while being down, as well as every move used on you will never miss (Unless you are immune to that damage type, or if its status inflicting move).
The Dizzy Condition
If you are hit by your weakness while knocked down, or if you’re struck with a critical hit, you’ll get Dizzy. Being Dizzy is exactly like being knocked down, except that it lasts longer than one turn, and after the first turn you have been dizzy has passed, every time your turn comes, a dice will roll to see if you will stand up again. 3 turns after the first diceroll, you will automatically stand up.
The Guard Command
Sometimes, when your enemy knows a move of an element which you are weak to, you can spend your turn guarding. If you do, any move will deal less damage to you, and your weakness cannot be exploited, as you will take normal damage and you won’t be knocked down by the attack, unless it’s a critical hit.
All-out Attacks
An All-out Attack can be performed when all enemies have been knocked down. This powerful attack deals damage equal to the combined STR of all party members times 10, reduced by the endurance of all enemies *5. After an all-out attack is used.
Advantage
If your team takes a group of shadows by surprise or vice versa, Advantage is given out to the ambushing team, giving the team one whole full turn without interruption from the enemy.
Now, here’s the battle system.
Turn Order
The order in which commands are executed depend on the battle participants Agility (AGI in stats). Turn order goes from highest AGI to Lowest AGI
All weapons and skills have a power, accuracy and critical hit value as well as a cost.
Accuracy Rate = Skill/Weapon Accuracy + (Player AGI – Enemy AGI)*3
True Critical Hit Rate= Skill/Weapon Critical Hit + (Player LUK – Enemy LUK)/2 (Round up)
Physical Attack Damage = 5 x sqrt(Skill/Weapon Power x Player STR/Enemy END)
Magic Attack Damage = 5 x sqrt(Magic Power x Player MAG/Enemy MAG)
Critical Hits
A Critical Hit deals double the damage a move would have normally dealt, and it also knocks the attack target down
Weakness and Resistance
If you hit the weakness of one enemy, you’ll deal double damage and knock the enemy down. Just don’t forget, this applies to you too. Resistance Halves all damage you take from that damage type, except for light and dark. Being resistant to Light or Dark cuts their success rate in half.
Getting Knocked Down
When you get Knocked down, you will take more damage while being down, as well as every move used on you will never miss (Unless you are immune to that damage type, or if its status inflicting move).
The Dizzy Condition
If you are hit by your weakness while knocked down, or if you’re struck with a critical hit, you’ll get Dizzy. Being Dizzy is exactly like being knocked down, except that it lasts longer than one turn, and after the first turn you have been dizzy has passed, every time your turn comes, a dice will roll to see if you will stand up again. 3 turns after the first diceroll, you will automatically stand up.
The Guard Command
Sometimes, when your enemy knows a move of an element which you are weak to, you can spend your turn guarding. If you do, any move will deal less damage to you, and your weakness cannot be exploited, as you will take normal damage and you won’t be knocked down by the attack, unless it’s a critical hit.
All-out Attacks
An All-out Attack can be performed when all enemies have been knocked down. This powerful attack deals damage equal to the combined STR of all party members times 10, reduced by the endurance of all enemies *5. After an all-out attack is used.
Advantage
If your team takes a group of shadows by surprise or vice versa, Advantage is given out to the ambushing team, giving the team one whole full turn without interruption from the enemy.
Status Conditions
Spoiler (click to show/hide):
These are the various status conditions you will encounter during your journey. A character can only be inflicted with one of these at a time.
Chance of a Status Ailment: Base Chance + (Player’s Luck – Enemy’s Luck)/2
Where Base Chance for physical attacks = 25% for single target damage, 15% for multi target damage
Confusion:
Character is taken out of the player’s control, and a dice is rolled to see if the character wastes doing nothing, or attack the other party members. The beginning of your second turn with this ailment a dice is rolled again to determine your actions, with now a chance of recovering put into the mix. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Fear:
While being afraid, you’ll take more damage from attacks (20%), and critical hits land easier on you, and you do less damage. Each turn, a dice is rolled. (30% chance of recovery, 30% chance your turn precedes as usual, 40% Chance of being paralyzed with fear) Ghastly Wail will instantly knock you unconscious if you have this condition.
