This is “Chapter Three” of the blog, dedicated to the Storytelling systems that make a Card-centric game go ’round.
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.
The Dark Hour, as with any other strange realm in the World of Darkness, runs on its own rules. I don’t think we need to tell you how dangerous it is either. This is the systems equivalent of the section I did on the Dark Hour.
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. This is the page that details common encounters in the Dark Hour.
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.