NOVASMC

Persona5: The Phantom X

Heart-Changing Heist RPG · iOS; Android; Steam; Google Play Games

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
248
CLASSIFICATION GROUPS
37
TRANSITIONS
0
RULES & PROCESS CONTENTS
4
PLAYER EXPERIENCE ELEMENTS

Basic Configuration

RECORDS
75
VISIBLE
75
PAGE
1 / 2

150OF 75 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001Basic Configuration 1Nagisa "Wonder" · Nagisa Kamisiro / WONDER · Wonder / ProtagonistACTIVE

Player protagonist; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Identity / Playable Character
OBJECT TYPE
Character
ROLE FUNCTION
Fixed party member; can switch Personas
PRIMARY MODE POSITION
Player protagonist
CORE RULE MECHANIC
Persona choice changes role/affinity and Harmony
TARGET PARTY FORMATION
Player protagonist
0002Basic Configuration 2Motoha Arai · Motoha Arai / CloserACTIVE

Owned roster / story unlock; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster / story unlock
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster / story unlock
0003Basic Configuration 3Shun Kano / Soy · Shun KanouACTIVE

Owned roster / story unlock; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster / story unlock
CORE RULE MECHANIC
Guardian-oriented team protection
TARGET PARTY FORMATION
Owned roster / story unlock
0004Basic Configuration 4Riko Tanemura · Riko Tanemura / WindACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Character / Navigator
OBJECT TYPE
Character
ROLE FUNCTION
Off-field support in base form; alternate form exists
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Special Outfit compatibility differs by form/rarity
TARGET PARTY FORMATION
Owned roster
0005Basic Configuration 5Ren Amamiya · Ren Amamiya / JokerACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0006Basic Configuration 6Ryuji · Ryuji Sakamoto / SkullACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0007Basic Configuration 7Morgana · Morgana / MonaACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0008Basic Configuration 8Ann · Ann Takamaki / PantherACTIVE
7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0009Basic Configuration 9Yusuke · Yusuke Kitagawa / FoxACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0010Basic Configuration 10Makoto · Makoto Niijima / QueenACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0011Basic Configuration 11Futaba · Futaba Sakura / OracleACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character / Navigator
OBJECT TYPE
Character
ROLE FUNCTION
Off-field support
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Elucidator/Navigator support
TARGET PARTY FORMATION
Owned roster
0012Basic Configuration 12Haru · Haru Okumura / NoirACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity-based team interaction
TARGET PARTY FORMATION
Owned roster
0013Basic Configuration 13Akechi · Goro Akechi / CrowACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Playable Crossover Character
OBJECT TYPE
Character
ROLE FUNCTION
Playable combatant
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Almighty-oriented offense
TARGET PARTY FORMATION
Owned roster
0014Basic Configuration 14SEES · Specialized Extracurricular Execution Squad / S.E.E.S.CONDITIONAL

Applicable crossover roster; In Scope In Scope

8 FIELDS
DOMAIN
Character
TYPE
Faction / Crossover Group
OBJECT TYPE
Character
ROLE FUNCTION
Group classification
PRIMARY MODE POSITION
Applicable crossover roster
CORE RULE MECHANIC
P3R-exclusive Theurgy/Assist variants can alter P5X defaults
TARGET PARTY FORMATION
Applicable crossover roster
COMBAT RESOURCE
Combat resource
0015Basic Configuration 15Phantom Thieves · Phantom Thieves (P5X)ACTIVE

P5X protagonist group; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Faction / Group
OBJECT TYPE
Character
ROLE FUNCTION
Roster identity
PRIMARY MODE POSITION
P5X protagonist group
CORE RULE MECHANIC
Contains combat and Navigator members
TARGET PARTY FORMATION
P5X protagonist group
0016Basic Configuration 16ACTIVE

Owned roster; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Faction / Group
OBJECT TYPE
Character
ROLE FUNCTION
Playable roster category
PRIMARY MODE POSITION
Owned roster
CORE RULE MECHANIC
Role·affinity taxonomy applies
TARGET PARTY FORMATION
Owned roster
0017Basic Configuration 17ACTIVE

