Nash
Aspirant v1
Character Info
Class: Infiltrator
Level: 1
Need 2 more completed missions to reach level 2 (0 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Class Abilities
Develop a mental map of a structure or location, with information and details beyond what you could previously have detected.
Essence Cost: Low
Max Rechecks: 3x
Cooldown: Mid
Paired Action: Closely observe the location for a little while, noting as many specific, relevant details as possible.
- Gives the user a 3D view of the location’s topography and lets them briefly examine it.This may be rechecked a couple times over the course of the Mission.
- Instead of a standard recheck, the user may request another detail about the location, such as the likely position of a specific person or object within it, the timetable for a specific upcoming event, and other information that someone very familiar with the location might be privy to.
≫ Egs. “When is the next time the guard shift changes?”, “Are there any deliveries scheduled for today?”, “Is there a security camera covering the back door?”
≫ Highly consequential information may be more vague and/or consume multiple rechecks at once. - No maximum duration, and cooldown begins on initial use, meaning that multiple instances may be active at once, even targeting the same location.
Perfectly disguise yourself as a target you have neutralized, absorbing some of their knowledge in the process.
Essence Cost: Mid
Max Duration High
Cooldown: Low
Paired Action: Kill, knock out, or otherwise get rid of target while taking an object from their person.
- The more important and/or emblematic the taken object, the more powerful the Identity’s Theft’s various benefits.
- Disguise can be extremely convincing, again scaling on taken object, extending to elements like voice, outfit, and even some props (with limited functionality).
- Player may ask questions about any basic information their target would have known while the ability lasts, so long as it is not excessive.
≫ Egs. “What was the password?”, “What’s the next thing this person was supposed to do today?”, “Where is this person’s office located?” - If news of your target’s discovery (dead or alive) reaches your location OR you lose possession of the taken object, this ability is ended prematurely.
Discover a valuable prize protected by a formidable set of defenses (guards, traps, barriers, etc.).
Essence Cost: Mid
Max Cooldown: High
Paired Action: Cautiously explore an as-of-yet uncharted area, demonstrably anticipating upcoming danger.
- Both the defenses and prize should be Pitched (pg24) to your Conduit just before they would come into your character’s view. They must both be closely congruent with what has already been established about the setting and overall mission.
≫ The apparent value of the prize (as relevant to the user and their mission) must be proportionate to the apparent challenge posed by its defenses. - You may leave elements of your Pitch ambiguous–undefined defenses merit a MORE valuable prize; an undefined prize merits LESS challenging defenses.
≫ Eg. A trio of sleepy sentinels as the only protection for a priceless relic would be far less justifiable than the same trio guarded an unmarked lockbox.
Signature Gear
A skintight bodysuit, offering some negligible physical protection. Substantially improves user’s flexibility and quiets their movements, though this benefit is notably reduced if largely covered by other clothing or gear worn over it.
Deadly knife with a long, thin blade., All but useless on defense. When used to kill or mortally wound an enemy in a manner not noticed by other enemies, instantly renders the user largely invisible for a Low Duration.
Subtle device worn in one ear. Give a SINGLE copy to an ally during Assembly, allowing you both to speak with one another. Using the Earpiece has a cooldown (up to Mid) shared by both copies, scaling on how much was said (several sentences at max).
Antique instrument, oversized for an actual lock. Use to “unlock” a terrain feature, temporarily opening a secret passage between it and another, Pitched feature nearby that is thematically/topographically linked. High Max Cooldown scaling on plausibility.
Level Up — Nash
Current level 1. Promoting to level 2 requires 2 more completed missions (0 / 2 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.