## Profile
Mass Hysteria. That would’ve been your explanation once, in a less enlightened psychological era. You’ve been a psychologist for over two decades now, and you’ve studied the phenomenon pretty extensively. Also referred to as “the great neurosis”, these events of group panic can be tied together with hallucinations, paranoia and anxiety. Sometimes it’s treatable with medication, but oftentimes it can be an uphill battle to address. Of course, those in power often find it useful to claim that any group action is simply "Mass Hysteria," and to use this as a tool for dismissing dissent.
The case of [[S Cantoni]] was the one that perhaps began to pry the hinges on your mind and make you question the most basic facts of your world. Here was, in many ways, the most fascinating possible client; an unrepentant murderer, someone that worked as a "wall-painter" for the mob. They told you stories of their work - first reluctantly, and then almost eagerly. Of the 'Vespera Family', of the 'things' in the world that they hunted. They came to have a look of glee in their eyes as they told you of the creatures they slaughtered, describing every gory detail of the things that went bump in the night.
You were able to write them off as delusions at first - then you began confirming different details of their stories. Fires, accidents, and disasters that happened exactly when and how your patient described. Your work began to suffer as you counted down the hours to each session, where the monster walked into your room with a smile and told another story of death and mayhem. Your every minute was consumed trying to understand what this person was, the truth of what they were telling you. Eventually, you found an address that promised safety from things like... whatever this was, and more importantly, answers. You walked out of your job one day, walked out of your life entirely, and walked into the Twilight Cooperative.
## Ambition
The panic of those sessions has never quite left you - which has been both a blessing and a curse. You've learned to treat fear as an old friend. Something you'll never be rid of, but something you'll always be familiar with. And the people around you are never quite as capable of dealing with fear as you are. You are an expert at finding out weaknesses, exposing pain points, throwing a room into chaos and making sure that you manage to come out on top. Now you find yourself in a room filled with monsters, creature that have only ever inflicted fear on others. They have never known what it is to be the victim. It's your turn to teach them.
## Claim
The gratifying thing you've learned is that these creatures *can* feel fear. There is always a lever by which you can move them, or some danger that they will retreat from. **Anytime you accurately identify a player's Wyrd, you may claim a Karma from them.** The character may continue to deny your guess, however the player must confirm whether you are correct.
## Wyrd
Being wrong is dangerous in this world. Go off of too many incorrect assumptions and you'll wind up dead, or worse. **Anytime you incorrectly identify a character's Wyrd, you must award them a Karma.**