Trademark

"Harry, it's our calling card! All the great ones leave their marks. We're the wet bandits!" — Marv, after proposing that they leave the sinks on after robbing each house, Home Alone (1990)Cost: -1 to -15
Trademark is a mundane mental disadvantage where you have a special symbol – something that you leave at the scene of action, as a way of "signing your work." This can be used by heroes (such as the Z of Zorro) or by villains (leaving a rose on the chest of a mob hit).
* Trivial -1 — like simple, but can be skipped in a pinch
* Simple -5
* Complex: -10 — gives +2 to Criminology and Forensics rolls to trace
* Elaborate: -15 — gives +4 or higher!
By default, a character with a Trademark cannot leave the scene of the crime willingly without leaving their trademark, even if they're about to be caught!
== References ==
* Basic Set: Characters, p. 159
B159, B164
Category:Disadvantages
Category:Mundane Traits
Category:Mental Traits