Player Name: John
Hangouts Handle: GarrisonBurne
Discord: John#6761
Ledger: Ledger
Character Name: Marcus Davidson IV
Power Category: Hardware Expert (Analytical/Weapons)
Alias: Edison
Occupation: Freelance Mechanic/Engineer
Alignment: Unprincipled
XP Level: 7
XP Points: 38,491 (Updated 10/1/2024 by Dawg)
Next Level @ XP: 52,000
Birth Order/Family Ties: 3rd born son of 3 children
Land of Origin: United States
Childhood Environment: Small Town (Deadwood, North Dakota)
Social/Economic Background: Laborer/Lower Class.
Disposition: Nice guy, friendly. courteous and hospitable.
Insanity: OPTIONAL
ATTRIBUTES
I.Q.: 19
M.E.: 14
M.A.: 10
P.S.: 22
P.P.: 21
P.E.: 17
P.B.: 8
Speed: 20
PHYSICAL DATA
PPE: 4
HP: 61
SDC: 135 (165 w/ Talisman of Marduk)
Age: 25
Sex: Male
Height: 6'
Weight: 170 lbs
Description: Might have been attractive once, but some manner of accident has robbed him of his looks as the left side of his face is covered in burn scars that mar any looks he may have had. This coupled with what appears to be acme scars on his good cheek, makes for a relatively unappealing face. He has short brown hair, and pale blue eyes. He tends to dress in rugged work clothes, befitting of someone who calls themselves a mechanic.
Sponsoring Organization & Status: Wealthy individual or private industry. All responsibilities have been fulfilled and the relationship remains friendly and positive. Unless the character becomes a pariah, he can freelance for them any time (and at top pay too).
Natural Abilities
Perception: 59% (+3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 51 lbs
Max. Carrying Weight: 120 lbs
Max. Lifting Weight: 240 lbs
Max. Jumping Ability: Lengthwise: 6', Height: 3'
Special Skills
Analyze and Operate Devices 97% (+2%)
Build/Modify Armor 97%+2% per level
Communications: Electronic Countermeasures (Jamming) 85% (+2%)
Make & Modify Weapons Skill 101% (+2%)
Recognize Weapon Quality 55%/80% (+5%)
Gunfighter Paired Weapons: Revolver & Pistol (special)
Quick-Draw Initiative: Handguns & Rifles (special)
W.P. Sharpshooting (Special)
EDUCATION LEVEL: Analytical Expert
Fundamental Skills
Pilot Automobile 77% (+2%)
Mathematics: Basic 80% (+5%)
Language: American 116% (+1%)
Literacy: American 85% (+5%).
Scholastic Skills
Electrical Engineer 77% (+5%)
Mechanical Engineer 67% (+5%)
Weapons Engineer 65% (+5%)
Robot Mechanics 63% (+5%)
Robot Electronics 70% (+5%)
Radio: Basic 90% (+5%)
Sensory Equipment 75% (+5%)
Chemistry 75% (+5%)
Chemistry: Analytical 70% (+5%)
Computer Operation 85% (+5%)
Computer Programming 75% (+5%)
Computer Repair 70% (+5%)
Astrophysics 72% (+5%)
Art 75% (+5%)
Anthropology 70% (+5%)
Biology 70% (+5%)
Paramedic 80% (+5%)
Intelligence 64% (+4%)
Research 95% (+5%)
Mathematics: Advanced 95% (+5%)
W.P. Handguns
W.P. Rifle
W.P. Energy Rifle
W.P. Energy Pistols
W.P. Flame Throwers
W.P. Shotgun
W.P. Sub-Machine Gun
W.P. Knife
W.P. Blunt
Demolitions 95% (+3%)
Demolitions Disposal 95% (+3%)
Find Contraband 65% (+4%)
Basic Electronics 70% (+5%)
Basic Mechanics 75% (+5%)
[EP] HtH Martial Arts
[EP] Boxing
[EP]
[EP]
[EP] Running
[EP]
[EP] Athletics (General)
[EP] Physical Labor
[EP] Body Building & Weight Lifting
[EP] Wilderness Survival 60% (+5%)
[EP] Prowl 60% (+5%)