Owned crossover roster; In Scope

7 FIELDS
DOMAIN
Character
TYPE
Faction / Crossover Group
OBJECT TYPE
Character
ROLE FUNCTION
Playable roster category
PRIMARY MODE POSITION
Owned crossover roster
CORE RULE MECHANIC
Role·affinity taxonomy applies
TARGET PARTY FORMATION
Owned crossover roster
0018Basic Configuration 18Persona · 페르소나(각성체)ACTIVE
7 FIELDS
DOMAIN
Character / Combat
TYPE
Combat Object / Power Layer
OBJECT TYPE
Character
ROLE FUNCTION
Changes skills, affinity and combat options
PRIMARY MODE POSITION
Wonder
CORE RULE MECHANIC
Interacts with Harmony and weakness system
TARGET PARTY FORMATION
Wonder
0019Basic Configuration 19ACTIVE

Wonder; In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Initial Persona
OBJECT TYPE
Character
ROLE FUNCTION
Initial Persona and skill source
PRIMARY MODE POSITION
Wonder
CORE RULE MECHANIC
Gun/Assassin-oriented starting configuration
TARGET PARTY FORMATION
Wonder
0020Basic Configuration 20ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
single-target attacks
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0021Basic Configuration 21ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
multi-target attacks
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0022Basic Configuration 22ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
healing and resilience
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0023Basic Configuration 23ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
protection and survivability
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0024Basic Configuration 24ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
ally buffs and combat power
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0025Basic Configuration 25ACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
enemy debuffs
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters and Personas
0026Basic Configuration 26Elucidator · Elucidator / NavigatorACTIVE

Playable characters and/or Personas; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
off-field support without direct combat participation
PRIMARY MODE POSITION
Navigator only
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Navigator only
0027Basic Configuration 27CONDITIONAL

Characters; Justine & Caroline-specific at baseline; In Scope In Scope

7 FIELDS
DOMAIN
Character
TYPE
Role
OBJECT TYPE
Character
ROLE FUNCTION
multiple tactical roles; Justine & Caroline-specific
PRIMARY MODE POSITION
Characters; Justine & Caroline-specific at baseline
CORE RULE MECHANIC
Role limits and role-specific content effects
TARGET PARTY FORMATION
Characters; Justine & Caroline-specific at baseline
0028Basic Configuration 28ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
critical hits can reduce Down Points
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0029Basic Configuration 29ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
critical hits can reduce Down Points
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0030Basic Configuration 30ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
Burn-oriented interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0031Basic Configuration 31ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
Freeze-oriented interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0032Basic Configuration 32ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
Shock-oriented interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0033Basic Configuration 33ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
Windswept/defense interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0034Basic Configuration 34ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
mental-ailment interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0035Basic Configuration 35ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
elemental-ailment interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0036Basic Configuration 36ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
stackable recovery interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0037Basic Configuration 37ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
stackable damage interaction
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0038Basic Configuration 38ACTIVE

Playable characters, Personas and enemies; In Scope In Scope

7 FIELDS
DOMAIN
Character / Combat
TYPE
Attribute / Affinity
OBJECT TYPE
Character
ROLE FUNCTION
defense-ignoring damage affinity
PRIMARY MODE POSITION
Playable characters, Personas and enemies
CORE RULE MECHANIC
Weakness/resistance/ailment/Harmony interactions
TARGET PARTY FORMATION
Playable characters, Personas and enemies
0039Basic Configuration 39ACTIVE

Enemies and player party where applicable; In Scope In Scope

8 FIELDS
DOMAIN
Combat
TYPE
State / Resource
OBJECT TYPE
Currency
ROLE FUNCTION
Absorbs qualifying weakness or Physical/Gun critical hits before Knockdown
PRIMARY MODE POSITION
Enemies and player party where applicable
CORE RULE MECHANIC
Depletion can unlock 1 MORE
TARGET PARTY FORMATION
Enemies and player party where applicable
COMBAT RESOURCE
Combat resource
0040Basic Configuration 40ACTIVE

Acting combatant; In Scope In Scope

7 FIELDS
DOMAIN
Combat
TYPE
Action Access
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Bonus attack access after successful Knockdown
PRIMARY MODE POSITION
Acting combatant
CORE RULE MECHANIC
Can lead to further Knockdown and All-Out Attack
TARGET PARTY FORMATION
Acting combatant
0041Basic Configuration 41ACTIVE

Active combat party; In Scope In Scope

8 FIELDS
DOMAIN
Combat / Visual
TYPE
Team Action / Finisher
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Team attack against all enemies
PRIMARY MODE POSITION
Active combat party
CORE RULE MECHANIC
Requires all enemies Knocked Down
TARGET PARTY FORMATION
Active combat party
VISUAL UI FEEDBACK
Visual / UI feedback
0042Basic Configuration 42Baton Pass · Baton Touch (P5X) · Baton Pass (series term)ACTIVE

