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January 2019
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Updated: 8/18/2017

Heya! I'm your friendly neighborhood Larsinny, a demon here to keep you updated on the current debacles going on within the site! Okay, maybe not debacles... Anyway! The Endymion Plot, our Third Main Plot, is underway! We also have our sideplot taking place called Junction! If you're a new member looking to join the new plot, you will want to choose Endymion. However, if you're interested in our sideplot, you may also join that one aswell. The choice is ultimately up to you! The Dungeon Master of the Junction plot is CWIS and the DM of the current Endymion plot is Godai and Grantus.

All templates on the site have been updated, and this also includes the rules aswell. When referring to the rules, please disregard any that say "Old" or "Obsolete" as we are no longer using those rules for the Endymion Plot. Oh, don't be mistaken! I love breaking the rules! But in this case, follow them or erasure!

Be sure to constantly check the update thread for any changes to the boards. You can find it ->Here<-

More to come


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 Irvine Vivas [Junction Shadow Self] [WIP]

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Infernal Zero


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Join date : 2017-11-15
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PostSubject: Irvine Vivas [Junction Shadow Self] [WIP]   Fri Feb 02, 2018 5:26 pm

Irvine Vivas
"Remember: the highest point of a Cray's body is always their nose!"

The Biography

Birth Name: Irvine Vivas
Aliases: Manesite, Tenny, "DO YOU KNOW WHO I AM!?"
Gender: Male
Age: 20
Birth Day: 23rd of May
Species/Race Name: Necropoli
Original Homeworld Name: Charnel
Arcana: Strength
Place of Residence: Middle Ward
Academy Semester: N/A
Class: "You have to ask? I should be insulted."

Part/Full Time Job: Restaurant Owner

Appearance: With yellow eyes, wild gray hair that runs his shoulders, and a set of whisker marks on a face tan skin, Irvine stands about 5’7”, and happens to be someone you just can’t wipe the grin off of. He wears a short sleeved and double-breasted black overcoat with yellow buttons and a high collar, adorned with a pair of grey bands running about the sleeves and a matching grey belt left to hang loose from the waist of it. Covering his legs is a ripped pair of grey combat trousers, leading into a set of black, heeled boots, trimmed with gray. Atop his head is a ballcap in black and gray, studded with metal on the left side, wrapped with a red bandana tied up at the back, and a pendant hangs around his neck.
A black and white cross bracelet rests on his right arm. And on his left, a stretch of black covers his hand and leads up to his elbow, darkness writhing in his skin.

Personality: What kind of person Irvine seems to be depends on who you happen to be.

With the majority of people, he's a friendly guy, albeit appearing irrevocably loud-mouthed and brash. He's got an irreverent sense of humour, an accompanying trend to make cracks about just about anything people hold in regard, and a sense of loyalty that couldn't be shaken by anyone but the subjects of it themselves. He might say things you rather he not, but you can rely on him to take care of people in his good graces.

In contrast, with people of status, or just those who get on his bad side, Irvine is an avatar of contempt and mockery. He won't lay a finger on you unless you make the first move, but he will happily mock and insult you to kingdom come, regardless of who you happen to be. Not that he will...but there's good odds he will as he gives you the cold shoulder.

Underlying all of this is someone trying to handle the bitterness he's been instilled with, with a deep hatred for abuses of power and an unwillingness to bend knee to anyone. He's a spiteful thing, but he does his best regardless.
That's Irvine. Good and bad.

The Potential

Strengths: (Anything your character is skilled in, such as Martial Arts/ Drawing/ etc? You are allowed a maximum of five strengths and a minimum of three.)

Strength Name: Necropolitan
Description: Spirits might not be as common in Junction as at home, but Irvine is still perfectly capable of having a chat with them. He's capable of seeing, understanding, and being understood by any lingering spirits he encounters, as if they spoke the same language. Not like he can call up your grandma from heaven or dig up a corpse for some conversation, but he can definitely say hello if he sees one in the streets.

