J OKE RThough 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. CHECKSRoll 3d10and 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.XPWhen 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.YOU BEGIN WITHPhantom 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.LEVEL UP CHOICESCleave: 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.