[EP] Land Navigation 58% (+4%)
[EP] Outdoorsmanship
[EP] Parachuting 65% (+5%)
[EP] Trap Construction 42% (+4%)
[EP] Trap & Mine Detection 45% (+5%)
[EP] [6th] W.P. Heavy Weapons
[EP] [6th] W.P. Heavy Energy Weapons
Secondary Skills
Optic Systems 65% (+5%)
Swimming 85% (+5%)
Climbing 90% (+5%)
*Rappelling 85% (+5%)
Jury-Rig 60% (+5%)
Law: General 70% (+5%)
[3rd] Cook 60% (+5%)
[3rd] Automotive Mechanics 50% (+5%)
[6th] Pilot: Hover Craft (Ground) 60% (+5%)
[6th] Lore: Demons & Monsters 40% (+5%)
[EP] [6th] W.P. Shield
Combat Data
HTH Type: Martial Arts
Number of Attacks: 4 (+1 w/Handguns/Rifles)
Initiative Bonus: +2 (+4 w/Handguns/Rifles)
Strike Bonus: +5
Parry Bonus: +9
Dodge Bonus: +9
Disarm Bonus: +5
HTH Damage Bonus: +7 (+2 to Kicks)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +4
Other: Karate Kick (2D4), Tripping Leg Hook (No Damage, Knockdown), Snap Kick (1D6), Roundhouse Kick (3D6), KO/Stun (Nat 20), Jump Kick (6D6), Flying Jump Kick (4D6; 2 Attacks), Critical on 18-20, Paired Weapons (All).
Weapon Proficiencies
W.P. Handguns (+3 to Strike)
W.P. Rifles (+4 to Strike)
W.P. Energy Rifle (+3 to Strike)
W.P. Shotgun (+3 to Strike)
W.P. Sub-Machine Gun (+3 to Strike)
W.P. Blunt (+3 to Strike, +3 to Parry, +1 to Strike when Thrown.)
W.P. Knife (+3 to Strike, +3 to Parry, +3 to Strike when Thrown.)
W.P. Energy Pistols (+3 to Strike)
W.P. Flame Throwers (+2 to Strike)
W.P. Shield (+1 to Parry)
W.P. Heavy Military Weapons (+1 to Strike)
W.P. Heavy Energy Weapons (+1 to Strike)
Saving Throw Bonuses
Coma/Death: +5%
Toxins (15+): +1
Magic (varies): +1 (+2 w/ Talisman of Marduk)
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +0
Psionics (varies): +0
Edison (Hardware Expert - Analytical/Weapons)
Moderators: Game Masters, AGMs
Edison (Hardware Expert - Analytical/Weapons)
Last edited by Edison on Wed Jan 05, 2022 8:40 am, edited 3 times in total.
Edison's Equipment
Equipment
Held in Hands
• Nothing
Worn on Person
• Omega Suit v3.1.7 (Hood down and sleeves rolled up)
• Talisman of Marduk (Patron Item)
•
• Steel Toed Boots
• Baseball Cap (Century Station Silverjacks)
• Carhart Work Coat
• Sunglasses (Good Quality)
• Folding Knife
•
• Pen-sized Flashlight (Pants Pocket)
• Work Knife (Clipped to Belt)
Satchel
• Full-sized Flashlight
• Binoculars
• Pocket Tape Recorder
• Multi-Tool
• Camera
• Handcuffs
• Magnifying Glass
• 2 Journal-Style Notebooks
• 2 Pens
• 2 Mechanical Pencils
• Box of 12 Gauge Slug (20 Shells)
• Box of .44 rounds (42 rounds)
• Lemat Revolver
Lockable Travel Case
• AR-15 w/ Master Key
• Edison Mark 2
• Box of 5.56 (100 rounds)
• Box of .44 rounds (42 rounds)
• Box of 20 Gauge Slugs (20 Shells)
Utility Belt
Stored in Vehicle
• Craftsman Tool Chest
Stored at Home/Base
• 4 Flashbangs
• 4 Smoke Grenades
• 4 Explosive Grenades
• Lemat Revolvers
Backpack
Resources
• Cash on Hand: $90.00
• Bank Account: $10,000.00
• Projects Budget: $1,411,550.00
Gear Stats
Talisman of Marduk (Patron Item)
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
Magical Resistance: The Talisman protects it's wearer from harmful magical effects
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
Edison Mk.1
Modified Class 4 Armor, integrated with bomb disposal armor features.
