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Recursion Helpers ([personal profile] galambs) wrote in [community profile] heartinfo2017-09-09 01:17 am

PERSONAS

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Torn from the heart, these Personas are much more wild and unpredictable, as they come from the deepest, darkest part of an individual.

QUICK EXPLANATION
► A Persona is a physical manifestation of one's personality, a "mask" used by an individual to face hardship. Think of them as words of power given form. In Eddan, a character's Persona is summoned uniquely from the deepest, darkest part of the heart.
► A Heart Persona has three separate sections: the TYPE, the STYLE and the PASSIVE. These are detailed below. When applying, players pick from each category to construct a Persona suited to their character.
► Players pick the types, styles and passives they want. Each group comes with set spells.
► Heart Personas get stronger up after certain requirements are met (there are no levels in game for players to raise).
► All Persona users can cast group spells together to make their spells stronger. Certain spells can only be cast as a group, which means that even a player who has a character that has been in the game for a year can benefit from even a new arrival's additional firepower, and a new arrival can join group logs with older players in persona-centric logs and not feel like a crutch.
► There are two branches of Persona users: COMBATANTS who battle the creatures head-on, and NAVIGATORS who, while having very little attack spells, are masters of support and oversee teams. Navigators in general are much more rare.
► Personas are tied to the Major Arcana from the tarot deck. Since Heart Personas are unique, they have their own Heart Arcana, which echo some of the traditional Arcana cards, but are very different in their own ways.
► If you have any questions, contact the moderators, and we'll be happy to help!
There are two branches of Awakened Heart Persona users.

⚔ COMBATANTS
Combatants take the battle directly against the Shadows. Armed with damage-dealing spells, their additional abilities allow them to take on creatures that no normal humans would be able to dream taking on head-first.

Usage of a persona grants Combatants additional abilities - chief among them the intimate knowledge of the weapon they are using, even if they previously had no skills with them. Their new Weapon can be anything from simple like swords or daggers, to the extraordinary like flaming chainsaws, chairs, pieces of ribbons and so on. There does not seem to be a limit of what constitutes as a weapon.

As a long range weapon, combatants also get guns or crossbows. These also tend to follow the overall theme of the character - someone who is more physical would get a larger gun to use, while a more practical user might get a small handgun. Bullets are seemingly unlimited, but they use up a character's energy.

With their enhanced reflexes they can dodge normally fatal blows to most humans, and with their new strength, even a punch by a powered-up Awakened can send the strongest of humans away with a smashed nose. They can jump over buildings and land without any issue or broken bones.

☸ Navigators
Navigators may have less strength, but they more than make it up with their enhanced eyesight which allows them to oversee a battlefield and telepathy which lets them talk with other persona users nearby or link them to each other via thought.

Navigators can hover around the battlefield, but they have to be careful not to become the target to the Shadows. Usually, they are encouraged to stay a little back while the Combatants do most of the grunt work. In a way, Navigators have a double duty: keep the team alive, and act as a field commander should the need arise.

The weapons of the Navigator are the same as a combatants, however their physical weapon is usually small (daggers, small bombs, etc). Their long-range weapon, on the other hand, tends to be based of those that can be used as a distance; many navigators will use sniper rifles and cannons from a distance.

Navigators are much more rare than Combatants due to the unique state needed and keen commanding prowess that is required to be one.
The Heart Persona has three sections: the TYPE, the STYLE and the PASSIVE. Depending on your choices branch, they will have more or less of a certain section.
TYPES
The Types make up the outer core of a Heart Persona, and are related to elements. When applying, Combatants can pick up to two types, and a Navigator is limited to one. If you pick two elements that are weak to each other, your character will become weak to both and lose the bonuses. Weapons will also get embedded with those types picked; a fire user might have a flaming sword, for example.

All Combatant users get a physical spell, but only those that pick physical get a stronger starting physical skill.

Physical: (No Weakness, No Strengths)
Fire: (Weak to Ice, Strong to Fire)
Ice: (Weak to Fire, Strong to Ice)
Wind: (Weak to Electric, Strong to Wind)
Electric: (Weak to Wind, Strong to Electric)
Nuclear: (Weak to Psy, Strong to Nuclear)
Psy: (Weak to Nuclear, Strong to Psy)
Dark: (Weak to Light, Strong to Dark)
Light: (Weak to Dark, Strong to Light)

Styles
The Style are a character's status spells. These can be anything from healing to spells that cause additional damage. Combat characters can pick one style, Navigators pick two.

