Places in the Upside Down

The landscape of the Dark Hour MOSTLY matches its "real world" counterpart - until you go deeper, that is. Beyond that, there are some places in the Hour of particular interest.

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Those Who Walk in Shadow

The great rewards that come with Returning and completing one's Privilege come at a great cost. The Dark Hour can't be avoided - and neither can the things that are found in it.

Switching Masks: Changing Triumphs

One of the only consistent things about the universe is that it changes, right down to the creatures who occupy it. Cards are no exception. While some life-changing events only make a person more of who they already are, others place them on a completely different path from where they started. As such, a Card’s Triumph can change, together with their Persona.

Card Merits

This post is a compilation of all of the Merits that were developed with this homebrew in mind. They're also specific to the template, so only Card characters can purchase them.

Special Advantages: Vigor, Anima, Synergy

This post runs through the Storytelling systems relevant to the Advantages unique to Cards: Vigor (the sheer strength of their will embodied), Anima (the energy they use to power their abilities), and Synergy (how "in sync" they are with their Persona).

Skills

A character’s Skills reflect the education and training he’s acquired over the course of his life, and are a reflection of his origins and interests. Skills can be acquired in any number of ways, from institutionalized learning to hard, hands-on experience. A young recruit at the police academy is trained to use a handgun, while a gangbanger learns to shoot as a matter of survival.

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