==Basic Information==
Name: Amnesia (Unknown)
Age: 14
Gender: Mare
Race: Pegasus
Occupation: Nomad
==Physical Description==
Picture:
Coat Colour: Tan
Mane and Tail Colour: Two tone gray
Eye Colour: Cerise
Cutie Mark: Dashite brand
==Personality==
Finds no use in sugarcoating things.
She's blunt, gruff and gets straight to the point. She says what she wants to say, but she likes to stick to the facts. Amnesia rarely loses an argument, and if she does, it doesn't go unpunished. (Where 'punishment' is usually a prank.) Loves to help others. A good tactician, but doesn't like being in actual combat. Her invaluable skills as a fast response medic make her somepony you'd want by your side during a firefight. She's new to the wasteland, so she isn't familiar with a lot of things. Amnesia likes to laugh, socialize and have a good time, but when things get serious, so does she.
==History==
Very, very little is known about the Pegasus youngster named Amnesia. She woke up one day in slaver confinement with a terrible headache. She was questioned by her captors, but only gave one answer. "I don't remember." The only piece of her former life she had was a picture of herself and another colt, dating over 8 years prior. As a result, she was dubbed 'that pony with amnesia' throughout the slaver town known as Old Appleloosa. She decided to keep the name, believing it sounded 'cool'.
Not even a day had passed for Amnesia to realize Old Appleloosa was a very, very bad place filled with very, very bad ponies. She was put to work almost instantly and wisely decided not to speak unless spoken to, and for her to know her place in the ranks of both the slave masters and the slaves themselves. Constant pushing and shoving resulted in her disciplinary nature. Amnesia made several friends during her few but terrifying months in Old Appleloosa, and with her exceptional skills as a tactician, eventually hatched a plan with them to sneak out of captivity. Their plan was a success, but one her companions was forced to stay behind in order to ensure Amnesia and the others made it out safely.
Unfortunately, after escaping, the small band of friends had to go their separate ways, leaving a desperate and confused Amnesia to fend for herself in a twisted world she didn't recognize. Having nowhere to go, she drifted (and ran away from) from place to place making an admirable, but futile effort to find out who she was. She set out to look for the colt in her picture, figuring if he knew her 8 years ago, he would be able to answer the questions that burned in her head.
==SPECIAL==
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 8
Agility: 7
Luck: 4
==Secondary Attributes==
Health: 193
DT: 6
AP: 35
RM: 6
Crit Threshold: 97
Botch Threshold: 7
Dodge: 21
==Skills==
Barter: 21
Energy Weapons: 23
Explosives: 23
Guns: 26
Lockpick: 28
Medicine: 50 [Tag]
Melee: 17
Repair: 25
Science: 25
Sneak: 40 [Tag]
Speech: 21
Survival: 32 [Tag]
Unarmed: 21
==Racial Attributes==
Natural DT: 2
Natural unarmed damage: 2
Can learn Equestrian martial arts.
On a Wing and a Prayer: Capable of flight.
Leaf on the Wind: +5 to dodge rolls while flying.
Flyin’ Circles Round Ya: Can increase Agility to 12 via perks.
==Traits==
N/A
==Perks==
Combat Coordinator
You gain a +1 bonus on Readiness rolls. Other members of your party who roll a lower Readiness than you may act on your Readiness instead.
Field Medic
You can heal people much faster than the usual wasteland doctor in combat. When attempting to heal a fallen comrade, it takes half as many AP (rounded down) to use bandages.
==Inventory==
Cowpony Repeater
9mm pistol
.357 Revolver
Silenced .22
Shovel
Knife
Hoodie
Shemagh
392 Caps
Name: Amnesia (Unknown)
Age: 14
Gender: Mare
Race: Pegasus
Occupation: Nomad
==Physical Description==
Picture:
Coat Colour: Tan
Mane and Tail Colour: Two tone gray
Eye Colour: Cerise
Cutie Mark: Dashite brand
==Personality==
Finds no use in sugarcoating things.
She's blunt, gruff and gets straight to the point. She says what she wants to say, but she likes to stick to the facts. Amnesia rarely loses an argument, and if she does, it doesn't go unpunished. (Where 'punishment' is usually a prank.) Loves to help others. A good tactician, but doesn't like being in actual combat. Her invaluable skills as a fast response medic make her somepony you'd want by your side during a firefight. She's new to the wasteland, so she isn't familiar with a lot of things. Amnesia likes to laugh, socialize and have a good time, but when things get serious, so does she.
==History==
Very, very little is known about the Pegasus youngster named Amnesia. She woke up one day in slaver confinement with a terrible headache. She was questioned by her captors, but only gave one answer. "I don't remember." The only piece of her former life she had was a picture of herself and another colt, dating over 8 years prior. As a result, she was dubbed 'that pony with amnesia' throughout the slaver town known as Old Appleloosa. She decided to keep the name, believing it sounded 'cool'.
Not even a day had passed for Amnesia to realize Old Appleloosa was a very, very bad place filled with very, very bad ponies. She was put to work almost instantly and wisely decided not to speak unless spoken to, and for her to know her place in the ranks of both the slave masters and the slaves themselves. Constant pushing and shoving resulted in her disciplinary nature. Amnesia made several friends during her few but terrifying months in Old Appleloosa, and with her exceptional skills as a tactician, eventually hatched a plan with them to sneak out of captivity. Their plan was a success, but one her companions was forced to stay behind in order to ensure Amnesia and the others made it out safely.
Unfortunately, after escaping, the small band of friends had to go their separate ways, leaving a desperate and confused Amnesia to fend for herself in a twisted world she didn't recognize. Having nowhere to go, she drifted (and ran away from) from place to place making an admirable, but futile effort to find out who she was. She set out to look for the colt in her picture, figuring if he knew her 8 years ago, he would be able to answer the questions that burned in her head.
==SPECIAL==
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 8
Agility: 7
Luck: 4
==Secondary Attributes==
Health: 193
DT: 6
AP: 35
RM: 6
Crit Threshold: 97
Botch Threshold: 7
Dodge: 21
==Skills==
Barter: 21
Energy Weapons: 23
Explosives: 23
Guns: 26
Lockpick: 28
Medicine: 50 [Tag]
Melee: 17
Repair: 25
Science: 25
Sneak: 40 [Tag]
Speech: 21
Survival: 32 [Tag]
Unarmed: 21
==Racial Attributes==
Natural DT: 2
Natural unarmed damage: 2
Can learn Equestrian martial arts.
On a Wing and a Prayer: Capable of flight.
Leaf on the Wind: +5 to dodge rolls while flying.
Flyin’ Circles Round Ya: Can increase Agility to 12 via perks.
==Traits==
N/A
==Perks==
Combat Coordinator
You gain a +1 bonus on Readiness rolls. Other members of your party who roll a lower Readiness than you may act on your Readiness instead.
Field Medic
You can heal people much faster than the usual wasteland doctor in combat. When attempting to heal a fallen comrade, it takes half as many AP (rounded down) to use bandages.
==Inventory==
Cowpony Repeater
9mm pistol
.357 Revolver
Silenced .22
Shovel
Knife
Hoodie
Shemagh
392 Caps
Last edited by Amnesia on Mon Feb 11, 2013 5:30 pm; edited 13 times in total