Silence:
Locks away usage of persona. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Enervation:
Halves personas stats. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Rage:
Doubles Physical damage, but forces you to attack without persona, and you take double damage. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Exhaustion:
Slowly drains 5% of your max SP each turn. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Poison:
Slowly Drains 5% of your HP each turn. Lasts until cured, knocked unconscious, or until the battle is over.
Arousal
Slowly Drains 5% of your SP each turn. A dice is rolled to see if the character wastes the turn doing nothing. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
These are the various status conditions you will encounter during your journey. A character can only be inflicted with one of these at a time.
Chance of a Status Ailment: Base Chance + (Player’s Luck – Enemy’s Luck)/2
Where Base Chance for physical attacks = 25% for single target damage, 15% for multi target damage
Confusion:
Character is taken out of the player’s control, and a dice is rolled to see if the character wastes doing nothing, or attack the other party members. The beginning of your second turn with this ailment a dice is rolled again to determine your actions, with now a chance of recovering put into the mix. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Fear:
While being afraid, you’ll take more damage from attacks (20%), and critical hits land easier on you, and you do less damage. Each turn, a dice is rolled. (30% chance of recovery, 30% chance your turn precedes as usual, 40% Chance of being paralyzed with fear) Ghastly Wail will instantly knock you unconscious if you have this condition.
Silence:
Locks away usage of persona. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Enervation:
Halves personas stats. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Rage:
Doubles Physical damage, but forces you to attack without persona, and you take double damage. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Exhaustion:
Slowly drains 5% of your max SP each turn. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Poison:
Slowly Drains 5% of your HP each turn. Lasts until cured, knocked unconscious, or until the battle is over.
Arousal
Slowly Drains 5% of your SP each turn. A dice is rolled to see if the character wastes the turn doing nothing. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Experience and Leveling
Spoiler (click to show/hide):
As you gain experience you will level up. When your Erosona levels up, you gain 3 stat points. Every 5 levels you gain a new skill. Your character gains 10 points for both HP or SP
As you gain experience you will level up. When your Erosona levels up, you gain 3 stat points. Every 5 levels you gain a new skill. Your character gains 10 points for both HP or SP
Ecstasy Meter & Climax Action
Spoiler (click to show/hide):
All Players share what is called an Ecstasy Meter. As you spend time in the Sensual World or engage in sexual or erotic actions, the ecstasy meter grows. Using the Ecstasy Meter, you can perform a special attack called a Climax Action. Climax Actions cause the player to go through a mind numbing orgasm. Through this orgasm, the Player unlocks the true power of their Erosona.
When Players form Social Links together, Players gain the ability to perform a Combo Climax Action. When both player use a Climax Action, they orgasm and gain a third effect on top of their original actions.