Strength Name: Grim Defiance
Description: You don’t try to pressure Irvine if you want your way. You don’t try to undermine him, or threaten him. It just spurs him on, grinning wider and wider as he weathers it all and spits in your face for good measure.
Debuffs are 15% less effective on Irvine.

Strength Name: Shadowform
Description: In his true form, Irvine doesn't seem quite...real. In the truest sense, he is a shadow made tangible, a darkness given form that creeps about, leaving no trace of where it has been but perhaps a wisp of shadow. He holds no real mass for his footfalls to make sound, he has no odour of which another might smell, no taste for those so deranged to try and discern his flavour.
When have shadows ever had these things?

Strength Name: Bodach Broker
Description: High Spirits is a great place, and Irvine goes to great pains with his friends and colleagues to make it a damn fine example of what a restaurant can be. But it’s not his only project. For certain special clientele, Irvine’s got a host of pretty looking creations available that push the limits of what he can do with the help of his spectral host.

With this strength, Irvine is able to run a shop, focused on items with elementally based effects and added ailments, delivered through his restaurant.

Strength Name: Spiteful Spirit
Description: On some level, Irvine takes gleeful pleasure in tearing into people. Normally, he keeps this under wraps...certain exceptions aside. But in the heat of battle, with openings right there on targets he's little reason to regret being cruel with, it's so much harder to resist.
Irvine deals an extra 15% damage to targets suffering from Fear or Distress.

((Racial Strength: This is where you put any special powers that your race is capable of. This area is where your character truly comes alive. Things such as flight, shape shifting, or anything else your race can do is put here. This strength will be heavily scrutinized to ensure balance.)

Racial Strength Name: Shadowed Soul
Description: Irvine has been a being of shadow ever since his birth, his soul calling to the dark and reshaping it as he wills. He can't exert any force with them, no - shadows are only shadows. Without substance. But he can see through the shadows, clear as day even in the pitch black they create, as he has them envelop things and blot the light. He couldn't block the illumination from more than a couple of lights and some windows, and things covered by darkness still stand out against a bright background, but it's still a useful trick.

On the combat side of things, the unique nature of his soul provides him a certain trick - Irvine may cast Dark skills as if they were physical skills, paying a HP cost instead of an SP cost, and calculating damage based on Ppstr instead of Pmstr. The damage type is not altered, and clashing behaviours remain the same as the non-physical version, but otherwise it behaves identically to an ordinary Phys skill.
”How Costs are Calculated”:

Weaknesses: (You must have the same amount of weaknesses as strengths. These weaknesses pertain to you and not your Persona. IE: Physically Weaker, lack of attention span, etc.)

Weakness Name: High Society Snubs
Description: Irvine's disdain for the elites of the world is no secret, and even if they’ve yet to hear of any crass remarks he’s made about them, it’s plain as day in person just how little he thinks of them. It makes him few friends in Top Ward, let alone with most others that the public might consider important people in the world.

Weakness Name: Negative Force
Description: For all his nature, his time in the world(s) has marked him with an underlying bitter disposition that begs to be cut loose, most often seen with the lashing of his tongue. It’s something suppressed, but not so easily gotten rid of.
Irvine receives 15% less healing.

Weakness Name: Insubstantial Dark
Description: Just as the shadowy nature of his true form makes him a non-presence, it makes him easy to propel if you wield the powers necessary to exert meaningful force on him, as we weighs virtually nothing. He's easily thrown about, and can be sent sailing through the air like a common frisbee.

Weakness Name: Heavy Suppression
Description: What do you do, when you don’t trust your impulses? When dark thoughts cloud your mind, when there’s constant temptation to do so many things you shouldn’t? You can follow it along...or squash it down, down, and down. Bury away that piece of yourself as much as you can, even as it struggles to break free and show itself to the world. Keep it under as tight a control as you can muster...even if that isn’t healthy.
Whenever a certain amount of uses is listed as a requirement to reach the next skill rank, Irvine requires 8 more uses than normal to reach that rank.

