Part 2: Destiny
-[X] Lonliness: Even in death, you felt alone.
How was it that, in the end, you had been so alone? You had looked at the faces surrounding you, the people who once filled your life. There had been love, or at least something close to it however fleeting or imperfect. You had been cared for, held, and understood, if only for moments. You had told yourself that was enough, that such connections, as fragile and fractured as they were, would sustain you when the time came.
But as the final moment approached, when you stood at the threshold of that last, irreversible journey, ready to be surrendered into the void there was nothing.
No warm presence at your side. No comforting touch or whispered words of solace. The silence of the abyss was deafening, swallowing everything in its path. The faces, the voices, the fleeting sense of belonging they had all vanished, as though they had never existed.
And it was then you realized the lie… the truth in your matter. There was no one with you. All your friends, all your family, they had not come. They would never come for you. You had only wished for it.
You were alone. Utterly, completely alone. No one stood beside you as the darkness opened its arms, indifferent and eternal. The absence was suffocating, not even sorrow to anchor you, only a void that stretched infinitely before you.
No one was ever truly with you. All you had thought you had was indifferent.
No one ever would be as far as you could tell.
Gain Trait: Alone: No matter how hard you try, no matter how many faces pass through your life, there is a gnawing hollowness in your soul that refuses to be filled. You reach out, desperately, sometimes, yearning for connection, for friendships that might tether you to something real, something lasting. Yet, every time, the effort falters. There's always a part of you that holds back, a whisper in the back of your mind reminding you that, no matter how close someone may seem, they can never reach the depths of the void inside. You hesitate, flinch away, or sabotage the moments when you might have let someone in. The scars of dying alone have marked you in ways that even you don't fully understand. (Unknown Effect.)
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-[X] You were Good
-[X] In a Drug Den
As you grew, you were thrust into the world once more, emerging into this festering pile of earth and mayhem called Gotham. Chaos had become your cradle, a life woven from the threads of putrid insanity, drug-ravaged streets, and the suffocating weight of hopelessness.
From the moment you could comprehend your surroundings, everything screamed decay, pulling you into its depths. Like the city wanted you to be dragged down to the level of insanity, of hopelessness.
Of fear and loneliness.
Yet, you resisted.
You defied the bleakness that surrounded you, not with anger or despair, but with something deeper.
You smiled, even when there was nothing to smile about. You looked out at the wreckage of humanity, at the filth, the broken bodies and minds that littered the streets, and somewhere, within the deepest recesses of yourself, you found a spark. A sense of optimism that defied reason. A child's heart, they would call it, that naive hope that refuses to be crushed no matter how dark the world becomes.
But that wasn't you, not entirely. You were more than just innocent defiance. You were quiet and observant. While others raged and fell deeper into the darkness or succumbed to the despair and the horror, you stood apart, seeing beyond both the fleeting satisfaction and the endless horror. You understood that the hopelessness wasn't absolute. The desolation of the helpless, the tragedies that littered the streets like discarded refuse—they didn't define the limits of what could be.
You looked toward the impossible. You saw through the rot and despair, past the violence and addiction, to something others couldn't or wouldn't see.
There was good in this world, buried deep beneath the filth. A flicker of something pure, something untouched by the madness. And that same goodness, that same defiance of the inevitable, lived inside you too. No matter how much the city tried to drag you down into its murky depths, you clung to that truth. You were not just a product of your surroundings. You were more than the struggles, more than the horrors that threatened to engulf you.
You were good despite it all. Despite the suffering, despite the relentless tide of darkness that pressed in on you from every side, you remained untouched by its corruption. The world outside had crumbled, but within you, something remained unbroken, untainted.
And in that, you found your strength.
