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There are many roads to gaining a Persona, some of them simpler or more difficult than others, some of them faster or slower than others. Regardless of the method, though, the results are the same: the individual gains the ability to summon a Persona, and everything else that comes along with that. For more details on Personas themselves and their considerations, please see [[Persona]].
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The following methods are valid means for gaining a Persona on PersonaMUSH:
  
The following methods are discussed in this file.
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* The Persona Game: The character plays a game and has a mysterious dream where a question is posed to them. Should they answer well, they may gain a Persona when thrust into a grave situation.
 +
* The Evoker: Character has the Potential, gained from a life-changing decision of theirs. With the help of a tool, they can bring forth their Persona.
 +
* The Midnight Channel: Thrown into the Midnight Channel, the character is forced to face themself. Should they weather this trial, they gain a Persona.
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* The Experiment: Subject to experiments, the character gains a Persona... at the cost to their health or even lifespan.
 +
* The Fortune-Teller: The character chances by a mysterious fortune-teller, who asks them a question about what troubles them. Should they decide to face their future, they can gain a Persona from him.
 +
* The Offer: A supernatural entity offers a pact - power (and a Persona), for a price.  
  
 
==The Persona Game==
 
==The Persona Game==
  
One road to the power of Persona takes the form of a game played by children across Japan. Called Master Persona or the Persona Game, it takes the form of a simple ritual with occult trappings, comparable in a broad sense to a Ouija board. The basis of the game is simple: a group of people--at least two are needed--walk along the borders of a bounded space (usually a room) and call out for 'Persona' to come to them. According to most variants, the goal of the game is that 'Persona' will show you who you will be in the future. Other versions also exist, couched in more occult trappings or ritual, but the core is always the same.
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===How does this work?===
  
Once the game is played, some people receive a vision either shortly thereafter, or when they go to sleep that night. There they, disoriented, descend into a strange realm and meet a being that seems to be at once both human and golden butterly who calls himself Philemon. They are asked a question, which is usually "Who are you?" but not always. The question in the end is not as important as the answer. The answer must in some way reflect that the person has a solid grip on their identity and possess a strong enough will. If this answer proves satisfactory, then the person is granted the ability to possibly awaken to a Persona later in life. It could be in a matter of weeks after playing the game... or as long as a decade or more.
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A character plays a game called the Persona Game with other people, then has a strange dream about a figure who seems both butterfly and human named Philemon. He asks them a question about who they are, and if they answer him correctly, they will be able to awaken to their Persona when they are in grave danger.
  
What consitutes a satisfactory answer depends on the question posed and possesses a level of subjectivity. To "Who are you?" a character might answer with their name, but 'I am a dancer' would also suffice as an answer. Other questions are also possible, though they are always generalized and focus around the concept of self-identity in one way or another.
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===What's the Persona Game like?===
  
If the person fails to provide Philemon with a satisfactory answer, then that is the last they will ever see of him and the dream ends. They cannot and will not receive a second chance at a Persona by this method.
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There are variations, but the most common one involves two or more people walking along the borders of a bounded space (like a room) while they call out for 'Persona' to come to them.
  
The manifestation of the Persona typically occurs during a life-threatening or stressful moment in the person's life. However they weather that crisis with their newfound power, they can thereafter summon forth their Persona with an exertion of will.
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Usually the game is played with the idea that it will show you what you're like in the future, sort of like a more benign version of games like Bloody Mary. Some variations of the game involve more occult trappings or ritual, but the core remains more or less the same.
 +
 
 +
===What's the dream like? What question does Philemon ask?===
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 +
The night after playing, individual who plays the game dreams of a strange realm where there are nothing but themself and Philemon. The exact question Philemon asks can vary, but the core of it is always to determine whether or not the dreamer has a strong sense of self. It is typically something along the line of 'who are you?', where a proper answer might be the character's name or other aspect of their identity.
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 +
Being unable to answer means that the dream ends and they will never see Philemon again.
 +
 
 +
Refusing to answer means that he will continue to reappear to them, as long as necessary.
 +
 
 +
===How does someone awaken to their Persona?===
 +
 
 +
Any kind of grave situation will do. Typically, it comes from a direct threat on their life, but this is not always the case.
  
