- Joined
- Sep 19, 2024
- Messages
- 34
Organization: SAHP
Name: Count Amiri
Gender: Male
Age: 14
Nationality: USA
Place of Birth: Mexico
Sexuality: Straight
Eye Color: Green
Hair Color: Black
Tattoos: Both hands and both legs
Strengths:
Count Amiri has a sharp sense for the streets and picks up on things most people miss. He’s always alert, quick to read a room, and doesn’t let danger catch him off guard. His reflexes are solid; he can run, climb, and move fast when he needs to. Even though he’s only fourteen, he keeps a cool head when things get tense. Pressure doesn’t shake him much. Once he sets his mind on something, he doesn’t let go easily. He pushes through setbacks and doesn’t just quit. Loyalty’s a big deal to him—if he trusts you, he’ll have your back, no questions asked.
Weaknesses:
Authority rubs him the wrong way, and he hates being told what to do. This sparks arguments with people above him. He’s stubborn and turns down help even when he really needs it. Trust doesn’t come easily, so he keeps his guard up, which sometimes leaves teammates feeling shut out. If something hits him emotionally, he jumps in headfirst, acting before he thinks. The fear of being left behind sits heavy with him, and it makes him defensive—sometimes too much so. He’s still a kid in a lot of ways, so patience isn’t his strong suit, and he doesn’t always see the bigger picture.
Career Story:
Count Amiri started out in Mexico but moved to the US when he was little. Life pushed him to grow up fast. The streets were his teacher—he learned to stay aware, keep his independence, and figure out people’s motives before they even spoke. He got a reputation for being the guy who could find a way out when everyone else saw a dead end. When he reached the city, he wasn’t chasing power or titles. He just wanted some order in his life. SAHP gave him something new: a sense of belonging and a shot at real discipline. At first, he kept his distance, not ready to trust anyone. But as time went on, SAHP became more than just a job; it was somewhere he could put his energy and skills to good use. His real fight isn’t with enemies on the outside—it’s inside. He’s always working to control the old habits that kept him alive on the street but don’t really fit in with a team. Every mission is a test—can he balance his instincts with the rules? He’s not just with SAHP to do a job; he’s here to prove something to himself. He wants to build a future stronger than his past and show he’s more than where he came from.
Outcomes:
1. Count Amiri can deny his identification (Org ID, Passport).
2. Count Amiri can buy and sell illegal weapons and items on the black market (Following GR 6.3).
3. Count Amiri can mislead suspects regarding legal representation and continue processing them.
4. Count Amiri can remove and destroy body cameras from officers or civilians to prevent disclosure (maximum two attempts per situation, followed by /do destruction).
5. Count Amiri can intimidate, threaten, or apply mild coercion on suspects for intelligence with proper RP and server rule compliance.
6. Count Amiri can sell information and reduce charges or sentences for gang members or associates.
7. Count Amiri carries duct tape and may use it to silence individuals in custody ("/try applies duct tape on the mouth" – 2x per situation).
8. Count Amiri can use drugs and illegal weapons on or off duty, including undercover operations.
9. Count Amiri may participate in family-related criminal activities while off duty and show bias toward close associates (Following GR 6.3, GR 6.16, GH 1.8, SR 5.5).
10. Count Amiri can accept bribes up to $100,000 or equivalent illegal value, excluding hostage situations (Following GR 6.14 and GR 6.3).
Name: Count Amiri
Gender: Male
Age: 14
Nationality: USA
Place of Birth: Mexico
Sexuality: Straight
Eye Color: Green
Hair Color: Black
Tattoos: Both hands and both legs
Strengths:
Count Amiri has a sharp sense for the streets and picks up on things most people miss. He’s always alert, quick to read a room, and doesn’t let danger catch him off guard. His reflexes are solid; he can run, climb, and move fast when he needs to. Even though he’s only fourteen, he keeps a cool head when things get tense. Pressure doesn’t shake him much. Once he sets his mind on something, he doesn’t let go easily. He pushes through setbacks and doesn’t just quit. Loyalty’s a big deal to him—if he trusts you, he’ll have your back, no questions asked.
Weaknesses:
Authority rubs him the wrong way, and he hates being told what to do. This sparks arguments with people above him. He’s stubborn and turns down help even when he really needs it. Trust doesn’t come easily, so he keeps his guard up, which sometimes leaves teammates feeling shut out. If something hits him emotionally, he jumps in headfirst, acting before he thinks. The fear of being left behind sits heavy with him, and it makes him defensive—sometimes too much so. He’s still a kid in a lot of ways, so patience isn’t his strong suit, and he doesn’t always see the bigger picture.
Career Story:
Count Amiri started out in Mexico but moved to the US when he was little. Life pushed him to grow up fast. The streets were his teacher—he learned to stay aware, keep his independence, and figure out people’s motives before they even spoke. He got a reputation for being the guy who could find a way out when everyone else saw a dead end. When he reached the city, he wasn’t chasing power or titles. He just wanted some order in his life. SAHP gave him something new: a sense of belonging and a shot at real discipline. At first, he kept his distance, not ready to trust anyone. But as time went on, SAHP became more than just a job; it was somewhere he could put his energy and skills to good use. His real fight isn’t with enemies on the outside—it’s inside. He’s always working to control the old habits that kept him alive on the street but don’t really fit in with a team. Every mission is a test—can he balance his instincts with the rules? He’s not just with SAHP to do a job; he’s here to prove something to himself. He wants to build a future stronger than his past and show he’s more than where he came from.
Outcomes:
1. Count Amiri can deny his identification (Org ID, Passport).
2. Count Amiri can buy and sell illegal weapons and items on the black market (Following GR 6.3).
3. Count Amiri can mislead suspects regarding legal representation and continue processing them.
4. Count Amiri can remove and destroy body cameras from officers or civilians to prevent disclosure (maximum two attempts per situation, followed by /do destruction).
5. Count Amiri can intimidate, threaten, or apply mild coercion on suspects for intelligence with proper RP and server rule compliance.
6. Count Amiri can sell information and reduce charges or sentences for gang members or associates.
7. Count Amiri carries duct tape and may use it to silence individuals in custody ("/try applies duct tape on the mouth" – 2x per situation).
8. Count Amiri can use drugs and illegal weapons on or off duty, including undercover operations.
9. Count Amiri may participate in family-related criminal activities while off duty and show bias toward close associates (Following GR 6.3, GR 6.16, GH 1.8, SR 5.5).
10. Count Amiri can accept bribes up to $100,000 or equivalent illegal value, excluding hostage situations (Following GR 6.14 and GR 6.3).
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