AR: 19
S.D.C.: 308
Weight: 22 lbs
Modifiers: None?
Features:
Book Reference: HU2
Cost: $44,300
Armored Undersuit
An armored bodyglove with a flexible combination of Kevlar, Chain Mail, and Padding
AR: 12
S.D.C.: 40
Weight: 2 lbs.
Modifiers: None.
Features:
Book Reference:
Cost: $2,000
Omega Suit v3.1.7
Bravo:
S.D.C. by Location:
Weight: 6 lbs
Modifiers:
Features:
2 Lemat Revolver
Reproduction of a Confederate Officers gun.
AR-15 w/Masterkey
A Modified AR-15 with underbarrel shotgun
Pocket Knife (Folding Type)
Short Blade Work Knife
Tomahawk
Flashbang
Teargas Grenade
Smoke Grenade
Explosive Grenade
Craftsman Tool chest
A sturdy tool chest full of tools.
Gun Cleaning Kit
63 Chevy Silverado
S.D.C.: 300
AR: 6
Statistical Data:
Maximum Speed: 120 mph
Range: 300 miles
Modifiers: None.
Crew: 1
Class: Small Truck (Pilot Automobile)
Dimensions: [6'3", 8', 16', 2200 lbs]
Cargo: Aproximately 800 lbs of cargo.
Power System: Combustion Engine
Weapon Systems: None.
Features of Note: Radio, Truck Tool box.
Book Reference:
Cost: $18,000
Edison Suit Mark II
Custom Built Crime fighting Suit.
S.D.C.: 350
AR: 19
Weight: 50 lbs
Modifiers: Heavy (-1 to all combat rolls and -10% to prowl)
Features:
High Tech Tactical Shield
S.D.C.: 200
Features:
Held in Hands
• Nothing
Worn on Person
• Omega Suit v3.1.7 (Hood down and sleeves rolled up)
• Talisman of Marduk (Patron Item)
•
• Steel Toed Boots
• Baseball Cap (Century Station Silverjacks)
• Carhart Work Coat
• Sunglasses (Good Quality)
• Folding Knife
•
• Pen-sized Flashlight (Pants Pocket)
• Work Knife (Clipped to Belt)
Satchel
• Full-sized Flashlight
• Binoculars
• Pocket Tape Recorder
• Multi-Tool
• Camera
• Handcuffs
• Magnifying Glass
• 2 Journal-Style Notebooks
• 2 Pens
• 2 Mechanical Pencils
• Box of 12 Gauge Slug (20 Shells)
• Box of .44 rounds (42 rounds)
• Lemat Revolver
Lockable Travel Case
• AR-15 w/ Master Key
• Edison Mark 2
• Box of 5.56 (100 rounds)
• Box of .44 rounds (42 rounds)
• Box of 20 Gauge Slugs (20 Shells)
Utility Belt
Stored in Vehicle
• Craftsman Tool Chest
Stored at Home/Base
• 4 Flashbangs
• 4 Smoke Grenades
• 4 Explosive Grenades
• Lemat Revolvers
Backpack
Resources
• Cash on Hand: $90.00
• Bank Account: $10,000.00
• Projects Budget: $1,411,550.00
Gear Stats
Talisman of Marduk (Patron Item)
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of its wearer
- +30 S.D.C. or +15 M.D.C., as appropriate
Magical Resistance: The Talisman protects it's wearer from harmful magical effects
- +1 to save vs. magic
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day
- Tongues 3/day (per invocation at 5th level proficiency)
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen
- Clairvoyance 3/day (per invocation at 5th level proficiency)
Edison Mk.1
Modified Class 4 Armor, integrated with bomb disposal armor features.