 
==The Evoker==
 
==The Evoker==
  
Some people who gain the power of a Persona develop the talent on their own. They are granted the raw ability, termed Potential, by their own willpower as they begin a new, self-directed path in life and face what lies ahead in their future. They also typically possess some kind of connection or experience with death. Some speak of genetics or upbringing also playing a role in the development of the Potential, but little to no correlation has been found in any variable studied. With the aid of a special tool, they are able to call forth their Persona.
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===How does this work?===
  
Called an Evoker, the device takes the form of a handgun, complete with trigger. It is used by aiming it directly at one's head and pulling the trigger, and with the sound of a gunshot allows the Persona to come forth. The mechanism's details are kept a closely-guarded secret, but it sends a pulse of mind-numbing fear directly to the Persona-user's brain, momentarily blanking consciousness enough for the unconscious--the Persona--to be summoned. People without the Potential receive no effect when 'shot' by an Evoker; other Persona-users may experience the invocation of their Persona.
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A character who has the mysterious qualification called 'the Potential' may use a special tool called an 'Evoker' to draw out their Persona. Most often, these people are members of SEES or otherwise associated with the Kirijo Corporation.
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There are ways to gauge or otherwise determine the presence of Potential. One marker that is always present is the ability to remain unTransmogrified (that is, to not be entombed in a coffin) in the Dark Hour. This will demonstrate even while the character sleeps. There are other methods as well, involving rather complicated machinery and devices to examine brain waves. But the one surefire way is when the clock ticks twelve midnight and the character finds themselves trapped in a nightmare version of their world.
+
  
In some cases, those with Potential are pulled aside by others in the know and their gift explained to them. For others, they simply find themselves in the Dark Hour with no way out and no way to defend themselves. This is typically a disorienting and terrifying experience, but should they survive or be rescued by others, they may receive the chance to claim an Evoker and make full use of their talents.
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===How does my character gain the Potential?===
  
Evokers are rare devices, however. Only one organization has the technology and distributes it to their members. This organization is SEES. A variant of the Evoker technology is also used by the NWO in their experimental Persona program, but has important considerations and is covered under [[Persona Gaining#The Experiment|The Experiment]].
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When a character assumes a self-directed path in their life, they may gain the raw ability to summon a Persona. This is called by many 'the Potential'. Often they have also experienced loss, change, or death in their lives, in one form or another.
 +
 
 +
===How does someone awaken to their Persona?===
 +
 
 +
Typically, people who have the Potential experience the Dark Hour in their sleep, or stumble into it in some fashion, which is how they are usually found by SEES or Kirijo and recruited. Once they accept their Evoker and ally with the group, they can use their Evoker to draw out their Persona at will.
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 +
Notice that people who use an Evoker do not need to use it in the Midnight Channel, or other similar supernatural places within the Collective Unconsciousness ([[Mikage-cho]], the [[SHU]]).
 +
 
 +
Evoker-users may later gain a Persona by other methods if they lose their Evoker.
 +
 
 +
===Is there anything else I should know about an Evoker?===
 +
 
 +
Just a few!
 +
 +
* Evokers can be used on other Persona-users with predictable results: their Persona will manifest. People without a Persona who haven't been primed by other methods (played the Persona Game, etc) will not.
 +
* Most Evokers are in the hands of SEES or Kirijo, but some have been lost.
 +
* Dismantling an Evoker exposes the rather dangerous core of the device, which will lead to immediate Apathy Syndrome for anyone who accomplishes this.
  
 
==The Midnight Channel==
 
==The Midnight Channel==
  
Everyone carries with them parts of themselves they hate. To face those aspects and change takes an effort of great will, particularly when a character is placed in a life-threatening position, possibly even by another. This is the pathway to the power of Persona gained by the mysterious 'world beyond the TV' that is the Midnight Channel in Inaba. For more information on the specifics and considerations of the Midnight Channel, please see [[Midnight Channel]].
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===How does this work?===
  
Whatever reason brings them into the Midnight Channel, a character who is alone and thrust into an unfamiliar location with no means to navigate their way to an exit becomes lost. They then have a chance of manifesting their Shadow, regardless of whether they already possess a Persona or are Shadow-Possessed. The Shadow warps a section of the Midnight Channel around itself, crafting a 'dungeon' that reflects in many ways what the particular character is repressing or rejecting about themselves. Drawn to the dungeon, the character navigates the maze and eventually finds themselves face to face with the Shadow. A confrontation takes place at this time, as laid out in [[shadows#Personal Shadows|Shadows]].
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The character is thrown (or goes willingly!) into the Midnight Channel where their psyche forms a prison. By confronting their rejected thoughts and self deep in the Midnight Channel with the assistance of their rescuers, the user is able, once they recover from the ordeal, to summon their Persona at will.
  
