You feel compelled to leave an identifying mark at the major scenes of all your adventures. It might be a physical mark on a wall, an object left at the scene, or even a particular way of incarcerating villains. You must leave your calling card whenever you are victorious in a physical confrontation, foil a criminal scheme more complex than knocking over a liquor store, or even just causing a public scene while in costume. The actual calling card is something simple, easy, and cheap, like an actual card, for example, and requires only a standard action. You will always leave your Calling Card if you have the time, but if you’re pressed for time, you can make a Will save (DC 15). If you win, you resist the urge to leave your mark. If you fail, you just can’t help yourself.
If you consistently elect to roll your Will save every time you leave a scene and are forced to leave your card only when you fail, then the GM is encouraged to raise your DC until you fail it consistently. If you take this Comp, you need to play along.
Additional Comp: Calling Card Fixation
Your calling card borders on an unhealthy compulsion, rather than just an eccentricity. Leaving your card requires a full-round action, not necessarily because the actual object is that complex or delicate, but because it must be left in a particular way, or else it’s just not right. Any attempt to flee a scene without doing so will require a will save (DC 20).
Additional Comp: Calling Card Obsession
Your calling card is now a full-blown obsessive-compulsive act. Leaving the card requires three full rounds of delicate placement and adjustment. You might need to carry special pigments for drawing, or a delicate, expensive object to leave behind (purchase DC 12). Any attempt to flee a scene without doing so requires a Will save (DC 25).