Healer: (Predominantly healing spells with some defensive spells)
Protector: (Predominantly defensive spells with a few status boosts and healing spells)
Buffer: (Predominantly party boosting spells with a few healing spells)
Negotiator: (Predominantly negating spells with a few status boosts and ailment spells)
Sorcerer: (Predominantly ailment spells with a few negating spells) )

PASSIVES
Passives are skills that represent the deeper, inner part of a character's heart and its hidden powers. All passive skills are active at all times when a Persona is called out.

Passives are divided into three groups;
Offensive: (Passives that help deal more damage)
Defensive: (Passives that protect the user)
Dual: (A mixture of both types, but never at the strongest of either group.)
RESISTANCES & WEAKNESSES
Each persona has a list of elements they are weak or strong against. Without modification, everything is normal damage.

Currently, only Strong and Weak are the status players can have, but this will change later in the game. Therefore, all the following are listed for future use and for your information. Some Shadows that characters will fight will also have these traits even before the characters do.

WEAK: Increases effects of an element attack against a character, and can also cause the character to fall down, making it dangerous.
STRONG: The attack is 50% weaker on a user who is strong against something.
NULLIFY: The attack does no damage to the user.
REFLECT: The spell is reflected back to the attacker.
ABSORB: The attack is absorbed, healing the user instead of causing damage.


THE FIRST SUMMON
The first summoning is both an exhilarating and terrifying experience. As it is birthed by a need to protect themselves from a situation that would otherwise signify their deaths, the fear becomes the catalyst which fuels the change.

During the first summon, time will seem to stop for a few seconds. A faint glow around their heart while the Persona speaks to them, telling them what to do. Tearing it out, while basically an illusion, still feels real, and players are encouraged to make the first summon as painful as they wish (withering on the ground, screaming in pain, drooling, trying to hold on to something so hard they are bleeding, etc).

Once the Heart is 'removed' there is a brief, utterly terrifying few seconds when the deed is done and a character's vitals stop completely. They might even hear the sound of flat-lining in the back of their mind. This is (thankfully) quickly replaced by being enveloped in a bright light as their heart begins to beat again (it sounds like a deep bass) their clothing melts and is replaced with new outfits, their eyes turn a bright yellow, a weapon (or weapons) forms in their hands and Persona appear behind them. It is a rush unlike anything they will have felt in their lives - even previous persona users will note that it feels a lot more raw than the other types of summoning they have experienced.

Basically, it feels, really, really, really great. Some users might even grow addicted to the feeling that comes from summoning if they aren't too careful.

SUBSEQUENT SUMMONS
Subsequent summons are the same; tearing out the heart causes a similar reaction, but this time they are aware of what they are doing (and the flat-line time is maybe a second instead of a few terrifying seconds).

While Personas do not appear in subsequent Awakenings (unless the user is a Navigator), they can be summoned by calling their name. The Persona appears from their shadow - literally. Therefore, while a Persona is in use, a character no longer casts any shadow on the ground. This means that Navigators do not casts shadows from their Awakened state (since their Personas are always active) until they return to their human civilian form.
SUCCUMBING TO FURY
While in their Awakened state, users will be more feral, more easily willing to overcome obstacles that would otherwise be bothering them. For example, a shy user would have a lot less problems speaking to someone they like while Awakened. And while this example is a lot less harmless, other users might give into their darker desires more easily. Fights might be a lot more violent as a result, characters with hidden desires might want to act them out while Awakened, and regret during the day.

The most dangerous state, called The Fury is when the user's Shadow becomes too dangerous to contain and fuses completely with the user; the victim become a warped version of their Awakened selves. They then must be dealt with quickly before they make their situation worse. If a user stays too long in a Fury state, the change could potentially be permanent, and the only way to save them would be death. It serves as a reminder of how precarious their situation always is, as Persona users dance at the razor's edge of control or be controlled constantly.