USS Galileo :: Biography - Siren Hex Saalm

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22 Mar 2015 @ 8:16pm

Petty Officer 1st Class Siren Hex Saalm

Name Siren Hex Saalm

Position Intelligence Officer

Rank Petty Officer 1st Class


Character Information

Gender Female
Species Human
Age 27
Date of Birth 12th February 2362
Place of Birth Nyx (human colony)

Character Type


Starfleet ID

Serial Number MV-005-3978
Security Clearance Level 2
Duty Watch Beta

Physical Appearance

Height 5’9’’
Weight 132 Ibs
Hair Color Dark red
Eye Color Blue
Physical Description Her skin seems even paler than it really is in contrast with her long, wavy dark red hair and her intense, blue eyes. She’s tall and slender, athletic in shape but also with some curves to her figure that add a more natural shape.
Body Art Tattoo of a symbol comprising of five crossed lines forming a five point star within a circle on her upper left arm. An intricate web of threads across her shoulder blades/upper back.

=^= PNPC Owned by Scarlet Blake =^=
Portrait photo sirengif1_zps40fe61ee.gif37064c74-1668-4a77-81c9-16e4e93487fc_zps9cdc1834.jpg
photo sirengif2_zps00a20f52.gif

Family

Spouse Lirha Saalm
Children None
Father Unknown
Mother Unknown
Brother(s) No known
Sister(s) No known
Other Family No known
Pets Belle (long-haired tribble), Snuffles (targ pup)
belle.jpgsnuffles.jpg

Personality & Traits

General Overview Siren is an upfront young woman who speaks her mind and isn’t scared to do so, whatever the result. She’s perfectly capable of speaking up for herself, or for others if she feels someone’s being unfairly treated. With her background, she has often had to put her money where her mouth is and is just as capable at backing up what she says with actions if needs be.

She’s also bright though, able to manipulate or work on people when she needs, as well as analyse a number of different sides to any given situation. This makes her good with odds and coming up with creative ways to get out of trouble. It also works well with her enjoyment for gambling, particularly card games, something that can be addictive and taken to unhealthy degrees if she’s not careful.

There’s a warm side to Siren too though. She enjoys a good drink, especially with friends, as well as a joke and even a dance. She has a keen sense of humour, and at times a dark one. When in the right mood, she can be relied on to get the party going. She can be fiercely loyal to friends who she takes close, and has a strong sense of justice, but on the other side of that she’s not someone who should be crossed or betrayed as she has a very long memory and grew up in a culture of retribution and vengeance. Skilled and capable in combat, she was a well practiced brawler as well as being practiced in more controlled combat, meaning she has a mixture of fighting styles and is not afraid to fight ‘dirty’.

In all, she can be seen as something of a wild child, but with a decent head on her shoulders and a warm, and sometimes even kind, soul underneath.
Strengths Hand to hand combat, brawling, combat involving blades, analysis, keeps a clear but sometimes aggressive head under pressure, attention to detail, working the odds, manipulation, thinking on her feet, creativity and out of the box thinking.
Weaknesses Science, Medicine/First-Aid, missing some of the basic areas of education, doesn’t suffer fools gladly, blunt, speaks her mind often without much tact, can struggle with discipline in the small things.
Ambitions She is happy and curious to see where her current career is leading her for now.
Hobbies & Interests Hand to hand combat training, blade training, holonovel/films, dancing, decent alcoholic drink (not fussy on type), reading fiction, card games/games of chance, gambling.
Vernacular English – holds a London twang like most people from her planet.
Orientation Bisexual
Language(s) Spoken English (standard as well as the colloquial and dialect of her planet, although her standard can often slip into the slang she was brought up with).

Personal History Siren was born and raised on ‘Nyx’, an early settled human colony that were isolated and became entirely independent, self contained and self governed. The governance did not remain successful for long. A deadly disease broke out and killed a high number of people. Society broke down and became chaos. By the time they managed to get the disease under control, the damage was already done and it was too late. Government collapsed, so did law and order. People shifted into groups, doing whatever necessary to survive. This developed into a gang culture, which in turn got more and more violent and territorial. Before long, Nyx was a completely lawless society, with no governing body. It was quite literally over run by violent gangs fighting for supremacy. It has been like that as long as anyone can remember, although no one’s sure how long exactly, several generations at least.

Named Siren Hex, her name shows that she was an orphan that was picked up and raised by the Hex gang. Raised generically by the group, she had no one to call mother or father. Instead, she was a part of Hex, and taught that loyalty began and ended with each other. After all, life for an orphan alone, especially a girl, would have been short and unpleasant; being picked up by a gang gave a child a chance for survival. It meant she was part of a gang and not a fair victim to any and all of them. She was lucky, one of the older surviving gang members, Brash, took a shine to the red headed girl who always seemed to have a smile for him, and he spent time in the evenings teaching her how to read, write and work numbers. It was more than many gang raised children, and gave her a distinct advantage.

