Against his will, a criminal can find himself enmeshed in matters far blacker than petty theft or even murder for hire. Like the aristocrat, this is a character concept for all seasons. Be aware, though, that the criminal who preys on his fellow PCs
Will hamper the unity the heroes require to confront horrors -- and the teamwork the players need to help build the atmosphere of fear.
■Attributes:
ST 11 [10];
DX 11 [20];
IQ 11 [20];
HT 10 [0].
■Secondary Characteristics:
Dmg 1d-1/1d+1;
BL 24 lbs.;
HP 11 [0];
Will 10 [-5];
Per 11 [0];
FP 10 [0];
BS 5.25 [0];
BM 6 [5].
■Advantages: Contact Group (Underworld in home city; Skill-15; 9 or less; Somewhat Reliable) [10]. ● 20 points chosen from among Alternate Identity (Illegal) [15], Danger Sense [15], Daredevil [15], Flexibility or Double- Jointed [5 or 15], High Manual Dexterity 1-4 [5/level], Luck [15], Night Vision [1/level], Patron (Crime boss; 9 or less) [15], Reputation (“Reliable,” among criminals) [Varies], or Smooth Operator [15/level].
■DisAdvantages: Greed [-15*]. ● Either Duty (Crime boss; 9 or less; Involuntary) [-10], Enemy (Local law-enforcement agency; Watcher; 9 or less) [-5], and Social Stigma (Criminal Record) [-5], or Secret (Criminal) [-20].
● A further -25 points chosen from among Addiction [Varies], Callous [-5], Code of Honor (Pirate’s or “Stays Bought”) [-5], Compulsive Gambling [-5*], Compulsive Lying [-15*], Cowardice [-10*], Kleptomania [-15*], Laziness [-10], Light Sleeper [-5], Obsession (The big score) [-5*], Overconfidence [-5*], Reputation [Varies], Selfish [-5*], Trademark [-5 to -15], or Trickster [-15*].