It should be stressed that what the Shadow has to say about the character is always a source of great stress and/or embarrassment, and can't be easily brushed aside. In fact, a failure to reject the Shadow leads to the character becoming Shadow-Possessed, for they have accepted too quickly a part of themselves they have previously cast aside, and without tempering that aspect of themselves, it gains control and overrides them.
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Needless to say, the encounter with the Shadow is never easy for a character, and typically evokes great feelings of stress and shame.
  
A character can't hope to combat their Shadow themselves. Once rejected--if rejected!--it draws lesser Shadows to itself in a bid to eliminate their original. Thus, it becomes imperative that people come to rescue the character, or they will die as another victim to the Midnight Channel. At this time, a character has the choice to conditionally accept this part of themselves /as/ a part of themselves, and should they accomplish this, they will have demonstrated their strength of will and resolve, and receive the power of Persona.
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Note that unlike the games, people who gain a Persona by this method may use it anywhere.
  
Summoning a Persona gained by this method is straight-forward. A character calls out for their Persona, and a shimmering blue tarot card appears. By slamming their weapon (or fist, or foot, or whatever is at hand) into this card, their Persona manifests.
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===How does my character get thrown in?===
  
It should be noted that this method must take place in-play, and may not be a part of a character's background, excepting prior-played FCs who have gained their Persona through the Midnight Channel. It's necessary for them to have been rescued by other players, after all, and it places a great burden on the other players otherwise.
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There are many ways. The typical one is to end up in the news somehow in Inaba, drawing local attention to oneself, but it can be as easy as 'someone with a grudge and a working knowledge of the Midnight Channel throws the character in.'
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 +
After that, all the character needs is someone to come and rescue them, because a Shadow cannot be overcome by oneself.
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 +
===What's the Midnight Channel like?===
 +
 
 +
We have a newsfile dedicated to this topic. Please see [[Midnight Channel]].
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 +
===What's the Shadow like?===
 +
 +
Please see [[Shadows#Personal Shadows|Personal Shadows]] for more information!
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 +
===Is there anything else I should know?===
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 +
This method of gaining a Persona should happen in play (unless it's already happened for a character, as in the cases of certain FCs!), as the character needs to be rescued by other players, and it would be a big burden on them otherwise!
  
 
==The Experiment==
 
==The Experiment==
  
There are other ways to gain a Persona other than by internal will or the blessing of a powerful entity. Some, by their choice or not, are granted the power of a Persona by other humans, researchers with the NWO who have long been involved in the study of the phenomenon. Through years of dubiously ethical research into the nature of the Personas and the people who are able to use them, the NWO has designed a procedure that can grant an artificial Persona to anyone willing (or sometimes not) to go under the knife.
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===How does this work?===
  
There are two subdivisions of experiments. For some, the surgery for the implantation process, which inserts a small device into the brain, is relatively minor. They may be bedridden for a few days and under observation, but the return to normal life is swift and there are few risks involved with the procedure. They can then with the help of modified Evoker-like technology summon their artificial Persona with the tool, which looks like a small cellphone. For others the surgery is more complicated, lengthy and invasive. It requires a far more extensive recovery time and carries more risks, but with the tradeoff of being able to summon their Persona without the modified Evoker technology. This groups is also more prone to side-effects which can range from persistant headaches to a shortened lifespan.
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A character receives an artificial Persona through medical/surgical means from a particular group or organization. They are afterwards able to summon a Persona, though they may suffer side-effects from their implanted Persona.
  
The people who receive an artificial Persona fall into two broad groups: the willing and the unwilling. The willing are typically those allied with the NWO to begin with. They are either those loyalists who sign up for the good of the faction so they can better forward the goals of the NWO, or those who lack power and want more. The unwilling consists of those unlucky few who have become test subjects at the hands of the NWO researchers. They are always drawn from the population of people who would never be missed, such as the homeless; the last thing the NWO wants to do is draw any attention to what they are doing. They also typically receive more invasive implants to ensure their compliance and frequently suffer debilitating side-effects.
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===Are there different types of experiments?===
  
Additionally, some experimental Persona-users manifest differently than described above; this is merely the newest and most stable version of the artificial Persona program. Earlier experiments conducted by the Kirijo group rather then the NWO also attempted to induce Personas, but the Personas ended up uncontrollable and attempted to kill their users, necessitating medication to dampen them... while also cutting the Persona-users' lifespans in half. NWO researchers are proud to say that their current technique has a very low chance of such complications.
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Yes, there are at least two broad types. One involves brain implants that manage their artificial Persona, the others tend to be drug-induced, taking a cocktail of pills to maintain their Persona. People who are subjected to either may be willing or unwilling.
  
