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| Tweet Topic Started: Aug 1 2010, 04:03 AM (560 Views) | |||||
| Aim | Aug 1 2010, 04:03 AM Post #1 | ||||
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--Present Time-- The RP is set in the year 2010. --Jung’s Academy for the Gifted-- No one is ever certain about handing their child over to a boarding school known as “Jung’s Academy for the Gifted.” Claiming to use an in-depth analysis process for their selection process, the academy frequently recruits new students through interviews, offering generous incentives for living-in and studying. In reality, the criteria is simple: the academy is for persona users. People acting as monitors for the school surround the globe, watching for Persona awakenings. In the best case, recruitment is possible and goes off without a hitch, as the persona often awakens due to new conflicts within the person’s mind, which make them see Jung’s Academy as a good option for explaining the new phenomenon. Nobody knows what happens in the worst case… Apart from participating in classes and clubs, the students all quickly become aware of the academy’s true purpose; at that point, they have no choice other than to participate. Beneath the friendly surface of the school’s atmosphere is a feeling of desperation, afforded by the dire nature of the academy’s practices. The school board associated with Jung’s Academy apparently has extremely high connections that allow it to keep a good public image, along with minimal exposure of its true nature. The academy is located in the northeastern part of the United States and houses students of every social demographic. --The Persona's First Awakening-- Although the persona has awakened some time earlier in the person's life, this does not mean that the person has "met" their persona yet. There is very little to perceive when a persona awakens. Instead, the more likely option is that the person will be plagued with unexplainable feelings and warped, nightmarish dreams. These are good incentives for students to accept the Jung Academy option, as Jung's promotes its image as a school that helps students with their mental health. --Persona-- As far as anyone knows, Persona can only manifest inside the psyche worlds or inside the Velvet Room (these are explained further down). A persona is a summoned manifestation of a figure from mythology who is surrounded by legend and lore. The persona traditionally represents a facet of the summoner's personality. Persona manifest at their to use powerful skills and magic that can help their users survive the psyche world. A persona can come in any shape or form. Others can only see a person's persona in the psyche world. A persona's body is tangible while they are summoned. It's hard to answer what mandates the awakening of a persona, why they choose to help their summoners, or any number of other mysteries surrounding them. --Life at Jung’s Academy-- Upon arriving at Jung’s Academy, a new student receives a customary outfitting of common hygiene supplies, a school map, and other miscellaneous housekeeping items. The most interesting item that comes in the set is a deck of 21 tarot cards representing different major arcana; nobody learns the meaning of this item until later. After their first day, during which the school appears to be an ordinary high school, they are briefed at a late night meeting about the school’s true nature, the truth behind their powers, and their duty. Students who do not comply are shortly escorted out of the school. (All of this is assumed to have already happened as you begin RPing your character) Students participate in regular high school activities, such as school and clubs, but their nights are reserved for Spelunking- that is, diving into the world of the psyche. --Orientation-- The student's first night orientation includes an explanation of persona, the world of the psyche, their future at Jung's, and how to use Spelunkers. They are told that their persona will be their partner in Spelunking and the purpose of Spelunking, which is to cleanse the psyche of the shadows that cause doubts within a person to become inflated. They are also shown a brief video that supposedly represents the transmogrification of a human being into a demon after leaving his psyche unattended. Unfortunately, some areas that are left gray are the Velvet Room and just what exactly people see when others are inside of their psyches. The reason for this is that, because the area is so dream-like, it's been known to vary from account to account. Since neither are linked to danger or accidents, however, further explanation of these features seems unnecessary. --Entering the World of the Psyche -- When a persona user sleeps, the user enters the world of his psyche. Just being in the psyche is not inherently dangerous, but the further one goes into the psyche, the more dangerous it becomes. Jung Academy researchers have developed a method to synchronize several persona users into a single psyche by using a special light sequence, which is displayed as a persona user sleeps, facing up towards a monitor. The device is called the Spelunker (explained in greater detail below). The monitor synchronizes the minds of several persona users to allow them to move in together, but no more than four entrants and a host can be linked by this system. No one who is not part of Jung's Academy is allowed inside the dormitories, as that could endanger the secret of the Spelunker. --Spelunker and Dormitories-- The Spelunkers are long, single-person beds with optional restraints for situations in which a subject is uncooperative (these creep a lot of people out, but it's unavoidable). Monitors are suspended above each bed (the beds being arranged in a semicircle around the room) and wired into the wall. The beds have comfortable cushions and even blankets, which are provided to help the Spelunkers serve as beds. Several guards patrol and can be addressed in the case of emergencies or to provide a mild anesthetic in pill form that helps students sleep. Most Spelunkers are white with light blue cushions, but one in each room is distinct as having red-brown cushions; this one is used by the host, to whom all the others are linked. The pattern of lights that flashes on its monitor is slightly different. A curtain can be drawn around each for greater privacy, encompassing a small walk-space around the bed. There are bins for storage of personal materials as well. A major duty of security guards is to make sure that there is no unnatural movement occurring in these rooms that may indicate theft or illicit activity. Each student also has a small single-room to themselves, more familiar to a dormitory, where they usually keep the greater part of their belongings. The single rooms do not have bathrooms, however, there is a communal shower room on each floor. Males and females are separated by floors. These rooms represent the upper floor, while the Spelunking rooms are further into a basement area. --The World of the Psyche-- The world of one’s psyche is accessed during one’s dreams. The average person’s psyche is a clear, peaceful world. In contrast, a person’s persona awakens from a corruption in the psyche, so all persona users have corrupted dream worlds. The world of the psyche becomes more complex, grotesque, and clouded by the desires of the shadows inhabiting it. The setting often reflects an important part of their life. The only way to quell the competing