Marsha Wettle

Player: Elisabot

Position: Secretary, diplomat, spy

Demeanor: Fidgety, nervous, cheerful.

Nature: Marsha is exactly as she seems. She is a young relatively kind woman that enjoy learning and studying more than she enjoys being around other people. She is a chittery talker and often cuts her sentences up.

Description: Marsha stands at five feet one inch tall and weighs approximately one hundred and five pounds. She has a mop of bright orange-red hair and light skin covered with freckles as well as dark green eyes. She dresses modestly for the most part.

Stats:

Health
  • Physical Health: 13
  • Mental Health: 13
  • Strength: 0
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 3
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 1
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 2
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception
    • Insight
    • Logic
  • Education: 1
    • 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.

  • Charming: 4. Marsha is trained to act inconspicuously and manipulate people to ease her team mates' missions. Marsha has a +2 to bluff and +2 to persuasion while undercover in a non combat situation. This only persists as long as her cover does.
  • Mind And Mettle: 2. Marsha is an inconvenient mixture of stubborn and mentally trained against limited forms of psychic assaults. Marsha gains +2 on antipsychic rolls against illusions and mind control.
  • Learned History: 2. Marsha specializes in the history and notable events of the Foundation and major concerning groups of interest. Marsha gains +2 to history on any history roll involving major groups of interest: Serpent's Hand, Global Occult Coalition, Marshall Carter & Dark, AWCY, and GRU-P.

Gear:

  • Walther PPK
  • Magazines for Walther
  • Fitted tank top
  • Jean jacket
  • Plaid skirt
  • Blue leggins
  • White running sneakers
  • Pocket makeup kit

Possessions:

  • Photograph of parents
  • Clothing
  • Bed
  • Dresser
  • Desk
  • Gun case
  • Makeup
  • Depeche mode poster
  • R.E.M poster
  • Super hero comics

Personal History:

Marsha was born in 1961 on March 19th in Manhattan, New York. Her parents were both employees of the Foundation and used the funding they received to send Marsha to some of the best schools in the country. In 1980 Marsha was enrolled in college and began attendance at Harvard. This did not last long however. Due to her parents' connections to the Foundation she has become an unknowing target for the group of interest known as the Global Occult Coalition. When her parents were made aware of this information she was pulled out of schooling and immediately placed into the protective care of the Foundation. She stayed with the Foundation for two years before her parents made a deal with the site's director. In line with the deal Marsha was offered a job with the Foundation to work with a mobile task force as a field negotiator. She took this offer and was assigned to a field agent in May of 1983 to apprentice under. Most of her time on was spent studying military code and studying the history of various groups of interest. In January of 1984 Marsha completed her initial training and was attached to mobile task force Omega-5 as a field negotiator and archival secretary.

Miscellaneous:

Marsha suffers from semi manageable kleptomania and autism. She also lies a lot.

Marsha's parents are named Andrew and Kaitlin Wettle.

Marsha's middle name is Venus.

Loot

  • Alias: While agents are often provided with cover-stories when being sent on a mission, sometimes more in-depth tactics are required. Your character has a second, false identity complete with speech-training, wardrobe, falsified credentials and papertrail, and other trappings of an in-depth false identity that they can take on at any time.

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
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