An artificial Persona, whether the subject is willing or not, must still match the person's psyche, or it will be rejected. Rejection results in the loss of control of the Persona, as in the Kirijo experiments. Thus, a battery of psychological testing and evaluation is standard practice before the implantation surgery.
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Please discuss any unusual experiment concepts with admin.
  
Any unusual experiment concepts should be discussed with admin.
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===Who does Persona experiments?===
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Generally, the NWO does the bulk of them, though other organizations or individuals may be out there.
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===What kinds of side-effects exist? Are there always side-effects?===
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There are usually side-effects for a given character; they may be as severe as the player wishes. They can include things like headaches, memory difficulties, nerve damage, shortened lifespan, or anything else a player deems appropriate for their character. Willing implantees tend to have less severe side-effects but this isn't a given. Please mention any notable side effects (such as a shortened lifespan) in the app.
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 +
===Is there anything else I should know?===
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 +
There are two additional things:
 +
 
 +
* A character's Persona still must align with the character or it won't implant.
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* A character can lose their Persona if they have their implant removed or lose access to their pills.
  
 
==The Fortune-Teller==
 
==The Fortune-Teller==
  
Some people seek to know what will happen to them and what their future will be by turning to fortune-telling. Others use the same to make an important and life-changing choice. For some among them, it's this need to make a decision of this magnitude or find meaning in their lives that prompts the acquisition of a Persona.
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===How does this work?===
The fortune-teller is always the same, the stories go. He is a long-nosed man with beady eyes, and his table features three masks: a crying face, an angry face and a smiling face. What does change his location. Some put him as a mysterious booth at a school or summer festival that was suddenly /there/ when they turned around. Others report finding him alongside other sidestreet stalls, particularly among the jammed shopping district of Okina City. Wherever they find the fortune-teller, they find it very difficult to turn their back and walk away away from him. There is a powerful need to speak to him, though it is by no means a compulsion.
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When they do, the fortune-teller speaks intimately of their dreams, and akin to Philemon, the figure seen in the dreams after playing the Persona Game (see [[Persona_Gaining#The_Persona_Game|The Persona Game]]), asks them a question. Unlike Philemon, however, the question isn't at all general and cuts right to the heart of their current crisis. For example, he might ask someone plagued by the worry that there's something wrong with them whether that really /is/ so, or if it's something they merely believe. The exact answer doesn't matter, only that there is an answer.
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While seeking an answer to a personal and current crisis, the character finds their path crossing that of a strange long-nosed fortune-teller. If they speak to him, he asks them a question after speaking vaguely about their life, akin to the way a psychic reader might.
  
He then explains that they have the possibility of a great power resting within them, which they could claim if they so choose, but cautions that it will not make them happy or bring them fame, necessarily, as he dons the masks in turn. It may, he will warn, even make them very unhappy, but the decision alone rests with them.
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Regardless of the way that question is answered, he asks them one thing more: whether they will chose their future or accept whatever happens. Should they decide that they will choose, they receive a card from him and the power of Persona. After that, they can use the card to summon their Persona.
  
Should they accept or deny the power offered to them, they regardless suddenly wake up elsewhere, such as on the train, in their bed, or even in class. The whole encounter feels more like a dream than something that actually happened. If they rejected the power, the experience fades from their memory over the next few days and they resume their lives. For those who accept, however...
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===What kinds of questions does the fortune-teller ask?===
  
They find themselves in possession of a tarot card with their own Arcana's numbering and an image of their Persona. They also carry with them the understanding they need to summon their Persona forth: all that is necessary is to hold the card and call out for their Persona. Furthermore, should they ever lose their card, it will find its way back into their possession, one way or another. The two are irrevocably linked.
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Typically, the question involves something that plagues the character about themself, something that has been troubling that they can't resolve. The character's specific answer is not important to the fortune-teller, merely that they do answer. What he wants to know is what they think about it, and what they might do next.
  
