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Infiltrator Pre-release

Description

++Reflex/+Intelligence

“O divine art of subtlety and secrecy! Through you we learn to be invisible, and hence we can hold the enemy’s fate in our hands.”

— — Sun Tzu

You are an unseen interloper, slipping into impenetrable strongholds to assist your team from the inside. You have endless gadgets and substantial plot control, but take care not to get caught — you have paper-thin defenses and few options in a fair fight.

Conduits designing a mission for you should try to ensure you can work behind the scenes. A classic break-in style scenario isn’t necessary, you can thrive in all kinds of situations so long as you have room to breathe, so if the Conduit wants to really challenge you they could try upping the time pressure.

Grounded in tropes surrounding heists, covert operations, and the pragmatic side of spycraft.

Examples from pop culture include:

  • Ethan Hunt (Mission: Impossible)
  • Jason Bourne (Bourne series)
  • Black Widow (Marvel)
  • Agent 47 (Hitman)
  • The Spy (Team Fortress 2)
  • Perry the Platypus (Phineas and Ferb)

Challenge Level: Mid


Edition: Aspirant v1

Public: Yes

Owner: Robby

Signature Gear

Base Gear

Earpiece

Base

Small, sound-isolating communicator tucked in an ear.

  • 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.

Catsuit

Base

Skintight bodysuit that may be worn discreetly under other clothing or gear.

  • 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.

Stiletto

Base

Knife with a long, slender blade.

  • Killing an enemy with this knife without being noticed by other non-allies renders the owner much harder to detect for a Low Duration.

Elective Gear

Time Bombs

Elective

Dinner plate-sized ordnances. Ominously beep once armed; disarmed if heavily damaged.

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.)

Skeleton Key

Elective

Antique key, oversized for most actual locks.

  • Smoothly transforms to fit any lock.
    • For analog locks without a keyhole (keypad, rotary, etc.), instead transforms into a specialty tool to open it; this takes a few seconds for simple devices, scaling up to a Low Duration for more complex ones.
  • When placed against a technological or magical security feature, this key gradually works to bypass that feature over a Low Duration.

Listening Bugs

Elective

Tiny audio recording devices. Come with a handheld receiver, kept on the owner’s person.

Quantity
3x
Battery Life
High+
  • Affixable to any solid surface; slightly harder to detect when placed.
  • A bug must be recovered to play back recorded audio; receiver may be used to listen in live.
  • Casual physical contact lets the owner teleport a bug from their person anywhere onto that target’s body.

Abilities

Identity Theft

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 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.

Case the Joint

Develop a mental map of a structure or 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.

Maximum Security

Pitch coming across both a valuable prize and the formidable security measures guarding it.

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.