Dr. Alanna Ellis

Player: Taffeta

Position: Thought Patrol [MTF Delta-4]

Demeanor: Brash, confident and high-spirited, Alanna's presence and personality is capable of filling rooms. She tends to get overly affectionate with people she's familiar with, and at a glance you could probably tell that she's the cuddly sort of drunk. It would be sweeter if she didn't have a penchant for positively bone-crushing hugs.

Nature: Honestly pretty much like her outward demeanor. Alanna likes to consider herself a fairly open person, even if there are some sore points of her life that she doesn't like to touch on.

Description: Alanna looks mostly as if she was kludged together from a box of spare body parts. Unsettlingly tall and robust-looking, she's a tan woman with blue eyes and messy brown hair worn in a shoulderblade-length ponytail. Oddly out of place freckles dust her shoulders and arms in stop-start, strange bursts.

Her typical attire tends towards 'science casual', with her usual ensembles featuring a loose labcoat, t-shirt and a pair of perenially rumpled gray slacks. On the occasion that she's on-site and off-work, she's usually seen in assorted summer clothing, and can usually be seen in a variety of floral attire.

Stats:

Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

Health
  • Physical Health: 12
  • Mental Health: 12
  • Strength: 1
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 1
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 1
    • Perception
    • Insight
    • Logic
  • Education: 2
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties
  • Faint of Hearts: (1) There are many incentives to do the job right the first time. One of the more powerful ones is seeing other people failing at it.
    • Alanna gains +1 to Determination rolls when attempting to pass a check that one of her teammates has failed.
  • God Send Conspirator: (2) You can't find all the information you're ever going to need in a library. Sometimes, you just need to talk to people who know more than you do.
    • Alanna gains +2 to Charm when talking to a non-hostile NPC in order to get information about something anomalous.
  • Mother Superior: (3) While she still has plenty of experience in more conventional medicine, Alanna was initially hired by the Foundation for her skills in treating the wounds caused by mental attacks. But there's no such thing as a combat counsellor, and slapdash therapy is a dangerous business.
    • Alanna has a focus pool with a number of d4s equal to her Persuasion score.
    • These d4s may be spent like her healing pool to heal her teammates for Mental Health instead of Physical Health. She may only use them provided they are out of combat and in a reasonably safe environment for at least half an hour per use.
  • Pretelethal [Anom. Equipment]: (2) Sometimes, talking just doesn't work. Sometimes, you don't need to be the person giving therapy; you need to be the person giving other people reasons for therapy. Enter Alanna's doctoral thesis: a jury-rigged psychic weapon cobbled together from rat brains and electrodes.
    • Alanna possesses a Heavy Ranged weapon that uses Antipsychic instead of Ranged (heavy) to wield and shoot. Like other Heavy Ranged weapons, it cannot be used on the first turn of combat; unlike other Heavy Ranged weapons, it deals no damage on a hit, instead using the mechanics detailed below.
    • Targets can roll either Acrobatics or Antipsychic to avoid taking damage.
    • On a hit, a target takes -2 to the higher of Acrobatics or Resilience for their next turn as their brain is assailed with intrusive rat thoughts. This effect can only be applied once per individual enemy.
    • On a miss, Alanna takes 1d4 Mental Health damage as a result of psychic recoil.
    • This weapon may be used three times per run before becoming inert.

Gear:

  • Field medical gear: Her particular kit-out contains enough to deal with mild to moderate injuries in the field, but heavy-duty surgical work on things that aren't brains is far out of her forte. As such, a large portion of this equipment is dedicated to drugs such as painkillers, sedatives and mild stimulants that can assist with treating the after-effects of anomalous mental influence when used in conjunction with field-expedient psychotherapeutic treatment.
  • Canteen: Because pills are difficult to swallow without water, and also because sad people get thirsty easily.
  • Torch: Tough, rough, and slightly dented, this torch comes with both spare batteries and a history of fieldwork.
  • Beat-up field notebook and pen: Even after she's just requisitioned one of these, within a day they get all rumpled and dog-eared.
  • Standard-issue sidearm (Normal Ranged weapon): A bog-standard Foundation-provided pistol with the appropriate numbers filed off.

Possessions:

  • Various literature on the study of neuroscience.
  • Family photos of her and her mother, and two stern-looking people she doesn't recognise but assumes are her sperm and egg donors.
  • A TPS-L2 Walkman cassette player, with appropriate cassettes and headphones.
  • Several glossy magazine covers from her time at Promethean Industries, best described as 'science pin-ups'.
  • Pretty-looking but completely useless stencils.
  • Blue, pink and white ribbon.

Personal History:

Alanna McNamara Ellis was born in 1951 as one of Prometheus Biotechnology's dry runs at artificial gestation and human genetic modification. Being a so-called First Round kid meant that the supervising scientists did the bare minimum of tinkering with the DNA her donors so helpfully provided. As a result, she didn't grow up with eyes that saw in infrared or three pancreases—just a messed-up endocrine system and a sensory processing disorder.

After she and the rest of the First Round had spent seven years in the company creche, it became clear to Prometheus that their investment had been sunk into a project that wouldn't recoup the costs of raising fifty-odd infants, and so the children were redistributed to various researchers for adoption. In the end, she was adopted by Dr. Sally McNamara, one of Prometheus' neuroscientists and the woman who gave Alanna her middle name.

While being raised by a busy single mom meant Alanna grew up as somewhat of a latchkey kid, Alanna and 'Doc Ma' were deeply close throughout her childhood, and she still attributes her choice of career to her mother's inspiration; her decision to transition would also have been much, much messier if not for her mother's support and help with much of the paperwork and hassle invovled in the process.

Doing that in the middle of her degree meant a lot had to be put on hold and shuffled around as adjustments were made and assorted heartache was had. Finally, at the age of 22, she finished her study of neuroscience at a World Parahealth Organisation satellite campus in Leinster, and later did her doctorate studying under one of her mother's old colleagues in Boston.

This process involved literally and figuratively dissecting a nascent hive-mind composed of rats recovered from a scuttled GRU-P laboratory in Kirensk. After a breach in their holding pen led to researchers being telekinetically fused into walls and sudden memetic outbreaks with no discernible source, Alanna was forced to separate the brains from the rats and put them to better use. She doesn't like to talk about how.

That trauma and a PhD. later, Alanna left Promethean Industries on good terms and went looking for employment elsewhere. With their letters of recommendation and well-wishes, she ended up arguably betraying her former employers by joining up with the Foundation in order to bolster their talent in the areas of memetics and general neuroscience.

Miscellaneous:

  • Alanna still keeps in touch with her mother, sending her letters every other week or so.
  • Thanks to her janky growth, she's developed some minor hip and shoulder joint problems and occasionally emits embarrassingly loud popping noises as she walks.
  • Enjoys prog maybe a bit more than she should.

Loot

  • Forensics Kit: Comprised of a miniaturized camera, a blacklight, cotton swabs, a brush, some sterile glass vials, and fingerprinting tape, all in a small container about the size of a wallet. Can be used to collect and preserve evidence and samples from a crime scene indefinitely.

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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