Occupation: Scoundrel --------------------- You have the "Dark" Trait. (-1) Property: Skulking - When alone in a Dark Location, you may expend a point of any attribute to become hidden, with Obfuscation equal to your base Soul attribute. This effect ends when you are Noticed or when you leave the Location. (-1) Attack: Steely Gaze (Mind) – Your target is severely intimidated, and must try to avoid you for the next hour. (-2) Ability: Ominous Presence [body] (Body vs. Mind Challenge) – If successful, your target is cowed by your intimidating mien. He/she may not initiate combat against you until you have left this Location, and is at a –2 penalty to all Ability challenges that he/she initiates against you for the remainder of the session. (-1 per use) One Use: Now That You Have Taken Care Of My "Assistants," I Must Be On My Way (No Challenge) - When you have been defeated in combat, you may activate this Ability to leave the Location before an Attack can be used on you. The victor may still choose someone who assisted you to treat as the new vanquished main participant. Your opponents must give you a 30-second head start before chasing after you. (-1) Recovery: Venting - When you make a particularly bitter or jaded comment about how much you hate Victoria in front of Victorians, Recover a point of Mind or Soul, your choice. Once per hour. (-1 per level) Influence: Outcasts (-1) Modifier: Outcasts -> The Mistreated And Alone - You may expend a point of Influence: Outcasts after suggesting to someone that his/her loyalties may be misplaced to make him/her feel wronged and rejected by the very people he/she thought he/she could trust. (1*) Flaw: Bitterness - The character is extremely angry about the wrongs that have been done him/her. He/she loses a point of Mind whenever these wrongs are poked at, made worse, or brought up. --- -1 CP or 1* to continue past this point --- (-1) Property: Remorseless - You may never be made to regret or feel bad about anything that you do, although you may pretend to. Abilities that would work by causing you regret simply fail against you. (-1 per level) Attack: Cruel Words (Soul) - The target is at a penalty equal to your level of Cruel Words to every other Soul challenge in which he/she is a main participant, including combat, for the remainder of the session. (-2) Ability: Threats And Promises [body] (Body vs. Mind Challenge) – If successful, the target is convinced of a threat that you are making against him/her (i.e. “uh oh, if I betray him he really will kill me!”). (-1 per use) One Use: Dread Gaze (Requires Mind Or Soul Combat) - When you have defeated someone in Mind or Soul combat, you may activate this Ability instead of using an Attack to give him/her the additional temporary Motivation "Don't anger " for (higher of base Mind and Soul) sessions, including the current one. (-1) Recovery: Don’t Try Me – Whenever you threaten someone, Recover a point of Body. Once per person per session. (-1 per level) Influence: Fear (-1) Modifier: Fear -> Things Better Left Unspoken – You may expend a point of Influence: Fear and say something ominous and terrifying to cause a target to be afraid of you for the next hour. He/she may not initiate or assist in combat against you during that time. If he/she has the "Dark" Trait, the duration of this effect is halved. (1* per level) Flaw: Cad - You are at a -1 penalty in all Social challenges for each level of Cad, whether assisting or as a main participant. You may not buy this Flaw higher than your lowest attribute. --- -2 CP or 2* to continue past this point --- (-1, -2, -3, ...) Property: Scheming - Inform the GMs at the beginning of each session of your current mad scheme. Add your level of Scheming to your total in all challenges, including combat, in which you are a main participant that are directly related to accomplishing your scheme. (-2) Attack: Trussed Like Pigs (Body) - All of your opponents are tied up and left in the current Location, helpless. Anyone may free them, but they may do nothing but talk until someone does (or fifteen minutes have elapsed, at which point they may work their way free of their restraints). (-1) Ability: Furious Rant [soul] (No Challenge) - Activate this Ability when someone has won combat against you, and is about to use an Attack. For as long as you continue to rant and rail against the injustices that have been visited upon you, nothing may be done against you; once you have finished, or (your base Soul) minutes have elapsed, this effect ends and you suffer the Attack. You may not leave the Location while you are ranting, but neither may your audience. (-1 per use) One Use: In Cold Blood (Requires Body Combat) - You may only activate this Ability in place of using a Body Attack, and only when you were the one to initiate the combat, and only when you and the target have been the only people to occupy the Location for at least five minutes. The target is killed, and should see a GM. (-1) Recovery: Small-Minded Fools – Recover a point of Soul whenever someone chastises or insults you. Once per person per session. (-1 per level) Influence: Hatred (-1) Modifier: Hatred -> Loathing - You may expend a point of Influence: Hatred to negate a Social effect that has just been used on you. (3*) Flaw: Doomed - The character's villainous ways will inevitably bring about his/her downfall, though how this will occur remains to be determined.