AR: 19
S.D.C.: 308
Weight: 22 lbs
Modifiers: None?
Features:
- Increased AR.
- Increased S.D.C.
- Multi-Optic Helmet
- Integrated Body-cam
- Integrated Radio (Scrambler equipped, 2 mile range (3.2 km). up to 10 preset channels.)
- Integrated Mini-Flamethrower (Range: 6', Damage: 3D6, plus 60% chance of setting combustible items ablaze, Payload: Six blasts.)
- Integrated Explosive Wrist Blaster (Range: 80', Damage: 6D6, Blast Radius: Localized, one foot, Payload: .)
Book Reference: HU2
Cost: $44,300
Armored Undersuit
An armored bodyglove with a flexible combination of Kevlar, Chain Mail, and Padding
AR: 12
S.D.C.: 40
Weight: 2 lbs.
Modifiers: None.
Features:
- Concealable under clothes.
Book Reference:
Cost: $2,000
Omega Suit v3.1.7
Bravo:
S.D.C. by Location:
- Arms: 90 each
- Legs: 100 each
- Main Body: 250
- *Body Camera: 15
Weight: 6 lbs
Modifiers:
- AR: 17
- *Body Camera (-2 to strike via aimed shot only)
Features:
- Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
- Built-in short range encrypted radio transceiver (Omega freq only).
- Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
- Body Camera located in center of chest.
- Anti-Tamper system
2 Lemat Revolver
Reproduction of a Confederate Officers gun.
- Range: .44: 120'; 20 gauge: 80'
- Damage: .44: 5d6; 20 gauge: 3d6
- Rate of Fire: single shot.
- Payload: .44: 9 shots (Cylinder); 20 gauge: 1 (breech loaded)
- Weight: 5 lbs
- Features: None
- Modifiers: None.
- Book Reference:
AR-15 w/Masterkey
A Modified AR-15 with underbarrel shotgun
- Range: Rifle: 1,200'; Shotgun: 90'
- Damage: Rifle: 5D6, Shotgun: Slug: 5D6 Buckshot: 4D6 (5' AOE)
- Rate of Fire: Rifle: Capable of Burst fire; Shotgun: Each Shot counts as one attack.
- Payload: Rifle: 20 round Box Magazine; Shotgun: 6+1 internal tube magazine.
- Weight: 9.5 lbs
- Features: Masterkey (Underbarrel 12 Guage pump Shotgun), Tactical Scope, Mid-range Scope
- Modifiers:
- Modifications: Master Key, Mid-Range Scope, Tactical Scope.
- Book Reference:
Pocket Knife (Folding Type)
- Damage: 1D6
- Features: Foldable, fits in a pocket.
Short Blade Work Knife
- Range: 40'
- Damage: 1D6
- Features: Full Tang, comfortable handle.
Tomahawk
- Range: 40'
- Damage: 1D8
- Features: Handmade.
Flashbang
- Range: 120' thrown
- Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
- Duration: 1D4 melees.
Teargas Grenade
- Range: 120' thrown
- Damage: -6 to Strike, Parry, Dodge, Lose initiative. (No Save, Gas masks auto counters)
- Duration: 1D4 Melees.
Smoke Grenade
- Range: 120'
- Damage: None: -8 to Strike, Parry, Dodge; 20' AOE of vision impairing smoke.
