Sarah

Player: TsjipTsjip

Position: Long quarters combat specialist

Demeanor: Determined, certain, stubborn.

Nature: Sarah, no last name given, is a stubborn colleague to work with, though also realistic. If she sees how a plan will play out, she'll be all for it. If there is a discussion, she will have a very hard time letting go, however, depending on the context and subject, she might not even participate at all. Sarah is a nice friend to work with, if you know how to approach her. She also has a listening ear when needed.

Description: Standing 5"1', Sarah is really short for her presumed age. Her left arm up to the center area of her chest is covered in burn marks, she also has various scars across her body. Notable, a long stretched scar on her right ankle, and a smaller one in the left area of her neck. She has short, black hair often worn in a pony-tail fashion. She has an athletic posture.

Stats:

15 points to spend. Trained gain a +3 bonus.

Health
  • Physical Health: 15
  • Mental Health: 12
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy) +3
  • Toughness: 2
    • Resilience +3
    • Determination
    • Antipsychic
  • Speed: 2
    • Acrobatics
    • Stealth +3
    • Ranged +3
  • Charm: 1
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 2
    • Perception +3
    • Insight
    • Logic
  • Education: 1
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties

8 points to spend.

  • A clean mind: 3. Due to the lack in amount of memories, Sarah is capable of coming to conclusions faster. (Gains a flat bonus of +3 to Insight/Logic when trying to understand something, with few amount of information given.)
  • A lasting memory: 3. Wether she likes it or not, new memories are processed intensively. As such, Sarah has an extremely hard time forgetting something. (Flat bonus of +3 to the relevant stat when attempting to learn something.)
  • Extreme focus: 2. When Sarah doesn't have anything else to worry about, she can concentrate extremely well on the matter at hand. (As long as Sarah hasn't been detected by the enemy, she gains a +1 flat bonus to every non-fudge die rolled for any attack. (I.E. when firing her Remington, she gets +2 as two die were rolled.))

Gear:

What your character brings with them on a normal day when out adventuring.

  • Remington 700 (Supressed; Improved (2d5))
  • Glock 17
  • Combat knife
  • Night vision goggles
  • Rappel equipment

Possessions:

Things your character has at home or their base of operations.

  • An old set of binoculars
  • Spare clothing
  • Model of her Remington 700

Personal History:

Not much is known about Sarah's history. Her burn scar suggests that she ended up badly wounded from a fire in the past. She has no known family, and most of her history within the foundation is also unknown. Even to herself. Sarah has very few memories, though it has been established that she does not suffer from a cognitive disorder preventing her from making, or otherwise processing the normal amount of memories. This led the foundation to believe that Sarah has been amnesticized a lot in the past.

Sarah does remember being told she was amnesticized once, but the reason of which remains unclear. The foundation is the only world Sarah knows, as a result, she is loyal to the foundation. In a sense, she has nowhere else to go. Her personnel file does mention her to have a relentless will to live, more than others would expect at first. This is also illustrated by many scars which could only have resulted in near-death scenarios.

On <in-rp date>, Sarah enrolled into Psi-7 "HOME IMPROVEMENT" for her notable skill in long range and covert combat. Where she transferred from is unknown, why is a mystery as well.

Miscellaneous:

Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.

Loot

Stuff you get from playing.

  • Improved Weaponry: Befitting their role as the decommissioning squad, Psi-7 operatives may be provided with advanced weapons and combat training that gives them just a little bit of edge over other agents. The agents gets one Light or Normal melee weapon or one Light, Normal, or Heavy ranged weapon that uses different damage dice than a regular weapon of that type. 2d2 for Light weapons, 2d3 for Normal, and 2d5 for Heavy.

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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