And when they visit the Velvet Room, they will recognize at once the fortune-teller's identity: Igor, master of the Velvet Room himself.
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The only thing he wants to know after that, his second and final question, is whether they have the will to face their future themselves.
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 +
===What if a character opts to accept whatever happens to them instead?===
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If they do, then they find themself somewhere else, as if they had fallen asleep there. They do not gain a Persona and will not see the fortune-teller again.
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===Is there anything else I should know?===
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 +
Just two:
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* The card which is needed to summon the Persona cannot be lost or destroyed and will always find its way back into the person's possession safe and sound.
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* Those who gain a Persona through this method will recognize the fortune-teller immediately when they visit the [[Velvet Room]]: he's Igor.
  
 
==The Offer==
 
==The Offer==
  
Sometimes, a character attracts the attention of a powerful entity for no better reason than they see a potentially useful pawn for their goals. Some whisper about the Crawling Chaos [[Entities#Nyarlathotep|Nyarlathotep]] as a bestowing entity. Others speak of a [[entities#The Snow Queen|Snow Queen]] wreathed in ice. Whichever entity is their patron, the characters who accept the offer presented to them obtain great power with their Personas... at a price.
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===How does this work?===
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The character, in this case invariably lacking a sense of self, the ability to decide things for themself, or the ability to make changes in their life gains the attention for whatever reason of a powerful entity. The entity appears before them and makes them an offer: they can gain great power, and all they need to do is say 'yes'. After that, they're free to do whatever they wish with their power.
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===What kinds of entities grant power? What do they look for?===
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The entities that grant via this method are almost always Nyarlathotep, the Shadow of all Humanity, or the Snow Queen, bringer of the eternal frozen night. They are both extremely powerful creatures, beyond the ken of humans, and they both have their own agendas. Please see the [[Entities]] for more.
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Nyarlathotep prefers those with a weak will who will misuse the power he gives them, while the Snow Queen seeks out those who are afraid of the future.
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 +
It should be noted that the Ice Queen's chosen tend to slide into Shadow-Possession eventually, while Nyarlathotep's do so rarely.
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 +
===What's the power and what's the price?===
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 +
The character gains a Persona, and one on par with a Custom Persona or Shadow-Possessed (See [[Upgrades]])
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 +
The price for accepting the power is that the character's Persona cannot grow. As long as they retain ties with the entity, they will never reach Ultimate rank.
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 +
===What happens if my character rejects the entity later?===
  
The process of gaining a Persona by this method is entirely on the granting entity. They will seek out someone who attracts their attention, someone invariably who lacks the strength of self, or the ability to decide for themselves, or the resolve to move forward in their life with purpose. These people are both, they feel, easier to control and more likely to fulfill their wishes.
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If they reject the entity, they lose the power benefits of this choice, but retain their Persona. They effectively are of the Persona Game method at that point.
  
Each entity looks for something in their candidates.
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===Is there anything else I should know?===
  
Nyarlathotep looks for people who possess a weak-will who will be tempted to choose to use the power he gives them in antisocial ways. He prefers those who know right from wrong rather than sociopaths; humanity's innate ability to do the wrong thing is endlessly delightful to him.
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Just one thing: Igor tends to stress the concept of personal choice more readily around the character in the Velvet Room.
The Snow Queen, meanwhile, prefers those who are afraid of what is to come, those who have retreated rather than moved forward with their lives. Those chosen by the Snow Queen are more likely to slip towards Shadow-Possession. Nyarlathotep's chosen do so extremely rarely by contrast.
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If they accept, though, they as promised gain great power, on par with a Custom Persona (see [[Upgrades]]) or Shadow-Possessed (see [[Shadow Possession]]). In exchange, though, they lose the ability to grow in power, and will never develop an Ultimate Persona so long as they retain their ties to the entity. The entity asks for little else from the character and vanishes, likely to never be seen or heard from again. Of particular note, the character will notice that while they are allowed use of the Velvet Room like any other Persona-user (see [[Velvet Room]] for information), that Igor tends to stress more than usual the concept of personal choice around them.
 
  
A character may turn their back on the entity that granted them power. In doing so, they will not lose their Persona, but they will lose their extra power boost, and revert to the power level of a new Persona-user. In time, they may be able to reach the level of Custom Persona again, and even grow beyond it.
 