Gaining Ecstasy Meter
The Meter goes as large as 400. You gain meter by:
Spending time in the Sensual World (5 Points / Player Post)
Having Sex with Players / NPC (20 Points)
Having Sex with Players / NPC based around your Kink/Fetish (50 Points)
Creating a Climax Action
Climax Actions can either do Damage, provide Healing, Give out Support buff, Debuff enemies or cause Ailment. The more your Climax Action does the weak each individual element is. A climax action can have a maximum of two elements. Climax Actions can also cost either 20, 50 or 100 EMP (Ecstasy Meter Points)
Damage
Base Damage:
20 EMP: 2000 Power (Physical); 1500 Power (Magic);
50 EMP: 2500 Power (Physical); 1750 Power (Magic);
100 EMP: 3000 Power (Physical); 2000 Power (Magic);
-500 For Multi Target Attacks, All attacks have perfect accuracy. Increase power by x2, but attacks gain an accuracy of 60%
Healing
20 EMP: 50% HP Single Target, 40% HP Multi Target or Single Target Ailment Cure
50 EMP: 75% HP Single Target, 60% HP Multi Target, Single Target Ailment Cure or Multi Target Ailment Cure
100 EMP: 100% HP Single Target, 80% HP Multi Target and/Or Single Target Ailment Cure or Multi Target Ailment Cure
Buffs
Possible Self Buffs
Attack Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Defense Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Hit/Evasion Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Critical Hit Rate +10 (20 EMP); + 20 (50 EMP); + 40 (100 EMP)
50 EMP Buffs
Party Attack Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Defense Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Hit/Evasion Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Critical Hit Rate +10 (50 EMP); + 20 (100 EMP)
Elemental Resistance Up (Choose one element)
100 EMP Buff
Party Attack, Defense, Hit/Evasion up 1.5
Debuffs
Possible Single Target Debuffs
Attack Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Defense Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Hit/Evasion Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Critical Hit Rate -10 (20 EMP); -20 (50 EMP); -30 (100 EMP)
50 EMP Deuffs
Group Attack Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Defense Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Hit/Evasion Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Critical Hit Rate Down -10 (50 EMP); Down 20 (100 EMP)
Elemental Resistance Down (Choose one element)
100 EMP Debuff
Group Attack, Defense, Hit/Evasion down 1.5
Ailments
20 EMP: Single Target
Poison
Fear
Confusion
Silence
Exhaust
Enervate
50 EMP: Multi Target
Gain Arousal Ailment (Single)
100 EMP: Gain Special Ailments
Toxic (Single Target) Slowly Drains 8% of your HP each turn. Lasts until cured, knocked unconscious, or until the battle is over.
Berserk (Single Target) Enemy has a 50% chance of attacking themselves. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Knock-Out (Single Target) Your attack has a chance to Insta-kill an enemy (30%, Effected by Luck)
All Players share what is called an Ecstasy Meter. As you spend time in the Sensual World or engage in sexual or erotic actions, the ecstasy meter grows. Using the Ecstasy Meter, you can perform a special attack called a Climax Action. Climax Actions cause the player to go through a mind numbing orgasm. Through this orgasm, the Player unlocks the true power of their Erosona.
When Players form Social Links together, Players gain the ability to perform a Combo Climax Action. When both player use a Climax Action, they orgasm and gain a third effect on top of their original actions.
Gaining Ecstasy Meter
The Meter goes as large as 400. You gain meter by:
Spending time in the Sensual World (5 Points / Player Post)
Having Sex with Players / NPC (20 Points)
Having Sex with Players / NPC based around your Kink/Fetish (50 Points)
Creating a Climax Action
Climax Actions can either do Damage, provide Healing, Give out Support buff, Debuff enemies or cause Ailment. The more your Climax Action does the weak each individual element is. A climax action can have a maximum of two elements. Climax Actions can also cost either 20, 50 or 100 EMP (Ecstasy Meter Points)
Damage
Base Damage:
20 EMP: 2000 Power (Physical); 1500 Power (Magic);
50 EMP: 2500 Power (Physical); 1750 Power (Magic);
100 EMP: 3000 Power (Physical); 2000 Power (Magic);
-500 For Multi Target Attacks, All attacks have perfect accuracy. Increase power by x2, but attacks gain an accuracy of 60%
