Marcus Dulaclen (Human RPA Pilot)

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Marcus Dulaclen (Human RPA Pilot)

Postby Marcus Dulaclen » Sun Oct 29, 2017 9:32 pm

Player Name: Vergil
G-Mail: vergil_tanner@mail.com

Character Name: Marcus Dulaclen
Alias: Damocles
Race: Human
O.C.C.: RPA Pilot
Alignment: Anarchist
XP Level: 3
XP Points: 6,401 (12FEB2018 MaA)
Next Level @ XP: 8,401 (@ 4th lvl.)
Sentiments/Non-Humans: ...they're people.
Sentiments/Coalition: Fuck 'em.
Disposition: In a word, he doesn't like people. He tends to prefer keeping to himself, and if he doesn't swear at you, it's the equivalent of a loving kiss on the mouth.
Insanity: Alcoholism: Sometimes, the only way he can cope is with alcohol. Argumentative, mean, hostile, strong (+2 to damage);

ATTRIBUTES
I.Q.: 12
M.E.: 12
M.A.: 8
P.S.: 16
P.P.: 23
P.E.: 16
P.B.: 7
Speed: 20

PHYSICAL DATA
P.P.E.: 26
H.P.: 26
S.D.C.: 45
Age: 35
Sex: Male
Height: 6'
Weight: 185lbs
Description: Marcus stands at roughly 6' tall and is of a fairly muscular athletic build. He has short, cropped black hair and a surprisingly well kept short black chinstrap beard and mustache that he's kept the same style since he became a mercenary. When he's not wearing his battle gear, he tends to wear tough black jeans and a partly-leather cargo jacket, with heavy walking boots. He has a fairly squared, stern jaw, and his face is usually either pulled into a frown or a scowl...when it isn't in the middle of swearing at you, that is. In combat, he tends to prefer mixing it up in close combat rather than standing on a hill and sniping from three miles away...but he's also a pragmatist, so if the situation demands it he'll do it. He won't be happy about it, though.

Natural Abilities
Perception Bonus: --
Charm/Impress: --
Invoke Trust/Intimidate: --
Max. Encumbrance: 61lbs
Max. Carrying Weight: 160lbs
Max. Lifting Weight: 640lbs
Max. Jumping Ability: Length 8', Height 4'

Bionics & Cybernetics
L. Wrist Gyro Compass
L. Forearm Clock Calendar

MOS Skillls:
Advanced Math -- 70% (+5%)
Basic Mechanics -- 55% (+5%)
Navigation -- 65% (+5%)
Pilot Robot and Power Armour -- 82% (+3%)
Pilot: Robot Combat Basic (Knowledge)
Pilot: Robot Combat Elite (Power Armour: Flying)
Pilot: Robot Combat Elite (Power Armour: Ground)
Pilot: Robot Combat Elite (Heavy Power Armour: Ground)
Pilot: Helicopter -- 73% (+3%)
Pilot: Hovercycles, Skycycles & Rocket Bikes -- 88% (+3%)

OCC Skills:
Language: Native Tongue -- 96% (+1%)
Language: Other (Spanish) -- 76% (+3%)
Mathematics: Basic -- 75% (+5%)
Body Build and Weightlifting
Climbing -- 45% (+5%)
Computer Operation -- 60% (+5%)
Military Etiquette -- 60% (+5%)
Pilot: Combat Driving
Pilot: Jet Aircraft -- 63% (+4%)
Radio: Basic -- 65% (+5%)
Running
Sensory Equipment -- 55% (+5%)
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
HtH: Commando

O.C.C. Related Skills
Acrobatics
● Sense of Balance -- 64% (+5%)
● Walk Tightrope -- 64% (+3%)
● Climb Rope -- 80% (+2%)
● Back Flip -- 64% (+5%)
● Basic Climb -- 44%
● Basic Prowl -- 30%

Boxing
Basic Electronics -- 40% (+5%)
Demolitions -- 76% (+3%)

Secondary Skills
First Aid -- 55% (+5%)
General Repair & Maintenance -- 45% (+5%)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +1
Other: Body Flip / Throw, Body Block / Tackle, Backward Sweep Kick, Karate Punch / Strike.

