Persona 3 - Tartarus (Block 3 - Yabbashah)
Persona: Hall α
A MrBlarney and Infidel Production
with special thanks to Ardor
Based off the Persona series of games by ATLUS
Angeles Bay University is a modern-day campus located in the coastal metropolis of Angeles Bay. Despite the fact that it has only been established for less than a decade, it has quickly become a leader in a variety of academic fields. In the early morning of December 28, 2011, a student's body is discovered in his dorm room located in Hall α. The wing of the hall is shut down for investigation, ultimately without satisfying conclusions. It is declared publicly that the student was indeed murdered, but details are sparse regarding the incident, and rumors spread about the student's death. Nobody is held responsible for the crime and the wing continues to lay vacant until the summer. But the fall season of 2012 rolls around and the hall wing is reopened for new residents. Rumors from the winter begin to bubble up again regarding Hall α - for these new students, the new semester will bring forth unexpected challenges that prove some of these rumors true and turn their lives in a new direction.
This is a Phalla
game, Penny Arcade Forum's version of the party game Mafia. If this is your first game, it will be informative to visit the linked topic for some background information.
Genre: Traditional (Village vs. Mafia), Battle Mechanics w/ Personal Pages
Each day, players must vote for one player to be eliminated from the game. Vote for the player who you find most suspicious in bold red
with "!vote for <player name>
" or similar phrase. You may retract a vote by posting '!retract vote for <player name>
" or similar phrase in bold lime
or change your vote by making another one in bold red
. The player who receives the most votes will be eliminated. Should there be a tie in the vote, then a random player among those tied will be eliminated.
Voting will close each day at 9PM PDT / 11PM CDT / 4AM UTC; any actions before the hour (x:59) will count, any actions on the hour and later (x:00) will not.
Persona and Ability System
Elements and Resistances
In addition to the vote, each player has at least one Persona under their control with abilities that may be used for a variety of effects. Each player may access and set these abilities using their Persona page, which will be generated and provided at the start of the game.
Using these pages, players may check their status, change their personas, set actions and targets, and view history of previous days. More details regarding the use of the system will be detailed in a post below.
Status Ailments and Conditions
Abilities may have one of eight elemental properties associated with it: Physical, Fire, Ice, Elec, Wind, Light, Dark, or Almighty. Personas may have different resistances to each element except for Almighty: no persona has a weakness or strength against Almighty-element attacks. The different resistance levels are, as follows:
- Weak (Wk) - The player takes twice the normal damage from these-type attacks.
- Neutral (-) - The player takes normal damage from these-type attacks.
- Strong (Str) - The player takes half the normal damage from these-type attacks.
- Null (Nul) - The player takes no damage from these-type attacks.
- Repel (Rpl) - The player reflects damage back to the attacker with the same elemental typing. (The reflected damage is affected by resistances; two Personas with Repel effectively creates a Null.)
- Drain (Drn) - The player’s health increases by half the normal damage from these-type attacks.
For Light and Dark element attacks, resistance levels work a bit differently:
- Weak (Wk) - The player has twice the chance to be hit with these-type attacks.
- Neutral (-) - The player has the normal chance to be hit with these-type attacks.
- Strong (Str) - The player has half the chance to be hit with these-type attacks.
- Null (Nul) - The player has immunity against these-type attacks.
- Repel (Rpl) - The player reflects these-type attacks back to the attacker with the same elemental typing. (The reflected damage is affected by resistances; two Personas with Repel effectively creates a Null.)
There are four bad status ailments in the game:
- Enervation: The player becomes weakened. Attack and defense are both reduced by 30%.
- Panic: The player’s Persona becomes uncontrollable. A random active Persona ability will be used on a random target each night, if possible. If no abilities can be used, then a regular attack hits a random target instead. If the player has multiple Personas, then they cannot be switched.
- Silence: No magical abilities may be used by the player. Physical abilities can still be used, and passive abilities continue to operate.
