Maya S. Otis

Player: Taffeta

Position: Idee Fixer

Demeanor: If people were words, Maya's would be 'disconcerting'. Less flippantly, Maya's behaviour tends to be upbeat but also deeply strange. Despite seeming to have good reasons behind everything she's doing, it's almost impossible to work out said reasons. Her constant insistence on covering every available surface with notes, the fact that she almost always seems out of it and her uncanny ability to remember strangely specific trivia about people… All disoconcerting behaviour.

Nature: Tenacious and good-hearted, Maya's nature is centered around being a good Foundation operative, both out of self-preservation and genuine principles. Most of the oddities about her behaviour are reflections of this loyalty, seen through the lens of a Counterconceptual Division operative who's been paranoid all her lifeā€”and for good reason, given her nature as an anomaly and her field of work.

Description: Maya is a pudgy, short girl with tan skin, a messy bob of curly brown hair and round, coke-bottle glasses. Typically hangs around in her working clothes, a conservative sweater vest and slacks.


Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.

  • Physical Health: 10+4 = 14
  • Mental Health: 10
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 1
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 2
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
  • I Remember You: (2) As part of the Counterconceptual Division, Maya has been trained in the rudiments of protecting your mind against anomalies that affect the memory. The fact that she has access to mind-hardening drugs probably helps matters.
    • Maya gets a +2 bonus to rolls made to defend against the effects of mind-affecting anomalies that specifically affect her memory.
  • Yes Man: (2) With a mix of cold-reading tactics and general eloquence, Maya can put on a decent approximation of charm, provided you don't realise it's mostly just vague affirmation.
    • When she meets a non-hostile NPC for the first time, Maya can roll Insight against a DC of their Bluff score to give herself a +2 bonus to Persuason and Bluff rolls made against that NPC.
    • This bonus decays by 1 every time she or her teammates fail a social roll against them, and is nullified if they provoke the NPC into hostility.
  • Take Note: (2) The compulsive hypergraphia that the Counterconceptual Division instilled in Maya has some uses, especially when it comes to picking up things other people might have missed.
    • When Maya has been in an area for at least 15 minutes, she gets a +2 bonus to Perception rolls made in that area.
  • (Anomaly) [Hot Thoughts]: (2) In the same way other people have sight, hearing, etc., Maya has a sense for information itself.
    • Maya is capable of extracting information from things without directly interacting with them; e.g. reading books without opening them, identifying the content of radio broadcasts without a receiver, understanding languages she doesn't speak. This last use doesn't allow her to actually speak that language.
  • (Disadvantage) Bloody-Minded: Maya tends not to visit Medical very often, and for good reason.
    • Medical rolls made to treat Maya restore half their usual health in the form of Mental Health, not Physical Health.


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.


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