SASHA THE BLADE 6 (18)

The Strange Bestiary

Like many children, Sasha left London during World War II to live with a foster family in the country, far from the bomb raids that terrorized the city. The family that took her in was odd and had an unusual manner of speaking. They never revealed where they came from or who they truly were. One day, Sasha set out to solve the mystery of her foster family. While exploring their sprawling mansion, she found a storeroom filled with many curious things. Of particular note was a gate covered by a drop cloth. She stepped through and found herself in a much wider world.

Sasha grew up in various recursions, living by her wits, skill, and luck. She’s a woman of an indeterminate age whose hair is flecked with grey. Trim, muscled, and exuding menace, she has a sarcastic wit and a cocky bravado that some find endearing and others find annoying.

Motive: Adventure

Environment (the Strange): Anywhere there’s trouble

Health: 33

Damage Inflicted: Moderate wound (6 points)

Armor: 1

Movement: Short

Modifications: Attacks as level 7; all tasks related to charm or persuasion as level 7.

Combat: Sasha’s companions are a small band of fellow adventurers and mercenaries. She values their company, but she values more the added muscle and their penchant for helping her out of a tight spot.

In battle, Sasha wields a sword and pistol (or similar weapons if in a recursion that operates under different laws), and she can attack with both weapons as a single action. She’s not above using dirty tricks to get the drop on her opponents, and when a target fails its Speed defense roll against her sword attack, she can push the target an immediate distance or knock it to the ground.

When a battle goes against her, Sasha looks for a way out (which might involve a cypher or two she keeps for just such an eventuality). If she can’t run, she surrenders, trusting in her charm to win over her captors and in her wit o figure out a way to escape if her foes prove resistant o her appeal.

Interaction: As a lifelong survivor, Sasha doesn’t care much about such lofty notions as law, justice, or duty. She’s a mercenary and takes her coin from anyone offering it, no matter the job. Sasha lives for adventure and sees the Strange as her playground. She can be a mercurial ally or a deadly rival. Sasha never grew up and has a tendency to abandon projects when something new comes along, including relationships; she’s broken a few hearts.

Use: Since Sasha is rarely selective about the missions she takes, at some point she might take a job for the PCs’ enemies. Something about the characters catches her fancy, and she decides that instead of killing them, she will betray her employer if offered something better. Loot: Sasha usually has a couple of cyphers.

Sasha’s companions: Alvin, level 3; Margaret, level 4; and Sydney, level 5. All three are armed with weapons appropriate to the recursion where they are encountered.

GM Intrusion: Sasha uses a dirty trick, throwing sand in the character’s face or lashing out with a sucker punch. This increases the difficulty of all of the character’s Speed defense rolls by one step for one minute.