Robot Combat Data: (Ground Power Armor)
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +10
Dodge Bonus: +10
Punch Damage: As Per Robot
Kick Damage: As Per Robot
Power Punch: Double damage, but counts as two melee attacks.
Tear or Pry with hands: 1d4 MD
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +6
Bonus to Disarm: +4
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot Combat Data: (Heavy Ground Power Armor)
Number of Attacks: 7
Initiative Bonus: +3
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +10
Dodge Bonus When Stationary: +9
Dodge Bonus When In Motion: +10
Punch Damage: As Per Robot
Kick Damage: As Per Robot
Power Punch: Double damage, but counts as two melee attacks.
Tear or Pry with hands: 1d4 MD
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm Giant Opponents: +2
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.

Robot Combat Data: (Flying Power Armor)
Number of Attacks: 7
Initiative Bonus: +4
Melee Strike Bonus: +7
Ranged Strike Bonus: +6
Parry Bonus: +11
Dodge Bonus: +10
Dodge While Flying / Leaping: +13
Punch Damage: As Per Robot
Kick Damage: As Per Robot
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +3
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword +1 To Strike, +1 To Parry
W.P. Energy Pistol +2 To Strike
W.P. Energy Rifle +1 To Strike
W.P. Paired Weapons (See Here)

Saving Throw Bonuses
Coma/Death: +1
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (varies): +0
Horror Factor: +2
Last edited by Marcus Dulaclen on Sat Nov 04, 2017 7:33 pm, edited 46 times in total.
Here y' go, assholes.
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Marcus Dulaclen
 
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Joined: Sun Oct 29, 2017 7:13 pm

Marcus Dulaclen - Gear

Postby Marcus Dulaclen » Mon Oct 30, 2017 5:41 am

Equipment

Vehicles/Mounts:
- Blue Boy Power Armour

Carried/In Hand
- Wilk's 557 VFLAR "Chameleon"

Worn on Person
- Casual Clothes (Underneath)
- Trekker Pilot EBA
- Combat Boots
- Personal Locket with a picture of him, Lyra and Ky. (Neck)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: E-Clip 1
• Attachment: E-Clip 2
• Attachment: Vibro-Sword
• Attachment: Explosive Grenade

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: E-Clip 3
• Space: E-Clip 4
• Space: Nonsecure Black Card: 3200 Credits
• Space: Smoke Grenade
• Space: First Aid Medical Kit (2 Spaces)
• Space: Pocket Computer (2 Spaces)
• Space: Air Filter and Gas Mask (2 Spaces)

Stored in Vehicle
- Smoke Grenade
- Explosive Grenade
- Flares x4
- Flashlight
- Cigarette lighter
- Canteen
- "Uniform"
- Duffel Bag (For clothes and whatnot)
- Survival Knife



Gear Stats

Trekker Pilot EBA
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M.D.C. by Location:
• Helmet: 25
• Arms: 16 each
• Legs: 22 each
• Main Body: 50
Weight: 18 lbs.
Mobility: Good; no penalty to piloting skills, -5% to physical skills, -10% to Swimming.


Vibro-Sword
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※ Damage: 3d6 MD

Wilk's 557 VFLAR "Chameleon"
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• Weight: 6 lbs
• Range: 2,000'
• Damage: 2d6 M.D. per single shot or 6d6 per triple pulse burst.
• Rate of Fire: Single shot or triple pulse burst.
• Payload: 51 shots per long E-Clip.
• Bonuses: +1 to strike on an aimed shot.
• Notes: Capable of defeating laser resistant armor.
• Skill: W.P. E-Rifle, Location: WB 13, New West, Pg 206


