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//Madeline Ellis

Madeline Ellis

CHARACTER DOSSIER
TypePsychic
ClassController
RankSigma (2SG)
BirthdayMarch 5
Age21
Height1.65m (5'5")
RelationMalcolm's daughter
NameMadeline Ellis
AliasVisage
TeamMetanoia
RoleProtagonist — Controller
StatusActive
AffiliationnERF

"Perception is power."

Backstory

A former neuro-visual artist turned battlefield illusionist. Madeline weaponises perception in defiance of a system that once pitted her against her own father — Malcolm Ellis of Tesserae. Her abilities create cascading illusions, mirror clones, and psychic fractures that confuse enemy targeting and break their sense of reality.

Personality

Madeline fights with her mind and leads with her heart — a combination most people underestimate once and never underestimate again. She is introverted by nature, observant by training, and devastatingly creative when cornered.

Where others project force, Madeline projects doubt. Her psychic abilities don't destroy — they dismantle perception itself. In combat, she is calm almost to the point of eerie, maintaining illusions while her team exploits the chaos she creates. Off the field, she's the emotional anchor of Metanoia — quiet, empathetic, and fiercely protective of her teammates' mental health.

The fracture with her father Malcolm weighs on her constantly. She doesn't hate him. She understands him. That's worse — because understanding someone doesn't mean you can forgive what they chose, and it doesn't mean you stop loving them either.

Appearance

Inspired by Ash (Project Divider), True Damage Senna (League of Legends), and the titular character of Celeste. Madeline's design is psychic elegance — translucent layers, prismatic light effects, and the composed stillness of someone who can see through everything.

  • Hair: Dark coils, worn naturally, with faint iridescent highlights that shift under psychic strain
  • Eyes: Deep brown with prismatic refraction visible in bright light — a psychic tell
  • Build: Slender and poised, every gesture deliberate
  • Outfit: Layered performance-art couture adapted for combat — flowing asymmetric jacket over tactical bodysuit, holographic emitters woven into the fabric, crystalline earpiece that amplifies her psychic focus
  • Color Palette: Iridescent purples, deep indigos, prismatic whites — like light through a fractured lens
  • Silhouette: Still and centred, like the eye of a visual storm

Relationships

CharacterRelationNotes
Malcolm EllisFatherTesserae. The system pitted them against each other. The love remains; the trust doesn't.
Ezra AsimovTeammateMadeline helps Ezra process trauma. Their abilities complement — her illusions distract while his hacks disable.
Debra AvilesTeammateOpposites who orbit each other — Debra is kinetic force, Madeline is perceptual fracture.
Iain LewinCommanderThe stable foundation that lets Madeline's chaos work. She trusts his shield.
Winona TenenbaumStrategistWinona's fire and Madeline's illusions create sensory overload. Devastating in combination.

Abilities

Passive — Hall of Echoes

Stores illusions of past ability casts. Illusions mimic her last abilities in ghost form, dealing reduced damage but confusing enemy auto-targeting. Enemies attacking illusions reveal themselves.

Tactical (1) — Mirrorbind

Launches a reflective prism that explodes in a 360° mindshock, inverting enemy controls briefly. Allies looking into the prism gain accuracy and True Sight.

Core (2) — False Image

Creates a perfect copy of herself or an ally. The clone moves in a scripted combat path and bursts after a delay, dealing psychic AoE if enemies were deceived.

Special (3) — Mental Fracture

Fractures a target enemy's mind, causing hallucinations — fake enemies, pings, and sounds. Enemies caught attacking false targets take self-damage.

Ultimate (4) — Cerebral Overcast

Casts a massive psychic fog — all enemies lose their HUD, enemy colours are randomised, and friendly abilities cast inside leave phantom copies that echo after a delay.

Trivia

  • Name origin: Named after Madison Beer, the singer and Madeline (the protagonist of Celeste). The name also nods to Magdalena Bay, the synth-pop duo. The spelling shift to "Madeline" occurred during Wave I development — earlier drafts used "Madison" and the alias "Mirage" before it became "Visage."
  • Father-daughter conflict with Malcolm Ellis is the emotional core of Metanoia's arc. They were placed on opposing teams by nERF — neither chose the separation.
  • "Visage" replaced "Mirage" as her codename — a deliberate shift from "something false" to "something confronted." A visage is a face; Madeline forces enemies to face what isn't there.
  • Family history of psychic powers linked to maborite. Madeline's abilities manifested during a traumatic experience at 17.
  • Metanoia's arc is themed around Acedia (Sloth) / Death — "Decay, neglect, and the inevitability of mortality." Madeline's illusions literalise the sin: the temptation to see only what's comfortable.

Goals

  1. Reconcile with Malcolm — not forgiveness, not yet. Understanding. The kind that lets you share a room without the air leaving it.
  2. Master perception itself — Madeline's powers are growing. Cerebral Overcast is not her ceiling. She's beginning to wonder where illusion ends and creation begins.
  3. Protect Metanoia's mental health — she is the team's emotional anchor. That responsibility is not assigned; it's assumed. She carries it willingly.
  4. Defy the sin — Metanoia's arc is Acedia. Madeline fights apathy with attention, neglect with presence, death with the stubborn insistence on being seen.
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