- Duration: 1D4 Melees.
Explosive Grenade
- Range: 120'
- Damage: 2D4x10, 20' AOE.
Craftsman Tool chest
A sturdy tool chest full of tools.
- Features: Full of tools to make on the spot repairs, that don't require welding or machining.
Gun Cleaning Kit
- Weight: 4 lbs.
- Features: Each tool is fitted into a separate loop and there's plenty of room for spare bolts, screws, springs and cleaning rods. Contained in a 12 inch by 8 inch by 2 inch (30~20x5c m) case. Can be attached to a harness or worn over the shoulder with strap, which is included.
63 Chevy Silverado
S.D.C.: 300
AR: 6
Statistical Data:
Maximum Speed: 120 mph
Range: 300 miles
Modifiers: None.
Crew: 1
Class: Small Truck (Pilot Automobile)
Dimensions: [6'3", 8', 16', 2200 lbs]
Cargo: Aproximately 800 lbs of cargo.
Power System: Combustion Engine
Weapon Systems: None.
Features of Note: Radio, Truck Tool box.
Book Reference:
Cost: $18,000
Edison Suit Mark II
Custom Built Crime fighting Suit.
S.D.C.: 350
AR: 19
Weight: 50 lbs
Modifiers: Heavy (-1 to all combat rolls and -10% to prowl)
Features:
- Air Filter/Oxygen Back Up. (Filters out airborne toxins/smoke. 1 hour worth of Air)
- Multi-Optics System
- Targeting Sight: 1600 feet.
- lnfrared Optics System: 1600 feet.
- Telescopic Monocular Lens: Range: 2 miles
- Thermo-Imager: Range: 1600 feet.
- HUD: Up to six screens.
- Special Bonus: +1 to strike when the optics and targeting sight are engaged. Note that the thermo-imager is a special, optical, heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. Enables the person to see in darkness, shadows and through smoke.
- Sensor Suite:
- Mini-Radar/Sonar: Requires radar signal unit and monitor. Trained operators (sensory equipment skill) can positively identify readings/objects, pinpoint location and estimate rate of travel and direction at 65% proficiency. Range: 5 miles.
- Portable Explosives Detector: Responds to vapor from explosives, such as dynamite, gelignite, T.N.T. and others. An alarm lamp lights up when an explosive is detected.
- Bio-Monitor System: Reads body temperate, pulse rate, blood pressure, sweat, excursion and other basic physiological reaction.
- Radiation Detector:
- Radar Detector:
- Radio Suite: A stripped down version of the Backpack Radio. Comes with built-in scrambler and up to 1500 channels. Also capable of receiving commercial AMIFM~Television (sound only) and Short-Wave signals. RKO-68. Range: 35 miles.
- Exoskeleton Support: (+6 P.S., +10 Spd)
- Modular Hardpoint (Left Vambrace)
Forearm Mounted Weapons Suite- Weight: 5 lbs.
- S.D.C.: 100
Modified M950 - Range: 135'
- Rate of Fire: Burst Fire Capable.
- Payload: 50 9mm round magazine.
- Damage: 3D6
Modified Dart Gun - Range: 110'
- Rate of Fire: Single shot.
- Payload: 1 dart.
- Effect: Tranquilizer renders victim unconscious within 1D4 melees unless he saves vs non-lethal poison. Even if the save is successful, victim will become woozy in 1D4 melees making him -2 to strike, parry, and dodge and -10% to skill rolls for 4D4 minutes.
- Duration : 4D4 minutes.
- Modular Hardpoint (Right Vambrace)
Integrated Computer (Mk.1)
Forearm Mounted Hacking Computer- Weight: 2 lbs.
- Touch screen tablet. with ample Processor/RAM.
- Retractable data cables, for a variety of connector ports.
- Custom OS/Programming Suite.
