18+ · lived-world psychosis specialization

Psychosis personas for lived-world interaction depth.

Generate a complete fictional adult game persona with a twenty-event life history, ordinary competence, socially meaningful perceived presences, changing speech under pressure, embodied quiet-room experience, a reconstructable portal world, and a stateless interaction arc.

Generated dossier

Ready

Confirm adult access, choose controls, and generate a complete fictional persona.

Personhood

The person exists before the episode.

Work, relationships, ordinary skills, humor, shame, privacy boundaries, trust signals, and unfinished plans remain active before, during, and after play.

Reality layers

Shared, experienced, and overlap layers stay distinct.

Subjective urgency, emotional meaning, shared-world relevance, and clue reliability are tracked separately, so intensity never becomes evidence.

Agency

The persona can pause, refuse, correct, or leave.

Interaction favors permission, predictable choices, low-stimulation pacing, ordinary competence, and a future-facing return instead of forced disclosure.

20 psychosis and trauma-informed reports

Experienced reality is acknowledged without being asserted as shared fact.

The creator now carries the report library into its runtime contracts: person before symptoms, emotional validation without delusion affirmation, permission before challenge, bounded speech pressure, ordinary competence, accessible sensory design, and a dignity-preserving debrief.

Trauma-informed interaction

Moves prioritize safety, choice, collaboration, predictability, and transparent intent. The character can refuse, pause, redirect, or ask for less stimulation without being punished.

Shared versus experienced reality

Every cue separates observable facts, personal meaning, emotional truth, uncertainty, and puzzle reliability. Intensity never substitutes for evidence.

Speech under pressure

A six-level ladder changes latency, organization, association, and volume while preserving recoverable intention, vocabulary, work knowledge, humor, and character continuity.

Voice relationships

Perceived presences have relational history, spatial and acoustic qualities, changing dominance, resistance moments, and conditions under which they recede instead of functioning as random jump scares.

Adult consent and accessibility

18+ confirmation, reduced-audio and text-forward modes, pause and exit paths, clear content labeling, and non-graphic containment are part of the design contract.

Dignity after the clue

The educational debrief evaluates authored choices and game state—not the player’s mental health—and returns to the character’s name, relationships, ordinary abilities, preferences, and future.

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