## Profile
Unlike many of your fellows, you never set out to find the truth. It just walked in the door, took its place on your couch, and started talking. In this case, the truth went by the name [[Conventions/PAX Unplugged/PAX 2024/Danced With the Devil/The Vespera Family/S Cantoni|S Cantoni]], otherwise known as the therapy patient from hell. In theory they should have been a fascinating client; an unrepentant murderer, who worked as an "wall-painter" in organized crime. They told you all kinds of stories of their work, almost eager to share their life. They talked about a 'Vespera Family' (at the time, you assumed some kind of crime family), of the monsters they hunted down. They came to have a strange look of glee in their eye at each appointment, savoring your reactions to each and every gory detail they poured out.
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. You were horrified, terrified...fascinated. You had no desire to spend time with this monster, of course, but the world they described? You felt a steadily growing need to know more. Your every minute was consumed trying to understand what this person was, the truth of what they were telling you. Eventually, that need grew too great. You walked out of your job one day, walked out of your life entirely, and walked into the Twilight Cooperative.
## Ambition
The rush of panic and fascination from 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, because they've always remained hidden. 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, you'll be brought up for review by a supervisory board. **Anytime you incorrectly identify a character's Wyrd, you must award them a Karma.**