- Poison: The player loses HP each night equal to 10% of their maximum HP.
All status ailments will take effect at the end of the day they are inflicted and will remain in place permanently unless cured by the skill Salvation or Amrita. These curative skills will also prevent bad status from being taken on the day that they are cast. Only one bad status effect is kept at a time. In case of multiple possible status inflictions, the following order is used: Enervation overrides Panic overrides Silence overrides Poison.
Offensive and defensive capacities can also be affected by certain support spells. Modifications from these support spells are also permanent in nature until modified by another spell.
Order of Resolution
Each player has a set of three actions that they may perform regardless of Persona.
- Attack - Deal 20 Physical damage to a single target. 10% Critical Rate.
- Guard - Take half the normal damage you would normally receive.
- Rest - Recover SP equal to 30% of your maximum SP.
Personas each have a unique skill set. Skill costs are listed in parentheses.
- Sonic Punch - Deal 30 Physical damage to a single target. 20% Critical Rate. (6 HP)
- Black Spot - Deal 50 Physical damage to a single target. 20% Critical Rate. (12 HP)
- Gigantic Fist - Deal 80 Physical damage to a single target. 20% Critical Rate. (24 HP)
- Cell Breaker - Deal 30 Physical damage to a single target with a 20% chance to inflict Enervation. 10% Critical Rate. (8 HP)
- Skull Cracker - Deal 30 Physical damage to a single target with a 20% chance to inflict Panic. 10% Critical Rate. (8 HP)
- Poison Skewer - Deal 30 Physical damage to a single target with a 20% chance to inflict Poison. 10% Critical Rate. (8 HP)
- Muzzle Shot - Deal 30 Physical damage to a single target with a 20% chance to inflict Silence. 10% Critical Rate. (8 HP)
- Agi - Deal 30 Fire damage to a single target. (4 SP)
- Agilao - Deal 50 Fire damage to a single target. (8 SP)
- Agidyne - Deal 80 Fire damage to a single target. (16 SP)
- Bufu - Deal 30 Ice damage to a single target. (4 SP)
- Bufula - Deal 50 Ice damage to a single target. (8 SP)
- Bufudyne - Deal 80 Ice damage to a single target. (16 SP)
- Zio - Deal 30 Elec damage to a single target. (4 SP)
- Zionga - Deal 50 Elec damage to a single target. (8 SP)
- Ziodyne - Deal 80 Elec damage to a single target. (16 SP)
- Garu - Deal 30 Wind damage to a single target. (4 SP)
- Garula - Deal 50 Wind damage to a single target. (8 SP)
- Garudyne - Deal 80 Wind damage to a single target. (16 SP)
Light and Darkness Skills
- Life Drain - Drain 20 HP from a single target. (20 HP will always be gained from a hit, even if the target does not have sufficient HP; modifiers will not affect the amount of HP drained.) (4 SP)
- Spirit Drain - Drain 20 SP from a single target. (20 SP will always be gained from a hit, even if the target does not have sufficient SP; modifiers will not affect the amount of SP drained.) (4 SP)
- Foul Breath - Target will be 1.5 times more likely to contract an ailment the following night. (4 SP)
- Megido - Deal 50 Almighty damage to a single target. (12 SP)
- Megidola - Deal 80 Almighty damage to a single target. (24 SP)
- Hama - Instantly kill target with a 30% chance of success; Light element. (8 SP)
- Hamaon - Instantly kill target with a 50% chance of success; Light element. (16 SP)
- Mudo - Instantly kill target with a 30% chance of success; Dark element. (8 SP)
- Mudoon - Instantly kill target with a 50% chance of success; Dark element. (16 SP)
- Enervation - Inflict target with Enervation with a 40% chance of success. (4 SP)
