Sarah Jane England.
Counsellor

Species:
Human.
Gender:
Female.
Age:
39
Date of Birth:
November
23rd 2339.
Place of Birth:
San
Francisco, Earth.
Languages:
Federation
Standard, French.
Interests:
Ballet,
Chess, Opera, Swimming.
2357 - 2361 - Starfleet Academy.
2361 - 2365 - Starfleet Academy, Starfleet Medical.
2366 - 2375 - Assigned as Counsellor USS Venture, working her way from Orderly
to Ships Councillor.
2375 - 2377 - MIA
2378 - Pres. - USS Venture, Counsellor.
Character History:
Sarah England had a relatively unremarkable early childhood growing
up in San Francisco, her parents both members of Starfleet Command. In
2350 during a family holiday on Seran IV her parents were killed in a violent
plasma storm sweeping the area. Sarah survived almost uninjured and was
discovered by a Starfleet rescue party cradling her mother’s dead body. Sarah's
paternal grandparents took over her upbringing in Marseilles where Sarah learned
to speak fluent French and began to develop an interest in Psychology, while
under counselling herself over her childhood trauma.
Perhaps not unexpectedly aged eighteen Sarah followed her parents
footsteps and applied for entrance to Starfleet Academy, where she excelled,
graduating within in the top few percent of her year. After graduation Sarah
spent the next four years continuing her studies at the Academy, gaining her
doctorate and real-life experience of counselling.
Joining the crew of the USS Venture, she started as an Assistant
to the ships councillor, and over the course of the next 10 years worked her
way to replace him after his retirement. On Captain Hedges recommendation
she was promoted to the post.
It was a trap.
The USS Takashi Maru, a Starfleet Transport vessel found itself surrounded and
under attack. Vastly outnumbered and out-gunned, they were forced to surrender.
The Dominion then used captured Maquis vessels to destroy the Maru, to pass
the blame onto the Maquis. Their prisoners, meanwhile were taken to an
isolated Prison World, and subjected to a Madred Camp, and used as training
fodder for the Jem'Hadar...
Madred Camps were simple ideas. Conceived of by Gul Madred, prisoners
were deposited on an uninhabited, isolated planet in specially built secret
compounds. No Starship would ever land on the surface, and no transporter
station is built on the surface, occasionally food parcels are transported down
from the orbiting command centre, which also runs the planetary shielding and
sensor net. And when the High Command wants to train its troops in 'live-fire'
exercises, they are sent to the planet and transported to the surface to engage
in combat and experience combat conditions with a particular foe. When
the Dominion took over the Union, they kept the camps open and sent the Jem'Hadar
into them to learn the ways of the Alpha Quadrant...
Sarah found herself, with the Maru's crew, amongst the various prisoners. From
Cardassian Dissidents, Bajorans, Maquis... Even other Starfleet Officers.
Some had been on the planet for years, barely surviving... Battle Scarred and haunted
by their experiences... The nature of the camp meant that they were armed
with a variety of weapons, from Knives to Cardassian and Dominion Energy Weapons.
But Sarah could see that her fellow prisoners were hanging on by a thread of
Sanity... Living by what was barely recognisable as a Starfleet way of
life.
There was little else to do however but take up a weapon and continue the fight.
She survived, with several others... Even when the Dominion shut-down
the camp, and left them to die... They managed to survive, to hold on.
Living a nightmare as they slowly succumbed to insanity and even turned on each
other in their isolation. By the time that the horror of the Madred Camps
were revealed, and a Starfleet Vessel sent to pick up the bodies, fewer than
100 people were left on the entire planet... Some were too far gone to
ever regain their sanity... However Sarah had managed to lead a small
group, to live a meagre life, and to keep their value relatively intact...
It has been months now. And Sarah is still haunted by the nightmare of
the camp. But she feels able to return to duty, having helped some to
survive, and even done her own part as Psychologist to heal the wounds of others. She
feels that now she needs to heal, and to do that, she needs to rediscover her
lost life. And so she returns to her old job, as councillor aboard the
Venture. But she will always carry with her, the experiences of
the Camp.
To others Sarah used to appear warm and outgoing, with the impression
of being very personable.
So now she has become quiet and withdrawn as a result of her
experiences, with just the occasional flash of the old Sarah. Socially,
she is still a little withdrawn, and generally prefers her own company with
quiet meditation, or that of her select few friends.
Sarah is of average height and fairly slender build. She
is very beautiful and often receives attention because of it.
Sarah's mother originated from Oriana Colony and her parents
slightly varied genetic mixture resulted in Sarah's unusually bright green eye
colour.
Gone are Sarah's gentle ways and gentle looks. Her experiences
have affected her deeply. The medical treatment after her rescue has healed
the wounds and erased the scars, but she is still a touch gaunt, and the horrors
of the previous few years can sometimes be seen in her eyes, now focused and
piercing, almost hawkish, rather than the softer green that her older friends
would recognise...
Sarah's dress style varies from day to day, as she is of the
‘old school’ of Starfleet councillors, believing that civilian clothes help
engender a sense of warmth and familiarity needed by counsellors. However
her more martial outlook on life has caused her to wear her uniform more often
than she used to.
Fitness
4, Strength -1, Vitality +1
Co-ordination 3, Reaction +2, Dexterity -1
Intellect 3, Logic +1, Perception +2
Presence 4, Willpower +2
Psi 0
Skills;
Administration
(Starship Personnel) 2 (3)
Artistic
Expression (Academic Papers) 1 (2), (Dancing) (2)
Athletics (Running) 2 (4), (Swimmng) (3)
Charm (Personable) 1 (3)
Command (Combat Leadership) 3 (4)
Computer (Research) 1 (2)
Culture
(Survivor) 2 (4), (Federation) (3), (Cardassian (3)
Dodge 2
Energy Weapon (Phaser) 1 (3)
Engineering, Material (Personal Equipment) 1 (3), (Jury Rig) (3)
Fast Talk 3
First Aid (Primitive) 2 (4)
Gaming
(Chess) 2 (3)
History
(Federation) 1 (3)
Knowledge (Species of the Federation) 3
Language: Federation Standard 4
Language:
French 3
Language
Cardassian 1
Law
(Starfleet Regulations) 2 (4)
Personal
Equipment (Communicator) 3 (4)
Persuasion (Counselling) 2 (4)
Planetside Survival (Wasteland) 3 (4)
Psychology (Counselling) 2 (4)
Sciences, Life (Botany) 3 (4), (Farming) (4), (Xenology) (4)
Sciences, Medical (Neurology) 1 (2)
Ships Systems (Communications) 2 (3), (Command) (3)
Stealth (Stealthy Movement) 2 (3)
Streetwise (Scavenging) 2 (4)
Tactics, Planetary (Small Unit) 3 (4)
Unarmed Combat (Brawl) 1 (3)
Vehicle
Operations (Shuttlecraft) 0 (1)
World Knowledge (Moon XIV) 2 (3)
Advantages/Disadvanteges;
Code
of Honour (Starfleet Code) -3
Department Head +2
Enemy;
Gul Madred -2
Nightmares -1
Survivors Guilt -1
Commendation +2
Promotion (Lt. Commander) +6
Strong Will +2
Toughness +2