Frideriki "Frid" Palaiologos
Character Info
Class: Infiltrator
Level: 1
Need 1 more completed missions to reach level 2 (1 recorded).
Completed Missions: 1
Commissary Reward: 1
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
-
Operation Desert Hawk
Invalid date - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
Baseline Sensory
20/20 vision.
++ Reflex
Backflip on a tightrope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Luck
Happenstance: Find a useful object convenient to hand.
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.
- Essence Cost
- Low
- Cooldown
- Mid
Paired Action: Closely observe the location for a Low Duration, then close your eyes to activate.
- Gives the user a 3D view of the location’s layout, which they may examine at will while their eyes are closed.
- While the user is examining their mental map, you may ask your Conduit up to four questions about the location, anything that a regular inhabitant of it might be privy to. (e.g. “When is the next shift change for the guards?”, “Are there any deliveries scheduled for today?”, “Is there a security camera covering the back door?”)
- No Duration, and Cooldown begins on use rather than on expiry, though reusing the Ability will end the current instance.
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.
- Essence Cost
- Mid
- Max Duration
- High
- Cooldown
- Low
Paired Action: Kill, knock out, or otherwise get rid of the target while taking an object from them.
- This disguise can be extremely convincing, extending to voice, outfit, and similar, scaling on how important and/or emblematic the object taken from the target is.
- While disguised, you may ask your Conduit up to three questions about basic information the target would have known. (e.g. “What’s the password?”, “What’s the next item on their schedule?”, “Where is the boss’s office located?”)
- If news of the target’s discovery (dead or alive) reaches the user’s location or the user loses possession of the object they took from the target, Identity Theft will end 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.
- Essence Cost
- Mid
- Cooldown
- Low–High
Paired Action: Narrowly avoid being detected, caught, or similar by the defenses as part of the initiating Pitch.
-
Cooldown scales on the Impact of the Pitched prize (as relevant to the user and their mission), which must in turn be proportional to the apparent challenge posed by the Pitched defenses. (e.g. A sleepy watchman posted at a side entrance would have a Low Cooldown; a sophisticated retinal scan gating access to top secret files would have a Mid Cooldown; a deadly monster guarding a sacred relic would have a High Cooldown.)
- You may choose to leave some elements of your Pitch ambiguous, the Conduit filling in as they see fit.
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.
- Provides a notable Boost to flexibility and causes the owner to leave substantially fewer traces of their passage, such as stray hairs, footprints, or similar.
- While not wearing bulky clothing or body armor alongside this suit, all of the owner’s actions are dramatically quieted.
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.
- Killing an enemy with this knife without being noticed by other non-allies renders the owner much harder to detect 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).
- Includes an identical copy, given out before or during the mission; the two wearers may speak to each other at any Range.
- Harder to detect while worn and makes any words spoken into one by its wearer harder to detect as well.
Set of high-tech ordnances (max 2 per mission), affixable to any flat surface. Choose a Low, Mid, or High Duration when placing; explodes after this elapses with power scaling length (at maximum able to easily bring down a building).
- Quantity
- 2x
- Affixable to any flat surface; slightly harder to see when placed.
- When placing, choose a Duration from Low to High; explodes once the chosen Duration elapses, with power scaling accordingly up to beyond High. (e.g. A Low Duration would wreck an armored car; a Mid Duration would breach a bank vault; a High Duration would bring down a skyscraper.)
Appearance
Frideriki is a slender, 33-year-old woman with light brown skin and dark brown hair & eyes. At all times, she wears a gold, clockwork earpiece in her left ear and a white, silk bodysuit with a white, leather thigh strap, upon which a white-hilted dagger is kept in a red sheath. For the most part, however, none of this is visible, as she wears other garments over the top: imitation armour in the form of a gilded cuirass and helm, plus ornate, ceremonial, ankle-length robes, predominantly blue in colour, though with substantial gold ornamentation, and an equally flamboyant red & white cloak.
Background
Frid hails from Édafos Michánima, a technocracy with a tech level in real-world terms similar to Ancient Greece just prior to the Classical Era, at about 600 BCE. However, there are some major caveats to this, as they retain access to certain machines developed during an earlier period in which their civilisation was vastly more advanced, before an event known as the Collapse laid them low. She has always been exceptionally lucky, and rose through the ranks of her society to reach one of the most esteemed positions possible by her early thirties. Then her brilliance was recognised by Enclave. Or possibly this was just a lucky instance of mail mismanagement — for the invitation she received from Enclave was addressed not to "Frideriki Palaiologos" but instead to "Frederick, Paleontologist". She accepted the position anyway.
Flavor
Her Earpiece & Time Bomb are reskinned as "Antiquarimech" (i.e. vaguely steampunk) devices containing tech from the time before the Collapse. Her Stiletto is reskinned as a Mughal Khanjar, a type of slightly curved dagger. Her Catsuit isn't really reskinned as such, but where she's from, such things are considered undergarments, so she'd be mortified to be seen in public wearing nothing over it. Of course, wearing other clothes over it effectively negates its magical effect.
Ideas
She might be a capital-I Infiltrator, but she's not a very good small-i infiltrator.
Level Up — Frideriki "Frid" Palaiologos
Current level 1. Promoting to level 2 requires 1 more completed missions (1 / 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.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.