Andromeda

Andromeda is a koan experiment that serves aboard the Nomad as a deckhand. She is a mutant angler wolf, or a wolf spliced with the acquatic and bioluminscent genes of an anglerfish. She has a melancholic temperament but can deceive enemies by creating illusionary copies of herself through her bioluminescent genes.   Part of the Koan Empire's mutagenics programs, Andromeda and her pups were transported aboard a submarine for further experimentation. However, their vessel sunk, killing her children in the process and leaving her trapped inside the submarine for decades. The Party found her while visiting the Koan moon, Hastati, and she know resides in the Nomad's aquarium.  
Skills
Unarmed (Bite) 1d10
Swim 1d12
Run1d10
Sneak 1d10
Bluff 1d10
Dodge 1d10
Unarmed 1d8

Traits & Edges
Pace: 6” (land) 8” (water)
Toughness: 4
Damage (Bite): 2d10

Takedown

  Gills. can breathe underwater.

Light Decoy. Can create a decoy of herself while fighting in underwater as standard action. Requires an Opposed Spot v. Bluff to determine which is real. Can have up to 3 decoys active at once.

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