Table of Contents


Knacks represent special powers that a Persona has that are more for the sake of non-combat utility. They are often used to gain an edge in investigations and social situations. They do not cost anything to activate, but often have little or no real effect in combat and are of limited use against Shadows and other Persona users.

Knacks are divided into three categories: Social Knacks, Magical Knacks and Divining Knacks.

  • Social Knacks are knacks that come into play when dealing with other people.
  • Magical Knacks do things that are pretty explicitly supernatural, and cover a variety of fields.
  • Divining Knacks are used to perceive things that one might not be able to normally perceive, or quantify intangible things visibly.

Knacks do not cost anything to use except an action- all Knacks take an Action to use, unless otherwise specified, and have a range of 100m unless otherwise specified. However, they are restricted in what they can affect. If a Knack is marked as 'Waker Only', then it only affects the unenlightened, those who dwell in the waking world exclusively- essentially, people who are not Persona users or Shadows.

  • Enlightened individuals, including Shadows, who are 'hit' by a Knack with this restriction not only are not affected, but are aware they have been affected and can identify who used it with an Awareness or Willpower test. Furthermore, they can voluntarily be affected by the knack, but they have much more control over how much the user gets out of it. By and large, this works to limit knacks' utility against those who can put up a fight to the user, and also acts to help shield hidden Persona users from prying eyes. If a target becomes Enlightened whilst suffering from an ongoing effect, it immediately ends.
Knack Name Subname Effect Restrictions
Social Knacks
Amplify Emotion - You may amplify the emotions of a creature around you, although this must be an emotion that they are feeling at the time. This can provoke the creature to action or make it harder for them to resist emotional effects. The range of this ability is equal to your MC metres, and you may affect MCB targets. Waker Only
Confession - You may provoke a target into confessing something secret. Whatever they say is utterly true and leaves out no detail. However, to activate this, you, the user, must confess a secret to the target first. The target must be conscious and has to hear the words. The only control you have over the target's confession is thus: firstly, the target may be primed to be thinking about the secret through whatever social intrigue you think of, and so when provoked may say it; secondly, the darker and deeper the secret you tell, the more powerful effect this ability has in tugging out secrets from the target. -
Divine Contract - You bind a target to an agreement- designate a 'witness', to whom the contract-holder is beholden (by default, it's you). The contractor does not have to be aware that you are using this power, but they must be aware that a solemn agreement has been made- religious oaths or the words 'I promise' might be invoked, for example. Should the contractor break the Contract, the witness instantly knows about it, even if they don't understand how. The breaker suffers an instant 50 stress, and their location is known to you for a full week. You can have multiple witnesses or multiple contractors if you wish, and you can use this to arbitrate- binding two contractors, with each other as a witness. -
Empathy - You may use Empathy on all targets up to MC*10 metres away. You can sense emotions as an Action, and may either focus on a single target or more than one (for example: wanting to get a feel for a crowd). -
Neutralise Emotion - You may reduce or neutralise the emotions of a creature around you. This might keep a creature from performing an action or make it easier for them to resist emotional manipulation. The range of this ability is equal to your MC metres, and you may affect MCB targets. Waker Only
Project Emotion - You may project an emotion onto another within MC metres, so long as it is an emotion that you are feeling. You may affect up to MCB targets. Waker Only
Tongues - You gain basic understanding in a language being spoken by someone within range. The understanding is enough to gain a rough idea of what they are saying, and you have enough mastery of the language to convey basic idea and engage in trade. -
Magical Knacks
Alarm - You rig a space to alert you against the unexpected intruder. The space, which may be no larger than 5 cubic metres, then becomes warded until you end the alarm. Any creature Size 2 or larger that crosses the alarmed area sets the alarm off, which you, and any other witnesses you designate, sense no matter where you are (waking you if necessary). If desired, the alarmed area can also produce a loud sound of your choice when crossed, audible by all within 100 metres. When setting up an alarm, you can designate creatures that do not trip the alarm. Finally, you may maintain MC alarms at once. -
