Variable, usually teal
Growing up in Dogwood, Fleur has always been expected to follow in the family footsteps, becoming an engineer as her parents before her had. Experts at machinery, they often worked on some of the bigger projects that nobles would come up with, and were well-rewarded for their participation. From a young age, Fleur was taught the skills she would need to follow in the family business, but as she grew older, she found herself drawn towards a different area of study: cybernetic implants and biotechnology. She immersed herself in the world of these implants, and quickly became an expert at building prosthetics.
However, life quickly became boring for the young machinist, and she soon found herself mixing with the wrong crowd, thieves and lowlifes who tended to run the darker parts of the city, living off scraps or committing all sorts of crimes. For the rich girl, it was exciting, but for her new friends, it was simply the way they got by. She never revealed who she really was, using aliases to get by, and soon found herself joining in on some of their more risky ventures. Her skill grew, and she built quite the reputation as a thief and infiltrator.
Fleur went on living this double life for quite a while, until on one of her jobs, things went horribly wrong. She and her crew had made a plan to rob a particular workshop, only to find it horribly booby-trapped, and Fleur got caught up in the resulting explosions. Though she escaped, her body was horribly mangled and burned, and there was no way she would survive, without the use of the very same implants she'd built her career around. Fortunately, she'd been working on a set of new parts for a client, and ended up having them installed into her own body, saving herself and repairing the damage she'd taken, even while losing part of her humanity.
The operation was successful, but it'd cost a small fortune, and had involved her parents learning of the illicit activities she'd been up to. While they were kind enough not to turn her into the authorities, they did put her out, forcing her to make a living on her own. Using her skills and what was left of her savings, she opened her own shop in Dogwood, doing custom prosthetics, all while planning her return to the criminal underworld.
Criminal Cyborg Engineer
Despite getting horribly mangled after falling into a trap, Fleur hasn't given up her life of illicit deeds, and perhaps is even more determined than ever to cause mischief. Despite that, she runs a legitimate business as a front, selling cyborg parts to those in need.
Invoke: In situations where her knowledge of cybernetics or crime comes in handy, or when her contacts among fellow engineers or criminals can help her out.
Compel: When dealing with those who take issues with her extensive cybernetics, or whenever her criminal reputation catches up with her.
Good thieves are well-known and make their names famous, but the best thieves are the ones you've never heard of. Fleur prefers to think of herself as part of the latter, as she tries to keep her two lives separate, between the hard-working prosthetics-builder, and the hardened criminal, willing to commit whatever wrongs she need to to get ahead.
Invoke: Whenever she can use her knowledge of deception and disguise to further her goals.
Compel: Whenever her double life catches up with her, or in situations where someone recognizes her when its inconvenient for them to do so.
Its said that high technology is indistinguishable from magic, and perhaps that's true, but Fleur likes to believe not only is it distinguishable, but that its better. Despite her cybernetics having been imposed on her by her circumstances, she's come to believe herself superior because of them.
Invoke: In situations where Fleur's knowledge about advanced technology or machinery comes in useful, or where she can impress with the technology she's built out of.
Compel: When her disdain for magic causes her to look down on others, to misread situations, or underestimate opponents.
Major Gateway: Augmented Cyborg
Rebuilt from the ground using parts designed by both her and others, Fleur is now more machine than human. Cybernetics bonuses: Armor 5, Additional 4 stress box, +2 Strength to Overcome with Physique using raw strength Physique cap increased to 6. (Cost 2)
Integral Weapon (Hair) with Extra Power 1
Fleur's hair was completely burned away, and she replaced it with cybernetic nanofiber hair she'd designed herself, capable of moving and acting on its own. Able to grow and shrink, sharpen or dull, grab or lift opponents, and move in unpredictable ways, it acts as a dangerous melee-weapon, capable of slicing her foes to ribbons. Fleur's hair grants her a melee-range Fight 2 attack. (Cost 2)
A standard IR, UV, Thermal optics package common to cybernetic eyes. (Cost 1)
A combination of low profile implants and improvements to existing bionics makes for a very sneaky ‘borg. Sound generators cancel out the sound of footsteps, servo improvements eliminate the soft whine of moving bionic limbs and EM shielding and thermal baffles reduce the chance of being picked up by technological means. (Cost 1)
Sometimes fast is better than strong. Borgs outfitted with hyperagility actuators eschew the heavier, clunkier type of implant or bionic chassis and focus on sturdy, lightweight construction paired with the kind of limb strength and control that would make olympic gymnasts weep with envy. (Cost 1