Though
the
world
knew
him
only
as
a
transfer
student
to
Shujin
Academy,
this
prisoner
of
fate--through
happenstance
and
the
power
of
the
Velvet
Room--
came
to
be
the
leader
of
the
Phantom
Thieves
of
Hearts,
known
to
his
allies
as
Joker.
Operating
from
the
shadows,
Joker
helped
undo
the
shackles
of
society
and
change
the
outlook
of
mankind
by
touching
peoples’
hearts…
and
through
a
long
series
of
heists.
Quiet
but
witty,
snarky
but
thoughtful,
with
the
power
of
Persona
Joker
has
had
battles
and
dealings
with
demons
and
gods
alike,
as
all
lie
in
the
subconsious
of
man.
With
the
Great
Collide
taking
away
his
Wild
Card
power,
Joker
is
left
with
only
his
original
Persona,
Arsene.
Joker
looks
for
answers,
and
to
change
the
world again.
Roll
3d10
and
take
the
highest
result
for
checks
to
identify
magic
or
recognize
magical
phenomena,
checks
to
gather
information,
checks
to
research
information,
checks
to
motivate
or
inspire,
and
checks
involving video games.
Roll
2d10
and
take
the
highest
result
for
attack
checks
made
with
a
knife,
pistol,
or
magic,
defense
checks
to
dodge
or
avoid,
checks
that
involve
stealth
or
subtlety,
checks
to
lie
or
deceive,
checks
to
pick
locks,
checks
to
negotiate
or
win
over
with
diplomacy, checks to notice things, and checks of general acrobatics or agility.
Roll
1d10
for anything else.
When you go out of your way to learn someone’s problems--or take a step toward solving those problems--gain
1 XP
.
When you manage to help others while keeping your involvement a secret, gain
3 XP
.
Whenever you successfully break into--and out of--a place that’s supposed to be impenetrable, gain
5 XP
.
Phantom
Thief:
You
excel
at
planning
heists.
During
a
full
rest,
you
may
plan
a
break
in
of
any
place
you
or
one
of
your
allies
is
aware
of.
You
make
calls,
you
do
research,
and
you
figure
out
everything
you
need
to
make
the
heist
happen.
Until
your
next
full
rest,
any
non-combat
checks
directly
involved
with
breaking
into--or
out
of--the
location
and
accomplishing
a
specific
goal
therein
(shutting
a
device
down,
snatching
an
item
of
note,
etc.)
receive
a
+1
bonus
for
both
you
and
any
allies
in
on
the
plan.
This
includes
checks
to
pick
locks,
hack
electronics,
sneak,
climb,
etc.
If
at
any
point
in
the
heist
you
need
a
non-unique
and
acquirable
item
to
progress
in
your
heist
(gas
masks,
handcuffs,
flashlights,
etc.)
you
may
declare
that
you
planned
for
this,
and
that
the
entire
party
has
the
item
in
question.
When
you
use
the
item-acquiring
aspect
of
this
ability,
roll
1d10;
on
a
1-5,
shut
that aspect down. You may only plan a heist for one location per full rest.
Cleave:
You
feed
your
life
force
to
your
Persona
and
in
exchange
it
lends
you
power,
brandishing
its
claws
as
you
or
a
teammate
attacks. You may sacrifice 1 HP to grant +3 on an attack check to yourself, or to a nearby ally.
Eiha:
You
conjure
your
Persona,
Arsene,
who
blasts
a
single
target
with
cursed
damage
as
a
main
action.
This
spell
gets
+2
on
the
attack
check
against
angels,
gods,
demi-gods,
and
those
of
other
heavenly
worlds,
dimensions,
or
regions.
If
you
roll
a
10
on
an attack check with this spell, you may inflict
Fear
on the target.
Gravity
Gun:
Though
it
was
only
a
model
in
your
world,
the
power
of
your
Persona--and
the
physics
of
this
new
world--make
this
supernatural
handgun
real.
When
you
deal
damage
with
the
Gravity
Gun,
you
may
choose
to
root
the
target
in
place.
They
can still act, but cannot move from their current location until the start of your next turn (or 10 seconds, if out of combat).
Never
See
It
Coming:
You
are
a
master
thief,
and
one
of
the
greatest
break
in
artists
of
this
or
any
world.
You
may
automatically
succeed
on
any
check
to
hide,
sneak,
feint,
pickpocket,
or
perform
other
acts
of
physical
deception
or
stealth,
OR
let
an
ally
automatically succeed on a similar check. After you use this ability, roll 1d10; on a 1-5, shut this ability down.
Paradise
Lost:
You
carry
a
powerful
dagger,
imbued
with
the
remnants
of
a
fallen
angel.
You
gain
+2
on
attack
checks
with
this
dagger
against
undead,
demons,
and
the
evil
at
heart.
When
you
deal
damage
with
this
dagger,
you
may
steal
one
item
off
the
target’s person.
Skanda
Belt:
You
wear
a
belt
that
grants
supernatural
speed.
You
have
automatic
Haste
.
You
can
run
straight
up
or
along
vertical
surfaces,
or
run
across
surfaces
that
shouldn’t
be
able
to
support
your
weight
(like
the
surface
of
water,
or
across
bamboo tips) as long as you maintain your momentum.
Social
Link:
You
can
form
strong
bonds
with
your
allies--though,
due
to
the
altered
nature
of
the
new
world,
these
bonds
don’t
last
as
long
as
you’d
like.
When
you
take
a
full
rest
in
the
presence
of
someone
else,
you
may
choose
to
form
a
bond
with
them.
This
bond
lasts
until
either
of
you
take
your
next
full
rest.
When
you
form
a
bond,
choose
one
of
the
following
bonuses
to
grant
to both of you:
•
You
develop
a
strong
desire
to
protect
one
another.
While
within
5
feet
of
each
other,
you
both
receive
+1
on
defense
checks.
If
one
of
you
fails
to
fully
defend
against
an
attack,
the
other
may
rush
up
to
30
feet
to
intercept
the
attack
personally--rolling
their
own
defense
check
at
a
-2
penalty
(and
not
receiving
the
5
foot
bonus,
in
this
specific
case).
•
You
come
to
see
each
other
as
fellow
warriors,
yin
and
yang,
confident
that
you
can
tackle
any
threat
if
you’re
both
there.
While
within
5
feet
of
each
other,
you
both
receive
+1
on
attack
checks.
If
either
of
you
roll
a
10
on
an
attack
check,
the
other
may
make
a
free
follow
up
attack
without
using
their
turn--taking
a
shot
from
either
30
feet
away
or
rushing up to 30 feet across the battlefield in an instant to make a melee attack.
•
You
come
to
respect
each
others’
abilities,
acknowleding
that
though
you
do
very
different
things,
both
of
you
are
critical
to
the
team.
You
both
receive
+1
on
all
non-combat
checks
while
within
10
feet
of
each
other.
In
combat,
either
of
you
may
give
up
your
entire
turn
to
grant
it
to
the
other,
giving
you
or
the
bonded
character
two
full
turns
in
one round.
Survival
Trick:
You
have
a
knack
for
not
quite
dying
when
it
really
looks
like
you
should
have.
When
you’re
dropped
to
0
HP,
roll
2d10 and recover the higher die as HP. Shut this ability off after use.