All the same, Siren naturally learnt how to fight as she grew up. After all, there was always fighting everywhere. Even amongst each other in the gang there was fighting for ownership of limited supplies, or jostling for position, or plain old arguments, or betrayals. And outside of that there was constant fighting with rival gangs, an endless tussle for possessions, territory and people who could be stolen or kidnapped to be held hostage, or sold, or corrupted, or could be hurt and killed to use as vengeance against someone who cared.

It was only natural that Siren would become something of a toughened teenager who had grown up quickly and was far, far older in mind than she was in years. She’d learnt how to survive, a combination of being able to fight, not being walked over, knowing when to use stealth to get what she needed as well as knowing when to manipulate people and situations to get what she wanted. She was a fully fledged, fully working member of the gang; there was no space for passengers.

Some of the most brutal fighting was for control of a number of mining sites. The precious materials were mined by whichever gang was in control of one or more of the mining sites and then traded off planet for even more precious supplies of food, drink, medical supplies and weapons. Starfleet arrived one day, having been sent to try and broker a direct deal with Nyx, to gain direct access to the mines and set up a proper infrastructure and society where only broken and burnt out ruins remained of a lot of the original settlement. Their first mistake was to try and do the deal with one single gang, the one they had judged to be ‘in charge’, as it immediately united the other gangs against the entire scheme.

The second mistake they made was to underestimate the people on Nyx. There was no real education anymore, but it didn’t make the people any less intelligent or keen. If anything, living on wit and skill alone made them sharper in someways. The more Starfleet tried to condemn the culture of gangs and violence that existed and tried to push them to develop a system of central governance (which would make it easier for Starfleet to negotiate the mining deals in the process), the more the gangs pushed back against the idea. It didn’t take long for relations to break down. It wasn’t often that the gangs spoke as one, but they did in this case. They wanted them off their planet, and if they didn’t leave, they were happy to start shooting to get them off. They’d had enough of what they saw as self-righteous interference, sickened by what they saw as moralistic words for the sake of setting up a system that would benefit Starfleet. They easily saw through the manipulation from the Fleet being used to try and get their hands on the natural resources of Nyx. They were given six hours to pull all personnel off of Nyx before all gangs would open fire on anyone left, no mercy.

One of the officers tried to persuade any who wanted a better life to go with them, to have the chance that the Federation could offer them. No one went with them.

But the idea stuck in Siren’s head for a long time after they left. She was sick of the fighting, the squabbles, the pathetic jostling, the endless violence, the treatment of the weaker people who couldn’t stand up as gang members and were traded. She was sick of staring at the same crumbled, burnt out ruins and underground rooms and tunnels. And she was sick of struggling for the most basic of supplies and having to be ten steps ahead of her own gang leaders to make sure she wasn’t swept aside.

Siren managed to put up with it for another year before a series of particularly difficult months pushed her to take matters into her own hands. She talked her way onto one of the Hex trading trips off planet. Once at the backwater trading post, she used the opportunity of her companions spending time in the local bar to slip something extra into their drinks. While they were out cold, Siren took off in the old, battered shuttle. She took herself straight to the closest Starfleet Starbase.

After some initial tests showed she was an intelligent and fit young woman with a high emotional understanding to match and a lot of varied combat experience, Siren was quickly sent into a year’s prepatory programme to help fill some of the gaps of her education. She wouldn’t be able to become an officer unless she took a lot longer to supplement her education, but she didn’t want to wait any longer than she had to and the year’s programme allowed her to enlist instead.
Starfleet History Siren had some issues with discipline to start. Oddly, following orders on the big things wasn’t a problem. She understood that things needed to be done right, so orders had to be given and followed. It was the smaller things that she struggled with because she didn’t understand why they were important, and she wasn’t one for doing things ‘just because’. She got on with it though, and did well in her courses and tests. She even became rather liked by some of the instructors for having a fresh way of seeing things and doing things, and being highly analytical and fully aware of how to work people and situations.

She was offered a chance to train a little longer so that she could enter the Intelligence department as it was thought her natural skills and way of thinking and looking at things would work well when analysing a lot of information. Siren agreed, not particularly fussed which department she ended up in as long as she was on a ship. She wanted to travel and see more of the universe. She was bored of being stuck in one place. The extra training offered a crash course in all areas of intel and she had to agree, it suited her down to the ground, and she preferred it over the security department which had been the other suggestion.

Her first posting on was on a ship, much to her excitement. Her role was very much administrative, helping out one of the officers, researching places and people, and wading through the information coming in to get to the important stuff. She found she had a knack for it, cutting through to the heart of the matter and just getting the job done. She spent a year there, long enough to get to know the others well and settle in just in time to be moved to the Galileo.
Medical History Unknown before 2387.

Evidence of several patched and naturally healed injuries.
Service Record 2387 – Starfleet Academy, Enlisted Training
2387-2388 – Further training, Intelligence
2388-2389 – USS Charleston, Intelligence, Crewman
2389-Present – USS Galileo, Intelligence, Crewman

Character Progression System

CPS Option ENABLED
Primary Band Intelligence
Secondary Band Security/Tactical

Skills and Perks

Basic Skills Charisma
+ Manipulation
Department Skills Intelligence
+ Subterfuge
Department Perks Intelligence
+ Analyzer
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Skill Training

In Progress Security/Tactical
+ Brawler