Dark Hero (Background Trait)

''Agents of good are seldom kind. Romantic fantasies of a shining knight errant lose all luster in harsh truth. You are misunderstood, but the spurning world needs you more than ever.''

Skills
Choose Persuade or Monstrum, you gain specialization in that skill.

Abilities
Choose any destructive magic or weapon ability.

Common Trinkets
Choose one of the following trinkets:
 * Cleat Boots: When a creature detects you by using Sense, they take 2 morale damage after hearing your heavy footfalls. The sharp spikes embedded in the bottom of your boots allows you to ignore forced movement three times per day while you wear them.


 * Dark Cloak: A dark hero walks into the choking hamlet clad in swirling darkness itself. You gain a large cloak that conceals your armaments, but leaves your form imposing. You gain a +2 to stealth checks while wearing this cloak, and increase morale damage you deal to others by +1.


 * Addictive Powders: You have enough supply to ingest a powerful narcotic 3 times. Ingesting this narcotic gives you a +3 to any stat of your choice until your next long rest. After taking 3 doses of this narcotic, you take 1d6+1 of morale damage every day at the start of the day until you ingest more, at which point you may go another week without taking another dose. Curing this addiction, once acquired, can prove challenging.


 * Potential: A dark hero has a dark past, or a dark heart, but never both. Other noble creatures can see the potential for greatness within you, even when you cannot see it for yourself. You may at any time grant a target a +3 to Intuition rolls they use on you, relying on their good judgement instead of your poor persuasive skills.

Profession Examples
Black Knight, Gentle Giant, Reformed Villain, Golden Hearted Rogue