Madelyn Chase

Player: Cocoa

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Description: What your character looks like.


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.

  • Physical Health: 10+resilience
  • Mental Health: 10+determination
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 1
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 2
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 3
    • Science +2
    • Engineering
    • History
    • Survival
    • Medicine +2
  • Metamutation [Anomalous]: 4. Even after it was formally recognized as a medical condition in 1974, Madelyn's mad science remained (mostly) dormant and unnoticed for the better part of her life. Right up until it kicked into overdrive so she could biomod herself to survive infection by an alien virus. This combination has left her with some interesting traits…
    • Madelyn's Science and Medical skills are both considered 2 ranks higher than they would otherwise be.
    • Up to once a turn when Madelyn rolls a medical die to heal herself or someone else, she regains one PHP.
    • Madelyn can expend either two or three medical dice at once to temporarily suppress an anomaly in melee range. The suppression lasts for a number of round equal to the result rolled minus the target's determination, or until Madelyn is knocked out or so far away as to be in a different 'scene'. If it is on a willing target, she expends two dice and can maintain the effect indefinitely provided she can maintain ample concentration (gm fiat at what point things become too distracting). Since this ability is rooted in biokinesis and telepathy, it can affect most biological, mental-based, and otherwise 'innate' anomalies but would have a very hard time affecting technological anomalies.
      • Theoretically this could be turned around to supercharge anomalies, but since they are so varied that would be entirely up to GM decision regarding if it were allowed in a certain instance and what the mechanical ramifications would be, if any.
    • Madelyn's skin is an unnaturally pale shade for a human with blue and purple undertones that become more pronounced when using her abilities, as well as red irises. This often necessitates the use of makeup and contact disguises when outside the base.
    • Madelyn's situs inversus and other aspects of her altered physiology can make her difficult to operate on, and any medical dice rolled to heal her by anyone other than herself are rolled as 1d4-1 instead of 1d4.
    • While Madelyn uses a good diet, medication, exercise, counseling, and autotelepathy to keep some of her more intense mad science symptoms in check, there are some things that can throw her out of balance. A mad science episode can include some or all of heightened impulsiveness, inventive desires, targeted high-input clairvoyance, lowered empathy, short-lived megalomania. They can be brought on by strong stimulants, or by losing 5 or more MHP at once (in which case Madelyn has an episode rather than being knocked out).
  • Shoot the Glowy Bit: 2. Madelyn's advanced knowledge of biology and xenobiology can help her do massive damage against enemies. When Madelyn makes a heavy ranged attack, she can roll a medical die and add it to the attack roll. If it hits, she increases the damage by how much her attack roll exceeded the defense roll. This spec does nothing against mechanical targets.
  • Specialty Three: 2. Description.


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Personal History:

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Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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