## Profile As far as anyone is concerned, you’re a ghost. You’ve died countless times, with countless names and identities and faces altering history through small moves everywhere you step. Time and space have been your only constant companions, and you cherish and disdain them like a lover. For countless lives you've lived skirting through shadows, barely known even to your own colleagues. But today you take solid form at the Casino, a place where you cannot seem to meld into the backdrop, or sink through the cracks in the floorboards. This place is maddening to you. It vexes you, not just because it severs the carefully woven strands of your work, but also because it's teeming with the worst beings in the universe - flashy, loud, and rambunctious fools, all engaged in a game they neither comprehend nor win with skill. Unfortunately, however, luck favors the lucky, and that sends a shiver down your spine. ## Ambition The Caelum had it right with their last apocalypse, the best way to seed dissent is to pit one fool against another. While your companions focus on making your team win, you’re fixated on making the others lose. You intend to blend in amongst the rabble, meld into their stories, and tweak them until they immolate. You must find their weaknesses and exploit them. But first you need to stop Caelum from doing the same. [[L Caelum]] is an expert in starting fights between people - and what's worse, they've always kept an eye on the Unit's activities. You suspect they've taken every opportunity to direct other members of their family to interfere with your plots wherever possible. They are target number one for you - if they go down, the rest of their family should fall with them. ## Claim There is only one real leverage in the world, and that's knowing what someone wants. Every trade advantage and bit of diplomatic edge can always be traced back to just a little bit of information on motives. In your hands, information is a knife, and your favorite thing to do with knives is pass them to other people. Why risk getting caught with blood on your hands? **Anytime you spread information on a character's motivations or desires, you may claim a Karma from the player you are informing.** ## Wyrd You know of manipulators who work in the limelight, but you don't enjoy that kind of risk. Your lies are best told in quiet rooms and shadowy halls, with nobody to challenge the careful tapestry of deception you are weaving. **Anytime a character publicly calls you out on a lie or manipulation, you must award your accuser a Karma.**