Eligible ally after weakness interaction; In Scope In Scope

7 FIELDS
DOMAIN
Combat
TYPE
Action Handoff
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Transfers follow-up action opportunity
PRIMARY MODE POSITION
Eligible ally after weakness interaction
CORE RULE MECHANIC
Target weakness visibility affects choice
TARGET PARTY FORMATION
Eligible ally after weakness interaction
0043Basic Configuration 43Gun Attack · Gun attack / Gun commandACTIVE

Combatant with Gun command; In Scope In Scope

7 FIELDS
DOMAIN
Combat
TYPE
Action
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Ranged attack; qualifying critical can reduce Down Points
PRIMARY MODE POSITION
Combatant with Gun command
CORE RULE MECHANIC
Can contribute to Knockdown and All-Out Attack
TARGET PARTY FORMATION
Combatant with Gun command
0044Basic Configuration 44HIGHLIGHT / Highlight · HighlightACTIVE

Party and selected character; In Scope In Scope

9 FIELDS
DOMAIN
Combat / Visual
TYPE
Shared Gauge / Combat Skill
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Full gauge enables character Highlight action
PRIMARY MODE POSITION
Party and selected character
CORE RULE MECHANIC
Timing interacts with turn order and cooldown
TARGET PARTY FORMATION
Party and selected character
COMBAT RESOURCE
Combat resource
VISUAL UI FEEDBACK
Visual / UI feedback
0045Basic Configuration 45ACTIVE

Characters and Personas; In Scope In Scope

8 FIELDS
DOMAIN
Combat
TYPE
Skill Resource
OBJECT TYPE
Resource
ROLE FUNCTION
Resource recovered by items/skills and consumed by skills
PRIMARY MODE POSITION
Characters and Personas
CORE RULE MECHANIC
Constrains repeated skill use
TARGET PARTY FORMATION
Characters and Personas
COMBAT RESOURCE
Combat resource
0046Basic Configuration 46ACTIVE

All combatants; In Scope In Scope

9 FIELDS
DOMAIN
Combat
TYPE
Stat / Tempo
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Higher values determine earlier order within disclosed scope
PRIMARY MODE POSITION
All combatants
CORE RULE MECHANIC
Does not itself grant extra actions
TARGET PARTY FORMATION
All combatants
COMBAT TEMPO TURN ORDER
Speed / Turn Order linked
COMBAT RESOURCE
Combat resource
0047Basic Configuration 47Turn Order · Turn Order UIACTIVE

Player combat UI; In Scope In Scope

9 FIELDS
DOMAIN
Combat / Visual
TYPE
UI Feedback
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Shows current and upcoming action sequence
PRIMARY MODE POSITION
Player combat UI
CORE RULE MECHANIC
Supports timing of skills and Highlight
TARGET PARTY FORMATION
Player combat UI
COMBAT TEMPO TURN ORDER
Speed / Turn Order linked
VISUAL UI FEEDBACK
Visual / UI feedback
0048Basic Configuration 48ACTIVE

Player exploration; In Scope In Scope

8 FIELDS
DOMAIN
Visual
TYPE
Exploration UI / Feedback
OBJECT TYPE
Other Confirmed
ROLE FUNCTION
Highlights destructible objects, hidden paths, enemies and chests
PRIMARY MODE POSITION
Player exploration
CORE RULE MECHANIC
Information overlay; source-specific duration limits in RP Annex
TARGET PARTY FORMATION
Player exploration
VISUAL UI FEEDBACK
Visual / UI feedback
0049Basic Configuration 49ACTIVE

Party including Wonder; In Scope

7 FIELDS
DOMAIN
Combat
TYPE
Attribute Synergy
OBJECT TYPE
Combat Mode
ROLE FUNCTION
Boosts skill damage of the activated attribute
PRIMARY MODE POSITION
Party including Wonder
CORE RULE MECHANIC
Wonder Persona switching can change triggered Harmony
TARGET PARTY FORMATION
Party including Wonder
0050Basic Configuration 50ACTIVE

Player combat; In Scope

7 FIELDS
DOMAIN
Combat
TYPE
Combat Type / Control Mode
OBJECT TYPE
State
ROLE FUNCTION
Automates combat actions
PRIMARY MODE POSITION
Player combat
CORE RULE MECHANIC
Some settings can only be changed when Auto-Battle is off
TARGET PARTY FORMATION
Player combat