Animal Bond X You possess a special affinity with a certain type of animal (X). Just possessing Animal Bond allows you to communicate, roughly, with the animal type in question, as well as giving out simple commands such as 'follow this person' with the Authority or Manipulation skills. If MC is equal to or higher than the animal's combined Intelligence and Willpower Bonuses, you may automatically pass animal command tests, give out more complex commands, and may send commands (and see through these animals' eyes) to the animal remotely so long as the animal is within MC kilometres of you. Finally, you may sense any animals of this type within MC kilometres. Waker Only
Darkness - You can dim the light in an area, not completely snuffing it out, but enough to darken an area equal to MC metres around the point of use. Light sources have no effect on this field, except for light made by the Magical Knack 'Light'. The darkness requires a constant action per turn to sustain, and disappears the moment you cease to sustain it. -
Disguise Form - You may disguise yourself or another, changing how that form is perceived. This allows you to change an appearance to exactly mimic another, and allows you total control over the appearance, even down to looking like an animal, tree etc. Sustaining this Trait is a Free Action. -
Divining Barrier - You may select one target- an inanimate object, a living entity, whichever- then physically touch them. For the next 24 hours, if they are targeted by any Divining Knack, you know about it immediately. You and the user make an opposed MC test, and if you win, you can trace the knack back to the user; that user may also not affect your target for the duration of the knack. If you lose, then Divining Barrier collapses. -
Dream Vision - You may use this knack to enter the dreams of someone who is currently asleep within MCB km. Doing this places you in a sleeplike trance for the duration of the act. In this dream, you can commune with the sleeper, shape the dream as you like, and remain in their dreams for up to MCB hours. You can even, if you want, cause harm to the target by shaping it into a nightmare, which causes MCB stress to the target unless they pass a Willpower test. (A target may only be harmed like this once per night). On waking, the target will have hazy recollections of the dream, but might have subconscious effects from it. All of this only applies if the target is a Waker: when targeting an Enlightened individual, that individual has full control of the dream, can eject you at will, and remembers everything perfectly. -
Edit Memory - You may use this knack to edit the memory of an individual, removing, editing or adding (false) memories. The memories may not cover more than MCB minutes' worth of material, and once tampered with, the target is immune to further tampering for another week. You can also use this ability to undo memory edits. Waker Only
Fire Control - You possess the ability to shape fire. Generally, you can spread a fire to MCB adjacent square metres, or reduce it by MCB square metres. Small-scale creation of fire is possible, usually no more than a handful, and disappears after MCB minutes. You possess the ability to sculpt fire into various shapes or paths. -
Geas - You may use this knack to compel a person into performing an act, so long as they are within 10m and making eye contact. The act must be limited in scope- if it cannot be completed in a day, then the knack has no effect, and may not cause physical harm to the target or anyone else. A target who has been affected by this knack is permanently immune to any future uses of this knack from any source. Waker Only
Hypnotise - You may use this knack to hypnotise a target, who must be within 10m of you and making eye contact. Hypnosis takes an Action. The target becomes sleepy, suggestible and docile for up to MCB hours. A hypnotised character remains such unless physically hit with enough force to knock them over or cause harm. Once hypnotised, a target is immune to the effects for a whole week. Waker Only
Illusion - You can create MCB amount of illusory shapes, typically no bigger than a single squares' worth. These shapes can be anything that comes to mind, such as light-giving spheres or even fake images of people, but they instantly vanish the moment they're touched. -
Light - You can create a magical light, which illuminates the area around it brightly, enough to affect MC metres. The light requires a constant action per turn to sustain, and disappears the moment you cease to sustain it. -
Liquid Control X You possess the ability to control the flow of liquid. Depending on the name of the Knack, this might be water ('Water Control'), a different liquid (eg. Oil, blood) or all liquids. Using this knack, you can make the liquid flow faster (up to a maximum of MCB*2 metres per turn), shape its direction of flow, or spontaneously destroy or create it at a rate of MCB litres per minute. Created or destroyed liquids are destroyed or restored after MCB minutes. -
