Matryona Chaykovsky

Player: Cocoa

Position: Mimicy Espionage Agent

Demeanor: What impression your character gives at first glance

Nature: What your character is actually like as people get to know them. What are their goals, ideals, and flaws.

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: 12 (10+2)
  • Mental Health: 10 (5+5)
  • Strength: 0
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 1
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 2
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 3
    • Perception
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
  • The Shadow Knows [Anomaly]: 4. Matryona can psionically sap energy from other people to power the dark matter in her system, allowing her to temporarily borrow their abilities.
    • Matryona has four anomaly slots for this skill, but loses access to one for every 2 MHP she's missing.
    • Matryona can target one person she can see, and make a contesting Determination roll against their Antipsychic. On a success, she can target that person with one of her anomaly slots. On a failure, she gains penalty points equal to the difference in the rolls. Each penalty point counts as a missing MHP for the purpose of losing slots, and one penalty point disappears at the start of each of her turns.
    • When one of her slots locks on to a person, Matryona can name one skill. As long as she is conscious, has enough slots, and does not choose to end the effect, Matryona gains a +2 to rolls of that skill and the target takes a -2 to rolls of that skill (this does not apply to things like health or medical dice, though). She cannot have more than one slot targeting the same skill from the same person at the same time.
    • Alternatively, if Matryona has three slots locked on a single person with an innate and non-mechanical anomaly, she can make her contest roll as normal. On a success, she can end the normal effect for those three slots and instead devote them to temporarily transferring that anomaly to her.
    • Brain Drain [Flaw]: Matryona's anomaly is also a drain on her own mental power. She has MHP equal to 5+Determination. In addition, any time Matryona takes 3 or more MHP damage at once, she also must take a -1 stacking debuff to Intelligence or Education that lasts until her MHP is back to full.
  • From The Shadows: 2. Where social engineering fails, being a regular old sneaky-sneak tends to do the job. +2 to stealth under cover of darkness, and Matryona does not suffer Perception penalties in dark conditions.
  • Wing It: 2. When caught in a locked room you're reaaaaally not supposed to be in, sometimes you just have to go for broke and tell the best story you can. Matryona can roll a single fudge die when making a Bluff or Persuasion roll. A result of '-' becomes -4, a result of '0' is still 0, and a result of '+' becomes +6. She then adds her skill rank as normal.


What your character brings with them on a normal day when out adventuring.


Things your character has at home or their base of operations.

Personal History:

The big points of what your character's life has been like from birth to the time the game starts.


Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.


Stuff you get from playing. To start off with, pick ONE piece of loot that matches your character's MTF from the very end of the unlockable equipment page.


Connections your character has made that they can call on.


Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
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