You don’t mean to cause trouble or get people’s backs up – it just comes naturally. In the face of any social interaction, you always seem to find a way to pick at other people’s emotional and ethical scabs – although you see your behaviour as more playful than venomous or spiteful. You suppose it comes down to perception and attitude – and others always play so seriously!
Your strengths lie on the social side of the intellectual pool, though you’re not necessarily witless or unintelligent.
You gain the following benefits:
- Full of Mischief:
- +2 to your Intellect Pool
- Skill:
- You’re trained in methods of extrication and calculated avoidance
- Skill:
- You’re trained in eliciting negative emotional responses
- Skill:
- You’re trained in telling cruel and hurtful tales
- Inability:
- You’re too nosy for your own good. Whenever you’re confronted with an opportunity to gather gossip, tell tall tales, or sneak a look through the personal affects of others, the GM may play an Intrusion to take advantage of the fact, without paying any XP.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You talked your way into the situation because it sounded like an opportunity to misbehave
- You noticed one of the other PC’s took an immediate dislike to you, so it seemed to make sense to tag along
- You overheard the party seeking to recruit someone else and told tales about their unreliability to claim their spot
- You have heard a lot of rumours and gossip about the place the party’s headed, so you couldn’t resist volunteering