The only trap I'd watch out for is the social one. As soon as your character commits to villainy and it becomes known, you're (likely) going to lose access to the social hubs attached to it. For example, if you end up gutting someone in Gridania, you're likely not going to be hanging out in the city and continuing to RP.
There was a thread a while back about how villains need a neutral, lawless-ish territory to hang out in. I agree. It pains me to see people who play open, antagonistic forces hanging out in the Quicksand like nothing's happening and they're untouchable. Not only is it offensive to the folks playing lawmen and women (*cough*) but it's just silly considering it's right down the street from the Flames' offices.
There was a thread a while back about how villains need a neutral, lawless-ish territory to hang out in. I agree. It pains me to see people who play open, antagonistic forces hanging out in the Quicksand like nothing's happening and they're untouchable. Not only is it offensive to the folks playing lawmen and women (*cough*) but it's just silly considering it's right down the street from the Flames' offices.