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Melissa Clarke, Wetware Hacker

A sample PC for a GURPS The Madness Dossier game.

Melissa Clarke

350 points

ST 10 [0]; DX 11 [20]; IQ 15 [100]; HT 10 [0].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 13 [-10]; FP 10 [0]
Basic Speed 5.25 [0]; Basic Move 6 [5]; Dodge 8.

Social Background

TL: 8 [0].
CF: Western (Native) [0].
Languages: ASL (Native) [3]; Danbe (Native) [6]; English (Native) [0].

Advantages

Alternate Identity (Legal) [5]; Born to Be Wired 2 [10]; Circuit Sense 3 [15]; Eidetic Memory [5]; Legal Enforcement Powers [15]; Patron (Project SANDMAN; 15 or less; Special Abilities +100%) [90]; Renshaw Method 2 [14]; Resistant to Anunnaki Programming (+3) [10]; Sandman Regimen [10]; Security Clearance [5]; Security Rank 0 [0]; Signature Gear 2 (Field Wetware Kit) [2].
Perks: Cutting-Edge Training (Electronics Operation (Psychotronics), Electronics Repair (Psychotronics), and Engineer (Psychotronics)) [3]

Disadvantages

Addiction (Caffeine) [-5]; Duty (Project SANDMAN; 15 or less; Extremely Hazardous) [-20]; Guilt Complex [-5]; Post-Combat Shakes (12) [-5]; Loner (12) [-5].

Skills

Archaeology (H) IQ-2 [1]-13; Area Knowledge (Dark Web) (E) IQ [1]-15; Beam Weapons (Pistol) (E) DX+2 [4]-13; Body Language (A) Per [2]-13; Brain Hacking (H) IQ+1 [8]-16; Brainwashing (H) IQ+1 [8]-16; Computer Hacking (VH) IQ+1 [4]-16*; Computer Operation (E) IQ+3 [2]-18*; Computer Programming (H) IQ+1 [2]-16*; Cryptography (H) IQ [1]-15*; Detect Lies (H) Per [4]-13; Electronics Operation/TL9^ (Psychotronics) (A) IQ+3 [2]-18†; Electronics Repair (Computers) (A) IQ+4 [1]-19*†; Electronics Repair/TL9^ (Psychotronics) (A) IQ+2 [1]-17†; Engineer/TL9^ (Psychotronics) (H) IQ+2 [2]-17†; Expert Skill (Computer Security) (H) IQ+1 [2]-16*; Expert Skill (Psionics) (H) IQ [4]-15; First Aid (E) IQ [1]-15; Hidden Lore (History B) (A) IQ-1 [1]-14; Hypnotism (H) IQ [4]-15; Interrogation (A) IQ+1 [4]-16; Karate (H) DX+1 [8]-12; Knife (E) DX+2 [4]-13; Mathematics (Applied) (H) IQ-2 [1]-13; Physician (H) IQ-1 [2]-14; Psychology (H) IQ-1 [2]-14; Research (A) IQ [2]-15; Surgery (Neurosurgery) (H) IQ [4]-15.
* Includes +2 for Born to Be Wired.
† Includes +3 for Circuit Sense.

Equipment

field wetware kit; subdermal injector; 2 doses of Red “billies”; hypnagogic flash; holdout ikoter; concealable vest (DR 12/5*); cellular phone.

Background

Melissa Clarke was a researcher investigating brain-computer interface at the University of Pittsburgh. She came to the attention of Project SANDMAN when they discovered that she had been unknowingly developing a brain implant that would amplify the effect of irruptor abilities on humans. The agents on the case confiscated her research, but rather than eliminate Clarke or her memories, they recruited her.

Melissa has devoted herself to defeating the Red King to atone for the damage she did while under his influence. She prefers to work alone, researching new psychotronics, but she understands the value of field testing. She doesn’t trust anyone else with her designs until they are perfected, so she joins ops whenever she can to gather real-world data. She can hold her own in a fight but tends to break down after. She considers her own terror to be a small price to pay.

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