Weakness Name: Satisfaction Denial
Description: Just as much as it feels so wonderful to him to cut into someone, it's positively aggravating when they don't even care, too wrapped up on themselves to even notice what he's doing. It makes him get sloppy.
Irvine deals 15% less damage to targets suffering from Panic or Charm.

((Racial Weakness: If you take a Racial Strength, you are required to take a racial weakness. This weakness must tie into your racial Strength and will be looked over just as heavily.)

Racial Weakness Name: Burning Through the Shadows
Description: Light? Light’s not the bane of darkness. They go hand in hand, two sides of a coin, neither existing without the other. It’s a common misconception.
What really proves bane to the shadows is fire. It moves and flickers, growing and shrinking, and is nigh on impossible to blot out. It cuts through the dark the way nothing else can, a beacon in the black for all to follow.
And it’s a pain in the ass.

Needless to say, Irvine is weak to fire. It cuts through his work with the shadows, and he can’t black out any flame bigger than a candle. Hence, why he’s rather fond of electric lighting.

Soul Bound Weapon: (This is the weapon you'll be able to summon to your hand while in combat. This weapon is special for your character specifically and allows you to fight Shadows and Demons without the need of summoning your Persona. This can be anything but a Gun (Or gun related weapon))

Weapon Name: Bone Claws
Weapon Description: A pair of bony limbs that sprout from Irvine's body, each a set of connected arm-bones, ending in a hand of scything digits which some might call fingers. Each has a maximum reach of about 3 feet. Used in combat, they rake and tear into the body of whoever is so unfortunate to fight him. Otherwise, they're mainly used as normal hands and arms whenever he needs to interact with the world in his true form.
Weapon Image: (Not necessary)
Weapon Attack Type: Slash
Weapon Element: N/A

Side-Arm Weapon:

Side-Arm Name: Polterghasts
Side-Arm Description: Simulated spirits that whirl about Irvine's body before shooting off and detonating. May appear to be ghosts of some kind, but pack a very real punch.
Side-Arm Image: N/A
Side-Arm Attack Type: Gun
Side-Arm Style: Shotgun - Scatter Shot - Accuracy is decreased by 30%. Consumes 3 types of ammo at once to fire -must be same type of ammo. Can shoot all enemies with one attack.

The Background


Charnel is a curious land. There, dying is not so much seen as an end, so much as it is thought of as a new chapter. The reason for such is simple – even once your physical body meets its end, your spirit remains in the land. Gone is your corporeal form, but with it come new powers in its stead.
Each soul is attuned to an aspect, and after one’s passing, they gain great power over it. The general view is that there are six of such aspects: fire, water, earth, wind, light, and darkness. The corresponding souls receive titles of their own that signify their attunement: Ignis, Aqua, Terra, Ventus, Lux, and Tenebris. None are any more or less common than another, nor is their power inherently greater or lesser for being what they are.
Society is balanced between these two, alive and dead, as they coexist in the world. The souls of the deceased empower the living, wielding their powers to help shape the world and provide aid how they can. The living venerate their dead, and drive action in the world, profoundly changing it and the lives of those living in it.

The one hitch in all of this is the fact that living and dead cannot communicate with one another. Not directly. Upon death, the voices of the living fall silent to your ears, and the words in which they write become incomprehensible to your eyes. The same too goes the other way around, the dead tongues adopted by the deceased alien to the living.
And so exist the Manesites, those blessed to hear the words of the world’s ancestral spirits. They speak in the tongues of both the living and dead, and it is their job to act as link between the two. And as proof of their identity, they receive one more boon – the ability to wield the element their soul commands while they still walk the earth, visibly touched by it.

Irvine was born as one of these beings, the shadow’s touch upon his body. It came as a surprise to his community, who had already received more than a few in the years that came before. But a Manesite’s birth was always something to be welcomed, and they celebrated.
Unlike most of his kin, he had the privilege of growing up amongst several like him, unbound souls that walked the same line he did. There were five others – two Terras, a Lux, an Ignis, and a Ventus. In the end, it was the Lux and the Ignis he grew close to – a girl by the name of Alice, and a boy by the name of Raymond. Growing up, the three were inseparable...and absolutely incorrigible.
With their talents together, they made merry hell, introducing chaos with their talents and the help of some prankster spirits. Crops flew, bedrooms were turned into discos, and on one notable occasion there was an impromptu night-time fireworks the middle of the day. It took a lot of setup, but it was worth it.