Gain Trait: Weak Heart, Strong Soul (Good): You have gazed into the abyss, see the depths of human depravity that this city conceals in its darkest corners. Yet, instead of succumbing to the weight of it all, you chose to find light where others only saw darkness. Your heart is not hardened by what you've witnessed, though it bears the scars of every injustice, every moment of suffering you've endured or observed. It remains vulnerable, easily wounded by the cruelty of the world, and yet, it refuses to turn cold. You fight not because you believe in victory, but because standing still is not an option. Your body may falter, and your heart may tremble with fear or doubt, but your will and your soul remain unyielding. (Unknown Effect.)
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What are you?
[] The Orphan: Life in an orphanage wasn't the comforting or magical escape some might imagine from movies. There were no heartwarming moments or grand adventures. Just discipline and constant fear, a gnawing emptiness where love should have been. You learned early that affection was fleeting, and the connections you made with the other children were fragile, bound by shared survival rather than true family bonds. As much as you tried to care for those around you, deep down you knew you had to leave. The orphanage was a place you could never call home. The hope of money, of someday coming back to help, gave you a purpose but it was never happiness. (Gain Trait: A Faceless Orphan. You are alone, with only your brothers and sisters of circumstance as your closest family. But you know, even among them, you remain nameless and faceless to the world.)
[] The Thief: On the streets, there were rules, even for children. Among your crew, a simple creed held everything together: The Fence got its cut, the Mob was off-limits, and no one…absolutely no one…died. That code saved you from countless dangers. It kept you out of juvie, kept you alive, and ensured that the streets didn't devour you whole. There was an unspoken agreement: as long as no one died, no one had to mourn, and no one had to think about what you were doing. You lived in the shadows, fearing what you could to survive, always one step ahead of disaster. (Gain Trait: A Little Thief. You are part of a group of street rats, stealing just enough to survive. Petty theft is your lifeline, securing food, shelter, and the bare essentials of life in a world that's too harsh to care.)
[] The Drug Runner: The Mob gave you an ultimatum: run the product, or face the consequences. You chose the first option. Every delivery was a gamble: On one side, the police hounding you with empty promises of help; on the other, the Mob's threats were cold and inescapable. You learned quickly that nobody left this life without scars. The money might be good for a while, but the debt never goes away. It's a cycle, one that traps you and keeps pulling you back in no matter how far you try to run. The streets are cruel, and you've seen too many people try to escape, only to fall right back in. (Gain Trait: The Mule. You are a drug mule for the Mob, blending in because no one suspects a kid. But the streets are dangerous, and every day is a struggle to avoid the cops or worse. You dream of escape, but in your heart, you know that no one ever really gets out.)
[] The Scam Artist: You've always had a gift, a silver tongue that could talk its way out of almost anything. With just the right words and a charming smile, you learned how to exploit people's kindness, never needing to lift a finger to take what you wanted. The thrill of deceiving someone, of slipping away with their money or goods before they even realized what happened, became second nature to you. You told yourself that you only scammed those who deserved it, but the line between right and wrong was always blurred. Survival was more important than morality. (Gain Trait: The Artist. You are a scam artist with a knack for manipulation. Your charm lets you walk the line between innocence and deceit, always aiming to come out on top, no matter the cost.)
[]Alone: There is no one. No family, no friends, no ties to anything or anyone. The world around you is empty, and so are you. Each day feels like a blur as if you're floating through life without any true direction. In your dreams, there's always a single image, a Velvet Door, mysterious and terrifying. You can't shake the feeling that whatever lies behind it holds your fate, but the thought of opening it fills you with dread. You are free, unburdened by connections to others, yet somehow, those very chains of isolation weigh heavily on you. (Gain Trait: A Velvet Door. You are truly alone. With no ties to bind you, you move through the world without purpose, haunted by the image of a Velvet Door that you fear as much as you long to open.)
AN: Enjoy and please...
The character creation will come later.
And before you ask... You will be getting access to the velvet room later if you choose not to go alone... So don't feel like taking the alone option if you think that will be the only options that lead to persona powers.
Its not. there will be other adventures that you have to go through first.