Blue Boy Power Armor
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Model Type: NG-X44
Class: Light Infantry Assault and Saboteur Power Armor.
Crew: One.
M.D.C. by Location:
* Head – 70
Arms (2) – 60 each
Legs (2) – 110 each
Thumper Shoulder Assault Rifle (attached to armor) – 50
* Forearm Volt Disruptor (1, left forearm) – 10
* Leg Maneuvering Jets (2, small) – 12 each
* Vibro-Blades (2) – 15 each
** Main Body – 165
* A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker to makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill.
** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless.
Speed:
Running: 40 mph maximum. The act of running tires out the operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton
Leaping: The powerful robot legs can leap up to 10 feet high or 16 feet across
Climbing Capabilities: The hands and feet of the Blue Boy are designed to climb, and provide a +5% skill bonus. Moreover, the magnetic climb system in the hands and feet enables the pilot to hitch rides on large robots and vehicles, climb them and climb any metal structure that the magnets will cling to (+10% to Climb skill when magnets are used on the appropriate surface).
Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow power armor (costs extra).
Water: The Blue Boy is not designed for use in the water, but can swim in water or walk along the bottom at 5 mph. Maximum depth is 800 feet. The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
Statistical Data:
Height: Man-size, generally 5.6 to 7.6 feet
Width: 2-3 feet
Length: 2.5 to 3 feet
Weight: 326 lbs
Physical Strength: Robot P.S. of 25
Cargo: None
Power System: Nuclear is standard; average energy life is 10 years
Weapon Systems:
1. NG-X144 “Thumper” Dual Assault Rifle: A combo grenade launcher and laser rifle built into an experimental shoulder mounting. The swivel mounting has enough movement that the weapon can sweep side to side 180 degrees and has a 180 degree up and down arc of fire.
    Range: Laser: 1,600 feet. Thumper Grenade Launcher: 1,200 feet
    Mega-Damage: Laser 2D6 M.D. for a single shot
    Mega-Damage for Grenades: Varies by the type of grenade and by the number fired. The stats that follow provide damage for ONE grenade and THREE.
    1. Fragmentation -- 3D6 M.D. to a 12 foot radius | 1D4x10+3 M.D. for a volley
    2. High Explosive/Armor Piercing -- 4D6 M.D. to a 3 foot radius | 1D6x10+6 M.D. for a volley
    3. Plasma -- 6D6 M.D. to a five foot radius | 2D4x10+12 M.D. for a volley
    4. Smoke -- A dense cloud of smoke, obscuring vision and creating cover to a 40 foot radius
    5. Tear Gas -- Makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry and dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). A tear gas grenade covers a 25 foot radius
    6. Stun/Flash -- Unleashes a bright flash, sparkles and white smoke that temporarily blind victims (-10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds). Radius of effect is 4 feet
      Note: As a rapid-fire weapon, the cannon can fire one grenade at a time or a rapid-fire volley of two or three, unleashed a second apart. A volley always contains the same type of grenade. For a volley of three smoke grenades, tear gas or flash grenades increase the radius x3
    Rate of Fire: The laser is single shot and each shot counts as one melee attack. Thumper can fire one grenade or a rapid-fire volley of three at the same target or one each at a different target (shooting wild).
    Bonuses: +1 to strike with laser on an Aimed/Called Shot. +1 to strike with a grenade on an Aimed/Called Shot when only one is fired. When three are fired at the same target it counts as burst fire. When three are fired but divided between two or three different targets in rapid succession, it counts as Shooting Wild.
    Payload: Laser is effectively unlimited as it is always tied into the power supply of the power armor. Cannot function if removed from the armor.
    Grenade Payload: 9 in the weapon. Three extra are stowed right on top of the gun, plus 42 others – 36 combat grenades explosive, plasma or Hex) and six smoke or other “special” ordnance. All are stowed in the hard-shell backpack, designed exclusively for the Blue Boy to hold and transport grenades carried on the back. Reloading is by hand and takes a trained soldier one melee round, 1D4 melee rounds for the inexperienced or frightened.
2. Forearm Volt Disruptor: Built onto the left arm is a high-powered dart launcher that fires specialized voltage darts very much like a 20th Century taser. The three darts hit and stick into its target and immediately release an electrical blast intended to work like a taser on S.D.C. opponents (stuns) or to short-circuit soft electronics, e.g. S.D.C. computers, keyboards, monitors, radios, security cameras, and similar soft targets. It is not effective against cybernetics and bionics, but does double damage to the rare supernatural creatures vulnerable to electricity.
    Range: 15 feet
    Damage: Only 1D4 S.D.C. physical damage to people and machines, but subsequent electric bursts will have an additional effect. On people, including most S.D.C. D-Bees, but NOT M.D.C. beings, supernatural beings, or creatures of magic (unless they are vulnerable to electricity), the effect is identical to the Neural Mace (see Rifts® Ultimate Edition for details). Has NO effect on environmental body armor, cyborgs, power armor, vehicles or any M.D.C. being or machine. Effects on S.D.C. electronic devices: Roll percentile dice to determine one of the following results:
      01-10% Fried. The device is toast and beyond repair. It must be completely replaced
      11-66% Damaged, but fixable. 1D4 components within the device are burnt out, rendering it inoperable until repairs can be made. That is likely to take 1D4x10 minutes per damaged component if the parts are readily available, and 2D4 days if the parts have to be located and brought in from a supplier
      67-80% Malfunction and glitchy. The device shuts down for 1D4 melee rounds before coming back online, but only at 60% its normal operating level; it runs slow, range is reduced, data is unreliable. Requires repairs as above, only these repairs are simpler and take half the time
      81-90% Temporary shutdown. The affected device is knocked out and completely inoperable for 2D4 minutes. When it comes back online it functions poorly and at only half its normal capacity for another 2D4 minutes before snapping back to normal, 100% performance
      91-00% Momentary shutdown, otherwise fine. The device shuts down for 1D4 melee rounds before coming back online and functioning 100% perfect
    Rate of Fire: All three darts fire per each attack. Each launch counts as one melee attack, but another full melee round (15 seconds) is required to retrieve them for reuse
    Payload: The darts and the wires they are attached to can be retrieved, re-spooled into the launch unit, recharged (takes two melee rounds) and used again and again. If the wires are cut or the darts damaged, the Blue Boy has two spare sets of darts and wires that can be attached for future use
3. Handheld Weapons (optional): Any other handheld weapon such as an additional side arm, Vibro-Blade, shotgun or other backup weapon may be used by the pilot of the Blue Boy power armor. Such items maybe carried on one or two belts around the waist, or in a carrying bag
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Ground Based Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 25.
    Restrained Punch: 6D6 M.D.
    Normal Punch: 1D4 M.D.
    Power Punch: 2D4 M.D., but counts as two melee attacks
    Kick: 1D6 M.D.
    Leap Kick: 2D6 M.D., but counts as two melee attacks.
5. Sensor Systems and Features of Note: All the usual for power armor plus the following:
  1. Language Translator: Holds all nine languages of the Americas and can hold 12 additional languages. Can translate 3 voices and two different languages at a time. 1 voice at 98.7% accuracy, 3 voices at 78% accuracy.
  2. Night Vision Optics: 2000 feet
  3. Multi-Camera System (Helmet) - Macro and Telescopic: Telescopic Range: 2 miles
  4. EMP Shielding: Specialized shielding protects the power armor from EMP Attacks. Electrical blasts do half damage.
  5. Magnetic Climbing System: Magnetic plates built into the armor’s feet and the underside of the hands can be activated to enable the power armor to scale vertical surfaces made of metal, and climb on top of (and cling onto) moving robots and vehicles. Reduce speed 50% when walking via magnetic climbing plates
Last edited by Marcus Dulaclen on Wed Nov 01, 2017 9:43 pm, edited 14 times in total.
Here y' go, assholes.
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Marcus Dulaclen
 