 
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Latest revision as of 14:51, 20 January 2014

Contents

The following methods are valid means for gaining a Persona on PersonaMUSH:

  • The Persona Game: The character plays a game and has a mysterious dream where a question is posed to them. Should they answer well, they may gain a Persona when thrust into a grave situation.
  • The Evoker: Character has the Potential, gained from a life-changing decision of theirs. With the help of a tool, they can bring forth their Persona.
  • The Midnight Channel: Thrown into the Midnight Channel, the character is forced to face themself. Should they weather this trial, they gain a Persona.
  • The Experiment: Subject to experiments, the character gains a Persona... at the cost to their health or even lifespan.
  • The Fortune-Teller: The character chances by a mysterious fortune-teller, who asks them a question about what troubles them. Should they decide to face their future, they can gain a Persona from him.
  • The Offer: A supernatural entity offers a pact - power (and a Persona), for a price.

[edit] The Persona Game

[edit] How does this work?

A character plays a game called the Persona Game with other people, then has a strange dream about a figure who seems both butterfly and human named Philemon. He asks them a question about who they are, and if they answer him correctly, they will be able to awaken to their Persona when they are in grave danger.

[edit] What's the Persona Game like?

There are variations, but the most common one involves two or more people walking along the borders of a bounded space (like a room) while they call out for 'Persona' to come to them.

Usually the game is played with the idea that it will show you what you're like in the future, sort of like a more benign version of games like Bloody Mary. Some variations of the game involve more occult trappings or ritual, but the core remains more or less the same.

[edit] What's the dream like? What question does Philemon ask?

The night after playing, individual who plays the game dreams of a strange realm where there are nothing but themself and Philemon. The exact question Philemon asks can vary, but the core of it is always to determine whether or not the dreamer has a strong sense of self. It is typically something along the line of 'who are you?', where a proper answer might be the character's name or other aspect of their identity.

Being unable to answer means that the dream ends and they will never see Philemon again.

Refusing to answer means that he will continue to reappear to them, as long as necessary.

[edit] How does someone awaken to their Persona?

Any kind of grave situation will do. Typically, it comes from a direct threat on their life, but this is not always the case.

[edit] The Evoker

[edit] How does this work?

A character who has the mysterious qualification called 'the Potential' may use a special tool called an 'Evoker' to draw out their Persona. Most often, these people are members of SEES or otherwise associated with the Kirijo Corporation.

[edit] How does my character gain the Potential?

When a character assumes a self-directed path in their life, they may gain the raw ability to summon a Persona. This is called by many 'the Potential'. Often they have also experienced loss, change, or death in their lives, in one form or another.

[edit] How does someone awaken to their Persona?

Typically, people who have the Potential experience the Dark Hour in their sleep, or stumble into it in some fashion, which is how they are usually found by SEES or Kirijo and recruited. Once they accept their Evoker and ally with the group, they can use their Evoker to draw out their Persona at will.

Notice that people who use an Evoker do not need to use it in the Midnight Channel, or other similar supernatural places within the Collective Unconsciousness (Mikage-cho, the SHU).

Evoker-users may later gain a Persona by other methods if they lose their Evoker.

[edit] Is there anything else I should know about an Evoker?

Just a few!

  • Evokers can be used on other Persona-users with predictable results: their Persona will manifest. People without a Persona who haven't been primed by other methods (played the Persona Game, etc) will not.
  • Most Evokers are in the hands of SEES or Kirijo, but some have been lost.
  • Dismantling an Evoker exposes the rather dangerous core of the device, which will lead to immediate Apathy Syndrome for anyone who accomplishes this.

[edit] The Midnight Channel

[edit] How does this work?

The character is thrown (or goes willingly!) into the Midnight Channel where their psyche forms a prison. By confronting their rejected thoughts and self deep in the Midnight Channel with the assistance of their rescuers, the user is able, once they recover from the ordeal, to summon their Persona at will.

Needless to say, the encounter with the Shadow is never easy for a character, and typically evokes great feelings of stress and shame.

Note that unlike the games, people who gain a Persona by this method may use it anywhere.

[edit] How does my character get thrown in?

There are many ways. The typical one is to end up in the news somehow in Inaba, drawing local attention to oneself, but it can be as easy as 'someone with a grudge and a working knowledge of the Midnight Channel throws the character in.'

After that, all the character needs is someone to come and rescue them, because a Shadow cannot be overcome by oneself.