Lock - You magically lock an object, which must, naturally, be an object that can be locked. You must touch the object to lock it. This does not prevent the object from being unlocked normally (eg. With a key). -
Magic Writing - You may write a block of text, no more than 300 words, which is only visible to beings that you designate. The passage may be applied magically to any surface, and remains on that surface until you remove it. -
Magical Barrier - You may select one target- an inanimate object, a living entity, whichever- then physically touch them. For the next 24 hours, if they are targeted by any Magical Knack, you know about it immediately. You and the user make an opposed MC test, and if you win, you can trace the knack back to the user; that user may also not affect your target for the duration of the knack. If you lose, then Magical Barrier collapses. -
Magical Sound - As an Action, you can create sounds seemingly out of nowhere. The sounds can be as simple as beeps or as complex as an entire song you know. You can create the source of the sound anywhere within MC metres, and the sound can be heard up to MC*10 metres away. Sustaining this knack is a Free Action. -
Shape Hex X You may select one living target within 5m, who may make a toughness (or endurance/physical resistance) or willpower (or fortitude/mental resistance) test. On a failure, they are forced into a specific form, designated as X. The character returns to their normal form in MCB hours, after which they are immune to being hexed into a shape for two whole weeks. Unless they are Enlightened, affected targets act as appropriate for the shape and have only a dim, confused awareness of what happened when they return from it. Waker Only
Shape Shift X You may use this knack to shift into a specific form, designated as X. In this form, you gain all the physical characteristics of the form in question, including traits and the Strength, Agility, Toughness and Perception characteristics. However, sustaining this form requires constant concentration, you may not use any Persona Spells, Arts or Metagear, and should you take damage, are knocked back into your normal form. You may only maintain this shape for up to an hour per day. -
Siphon - You may use this knack as an action to inhibit other knacks nearby. All Magical Knacks within 1km that use MC or MCB to calculate their range or effects (eg. "MC*100 metres") reduces their effective MCB by your MCB, to a minimum of 1. Siphon is not affected by Siphon. -
Social Barrier - You may select one target- an inanimate object, a living entity, whichever- then physically touch them. For the next 24 hours, if they are targeted by any Social Knack, you know about it immediately. You and the user make an opposed MC test, and if you win, you can trace the knack back to the user; that user may also not affect your target for the duration of the knack. If you lose, then Social Barrier collapses. -
Solid Control - You possess the ability to control the shape of solid, inanimate objects. Depending on the name of the Knack, this might be stone ('Stone Control'), metal ('Metal Control'), wood ('Wood Control') or all inanimate solids. Using this knack, you can shape the solid into a particular form, manipulating MCB kilograms per minute. -
Telekinesis - You can manipulate inanimate objects weighing up to MC kilograms within a range of MCB metres. The level of force applied by this Knack is not enough to cause damage by itself, and the telekinesis instantly ends if the object is touched or held by a living individual. -
Telepathy - You may use Telepathy on a target up to MC*10 metres away whose location you know. You can read thoughts as an Action, with you testing MC, the target opposing with Willpower/Fortitude/Resist Mental. You can also send thoughts as a Free Action, with the message being no longer than MC seconds long. Waker Only
Ward - You ward a space against unwanted intrusion. The space, which may be no larger than 5 cubic metres, then becomes warded: Any creature larger than Size 2 must pass a Willpower test to enter the warded area, and on a failure, may not try again for another hour. When setting up a ward, you can designate creatures that may pass freely. Finally, you may maintain MC wards at once. Waker Only
Wind Control - You possess the ability to control the wind. Some broad control might be to control the wind's flow, or to make it flow faster (up to a maximum flow of MCB*5 km/h) or reduce its speed (Up to a maximum reduction of MCB*5 km/h per turn). Creation of the element is possible, but this only applies in areas where there isn't a natural wind. Once you stop sustaining this knack, the natural order of things reasserts itself. -
Divining Knacks