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Marcus Dulaclen - Background

Postby Marcus Dulaclen » Mon Oct 30, 2017 5:42 am

Background Story

Marcus Dulaclen was born in the slums of Chi-Town, in the heart of the the Coalition. His parents were your average poverty-stricken working class schmucks, his father toiling away in the factories all day to fuel the Coalition's War Machine and industry, his mother running a small, barely sustainable odds and ends business for the neighborhood. Life was tough and the neighborhood even tougher, the "law of the jungle" in full effect. Fortunately for Marcus, he wasn't the smallest kid on the block, so tended to be overlooked in favour of easier targets... but alas, nor was he the biggest either, so every so often when there were no better targets around (or when the smaller targets had exhausted their pitiful supplies), he found himself pestered for whatever meager scraps he had in his pockets at the time. Marcus had always been a relatively timid child, always keeping his head down and trying to stay out of the way rather than making a scene and it worked, for the most part. Well, it worked for a while, anyway. That changed when a new kid moved into the area - or was shoved downwards, more likely - and decided for whatever reason Marcus was going to be his personal chewtoy. Attempts to reason or barter with him were met with a beating. Attempts to lie to him were met with a beating. Attempts to avoid him? Beating. Until one day, his tormentor went too far. It was a fairly normal day with his personal Satan having stripped everything from Marcus' pockets, demanding every loose piece he happened to have on him... and then he demanded Marcus' shoes. His only pair, tattered and worn and full of holes, but still one of the only things Marcus actually owned for himself... and he was forced to hand them over. But that wasn't enough for the little shit. He demanded Marcus' clothes, and when Marcus - obviously - refused, he was held down as every meager fabric of the struggling Marcus' clothes was torn from his body. The gang got to their feet, laughing and mocking... and Marcus saw red. He threw himself at his tormentor, a savage blur of fists and blood and teeth, and it was only when the gang managed to pull him off of the sobbing, bleeding child that Marcus came to his senses, and despite his better nature... he felt not a single shred of guilt; just a kind of grim satisfaction. He wasn't a malicious person... but some people simply deserved to get the shit kicked out of them.

