Card Merits

The following Merits are Merits that are unique to those who wield the power of Persona, and can therefore only be purchased by characters who are Cards.

Social Link (• to •••••)

The Card has formed a special bond with another entity, enabling him to access the powers of this entity’s Arcana and use those Arcana-related abilities as though they were his own.

An extended discussion on Social Links along with special rules and other game-related mechanics has been included in the dedicated section on Social Links.

Create Clave (•)

The Card can now create a Clave, letting them access the Dark Hour through the object at will.

Roll: Willpower + Vigor

Cost: 4 Anima and 3 EXP

Action:  Extended; the target number of successes is equal to the object’s Structure

The player must first make an Occult roll to determine if an object can serve as a Clave – Claves usually come in the form of windows, mirrors, chairs, objects made of glass, keys, doorknobs and similar implements (that is, objects used to open rooms), television sets, computers and mobile phones.

It’s important to note that the creation of a Clave is an action that not all Personae may approve of, according to their Arcana. As such, creating a Clave may damage a Card’s Synergy rating with his Persona. Furthermore, a Clave will malfunction and subsequently break after it has been used more than the number of times equal to the Card’s current Vigor rating in a week. This counter “resets” with every new week.

Create Dehali (•)

The Card can now create a Dehali, letting them access the Dark Hour through the object at will.

Roll: Willpower + Vigor

Cost: 4 Anima and 3 EXP

Action:  Extended; the target number of successes is equal to the object’s Structure

The player must first make an Occult roll to determine if an object can serve as a Dehali – Dehalis usually come in the form of doors, or door-like apparatuses (like, let’s say, a doorframe or an entranceway without any obstructions).

It’s important to note that the creation of a Dehalis an action that not all Personae may approve of, according to their Arcana. As such, creating a Dehali may damage a Card’s Synergy rating with his Persona. Furthermore, a Dehali will malfunction and subsequently break after it has been used more than the number of times equal to the Card’s current Vigor rating in a week. This counter “resets” with every new week.

Ignore the Hour (•)

PREREQUISITES: Social Link with Persona must be at 3 or higher

The Card can cloak himself in the protective aura of his Persona, thus allowing him to evade the Dark Hour completely. This can be done for the number of nights equal to his Vigor rating.

Raison d’etre (•)

PREREQUISITES: Memento Mori (•••)

The security of the presence of his Memento Mori – the physical reminder of his bond with his Persona – relaxes the Card, letting him deal better under duress. The Card automatically gains a +1 bonus on all Wits + Composure rolls.

Ride the Frequency (••)

By tethering himself to his Persona as though he were its spiritual anchor, the Card can now send his Persona out across greater distances to survey an area and report its findings to him. He can call the Persona back to him immediately with a single command.

Roll: Willpower + Vigor

Cost: 2 Anima

ACTION: Instant; recalling the Persona is also an instant action

The Persona can travel a set distance as determined by the number of successes his Card rolled, listed in the table below.

Number of Successes Maximum Distance
1 success 20 yards
2 successes 40 yards
3 successes 60 yards
4 successes 80 yards
5 or more successes 100 yards

Unless the Persona or the Card possesses the merits Eidetic Memory or Photographic Memory, the player will have to roll his Persona’s Intelligence + Composure roll in order to determine how much information he gets from his Persona upon its return.

As Personae are technically spirits, they can be detected with entities that possess the ability to see it.

Second Chance (•••)

Prerequisites: Vigor •• or higher

If an initial roll for the success of using any Persona-based ability fails, the player can make a reroll. The number of rerolls he can make per day is determined by his Vigor rating.

Memento Mori (•••)

COST: 1 Willpower dot

Your character has managed to recover a piece of their original corpse or the essence of their old life from the Dark Hour. This Relic has become the cornerstone on which they’ve built their Memento Mori, an Evoker that allows them to quite literally carry the weight of their death, and their resolve to keep on breathing.

You now gain the following benefits:

  • Your character does not have to spend Anima in order to make the summoning of their Persona a reflexive action.
  • The Memento Mori can be used as an actual weapon, with a rating of 3(L) and an increased Durability Rating of +2. Any further equipment bonuses, enchantments, and modifications may be purchased as normal.
  • Your character may now spend Anima to make their attacks against Umbra, Broken Ones, and other Cards aggravated, on a 1:1 basis.
  • Your character may “store” the amount of Anima points equal to the Memento Mori’s Durability. Drawing these points out for consumption is an instant action.
  • Your character has a permanent bonus equal to the ranks he possesses in his Triumph’s Social Link to resist Apathy, Synergy loss, and derangement.

Note that the Card player must walk through the process of making his or her character’s Memento Mori as a part of the campaign, and must also devote at least a month to creating her Evoker. No one else can aid her in its creation: she needs to put it together herself.

Changing Triumph’s invalidates a Card’s original Memento Mori. She must create another one that reflects her new circumstances.

Breathe (••••)

Prerequisites: Synergy 8 or higher

Through sheer willpower and the strength of her bond with her Persona, a Card is immune to incapacitation from physical injury – she will remain conscious no matter how great the damage to her body is. She will, however, continue to suffer wound penalties if her Health is reduced to three or fewer unchecked boxes.

The Lovely Darkness (•••••)

Available at character creation only, or upon changing Triumphs.

Your character possesses a unique connection with the Dark Hour. Maybe you’ve always been close to death, or maybe you’re that rare Second Breather who was “dead” for a very, very long time before going on your Pilgrimage. You may, as well, be one of those Cards who did NOT develop their own Persona, and ended up “inheriting” another Card’s upon that Persona user’s death. Either way, the Dark Hour feels like your second home, regardless of how dangerous it actually is. It speaks to you in whispers just as loud as your own Persona’s.

Your character benefits from lowered experience costs for purchasing Minor Arcana abilities, as reflected in the table below.

ADJUSTED EXPERIENCE POINT COSTS FOR MINOR ARCANA ABILITIES

SUITS: 18 Experience Points
COURT CARDS: 12 Experience Points
DECK: new dots x 3

Note that this stacks with purchasing the fourth dot in Status for the Rhiannon Group, as it stacks with any other benefit from another Merit or Ability that reduces experience costs. You may refer to the dossier of the compact for further details.

DRAWBACK: Technically speaking, your character’s almost always a bit too close to the Dark Hour, which means that she’s almost always a few steps away from devolving. Your character suffers from a permanent -2 penalty to all rolls involving Synergy or protecting against Apathy. Furthermore, she attracts Umbra and Broken Ones to herself like flies to honey, which means that she will almost always be the first target of such creatures when she’s moving through the Dark Hour.

The Other Face of the Card (•••••)

Prerequisites: Vigor ••• OR Synergy 8

Because of the strong bond he has with his Persona and because of the way he has managed to successfully balance the dictums of his Arcana with his own humanity, the Card can now use Anima to manifest his Persona as a physical entity in the mortal world.

Roll: Willpower + Vigor

Cost: 2 Anima; 2 Anima for every day the Persona spends as a physical entity in the mortal world

Action:  Instant; he can have his Persona return to its original state at any time (instant action)

Upon purchasing this merit, the player can now give his character’s Persona separate stats (follow the character generation rules found in the Core Rulebook; add 100 EXP; add any EXP the character accumulated since the beginning of the campaign).Persona-related advantages (Anima, Vigor) will be shared with the Card. From this point on, the Persona will gain whatever Skill and Merits its Card gains.

Personae can automatically buy dots above 5 for Attributes and Skills.

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