- Pulinpa - Inflict target with Panic with a 40% chance of success. (4 SP)
- Poisma - Inflict target with Poison with a 40% chance of success. (4 SP)
- Makajam - Inflict target with Silence with a 40% chance of success. (4 SP)
- Dia - Heal target’s HP by 30. (6 SP)
- Diarama - Heal target’s HP by 50. (12 SP)
- Diarahan - Heal target’s HP by 80. (24 SP)
- Amrita - Cure target of all bad ailments. (8 SP)
- Revolution - Target’s next physical attack will have a doubled critical hit rate. Cannot be stacked. (6 SP)
- Fire/Ice/Elec/Wind Break - Target’s resistance to Fire/Ice/Elec/Wind attacks is set to neutral for the following night. (6 SP)
- Red/White/Blue/Green Wall - Target’s resistance to Fire/Ice/Elec/Wind attacks is set to strong (if currently neutral or weak) for the following night. Overrides Fire/Ice/Elec/Wind Break. (12 SP)
- Tetrakarn - (Others Only) Physical attacks on target are reflected for the following night. (48 SP)
- Makarakarn - (Others Only) Non-Almighty element magical attacks on target are reflected for the following night. (48 SP)
- Tetra Break - Breaks the effect of Tetrakarn on a single target. (12 SP)
- Makara Break - Breaks the effect of Makarakarn on a single target. (12 SP)
- Power Charge - (Self Only) Next physical attack/skill performed deals 2.5x damage. (6 SP)
- Mind Charge - (Self Only) Next magical attack performed deals 2.5x damage. (6 SP)
- Tarunda - Decrease target’s attack (physical and magical) by 20% or negates Tarukaja. Cannot be stacked. (6 SP)
- Rakunda - Decrease target’s defense (physical and magical) by 20% or negates Rakukaja. Cannot be stacked. (6 SP)
- Debilitate - Decrease target’s attack and defense by 20% (Tarunda + Rakunda). Cannot be stacked, negates Tarukaja, Rakukaja, or Heat Riser. (16 SP)
- Dekunda - Remove Tarunda, Rakunda, and Debilitate effects on a target. (6 SP)
- Tarukaja - Increase target’s attack (physical and magical) by 20% or negates Tarunda. Cannot be stacked. (6 SP)
- Rakukaja - Increase target’s defense (physical and magical) by 20% or negates Rakunda. Cannot be stacked. (6 SP)
- Heat Riser - Increase target’s attack and defense by 20% (Tarukaja + Rakukaja). Cannot be stacked, negates Tarunda, Rakunda, or Debilitate. (16 SP)
- Dekaja - Remove Tarukaja, Rakukaja, and Heat Riser effects on a target. (6 SP)
- Counter - 15% chance of countering any physical attack targeted at you. You still take damage from the attack, but reflect the same damage to your opponent.
- Counterstrike - 25% chance of countering any physical attack targeted at you. You still take damage from the attack, but reflect the same damage to your opponent.
- High Counter - 40% chance of countering any physical attack targeted at you. You still take damage from the attack, but reflect the same damage to your opponent.
- Resist Physical/Fire/Ice/Elec/Wind - Gain resistance against physical/Fire/Ice/Elec/Wind attacks.
- Null Physical/Fire/Ice/Elec/Wind - Nullify damage taken from physical/Fire/Ice/Elec/Wind attacks.
- Resist Light/Dark - Halves chance of Light/Dark attacks to hit.
- Null Light/Dark - Gain immunity to Light/Dark attacks.
- Null Enervate/Panic/Poison/Silence/Ailment - Gain immunity to being Enervated/Panicked/Poisoned/Silenced/afflicted with bad status.
- Physical/Fire/Ice/Elec/Wind Boost - Damage dealt by physical/Fire/Ice/Elec/Wind attacks increases by 20%.
- Physical/Fire/Ice/Elec/Wind Amp - Damage dealt by physical/Fire/Ice/Elec/Wind attacks increases by 50%. Does not stack with Physical/Fire/Ice/Elec/Wind Boost.
- Hama/Mudo Boost - The success rate of Light/Dark magic increases to 1.5 times its normal value.