Of course, the story of the naked ten year old who went batshit and savagely beat a thirteen year old to a pulp spread across the neighbourhood's children pretty quickly, and he was largely left alone after that. That was when Marcus learned a very important lesson; if you made yourself as unappealing a target as possible, if you made it more trouble than it was worth to bother you, people left you alone. But as soon as his attitude changed, his friends deserted him - despite his attempts to make screwing with them as much trouble as screwing with him was - and the misanthropic dick persona became reality. It was fine, though. He had his peace and quiet. After that, life continued on for several more years until his father fell ill. He'd contracted some kind of lung infection from his long hours in the factories, poor ventilation and long hours taking their toll. They couldn't afford medical bills on top of everything else, so Marcus ended up stealing what he could to help his mother cope with his fathers fading health. By the time Marcus was 17, his father was too far gone for any medical aid to save him. He died in his bed only a few months after Marcus' 17th birthday and his mother's heath faltered soon after, becoming bedridden within two or three months of his father dying. It was up to Marcus - with whatever jobs he could get on the street - to support them both. Of course, such a burden was difficult for Marcus to shoulder, and he became more and more bitter as time went on. He struggled to make ends meet until eventually, with no other option left to him, he enlisted into the Coalition Military. He went through Basic Training - sending every paycheck he got to the hospital to keep his mother comfortable - pushing himself to excel in as many subjects as he could. He pushed and pushed and pushed, taking night and weekend classes in his spare time to catch up in all of the subjects that the more wealthy recruits had learned years ago, doing his best to master maths and science, to improve his literacy and become as close to officer material as he could get. He threw himself into Power Armour Piloting, practicing day and night to master it, to become the best he could be. He managed to convince his bunk mate to teach him how to box, to push his somewhat lackluster physical abilities as high as he could. By the time he came out of basic training, he'd honed his body and skills as much as he possibly could do in such a short time, and was ready to hurl himself into combat to get as much experience as he could to earn as much money as possible to keep his mother safe and comfortable.

Then he got the news. The district that his mother's hospital had been in was hit by a fire, engulfing nearby fuel tanks that triggered a large explosion that absolutely annihilated the surrounding blocks. His mother didn't survive. He fell into a severe spiral of depression, drinking to cope with the sudden hollowness in his heart. The only reason he had to continue pushing forwards was gone; he had nobody left. No friends, no family. There was a mechanical nature to everything he did, doing what he was ordered to do and nothing more, simply going through the motions. On one of his Leaves, he ended up going through a massive bender, drinking away an entire week where he honestly can't remember most of what happened. At the tail end of that monumental pity-parade... he met her. Lyra. He bumped into her as he was leaving a bar and was immediately captivated. Her tall stature, long dark hair and the sure, cocky way she held herself immediately captured his attention. Against his better judgement, he attempted to strike up a conversation and they got along like a house on fire. She took no shit whatsoever, and he found the straightforward nature of her attitude irresistible. Somehow, he managed to convince her that there was something in him worth investigating, and managed to snag a second date with her. One thing led to another, and by the time he was 21, they were married. A year later, their son Ky was born, and they were settled in as safe a place as he could find in the heart of Chi-Town, building a life for him and his family. But that was interrupted when he was deployed to the outskirts of the Coalition to deal with a Non-Human terrorist group who had been setting fire to villages and farms, leaving a swath of destruction across the countryside. Marcus never had any specific non-human prejudice, but if there was a terrorist group attacking the poor and the poverty stricken, if they were preying on the weak and defenseless? They had to die, no excuses. But when they found the "Terrorist" camp, it was almost entirely unarmed women and children. Now granted, unarmed women and children could still be a threat if they were Psychic, but something just didn't feel right, and as it turned out, they were simple refugees fleeing the country. When he attempted to object, he was told in no uncertain terms what would happen if he questioned their orders. Thinking of Ky and Lyra, he held his peace.