[edit] What's the Midnight Channel like?

We have a newsfile dedicated to this topic. Please see Midnight Channel.

[edit] What's the Shadow like?

Please see Personal Shadows for more information!

[edit] Is there anything else I should know?

This method of gaining a Persona should happen in play (unless it's already happened for a character, as in the cases of certain FCs!), as the character needs to be rescued by other players, and it would be a big burden on them otherwise!

[edit] The Experiment

[edit] How does this work?

A character receives an artificial Persona through medical/surgical means from a particular group or organization. They are afterwards able to summon a Persona, though they may suffer side-effects from their implanted Persona.

[edit] Are there different types of experiments?

Yes, there are at least two broad types. One involves brain implants that manage their artificial Persona, the others tend to be drug-induced, taking a cocktail of pills to maintain their Persona. People who are subjected to either may be willing or unwilling.

Please discuss any unusual experiment concepts with admin.

[edit] Who does Persona experiments?

Generally, the NWO does the bulk of them, though other organizations or individuals may be out there.

[edit] What kinds of side-effects exist? Are there always side-effects?

There are usually side-effects for a given character; they may be as severe as the player wishes. They can include things like headaches, memory difficulties, nerve damage, shortened lifespan, or anything else a player deems appropriate for their character. Willing implantees tend to have less severe side-effects but this isn't a given. Please mention any notable side effects (such as a shortened lifespan) in the app.

[edit] Is there anything else I should know?

There are two additional things:

  • A character's Persona still must align with the character or it won't implant.
  • A character can lose their Persona if they have their implant removed or lose access to their pills.

[edit] The Fortune-Teller

[edit] How does this work?

While seeking an answer to a personal and current crisis, the character finds their path crossing that of a strange long-nosed fortune-teller. If they speak to him, he asks them a question after speaking vaguely about their life, akin to the way a psychic reader might.

Regardless of the way that question is answered, he asks them one thing more: whether they will chose their future or accept whatever happens. Should they decide that they will choose, they receive a card from him and the power of Persona. After that, they can use the card to summon their Persona.

[edit] What kinds of questions does the fortune-teller ask?

Typically, the question involves something that plagues the character about themself, something that has been troubling that they can't resolve. The character's specific answer is not important to the fortune-teller, merely that they do answer. What he wants to know is what they think about it, and what they might do next.

The only thing he wants to know after that, his second and final question, is whether they have the will to face their future themselves.

[edit] What if a character opts to accept whatever happens to them instead?

If they do, then they find themself somewhere else, as if they had fallen asleep there. They do not gain a Persona and will not see the fortune-teller again.

[edit] Is there anything else I should know?

Just two:

  • The card which is needed to summon the Persona cannot be lost or destroyed and will always find its way back into the person's possession safe and sound.
  • Those who gain a Persona through this method will recognize the fortune-teller immediately when they visit the Velvet Room: he's Igor.

[edit] The Offer

[edit] How does this work?

The character, in this case invariably lacking a sense of self, the ability to decide things for themself, or the ability to make changes in their life gains the attention for whatever reason of a powerful entity. The entity appears before them and makes them an offer: they can gain great power, and all they need to do is say 'yes'. After that, they're free to do whatever they wish with their power.

[edit] What kinds of entities grant power? What do they look for?

The entities that grant via this method are almost always Nyarlathotep, the Shadow of all Humanity, or the Snow Queen, bringer of the eternal frozen night. They are both extremely powerful creatures, beyond the ken of humans, and they both have their own agendas. Please see the Entities for more.

Nyarlathotep prefers those with a weak will who will misuse the power he gives them, while the Snow Queen seeks out those who are afraid of the future.

It should be noted that the Ice Queen's chosen tend to slide into Shadow-Possession eventually, while Nyarlathotep's do so rarely.

[edit] What's the power and what's the price?

The character gains a Persona, and one on par with a Custom Persona or Shadow-Possessed (See Upgrades)

The price for accepting the power is that the character's Persona cannot grow. As long as they retain ties with the entity, they will never reach Ultimate rank.

[edit] What happens if my character rejects the entity later?

If they reject the entity, they lose the power benefits of this choice, but retain their Persona. They effectively are of the Persona Game method at that point.

[edit] Is there anything else I should know?

Just one thing: Igor tends to stress the concept of personal choice more readily around the character in the Velvet Room.


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