Stay Alive!
A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what can be created without asking if it should be.
Motive: Understanding and exploiting reality
Environment: Usually in a lab
Health: 15
Damage Inflicted: Moderate wound (7 points)
Movement: Short
Modifications: Defends as level 6 due to a gadget (or cypher); knowledge of advanced science as level 7
Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor, a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts a moderate wound (7 points). They often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that eases all their actions by two steps.
Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can change.
Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is creating something amazing and monstrous.
Loot: Mad scientists have a few manifest cyphers and possibly an artifact.
GM Intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.