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).


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.


People have the inherent capacity to act, behave and think. We can perform actions and have intuitive talents such as running, theorizing and persuading others. So does your character. His basic, fundamental capabilities are represented with Attributes, which are the foundation of all the acts that he performs.

Virtues & Vices

Something central to conceptualization is your character’s primary Virtue and primary Vice. Virtues and Vices represent the light side and the dark side of your character. Every human being has the same set of drives, but their primary drive sits at the core of their being, and often determines their actions and where they’re going to end up going. In a game where one’s principles are going to constantly be challenged and the temptation to fall is incredibly real, Virtues and Vices are increasingly important.

A Handbook on Life After Death.

Nobody comes back from the dead unchanged, and Cards are no exception. This part of the section will outline some of the most notable differences between your character and the rest of humanity (or inhumanity), with their subsequent bearing on Storytelling systems of the game.

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