Alexa VanZandt
MV5BMTY1MzgwNzAzM15BMl5BanBnXkFtZTgwOTI4Njk0MTE._V1_SY1000_CR007721000_AL_.jpg
Alexa's embarrassing amateur band photo.

Player: Alexa Van Zandt

Position: Punk Rock Gunslinger

Demeanor: Alexa comes across almost as two different people depending on what she's doing. On the job she's very professional and serious, but the rest of the time she tends to maintain an air of confidence and laid back relaxation. She walks slow and is quick to laugh, and is very musical. She's slow to show a person how she feels. On the job or not, she can't seem to resist wise cracking.

Nature: Alexa is a very musical soul who feels things deeply, even if she doesn't always show it. She wants to have close friends and family, and feels a strong urge to protect people, and strongly values personal freedom and individuality.

Description: Alexa is a very tall, athletically built woman standing at 6'7" tall, with tan skin covered in tattoos, blue eyes and very long, thick black hair. She likes punk and rock fashion, but obviously dresses appropriately for field, official or social missions.

Stats:

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.

Health
  • Physical Health: 10+3
  • Mental Health: 10+5
  • Strength: 1
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 2
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 1
    • Perception
    • Insight
    • Logic
  • Education:
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • Andras' Iron: 3. Alexa carries "Andras' Iron", an enormously powerful semi-sentient revolver. The iron fires supernaturally charged shots that deal enormous damage, but refuses to be hidden. This weapon functions as a light weapon that cannot be concealed, but deals heavy weapons damage. Light Weapons +2 to hit only comes into effect below 5 physical health. (Concealment negates the bonus as listed here).
  • Clientele Control: 3. Due to her background with MC&D, Alexa can have a real silver tongue. Her special area was handling clients by selling them items while also protecting the businesses interests. As such she is very good at negotiation and keeping people calm through a combination of salesmanship, firmness and if needed a bit of flattery and flirtation. (+3 to persuasion in negotiations)
  • Infiltrator: 2. From her time in the orphanage to her escape from MC&D, Alexa has honed her ability to sneak into and out of secure places to a fine art. She can almost always spot a way to enter or exit a secure location. (+2 perc to find hidden or obscure means to enter or exit a building)

Gear:

Andras' Iron: Image
Walther PPK pistol (Concealed)
Combat knife

Possessions:

Bass guitar
Electric guitar
Acoustic guitar
Amplifier
Sheet music books
Stereo with record collection
TV with VHS set and collection
Books
Various clothes
More clothes
Too many clothes
Even more boots

Personal History:

Alexa was born to parents John and Mary van Zandt in the winter of 1957, and was soon taken home to their Appalachian lighthouse which they were in charge of keeping. there the trio lived for three years before disaster struck. John awoke Alexa late one night, telling her to hush, and moving down to the basement, hiding her in the disused cistern from when the lighthouse was new, telling her not to come out until he came back for her no matter what she heard. there she stayed, clutching her toy cat and shivering. she stayed down there for over 16 hours, trying her best to ignore the sounds of her mother and father and many other voices calling to her. At first they sounded nice, but as the long night wore on, they became threatening, and then they sounded like monsters. eventually she passed out and fell asleep, staying down there for days until finally police discovered her down there while investigating reports of the lighthouse not running, and discovering John and Mary Van Zandt had been messily killed by what by their best guess was a group of wolves or bears. Johns body was found outside the locked door to the basement, shotgun in hand1
Alexa was swept into the system and soon settled into living at the Seth Bullock memorial orphanage, where her education was continued until she was adopted by her new parents, Eliza and Nigel Canterbury, a pair of wealthy estate owners affiliated with Marshall Carter and Dark. It took some time for Alexa to come out of her shell and warm to her new parents, but they were kind and caring and loved her very much, and soon she loved them back. she went to private schools, taking gymnastics and ballet and music classes to feel closer to her birth parents, who were musicians themselves. As she grew older, she began to see more of her parents lives, shooting with her mum, going horse riding with her dad, and coming with them when there were no babysitters available, and seeing all the fancy people in the auction house where they worked, and all the cool things that people would buy. She developed an interest in it, and when she was old enough her parents got her a job as a sales assistant there.
This turned out to be fantastic for her. She excelled at the job, learning to play customers like a fiddle, getting the best deal, and learning how to safely handle the anomalous items they had, learning all about the bigger, secret world of the anomalous. she was provided a monstrously powerful revolver for her 21st birthday from the auction master of that particular auction house, which she would use to keep clients safe from some of the more "Exotic" and "Exciting" items for sale, such as an animated allosaurus skeleton.
After a few years, Alexa decided to move to New York for a promotion to the Brooklyn auction house. It was a huge opportunity, but as it turned out, the position was vacant for a reason. That reason was Benedict Haar, the manager of the auction house. He was a pig of a man, demeaning to everyone around him, a bully, and utterly unscrupulous. Worse still, he answered directly to Mr Carter, so there was no going above his head. He pushed Alexa into the trade of creatures, a side she was not aware of and did not feel entirely comfortable about. That is until one day the handlers brought something in a cage. It was a big, slimy red creature with four legs, huge claws and no eyes. It turned its huge head towards her, opened its fanged maw and crooned "Alexa, you can come out now…" in a familiar voice. Her fathers voice. Needless to say, Alexa did not take this particularly well and proceeded to fire upon the creature with her hand cannon, and went straight to Mr Haars office to resign. He took that about as well as she took the revelation of the creature, and threatened to turn her into some creature to be sold, which didn't sit well with her, leading to her shooting him in self defense and fleeing for her life. Using her parents connections, she fled to the GOC outpost, who were unwilling to harbor a fugitive of MC&D, and turned her out, that is when the Foundation, who had been monitoring the GOC, offered her a place in return for her knowledge on the organization. She accepted, relocated to a training facility, underwent basic field agent training, and was eventually shipped out to her new home, Site 15

Miscellaneous:

Alexa loves music, and has a big record collection consisting of a wide range of genres and artists. Her favorites include Pink Floyd, Black Sabbath, Robert Johnson, Mozart, Beethoven, Metallica, Led Zeppelin and many others. She plays guitar, able to play bass, acoustic and electric, but prefers bass. She sings in a contralto, but can be shy about singing in front of others.
Likes animals, particularly horses and cats.
Mildly hydrophobic.
Has vague memories of people calling her in awful voices. recurring nightmare.

Room Description
Heavy blankets hang from walls as soundproofing for music, has a custom bed for her height, rugs on the floor, stereo mounted beside TV, speakers bolted to walls in top corners. Guitars lined against one wall, beside wardrobe. Dressing table with mirror beside door.

Tattoos:

  • Full back tree designs
  • Sleeve and half sleeve, one nautical, one various designs
  • Hands
  • Chest (antlered creature head)
  • Lower legs (Various)
  • outer thighs Portrait, various)

Loot

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.

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Missions | Equip Points: 0

Run Name Points Given/Loot Gained Date
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License