- Enervate/Panic/Poison/Silence/Ailment Boost - The chance of inflicting Enervation/Panic/Poison/Silence/bad status increases to 1.5 times normal value.
- Divine Grace - Health restored by healing magic cast by this player increases by 50%.
- Endure - Endure elimination with 1 HP once, including from Light- and Dark-element attacks.
- Arms Master - HP cost for physical skills is reduced by 50%.
- Spell Master - SP cost for magical skills is reduced by 50%.
- Sharp Student - Physical attacks against you have a halved critical rate.
- Apt Pupil - Critical hit rate of physical attacks is doubled.
- Regenerate 1/2/3 - Recover 10/20/30 HP at the end of each night.
- Invigorate 1/2/3 - Recover 4/8/12 SP at the end of each night.
Note: There are skills that are not included in this list that may be known by certain Personas, and not all skills on this list are guaranteed to show up.
Abilities are resolved each day in four phases:
- Phase I: Resolve Tetra Break, Makara Break, Dekunda, Dekaja
- Phase II: Resolve all damage from applicable actions and abilities.
- Phase III: Resolve Buffs, Debuffs, Walls, Breaks, Endure, Regenerate, and Invigorate
- Phase IV: Resolve infliction or curing of bad status ailments, heal damage
Eliminated players (including those via the vote) are removed from the game after all phases are resolved - this means that all actions set at the end of the day will occur and if a player goes into negative HP in Phase II, then they may still survive if healed in Phase IV.
Modifiers to damage are calculated with additive/subtractive effects all resolved first, followed by multiplicative/divisive effects. Recovery and Drain skills are unaffected by modifiers.
Sign up with the phrase "I !sign up
" or similar phrase in bold lime
or other bright, easily visible color to ensure that your intent to play is acknowledged. A maximum of 132 players will be allowed to play at the game’s start.
It is expected that players make at least two posts and a vote each day to be considered sufficiently active. A warning will be sent on the first day that this requirement is not met, and a replacement will be made on the second consecutive day of inactivity. If there are no replacements available, then the player will be eliminated from the game.
Any questions about the general game rules may be made by highlighting the question in bold orange text
. Answers will be posted in the thread and collected in the below section. Player-specific inquiries that are not addressed in the general rules may be asked via PM to GM account Philemon. Please note that there may be mechanics or details which will not be answered and kept hidden until the end of the game.
Standard Phalla rules apply: no sharing of host-provided PMs via screenshots and direct quotation. The same goes for personal pages – no screenshots or sharing of links. However, information may be shared indirectly, such as through rephrasing. No anonymous contact is allowed. All messages must be traceable to a player in the game.
If any players create "proboards" for private communication, please send a link for it to the host.
Questions and Answers
Q: Is there xp? Are there items?
Megami Tensei Wiki
A: No to both questions.
Q: Can Persona be traded? Can Persona be merged?
A: There are no trading or fusion mechanics in this game.
Q: Is it possible to get left without a Persona?
A: Clarification denied!
Q: HP and SP are Persona independent and tied to your role, correct? What is the average HP and SP in the game?
A: Clarification denied!
Q: Is there vote immunity?
A: No. The vote is absolute.
Q: Are all communications from the host trustwothy?
Q: To make sure I understand the order of actions properly, a player who is voted out gets one last action before they are eliminated?
A: More or less. Sometimes, it's one last action as they are eliminated.
Q: I am to understand that Persona switching is instantaneous, correct?
A: Yes. It's done during the day and so is effectively instantaneous.
Q: What is the rate of skill learning?
A: Clarification denied!
Q: Let's say Tetrakarn and Tetra Break are cast on the same target on the same night. What happens? By OOA, it seems Tetra Break hits first, which does nothing since the target has no status, then Tetrakarn is applied to buff the target for the following night?
A: That is correct. Because of the phases (and how they are connected), to break a Tetrakarn, you cast Tetra Break on the day after it is set.