Discern Footprints - This knack allows you to perceive footprints within MC metres, glowing bright red in your vision, but not who the owner was. The footprints do not need to have left a physical mark; for example, the footprints would show up even on concrete or ice, even if the feet were entirely clean. -
Enlighten - You may apply this knack to a creature of 15 Intelligence or more with a touch. After this, the creature becomes temporarily Enlightened for ten minutes- not fully Enlightened, but enough to perceive Shadows, Personas, Miasma and the rest. This effect lasts for an hour, after which it ends and the target retains only a very dim memory of what metaphysical entities they saw. This doesn't protect the individual from Knacks. If the creature becomes Enlightened later on, either temporarily or permanently, they remember everything that happened in previous periods of enlightenment. -
Orientate - This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no). -
Perceive Illusion - This knack allows you to perceive illusions, both identifying illusions and revealing the true form to you. This affects the following Knacks: Darkness, Disguise Form, Illusion, Light, Magic Writing, Magical Sound, Shape Hex, Shape Shift. Waker Only
Perceive Magic - This knack allows you to perceive the use of magic. If a Persona user, Shadow or something similar has used a Spell or an Art in a 1km area around you in the past two weeks, then you can detect the metaphysical residue of that spell, revealing its location and how long ago it was cast. This also lets you detect the the following Knacks: Alarm, Animal Bond, Darkness, Divining Barrier, Dream Vision, Edit Memory, Fire Control, Geas, Hypnotise, Light, Liquid Control, Lock, Magical Barrier, Shape Hex, Shape Shift, Social Barrier, Solid Control, Telekinesis, Telepathy, Ward, Wind Control, Sense Weather. -
Perceive Owner - This knack allows you to take an object in your hand and gain a sense of who the owner might be. The more intimate the connection between the item and the owner, the more detail you will gain. -
Scry Creature - This knack allows you to scry the location of a specific living creature. You must have something of that creature's in your hand, called a focus, and you must know the creature. Scrying takes ten minutes. Foci may not be reused- after a scrying, you must find a different object (thus, if you used a strand of hair for the scrying, you must find something besides hair). Scrying gives you a general sense of where the person is, with the precision of the sense improving based on the intimacy of the focus to the target: body parts produce the best effect (blood and bone especially), whilst garments worn constantly or worn during emotionally intense moments produce an average result. At worst, scrying will outline an area of about 10km around the target; at best, it will pinpoint a space of about 100m. It can only scry targets who are in the Waking World. This knack can also be used to find objects tied to a person, if you have the person present and willing. Limits on reusing Foci reset after one month. Waker Only
See Bonds - This knack allows you to perceive personal bonds of a selected target. These bonds manifest as intangible threads of light that appear only to you. These threads appear differently in colour depending on the nature of the bond and the intensity of the connection. A red bond represents a positive (eg. affectionate, trusting) bond, whilst a blue bond represents a negative (harmful, abusive, fearful, hateful) bond. The deeper the colour, the more positive or negative it is. The thicker the thread, the more strength that relationship exerts on the target. Note that if you cannot see the partner of a bond, then the bond vanishes into mid-air roughly 10 metres from the target. -
Sense Weather - This knack has two uses. Firstly, even without being used, you gain a perfect understanding of the weather for the next two weeks, down to the minute, for any location within 20 kilometres. Furthermore, it can actually be used, once per day, to change the weather. Changing the weather takes an action and can change the weather for up to MC minutes, in an area between 10 metres and 1 km around you. However, you do not have perfect control- the weather change affects everything in the area you designate. Furthermore, the more drastic the change, the shorter the duration. For example, making a cloudy day a rainy day is fine; but making a sunny, cloudless day rainy will divide the duration by 10. -
Witness Death - This knack allows you to perceive death. Creatures who are near death- perhaps due to injury or sickness- will begin to glow with white light. The brighter the light, the closer they are to death. Places or objects that have witnessed death also glow with this light. At higher levels of miasma, this allows you to perceive the consciousness of the recently deceased and maybe even perform basic communication with them. -

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