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Siren

A seductive manipulator and controller

The carpenter uses tools, the writer uses words, and the siren uses people. To you people are
just tools to be used to your advantage. People fall over themselves doing everything they can
to capture your affection even just for a moment, and you often have them wrapped around
your finger as often by accident as by intention. You just can’t help but be the center of every
conversation or have others fight over you, and you wouldn’t have it any other way. It may just
be the only time you’re truly happy. You live fast and you may die young but you’re going to
enjoy the party while it lasts.

When you play a Siren, you earn xp when you address influence or charisma. Talk
your way into any room, make everyone fall in love with you, and then get the room to devolve
into madness. You are who everyone wants or wants to be. If anyone fails to fall for your
charms be sure to turn everyone else against them. People may be your tools or your toys, use
them as you wish.

Is there any with whom you are genuine or any relationship that is real, or is every relationship
a thing to be exploited? How many broken hearts have you left in your wake? Is there someone
who broke yours at the start? Do you have a plan or is everything about the moment?

Starting Actions Sly friends, rivals


2x Sway
1x Consort ❖ Agepi, a noble – Perhaps a current flame
or a jilted lover
Starting Builds ❖ Niki, a tailor – Perhaps a source for
If you want some guidance when you assign clothes for your various parties
your four starting action dots and special ❖ Dafni, a broker – Perhaps someone
ability, use one of these templates helping you get into events or someone
who has sold information about you to
others
❖ Pascha, an artisan – Perhaps someone
who regards you as a muse or that you
exploited

Siren Special Abilities

A Fine Defense
You expend your special armour to resist a consequence from persuasion or influence, or to
push yourself to manipulate someone.

When you use this ability, tick the special armor box on your playbook sheet.
If you resist a consequence, this ability negates or reduces its severity. If you
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act
despite severe harm) but you don’t take 2 stress. Your special armor is restored
at the beginning of downtime.

Center of the Conversation


You effortlessly dominate every conversation that you’re in without people really realizing it.
They hang on your every word. People who try to disagree with you may find it difficult to get
the edge. Other conversationalists frequently lose track of how long you’ve been there.

When you enter a conversation, the whole thing has a tendency to wind up with you at
the center. Even when you have no idea what the conversation is about or don’t know
anything about the topic, you naturally get people laughing at your jokes and vying to
have you agree with them. You make a strong impression that can have people
remember you being there long before you arrived or long after you left. It can be a
good way to build an alibi or distract a mark.

High Tolerance
Your years of partying have given you a resistance to even a significant amount of a specific
substance. Hallucinogens that leave others dazzled might leave you with a few imagined shapes
or a drug that floors someone might leave you slightly off balance.

Choose your drug of choice when you take this skill. What are common effects that it
has upon users, and what does your tolerance cause to happen to you? This skill does
not completely remove all side effects to a drug but severely mutes the effects. This
does not affect any other drug but the one that you have chosen.

Hypnotic Gaze
When you sway someone, you may spend 1 stress to influence the target to perform one
simple action.

The action must be simple to explain (ex. Open the door, hand over the key, kiss the
queen, etc). It cannot be violent in nature either to themselves or someone else, or be
something that goes against a core belief or trait, and it must seem like a reasonable
course of action. If the instruction breaks one of those rules then the instruction will fail
and the person will awaken. After a few seconds the target will forget your request
whether they completed it or not. For instance, if you tell the guard to go down to the
dock, they might get out the door and then forget what they were doing.
Jealous Lovers
If you have been in the company of two or more people with whom you have been socializing
with for more than a few minutes, then you can try to consort with them to incite them into
starting a physical fight over your affection.

Do you deliberately flirt with each of them to try to make them jealous or is it part of
your innate charisma that drives them mad? Do you say something specific to spark
the fight or is the inevitable conclusion of your presence?

Know Your Audience


When trying to blend in with a group or crowd, you can use your ability to read people and
rooms to your advantage. Add +1d to any roll to blend in.

This ability doesn’t help you impersonate a specific individual but to ape the mannerisms
or speech patterns of the collective identity of a group. They won’t recognize you but
they may mistake you for one of them. If you’re trying to pretend to be someone
specific this skill won’t help you.

Personal Business
During downtime, you get +1 result level when you reduce heat. If you do not reduce heat at
all then at the end of downtime you gain +2 stash.

Since this money comes at the end of downtime, after all downtime actions are
resolved, you can’t remove it from your stash and spend it on extra activities
until your next downtime phase.

Point the Finger


You gain potency to attempt to turn a group against one of their own members.

This effect may be limited depending on how the group already regards you. How the
group will react to be turned against one of their own members depends on the group.
Some will start a fist fight, some will start an argument, some will throw out that
member. The GM judges the response of the given NPCs.

Siren Items
❖ Fine clothes and jewelry – An outfit that is fashionable and of such fine make as to pass
you off as a noble [0 load] If you’re carrying this item as a second outfit to change into,
it counts as 2 load.

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