
Opening the archive

Opening the archive
Frederig Zip is a gnome merchant whose semi-legal shop survives at the edge of Stormcall’s rules and everyone else’s patience. He deals in rare components, magical goods, gossip, favors, and debts, often valuing leverage far above coin.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Frederig Zip is a gnome merchant whose semi-legal shop survives at the edge of Stormcall’s rules and everyone else’s patience. He deals in rare components, magical goods, gossip, favors, and debts, often valuing leverage far above coin.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Skullduggery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectNimble Fingers
Thief. Your hands move faster than attention. Add 1d4 to one Sleight of Hand, thieves' tools, forgery kit, or object interaction check before the start of your next turn.
Cheap Shot
Trickster. Make a melee power attack with a light weapon, dagger, improvised object, or unarmed trick. On a hit, the target takes 4 (1d8) piercing, slashing, or bludgeoning damage and cannot take reactions until the start of its next turn if you had advantage.
Cunning Action
Swashbuckler. Use Dash, Disengage, or Hide as a bonus action. If you are in dim light, cover, a crowd, or cluttered terrain, you may also draw or stow one small object as part of this bonus action.
Sneak Attack
Assassin. Once per turn, when you hit with a finesse, ranged, light, or subtle weapon attack and have advantage, or an ally is within 5 ft. of the target, deal an extra 1d6 damage.
Pick Pocket
Thief. Make a Sleight of Hand check against a creature within range, contested by Perception. On a success, palm, plant, or swap one Tiny object that is not actively gripped or secured by magic.
Tripwire Trick
Trickster. Rig a quick snare, caltrop scatter, cord, chair-leg catch, or slippery spill in a 5-ft. square. The first hostile creature entering or starting there makes a DEX save or falls prone and takes 1d6 bludgeoning or piercing damage.
Evasion
Swashbuckler. When you make a DEX save to take half damage, take no damage on a success and half damage on a failure. If you are restrained or incapacitated, this power cannot be used.
Ambusher's Mark
Assassin. Choose one creature you can see. Once per turn, when you hit that target while hidden, with advantage, or while an ally threatens it, add 2d6 damage and learn whether it is above or below half hit points.
False Trail
Trickster. Obscure your passage and plant misleading evidence. For the duration, creatures tracking you have disadvantage, and you have advantage on checks to frame movement, planted items, or signs as belonging to someone else.
Disarm Device
Thief. Make a thieves' tools or Investigation check against a trap, trigger, warding mechanism, snare, or hidden device you can touch. On success, disable it, jam it for 1 minute, or learn how to bypass it safely.
Reliable Talent
Thief. When you make an ability check using a skill or tool you are proficient with and the task fits Skullduggery, treat a d20 roll of 9 or lower as a 10.
Ghost Step
Swashbuckler. For the duration, you ignore nonmagical difficult terrain, can move through occupied spaces if you do not end there, and do not reveal yourself when you miss with a ranged attack from hiding.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
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On this page
This is the public profile. Private play tools stay behind character access.
Access-ready
2/3 play gates ready. Play data is ready; DM approval is the remaining gate.
Read profile
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Skullduggery has 42 sheet-ready powers; the character sheet has 14 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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Relationships
family
Zip
Shared Aspect
No public inventory items yet.
Tags
Zip is a merchant that runs a semi-legal shop in Stormcall.
Skullduggery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
locationStormcall is the northern mission city where anti-construct murders, Lawful offices, Wisdom Division work, Pelosh family history, and harbor ghosts all turned one investigation into a civic pressure test.