Healing
20 EMP: 50% HP Single Target, 40% HP Multi Target or Single Target Ailment Cure
50 EMP: 75% HP Single Target, 60% HP Multi Target, Single Target Ailment Cure or Multi Target Ailment Cure
100 EMP: 100% HP Single Target, 80% HP Multi Target and/Or Single Target Ailment Cure or Multi Target Ailment Cure
Buffs
Possible Self Buffs
Attack Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Defense Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Hit/Evasion Up x1.5 (20 EMP); Up x1.75 (50 EMP); Up x2 (100 EMP)
Critical Hit Rate +10 (20 EMP); + 20 (50 EMP); + 40 (100 EMP)
50 EMP Buffs
Party Attack Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Defense Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Hit/Evasion Up x1.5 (50 EMP); Up x1.75 (100 EMP)
Party Critical Hit Rate +10 (50 EMP); + 20 (100 EMP)
Elemental Resistance Up (Choose one element)
100 EMP Buff
Party Attack, Defense, Hit/Evasion up 1.5
Debuffs
Possible Single Target Debuffs
Attack Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Defense Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Hit/Evasion Down x1.5 (20 EMP); Down x1.75 (50 EMP); Down x2 (100 EMP)
Critical Hit Rate -10 (20 EMP); -20 (50 EMP); -30 (100 EMP)
50 EMP Deuffs
Group Attack Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Defense Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Hit/Evasion Down x1.5 (50 EMP); Down x1.75 (100 EMP)
Group Critical Hit Rate Down -10 (50 EMP); Down 20 (100 EMP)
Elemental Resistance Down (Choose one element)
100 EMP Debuff
Group Attack, Defense, Hit/Evasion down 1.5
Ailments
20 EMP: Single Target
Poison
Fear
Confusion
Silence
Exhaust
Enervate
50 EMP: Multi Target
Gain Arousal Ailment (Single)
100 EMP: Gain Special Ailments
Toxic (Single Target) Slowly Drains 8% of your HP each turn. Lasts until cured, knocked unconscious, or until the battle is over.
Berserk (Single Target) Enemy has a 50% chance of attacking themselves. Dice is rolled each turn, to see if you will recover or not. After 6 turns have passed, you will automatically recover. (10% chance to recover first turn, 30% chance to recover second turn, maxes out at 70%)
Knock-Out (Single Target) Your attack has a chance to Insta-kill an enemy (30%, Effected by Luck)
Character Sheet:
Spoiler (click to show/hide):
Name:
Age:
Gender:(Male or Female)
Appearance
Bio:
Character Theme Song:
Connections (Family, Friends, Connections to player or to one of the Victims)
Have 200 Points to distribute between HP and SP
HP=Health Points = 300
SP=Spirit Points = 100
Erosona Sheet: (You can use a persona from the Arcana or create one from scratch)
Name:
Arcana:
Desire:
Stats start from 1-10, 30 Points to distribute
STR: Effectiveness of Physical Skills
MAG: Effectiveness of Magical Skills
END: Effectiveness of Defensive Skills
AGI: Persona’s Hit and Evasion
LUK: Critical Hit and Status Effects
Attributes (Physical, Fire, Ice, Elec, Wind, Light, Dark)
Resistance To:
Weakness To:
Skills: (Starting 3 Skills, 1 Skill for every 5 levels) http://megamitensei.wikia.com/wiki/List ... a_4_Skills
(I was going to create rules about how you pick skills but I'm going to leave it to your desecration. I'll chime in if I need to)
Climax Action:
Climax Action Theme Music: (Think the special themes from Bravely Default for special attacks)
Name:
Age:
Gender:(Male or Female)
Appearance
Bio:
Character Theme Song:
Connections (Family, Friends, Connections to player or to one of the Victims)
Have 200 Points to distribute between HP and SP
HP=Health Points = 300
SP=Spirit Points = 100
Erosona Sheet: (You can use a persona from the Arcana or create one from scratch)
Name:
Arcana:
Desire:
Stats start from 1-10, 30 Points to distribute
STR: Effectiveness of Physical Skills
MAG: Effectiveness of Magical Skills
END: Effectiveness of Defensive Skills
AGI: Persona’s Hit and Evasion
LUK: Critical Hit and Status Effects
Attributes (Physical, Fire, Ice, Elec, Wind, Light, Dark)
Resistance To:
Weakness To:
Skills: (Starting 3 Skills, 1 Skill for every 5 levels) http://megamitensei.wikia.com/wiki/List ... a_4_Skills
(I was going to create rules about how you pick skills but I'm going to leave it to your desecration. I'll chime in if I need to)
Climax Action:
Climax Action Theme Music: (Think the special themes from Bravely Default for special attacks)
Let me know if there is anything I need to clear up.