Delilah
Look: Woman, fit bod, pretty face, haunted green eyes, dusty travel wear
All Sirens are marked by power, a tattoo that runs down the left side of their bodies from neck to feet.
Markings: Bold, angled lines.
Delilah likes to wear 'wild west' ware. Her longcoat/Duster and boots are made from reinforced synth-leather which provide adequate protection. Her stetson and clothing are dusty and well-travelled.
This clothing covers/conceals most of the jaggedy black lined 'Siren Tattoos' that run down the left side of there body ... except for the sharp jagged lines that run up her cheek, and across her left eye.
Blond hair flows from under the stetson, and down her back ... framing her pretty face and piercing, haunted green eyes.
Look: Woman, fit bod, pretty face, haunted green eyes, dusty travel wear
All Sirens are marked by power, a tattoo that runs down the left side of their bodies from neck to feet).
Markings: Bold, angled lines.
Stats:
Cool: +0 (Provide Cover, Read a Person, Fight for your Life, Got your Back)
Hard: +1 (
Hot: +1 (Demand What you want,Proceed by Reputation)
Sharp: -1 (Assess Loot, Exchange Fire, Situational Awareness)
Weird: +2 (Wrange Weirdness, Utility/Attack Phase)
Health: 12
Melee Damage: 1d4
Vice: Anger - Suffer no offence and brook no insult.
Drive: Power - You were born to great power. Why not gain more of it? Do something to advance your personal influence or might.
Moves:
~ Utility PhasePort (verb): 'Port (the ability to safely teleport/relocate self/other to any place within sight)
Roll+weird. On a 10+, it works without complication.
On a 7-9, it works and choose 1:
1) There are no psychological side effects
2) Theres no collateral damage
3) You dont draw unwanted attention to yourself.
~ PhasePort Attack (verb): 'Port Attack (teleport another in an unsafe/unfriendly manner that may result in harm)
You hurl a blast of phase energy that sends the target to another location - 1d10 damage close/far.
Roll+weird. On a 10+, nothing changes. On a 7-9, instead choose 1:
1) You have to move to target your enemy, putting you in danger as described by the GM,
2) You didnt channel energy as well as youd thought, -1d4 damage
3) The coursing phase power within you surges beyond your control, take 1 damage directly to your Health.
Gear:
Primary weapon: Dahl SMG (1d6 close, spray; 10 Ammo)
Secondary weapon: Vladof Combat rifle (1d8 close/far, loud, spray; 12 Ammo)
Armor: 1-armor Leather Longjacket/Duster
Basic Shield: 10 shield standard; recharge 1d8+2
Reloads: 2 for SMG
Items worth 1-barter or 100 cash
ECHO Communicator
Fast Travel pass
Digistructing backpack
All Sirens are marked by power, a tattoo that runs down the left side of their bodies from neck to feet.
Markings: Bold, angled lines.
Delilah likes to wear 'wild west' ware. Her longcoat/Duster and boots are made from reinforced synth-leather which provide adequate protection. Her stetson and clothing are dusty and well-travelled.
This clothing covers/conceals most of the jaggedy black lined 'Siren Tattoos' that run down the left side of there body ... except for the sharp jagged lines that run up her cheek, and across her left eye.
Blond hair flows from under the stetson, and down her back ... framing her pretty face and piercing, haunted green eyes.
Look: Woman, fit bod, pretty face, haunted green eyes, dusty travel wear
All Sirens are marked by power, a tattoo that runs down the left side of their bodies from neck to feet).
Markings: Bold, angled lines.
Stats:
Cool: +0 (Provide Cover, Read a Person, Fight for your Life, Got your Back)
Hard: +1 (
Hot: +1 (Demand What you want,Proceed by Reputation)
Sharp: -1 (Assess Loot, Exchange Fire, Situational Awareness)
Weird: +2 (Wrange Weirdness, Utility/Attack Phase)
Health: 12
Melee Damage: 1d4
Vice: Anger - Suffer no offence and brook no insult.
Drive: Power - You were born to great power. Why not gain more of it? Do something to advance your personal influence or might.
Moves:
~ Utility PhasePort (verb): 'Port (the ability to safely teleport/relocate self/other to any place within sight)
Roll+weird. On a 10+, it works without complication.
On a 7-9, it works and choose 1:
1) There are no psychological side effects
2) Theres no collateral damage
3) You dont draw unwanted attention to yourself.
~ PhasePort Attack (verb): 'Port Attack (teleport another in an unsafe/unfriendly manner that may result in harm)
You hurl a blast of phase energy that sends the target to another location - 1d10 damage close/far.
Roll+weird. On a 10+, nothing changes. On a 7-9, instead choose 1:
1) You have to move to target your enemy, putting you in danger as described by the GM,
2) You didnt channel energy as well as youd thought, -1d4 damage
3) The coursing phase power within you surges beyond your control, take 1 damage directly to your Health.
Gear:
Primary weapon: Dahl SMG (1d6 close, spray; 10 Ammo)
Secondary weapon: Vladof Combat rifle (1d8 close/far, loud, spray; 12 Ammo)
Armor: 1-armor Leather Longjacket/Duster
Basic Shield: 10 shield standard; recharge 1d8+2
Reloads: 2 for SMG
Items worth 1-barter or 100 cash
ECHO Communicator
Fast Travel pass
Digistructing backpack