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.

 

 

 

 

Service History:

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.

Since that time her career in Starfleet was almost uneventful.  She was good at her job, and popular with her crew members, but found herself in a comfortable position among friends, without all the excitement and adventure she had barely remembered from her distant childhood.

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 just prior to the hostilities of the Dominion War that Sarah's life changed.  She received a communication from Robert Harris, a lover from years before.  He had resigned his Starfleet commission and joined the Maquis...  But with hostilities increasing, and the Jem'Hadar hunting and slaughtering the Maquis as they went.  Unable to watch the senseless slaughter and simply do nothing Sarah arranged for a humanitarian supply mission.  To join a smaller Starfleet vessel to intercept the Maquis Refugees and accept their surrender, and thus offer them safety from the Dominion/Cardassian alliance.

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.

Personality:

To others Sarah used to appear warm and outgoing, with the impression of being very personable. 

This is where Sarah has truly been injured, and her training as a Psychologist simply means that she really knows it.  But who counsels the counsellors?  Plagued by nightmares and hardened by her experiences.  Sarah is afraid that her abilities have hardened and atrophied, leaving a bitter shell.  Indeed she has become a true combat Veteran, and a prime candidate for Post Traumatic Stress.  She now finds herself in denial, trying to reclaim her older life, and rebuild what once was...

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.

Appearance:

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.

Game Stats, 

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