Q: For skills such as Tarunda and Rakunda which cannot be stacked, what has priority? If someone has neutral status, and both spells are cast on them in the same night, what happens? If someone already had one of those buffs on him and someone attempts to cast another, what happens? Does the new spell fizzle, override the other, or something else?
A: Attack and defense buffs can have at most one level each way, and attack and defense buffs are independent of one another. So for instance, if someone has Tarukaja and Tarunda cast on them at the same day, the net effect is no modification. In the case that a player is targeted by multiple copies of the same buff/debuff, then only one is counted in the net result. In any situation where a "-kaja" and "-nda" effect are in the same place, the net total is a neutral result. So in the case where someone has two Tarunda and one Tarukaja cast on them, the net result is no buff/debuff. And someone who is already in a defense-down state has Tarunda and Tarukaja cast on them, the result is a neutral defense.
Q: Does Heat Riser count as a single spell or does it split into Tarukaja and Rakukaja components?
A: It is effectively split, the attack and defense buff and debuff act independently of each other no matter the source.
Q: Are the Counter series of skills affected by buffs? If you had Rakunda on you, do you Counter for the damage you take or the base damage? Same for Tarukaja. Counter the base damage or enhanced damage?
A: Counter %s are static. The base damage is calculated for an attack, then applied with resistances. The counter will be the same damage, then applied for the resistances of the attacker.
Q: How do the multiplicative/divisive effects work in conjunction? Say I have Phys Boost + Tarunda. Is this Base * 1.2 * 0.8 or Base * (1 + 0.2 - 0.2)?
A: Skills with #x multipliers are multiplicative, skills with #% increases and decreases are additive. Crit is a 2x multiplier.
Q: Is there actually a Defense stat that these buffs are modifying that is subtracted from effects or do they work more around directly affecting how much damage you take?
A: Defense is an additive damage value that opposes the damage done by your attacker. The base stat if you wish to look at it like such is 0.
Q: If someone attacks you with a 100 damage attack:
- They are neutral, you have Rajukaja = you take 80 damage.
- They have Tarunda, you have Rajukaja = you take 60 damage.
- They have Tarukaja, you have Rajukaja = you take 100 damage.
A: That's correct.
Q: Does Endure disappear from your skill list after it has been triggered? Is it possible to learn multiple instances of Endure across different Persona? If yes, will burning one out leave the other intact and ready for use, so to speak?
A: Endure will be consumed after triggering, yes. If you have multiple Personas with Endure, the use of Endure on one will not consume its use on another.
Q: Unless otherwise stated in a skill description, targeting yourself is kosher, correct?
A: Stat blocks will limit the targets for each ability to only valid ones.
Q: Is there natural regeneration of HP/SP?
A: Selecting the "Rest" action will heal some of your SP, but there is no natural HP healing.
Q: Does the healing that comes from absorbing an attack happen when the attack lands (Phase 2), or does it get held off and get applied at the same time as any healing spells would have hit (Phase 4)?
A: It was mentioned, but to make it perfectly clear, the order of resolution is there, yes, but when it comes to damage specifically it doesn't have any particular order. At the end of the day, you are either dead or not. So attacks, healing, etc. all don't matter in order with that concern. What matters is the buffs and elements and such kind of play before it is checked whether you're still alive or not.
Q: What information are we given on who attacked us during the night?
A: Combat reports run both ways.
Q: Are there roles out there that will have to submit orders through Philemon in addition to their profile page?
A: Clarification denied!
Q: Are there roles out there that can direct attack someone, bypassing their Persona?
A: Clarification denied!
Q: Will there be players that can make more than one non-vote action a night (not including persona switches)?
A: Clarification denied!
Q: When someone who has multiple Persona dies, what Persona is listed?
A: Clarification denied!
Q: Are there conversions in play?
and MegaTen Wiki
- Wikis for the Shin Megami Tensei series in general.
- for when the above sites fail.
- for even further information.