But time marched on, and as responsibilities started to pile up, the antics died down. By 11, they were already in full swing of their duties, getting to know their roles and the world around them. Even as other children still played, they had work to do.
At the guidance of their teachers, they started to help out the people around them, instead of playing practical jokes on them. By their work, fires stayed lit and water flowed, and people got to hear the words of loved ones passed on...if not their voices, not yet. It was a chore at first, but after a couple of years in their roles, they’d started to appreciate what things were like for the people around them, and just what they meant in the world.

It was about the age of 15 when things started to go downhill. The three were adjusting well to their roles, and they had grown fond of the townspeople they’d once terrorised. Their roles in the town expanded...and they started to note an unsettling trend.
The other children they’d grown up with had started to grow arrogant. People sang their praises and it had gone to their heads, beginning to see themselves above live and dead, and it was beginning to show as they subtly extorted tributes under pretenses of veneration. Worse yet was that their mentors seemed just the same, nepotism guiding who would actually see their aid. It infuriated Alice, sickened Raymond, and filled Irvine with a contempt that drove him to mockery and insults that made him no friends with their targets.
They were past the point of juvenile pranks by then, but they still held no love for them, each finding their own ways to spite them. Tensions rose, day by day, until Alice found one of the Terras...forcing themself onto someone with their powers.
It wasn’t long before she blinded them and beat them bloody.

It all blew up from there. She dragged their beaten body out into the town and cast them before everyone, letting loose a furious tirade as she berated them for their misdeeds, and catching the attention of many. Among that number were a group of Manesites from a major city, come to check on the town, who demanded answers for all of this.
She gave them everything they asked for and more, going on about every wrong in the town she lived in. They were skeptical, still outraged by the bloodied form they’d seen, but as Irvine and Raymond came to support her they agreed to investigate.
Alice, however, was to be barred from her duties and isolated henceforth. And no matter their protests, that was to be final.

The investigation came, and things got a bit better in light of what was uncovered, but it did no good for Alice, who was placed under watch and kept away from other people. Irvine made a habit of sneaking in, carrying gifts from Raymond, but she was obviously languishing in her confinement. It was a situation Irvine was quite vocal about, but little changed, and with that what had already been a long-standing hatred was cemented.
The three were about 17 when Junction came, and Irvine was not missing the opportunity to get out from this place, and bring his old friend a better life. With the help of Raymond, and the old spirits they once played pranks with, they got Alice out from her confinement. From there, they escaped to Junction.

After that, three years passed. It was rough, at first. Alice was readjusting to life outside again, and Irvine’s disposition frequently did him no favours either. But they pulled through, and eventually opened High Spirits together, possibly the only restaurant in Junction staffed by spirits...not that many people actually knew that, given that they couldn’t seem to see them.
Things weren’t perfect, but...they were getting by just fine. Things were going back to how they were.
Irvine was just happy to have his friends back together again.

Last edited by Infernal Zero on Sun Feb 25, 2018 8:36 pm; edited 5 times in total
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PostSubject: Re: Irvine Vivas [Junction Shadow Self] [WIP]   Sun Feb 25, 2018 6:37 pm

Analyzing Character Data.

Character Data At 80%.

Strength Grim Defiance must be defined clearer, ID what is meant by Potency? Strength Shadowform is unacceptable, as shape shifting is a Racial level strength.

All Other Data Is Approved.

Please Update Noted Fields.
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PostSubject: Re: Irvine Vivas [Junction Shadow Self] [WIP]   Sun Feb 25, 2018 8:52 pm

Analyzing Changes.

All Requirements Met.

Congratulations New Citizen Of Junction, ID #YYH3756246 Otherwise Known As Irvine Vivas.

Welcome To Existence.
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