desires to “surrender” in the personality is to dive into the psyche and cleanse it of shadows using one’s persona. One must always rely on other persona users to cleanse one’s own psyche, as entering one’s own mind is said to make the psyche’s owner become easily persuaded by their shadows. To simplify, no person should enter his own psyche, which is why the community of Persona users is so important. Legend around the school indicates that if a psyche is not eventually cleared, a person surrenders to base emotions and becomes a “living demon,” terrorizing the waking world with their tainted, manifested persona. While the spelunkers maintain a clear memory of what has happened inside of a psyche, the host himself can only see the events as a fragmented dream. Events are often muddled or forgotten entirely. —Shadows-- Shadows are mysterious, malevolent beings that inhabit the inside world of a person’s psyche. Taking their forms as indicative of the person’s personality is misleading, as their features may be based upon any external stimuli that the person intakes. They will inhibit progress through the psyche and must usually be eliminated to proceed. --Boss Shadows-- A boss shadow often takes the form of the host of its psyche. At a distance they may be hard to tell apart, but the shadow will be recognizable by gleaming yellow eyes. The boss shadow’s true form is often a monstrous mutation of the host’s persona. Beating the boss shadow allows further passage into the psyche, but more importantly helps one’s personality from being eroded. The boss shadow represents a suggestion that has recently arisen in the host’s life which now grows to an unhealthy obsession. While this doesn’t seem necessarily unhealthy, the important part is that the figure guided by this obsession is not the host themselves; if they have their way and the true psyche is eroded, the result will not be a change in personality of the host, but a new identity entirely (and as the teachings of the school present, a demon). The shadow often arises based upon an option foregone in a situation that was important to the host. --Demons and Corrupted Personae-- The very existence of demons, created by prolonged neglect of one's psyche world, is almost simply a rumor amongst the school with no evidence to back it up. There is another rumor within this rumor: some say that there is an organization of students who are convinced that what are being called "demons" are not something to be rejected. Nothing is known about these students' identities or if they even exist, but the faculty seem uncomfortable with the question. The only "proof" of the existence of these demons is a very short film shown to the students upon their first night orientation. It's also not hard to imagine after the students get their first taste of the world of the psyche. --Armor and Accessories-- Within the realm of dreams, various clothing articles, armor pieces, and accessories can be found with unique properties. These armors and accessories can only be worn inside the dream world, never carried out. While they may sometimes look ridiculous, they often hold potent battle capabilities. --Invoking a Persona-- Inside the world of the psyche, the power of a persona is activated by taking your persona's tarot card with matching arcana from wherever you've stored it and destroying it. The psyche works with such an illusion that you seem to have an infinite amount of these cards to destroy (but destroying multiple at once does nothing). An interesting experiment shows that if you drop them on the ground inside the psyche and look for them later, they'll have disappeared. —Dream World Yen-- Yen appears inside of the psyche to reward spelunkers. Unfortunately, it cannot be carried outside of the world of the psyche. For that reason, students have been encouraged to use any yen they find towards Soames’ supplies or Tanaka’s offers to increase their spelunking capabilities. --Weapons-- While some students bring in items that can function as weapons when they arrive at the school, obviously the majority will not. Inside the world of the psyche, much like the infinite tarot cards, a weapon is generated for the Spelunkers. It could be linked to the host's need to defend the entrants into his dream, could be divine providence; nobody knows. Students will find themselves outfitted with a weapon suited to them upon entering the dream world. --The Velvet Room-- The gate to the Velvet Room exists inside the subconscious mind of all persona users. Entering it is as simple as freeing part of one's mind. The visitor can travel the Velvet Room while their conscious self operates in the waking world or the world of the psyche. In generations past, the Velvet Room has been operated by a being named Igor who visits special person users within their dreams. However, with the influx of those gaining entry to the room, personalized attention has been cut for efficiency. A young girl named Victoria and a number of other young people maintain the room and its features by Igor's directions. The design of this Velvet Room (it has changed over generations) is a tremendous banquet hall; all of its tenants wear royal blue waiter and waitress uniforms, but with a very dignified and conservative touch. The entire room is draped in blue velvet curtains, tablecloths, and even kerchiefs, befitting the room's name. Victoria's tremendous table is the central focus of the room, where tarot are read and persona are met, but there is also a table where visitors can do shopping with Tanaka's infamous on-air program and set up their own goods for sale or trade. They can even leave gifts for others. Click this link for more on the specific functions. Most persona users are extremely confused when they first enter this room, walking through a tremendous but the courteous behavior of the tenants quickly gets them situated. The tenants are known to be quite curious of the waking and psyche world themselves. They also appear to know a lot more about persona, shadows, and the corruption of the psyche than they are willing to reveal. If you are curious, it is possible and even recommended that you make a post at Victoria's after registration. The first time your character enters the Velvet Room and any time that the option to summon the power of a new Persona presents itself, Victoria will call them there through their subconscious. Otherwise, they can access it through a subconscious personal desire (for trading and Tanaka's ordering service). A hallway just outside of the Velvet Room’s door now leads either into the Velvet Room itself or into the door of Soames’ Shop, which recently moved. Another door at the end of the hallway maintains functionality as a gate out of the mind. --School Uniforms-- The school uniform's design alternates for spring/summer and fall/winter. The male's cold weather outfit includes a green suit jacket, tie of any color (standard issue is black), and black slacks. Black shoes are given, but students can also swap those out. During the warm period, no suit jacket is worn, but the rest remains the same. For girls, the same type of uniform is worn, but with a long skirt during the fall/winter and a shorter one during the spring/summer. Any color of formal shirt can be worn, but white is the standard issue. Starting out, Jung students always find that they enter the dream world in their school uniforms. Edited by Aim, Sep 23 2011, 02:17 AM.
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