Using A Persona

Personas

A Persona is a manifestation of some inner facet of a person's identity, given weight and form by miasma. Personas are powerful tools, companions, and are necessary for exploring the Sea of Chaos.

This page will explore Personas in more depth, mechanically. It will explore Major and Minor Personas and the differences between them; Persona Abilities and how to learn them.

Major Personas

A Major Persona is the core Persona wielded by an enlightened Persona user. In a very real way it represents a true expression of their soul.

All PCs possess a single Major Persona, the identity of which is unique to them. Major Personas remain with the PC for the duration of the game, and whenever they enter combat, the Major Persona manifests. The capabilities of the Major Persona (or the 'Major' from now on) are not set in stone, however, and grow marvellously as the game progresses.

The Majors have the following fields: Name, Powers, Traits and Knacks.

  • The Name is the Persona's Name, and usually has a link where one can read more about the Persona's background.
  • Powers represents the Powers the Major possesses. Majors can possess up to eight Powers; these Powers are the only ones the Major's master can use in combat. Powers are primarily used to grant the Evoker great powers in combat, and use two of the Evoker's prime resources: Power points.
  • Traits represents the special qualities of the Persona, which apply to the user so long as this Persona is 'active' (see below). The Traits are drawn from the standard Trait list. Major Personas can have up to four Traits.
  • Knacks represents the special 'knacks' the Major possesses. A Knack is a special ability that has little combat utility, but can be used to gain advantages in non-combat situations. Majors can have two Knacks.

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Minor Personas

Minor Personas ('Minors') are the great multitude of Personas that serve a secondary but crucial role to the party. They are not unique to any one person, and can be possessed by any Persona user with an affinity for them. They do not serve an active purpose in battle, instead serving as disposable shields that buffer the Persona user from harm. However, their true purpose is to grow the Major Personas by sharing their powers.

Minors all belong to a shared pool which can be accessed by all PCs. PCs may visit the Velvet Room to withdraw Minors from this pool; once they do this, they are counted as possessing that Minor and can do whatever they wish with it, including returning the Minor back to the pool. A PC can only withdraw a Minor Persona from the pool if it matches one of their three starting Arcanae or one of their Fulfilled Arcana. A PC can possess up to three Minors at once. The pool can have multiple copies of the same Persona, but you personally can only equip a single copy of each Persona- so the pool can have, say, three Pyro Jacks, but you can only equip one at a time.

Evokers use Minors in battle, where they use their Minors' elemental attributes; attacks against the Evoker also deplete the Minors' wounds first. If a Minor and Major possess the same Ability that Ability is powered up. The Evoker can equip any one of their three possessed Minors. They can change between Minors as a half action, but only once per round.

All Minors have the following fields: Name, Grade, Elemental Attributes, Wounds, Powers, Traits and Knacks.

  • The Name is the Minor's Name, and usually has a link where one can read more about the Minor's background.
  • The Grade represents how powerful the Minor is relative to other Minors. It is on a scale of 1-10, and to possess a Minor of a certain Grade, the Evoker's Evoker Rank must be at least equal to the Minor's Grade.
  • Elemental Attributes list the Minor's relationship with the ten Elements- Melee, Missile, Fire, Ice, Electricity, Wind, Psy, Nuclear, Light and Darkness. A Minor can be weak, neutral, resistant, immune or repel to an Element, which has the effects laid out in the Combat section. In Combat, the Evoker uses their Minor's Elemental Attributes as their own.
  • Wounds represents how many Wounds the Minor has. When an Evoker has selected a Minor to be their active, equipped Minor, all damage to the Evoker is dealt to their active Minor instead. The Minor can take Lethal Damage and eventually 'die', which makes it unusable until revived with a spell or until the start of the next week. Losing wounds off a Minor generate Stress, but do not cause injuries to the Evoker.
  • Powers represents the Powers the Minor possesses. Minors cannot use these Powers. Instead, the user may expend Epiphanies to copy a Minor's Power onto their Major Persona, which can use them.
  • Traits represents the special qualities of the Minor. Evokers do not use Minors' traits at all. Instead, the user may expend Epiphanies to copy a Minor's Traits onto their Major Persona, which can use them.
  • Knacks represents the special 'knacks' the Minor possesses. A Minor can have only one Knack, and cannot be used by the Evoker; Instead, the user may expend Epiphanies to copy a Minor's Power onto their Major Persona, which can use them.

These details and more will be explained below.
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Persona Abilities

This section talks more about Persona Abilities: three of the most important qualities of a Persona: their Powers, Knacks and Traits, and how these things interact with their Evoker.

Powers

Powers represent the core combat Powers a Persona has. They add real options in battle, including elemental attacks, special physical attacks and enhancing one's innate abilities. When used correctly, they can change the tide of battle.

Powers are tied to an Evoker's Major Persona. They may have up to eight Powers, and if they gain new ones past that limit, must select an old one to remove.

Powers are divided into three types: Spells, Arts and Passives.

  • Spells are magic Powers that often deal in a wide variety of effects, from elemental damage to healing to augmenting allies. Spells are activated using your Magic Score, which is one of your scores (usually Intelligence, Willpower or Fellowship), depending on your primary Arcana. You get a +10 bonus to activating Spells at Evoker Rank 4 and another +10 at Evoker Rank 7 for a total of +20.
  • Arts are physical-based Powers that, when used, produce a modified effect of a physical action, such as an attack or a movement.
  • Passives are Powers that do not need actions to use- once in the Power Pool they are always in effect.

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Traits

Personas can possess Traits, just like Shadows and certain people do. These Traits are drawn from the Trait list and act as usual. Like Powers and Knacks, Traits are tied to the Major Persona, who can possess up to four of them.

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Knacks

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. Like Powers, Knacks are tied to the Major Persona, who can possess two of them.

Learning Abilities

As noted, Minor Persona carry Powers, Traits and Knacks, but cannot use them. Instead, an Evoker can only use powers their Major Persona has. This section, then, deals with how you transfer Abilities from a Minor to a Major.

There are two methods to teach Abilities to a Major: Stress Buying and Sacrifice.

  • Stress Buying is when you purchase Abilities as a Free Personal Turn Action. You can purchase any Ability belonging to any Persona in the Compendium, so long as it belongs to your Arcanae. However, you pay a Stress cost equal to the Tier of the Ability in question. You can do this as many times as you like during a week, but it takes about an hour per ability, so it is not time friendly.
  • The second method is Sacrifice. Covered with more detail in the Velvet Room section, this method lets you sacrifice a Persona to teach as many of its abilities as you want to your Major. The minor is expended in the process.

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Minor Persona Synergy

Considering that you can transfer powers from any Persona in your compendium, what reason is there to have Minor Personas equipped besides as wound pools and affinities? The answer is Synergy. If you use a Power that is shared by one of your possessed Minors, that Power becomes stronger.

  • Spells and Arts become more potent. When cast at Surge Strength, you can choose one extra Surge bonus than usual if one of your possessed Minor Personas has that Spell or Art.
  • Passives are unaffected.

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