Friday, July 13, 2018

Naomi Medici - Chosen Scion of Hermes - The Squirrel Thief

Scions of the Second Refinement



Background: The Medici family is famous for its mercantile success through the Renaissance but one branch of the family delved into other means of power. One of their number came to the attention of one of the gods after which the family made the effort to keep that scion blood as strong as possible through the bloodline. Most of the time this didn't seem to produce anything special though the family claimed their practices were the reason so many of them were exceptional competent. A few parlayed their trace of divine blood into sorcery but only rare individuals, usually those that broke out of the family's hierarchy, attracted the attention of the Gods to be chosen as a scion. Naomi Medici ran away as a child to escape the practices of her coven of a biological family.


At first growing up on the streets, Naomi ended up falling in with a carnival and eventually becoming one of their pickpockets and then an acrobat. She failed to note as the performers and owners of the carnie changed around her, people leaving for other lives and being replaced. When she ended up pregnant at eighteen, she had the stark realization that none of the people that would have helped her were still with the show. The father was the accountant but the carnival claimed that she had to have been sleeping with outsiders and kicked her out. She found her way to the old knife-thrower's home for a place to stay and had her child but she still had to provide support somehow.

Which is how she got into being a full-out thief. Bad luck, and the fact that she's really not as clever as she thinks, has always dogged Naomi, but she has gained a reputation for being dogged and determined in her efforts. She's often been identified and many of her heists have gone poorly, but she's never been caught. And her efforts eventually allowed her to not only support her daughter but also to send her to some of the best schools.

Description:  Often projecting an air of annoyance and frustration while dressed in practical, easy to move in clothes. Her hair is somewhere between brown and blonde, but whether she's sandy brown or dirty blonde various from month to month based on how much sun she's been getting and what sort of shampoo she's using. She has a casual sort of beauty that a lot of people assume takes a lot more effort than she really puts in and hampered somewhat by her constant expressions of impatience.


Divine Patron: Hermes

Origin Level

Primary Path: Role Path: A Thief for Family's Sake - Integrity, Technology, Athletics
Contact: Grigor Haber, world class fence
Connections: Fences, thieves, criminals.
Access: Criminal hideouts.

Secondary Path: Origin Path: Raised in the Carnival - Athletics, Empathy, Subterfuge
Contact: "Uncle" Mal Dane and "Aunt" Ursula Dane, retired knife-thrower and magician.
Connections: Carnies across scattered shows.
Access: Can easily talk herself into the good graces of most carnies.

Tertiary Path: Pantheon Path: Heir of Ancient Blood - Theoi: Empathy, Persuasion, Subterfuge
Contact: Breanne Prifti, Fortune Teller
Connections: Strange travelers that seem to recognize her but don't know from where
Access: Usually welcomed among nomadic groups.

Abilities:  
Academics
Athletics ***** (Acrobatics)
Close Combat **
Culture
Empathy *** (What do they value?)
Integrity *** (Stubbornness)
Firearms
Leadership **
Medicine
Occult
Persuasion **
Pilot
Science
Subterfuge *** (Stealth)
Survival
Technology *** (Security Systems)

Attributes:  Favored: Resilience - Physical, Social, Mental
Force
  • Intellect **
  • Might **
  • Presence **
Finesse
  • Cunning ***
  • Dexterity *****
  • Manipulation ****
Resilience
  • Resolve ***
  • Stamina ****
  • Composure ***

Legend: 0


Calling: Trickster *

Knacks: In Sheep's Clothing, Light Fingered, Born to be Kings

 

Hero Level

Primary Path: Role Path: A Thief for Family's Sake - Integrity, Technology, Athletics
Contact: Grigor Haber, world class fence
Connections: Fences, thieves, criminals.
Access: Criminal hideouts.

Secondary Path: Origin Path: Raised in the Carnival - Athletics, Empathy, Subterfuge
Contact: "Uncle" Mal Dane and "Aunt" Ursula Dane, retired knife-thrower and magician.
Connections: Carnies across scattered shows.
Access: Can easily talk herself into the good graces of most carnies.

Tertiary Path: Pantheon Path: Heir of Ancient Blood - Theoi: Empathy, Persuasion, Subterfuge
Contact: Breanne Prifti, Fortune Teller
Connections: Strange travelers that seem to recognize her but don't know from where
Access: Usually welcomed among nomadic groups.

Abilities:  
Academics
Athletics ***** (Acrobatics)
Close Combat **
Culture
Empathy *** (What do they value?)
Integrity *** (Stubbornness)
Firearms
Leadership **
Medicine
Occult
Persuasion **
Pilot
Science
Subterfuge *** (Stealth)
Survival
Technology *** (Security Systems)

Attributes:  Favored: Resilience - Physical, Social, Mental
Force
  • Intellect **
  • Might **
  • Presence **
Finesse
  • Cunning ***
  • Dexterity *****
  • Manipulation ****
Resilience
  • Resolve ***
  • Stamina ****
  • Composure ***
Legend: 1


Calling: Trickster **, Hunter *, Guardian *

Keywords: Thief (Trickster), Saboteur (Trickster), Vulnerability (Hunter), Shadow (Hunter), Mother (Guardian)

Title: The Squirrel Thief

Knacks: In Sheep's Clothing (Trickster), Light Fingered (Trickster), Born to be Kings (Any), Smoke and Mirrors (Trickster), Silence in the Woods (Hunter), Keen-Eyed Predator (Hunter), A Talisman (Guardian)

Purviews:
  • Innate - Metamorphosis
  • Innate - Journeys
  • Beasts (Squirrels)
  • Epic Dexterity

Boons: Leader of the Pack, Unbarred Passage


Birthrights:
  •  Ratatoskr's Scarf - Relic ***
    • A fine looking scarf that doubles as a hood, woven from stray furs stolen from the deceptive Norse squirrel.
    • Purviews: Beasts (Squirrels), Epic Dexterity
    • Motif: The Tree Walker's Friend
    • Flaw: The scarf seems to bring out the worst of the wearer's luck. The first time the wearer fails in the scene they suffer a -1 Complication for the rest of the scene or until they botch. Failing to buy off this Complication causes something strange and unlucky to happen.  
  • Magic Eating Squirrels - Creatures ****
    • A small colony of squirrels that have somehow picked up the add ability to eat magic somehow. 
    • Qualities: Swarm
    • Dice Pool: 12 - Scouting, Climbing, Destroying enchantments
Scions of the Second Refinement


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