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.


Variant Virtues & Vices: Anchors

A character’s Virtue or Vice isn’t simply indicative of her morality. Having a Virtue like Good isn’t really appropriate, and is kind of boring, to boot. While a character’s Virtue is definitely a positive trait for her, she should absolutely be able to fulfill her Virtue while dealing with a traumatic situation. Sometimes even our Virtues can drive us to do terrible things.

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.

The Dark Hour

Umbra of the world? A realm within the shadow of a realm? The collective unconscious? Whatever it is, the Dark Hour is dangerous, and it's intimately tied to the existence of Cards.

The Call You Didn’t Know You Answered: Persona

A Persona is the crystallized set of urges, drives and impulses that your character possesses – he or she is a direct reflection of the most powerful facet of your character, what truly represents your character for who he or she really is. Beyond that, however, a Persona is also an “archetype” – that is, a collection of symbolic ideas pertaining to a particular set of beliefs dedicated by the collective human consciousness.

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.

The Pilgrimage

The traumatic severing of a Card's soul necessitated a collective disavowal of all of the events leading up to their death - but the Dark Hour remembers. The Pilgrimage is a matter of survival, because it leads both Card and Persona back to each other.

Waking the Dead Origin: The Second Breath

The reason why Cards call themselves Second Breathers is because they died. The circumstances behind every death vary, of course, and Cards are therefore as diverse as the general populace of Sleepers around the world can be. The the one thing that binds them together is the fact that they died, crossed the Borderlines, and came back as if they had never died at all.

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