Not two days later, their forces surrounded the camp in the dead of night, and without any kind of warning or offer to surrender... they opened fire. He'd never been overly idealistic, but there are certain principles he would never dream of going against... and harming innocents? Killing people just because they were different? That was beyond the pale. He didn't pull the trigger. But then, neither did he make any attempt to stop the massacre that was unfolding before his eyes. Disgusted and disillusioned, he deserted that night, stealing away when everybody was asleep. He couldn't return to Lyra and Ky, since that would put them in danger, so he fled across the border as quickly as he was able, barely managing to avoid Coalition patrols. He was alone once more. The only thing that kept him going was anger, bitterness and desperation to provide something for his son. He couldn't be a father, of course, that was out of the question. The problem was, Lyra was going to have trouble supporting him on her own. She needed help. And so he turned to mercenary work; he took any job that could pay, stealing what equipment he needed, selling what he didn't, and sending the majority of his earnings back to Chi-Town in an unmarked (save for the address, obviously) envelope. It was snail mail, yes, but it was also untraceable. He continued living this way - alone, bitter and just scraping by - for a good few years, until he eventually ran into a mercenary band by the name of Zephyr while on a job. They took him in, welcomed him into their ranks and made him feel like he belonged. He had friends, finally, and more than that, he had a surrogate family, a group of people who would support him and accept him for who he was. He didn't tell them about Ky and Lyra but as much as it was possible... he actually started to feel more comfortable about his life. Until, of course, the universe ruined that as well. They were sent on what was supposed to be an easy mission, clearing out some bandits along a particularly valuable trade route. When they got there, however, they were immediately set upon by a horde of Vampires in the middle of the night. Zephyr was eradicated almost to the last, only Marcus managing to make it out alive. He only barely managed to escape, limping his way back to civilisation - or what passed for it, anyway - but instead of feeling despondent or depressed or any of those feelings of loss... he was angry. The Universe had taken one too many things from him, and it was about damn time he stopped accepting it. It wasn't enough to simply survive. He was going to find whoever set them up on that mission and extract payment for every Zephyr member that had died directly from their flesh. Second, he was going to find the Vampire nest that killed his friends and wipe them - and everybody they knew - off of the face of the Earth. Even if it killed him.


Goals


Short Term:


Goal: Regroup and make damn sure that nobody else from Zephyr made it out.
Possible Solutions:
- Investigate the surrounding area for reports of wounded or battered mercenaries passing through.
- Find the original site of the battle and attempt to track down and account for corpses.
- Investigate reports of famous and skilled Mercenaries; the upper echelons of Zephyr may have survived in a different band.

Goal: Find and fuck up the Vampires responsible for Zephyr's destruction.
Possible Solutions:
- Research and purchase anti-Vampire equipment. Return to the site of the battle; the Vampires may not have moved on.
- Research and purchase anti-Vampire equipment.Track vampire movements and reports surrounding that area in an attempt to find their current location.
- Research and purchase anti-Vampire equipment. Kill all Vampires. Just to be certain.


Mid-Term Goals:

Goal: Find and eviscerate those responsible for Zephyrs betrayal.
Possible Solutions:
- Return to where they received the contract, find out who placed it, track down, eviscerate.
- Track down the body of Darius (Zephyr's leader), find information on his body. Track down employer, eviscerate.
- Any survivors that may have escaped may know something. Investigate possibilities, use the information to track down the employer. Eviscerate.


Long Term Goals:

Goal: Infiltrate Chi-Town and extract Lyra and Ky.
Possible Solutions:
- Exploit corruption; bribe officials to slip into and out of the city.
- Exploit vast size and population density to sneak in and out.
- Earn a favour from a criminal organisation to slip in and out.
- Accept a contract of sabotage from a Coalition rival. Use the opportunity to extract Ky and Lyra.
- Walk in, kill anybody in his way, and take Ky and Lyra*
Changes:
- More satisfied with life?
- Removes the guilt of abandoning them?
- Allows him to be a father and forces him to grow and mature?
- "Mellows" him out, having "won" against The Universe?


*Unlikely to succeed. Attempt other plans first.
Last edited by Marcus Dulaclen on Wed Nov 01, 2017 7:17 am, edited 5 times in total.
Here y' go, assholes.
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Marcus Dulaclen
 
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