Alexandra Raines

Basic Info:

Player: Balthazaar

Position: atoning murdererss

Demeanor: Very prim and proper, somewhat formal. A touch arrogant, very serious, and clearly guilt ridden.

Nature: Very emotional and guilt ridden, strongly believes in the Foundation, and seeking redemption with little hope of gaining it

Description: Alexandra is a tall woman, standing at 5'6" tall, with pale skin, pale blue eyes and elegant features. She has long black hair and likes to keep her appearance as elegant and proper as possible.

Stats:

You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.

Health
  • Physical Health: 7
  • Mental Health: 7
Attributes
  • Physical Defense: 4
  • Mental Defense: 2
  • Perception: 5
  • Agility: 4
  • Strength: 3
Skills
  • Persuasion: 4
  • Intimidation: 2
  • Melee: 5
  • Sneak: 3
Specialties
  • Let's speak plainly: 5. A background as a legal student gives Alexandra an advantage in wordplay, specifically in making people see that their actions will lead them to ruin if they continue on their course, and that she has the advantage (Persuasion in context with the previous statement).
  • Reading people: 4. Having worked at a bank and studying to be a lawyer down the road, Alexandra is extremely good at reading people, telling when they're lying and discerning motives. (Perception to learn about people).
  • the Knife (Anomalous): 3. Alexandras knife is a malevolent, violent anomalous entity bonded to her. Wounds inflicted with this knife deal +3 damage on top of the melee roll, at the cost of -1 mdef with each kill it makes.

Gear:

List everything your character carries on their person here. Be reasonable.

  • The Knife:
  • combat knife
  • colt detective special revolver
  • cigarettes
  • Lighter
  • handmirror
Equipment:

List any equipment your character has purchased off of the Unlockable Equipment list or made through Crafting. You probably don't have any.

Possessions:

List everything your character keeps in their room at Site-77. Anything that's not listed here or in the sections above will be difficult for the character to retrieve.

  • musical records
  • Many books

Personal History:

Born in London, on June 19th, 1927 to a well to do family, Alexandra grew up in the blitz, attending private school and keeping with the soldier on mentality of the time. Her father gone off to war, this left her with just her mother, being an only child. Seeking to keep her mind off the war and the potential fate of her father, Alexandra mother enrolled her in various activities, from horse riding, to cooking classes, and as the years wound on, she found herself entering into work as a bank clerk, while engaged to a man named Jack Claire.
Living together with Jack awaiting their marriage was a good life, living in a cottage in the countryside. they had a dog and a cat, and would spend their afternoons and nights together when not working.
then one day, while putting away some boxes into the attic, Alexandra discovered a knife. It was just an old carving knife, but for whatever reason, she felt taken with it. she took it, cleaned it and put it away in the kitchen. Over the next few days, though, things began to change. Alexandra began having disturbing dreams, finding herself irritable and angry with Jack much of the time, performing small acts of cruelty to him and others, and waking up sitting at the kitchen table, staring at the knife. Jack attempted to help her, but it was to no avail, for eventually, Alexandra gleefully slit his throat while he slept. The Police found her the next morning, sitting beside his corpse and giggling. She was quickly committed to a psychiatric institute.
In Ashfall Asylum, Alexandras condition deteriorated. She could feel the whispers of the knife unhinging her mind day by day, growing worse with each treatment attempted. After two years inside, it was finally agreed that an experimental treatment would be performed on Alexandra, before the final solution of a lobotomy. So it was that she was strapped to a chair, had electrodes placed over her scalp, and had these connected to a machine labelled MC&D. In the past the machine had been unreliable, but miraculous when it worked. This was not one of these times, and Alexandra suffered greatly. appearing to be dead, Alexandra was moved to the mourgue. Some hours later, she emerged, hysterical and brandishing an old carving knife, screaming and demanding everyone get back from her. Catching word of this reanimated corpse, the Foundation intervened and contained Alexandra.
Over the next year, Alexandra was studied carefully, and it was discovered that the knife was some kind of parasitic anomalous item, causing madness and homicidal urges, growing in strength with its user, but also that this was mitigated by the effects of the machine (Also confiscated) So study turned to rehabilitation and therapy, and eventually, Alexandra was found to be stable, if enormously guilt ridden, and determined to earn redemption. The knife remained with Alexandra, seeming to teleport to her if separated for long, and proven to be capable of inflicting great wounds, though at the cost to the users sanity with each use.
After a time of good behaviour, a trial run was allowed, in an experiment, to see if perhaps Alexandra could help the foundation. She was sent to PSI-7 for this trial, given their capability for handling anomalies.

Languages

Any languages your character speaks. English is required. Languages should be justified by background or academics.

  • English

Miscellaneous:

Very serious sort of person, but has a soft side.
Rather cynical.
Frightened of her knife, but unable to be rid of it.

XP: 0

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