- Modular Hardpoint (Left Shoulder)
Sentry Gun (Mk.1)
Shoulder Mounted Sentry Gun- Weight: 20 lbs. (35 lbs fully loaded)
- Range: 3,000'
- Rate of Fire: Standard.
- Payload: 100 .30 round belt.
- Damage: 1D4x10
- Other Features: Drone Stats: Attacks: 2, Strike: +2.
- Modular Hardpoint (Right Shoulder)
None. - Modular Tactical Storage
Features:- Magnetic Pouches: A series of easily configurable pouches for storing a variety of gear/ammo/weapons.
Book Reference:
High Tech Tactical Shield
S.D.C.: 200
Features:
- Reinforced structure.
- Shotgun Holster. Holds one cut down 12 guage Shotgun and 6 spare shells.
- Fortification Mode. Piston Spikes to add extra resistance versus pushing.
- Stun Effect. Save vs Non-Lethal Poison, or suffer a loss of initiative, and lose 1 attack. Charges: 3-5.
Edison's Background
Background
Born February 11th, 2021 on the tail end of a global pandemic. Marcus Davidson IV was born in Deadwood, North Dakota to Marcus and Elisha Davidson, a young couple who at the time were struggling to make ends meet, with two other children a set of twin girls. Marcus while loved was very unexpected. Marcus was raised in poverty, his family making do with cheap manual labor jobs. While things were tough, Marcus showed signs as a young child to be gifted, not only in intelligence, but skilled with his hands. Marcus was inquisitive, always wanting to know how something worked, so he had a bad habit of taking apart things. At first, he wasn't particularly good at it and got into trouble often. Though with practice, he became relatively proficient at disassembly/reassembly, going so far as to help fix things around the house. Almost in a case of irony, Marcus actually did poorly in school as a youth. He found the curriculum to be slow and tedious. It wasn't till he moved into middle school that his teachers noticed and did something about it.
As a preteen/teenager Marcus sort of came into his own. His teachers realized that they were holding him back for the most part, so they started giving him advanced classes, and college prep courses. He bypassed a few of his grades, and would eventually graduate two full years early. Marcus' family continued to struggle, money issues, illnesses, and just plain bad luck. Marcus spent a good portion of his teens helping his family financially, working in local garages. Marcus also proved to be a crack shot, and was able to provide food through hunting. Around the age of fifteen, Marcus' grandfather had passed and the family got a little windfall. The money helped lift the family onto it's feet for the first time in a long while. One of the things handed over in the inheritance was a notebook, given specifically to young Marcus. This notebook would change the young man's life inexorably.
Not talked about in his small family was the legacy of his great grandfather, Marcus Davidson the first. A hero of World War II, tasked to secret operations in a joint task force in Europe. While the notebook was valuable, journal entries and schematics of, for the time high tech armor and weapons, it also had an address noted in it. This address would lead Marcus to a seemingly abandoned shop, locked up for decades. Inside this disused building was a dated workshop, that would allow young Marcus to begin his burgeoning foray into weapons and armor design.
After Marcus graduated from High school, he went college on a full ride scholastic scholarship. Marcus enrolled for a broad engineering degree, a smattering of all the disciplines. Like his primary schooling, Marcus graduated in near record time, graduating in a mere three years. Prospective employers had watched Marcus and saw not only potential, but drive, so they quickly snatched him up. Marcus was hired into a large firm that specialized in body armor design and manufacture. Marcus saw a real opportunity, but didn't know it would become a truly life altering decision. Being the new guy, Marcus had everything to prove and no seniority to back it up, but Marcus always loved a challenge, his whole life has been one. This unsurprisingly made him a few enemies, including a spy who had infiltrated the business from the nefarious Fabricators. Marcus had been badly wounded when he caught the spy stealing proprietary technology. The agent had used a chemical spray, melting half of Marcus' face. The company paid for his recovery and they compensated him very well, or so they say, but who can really put a price on ones looks.
Marcus now unemployed, and out of options desperately looking for work and maybe a little payback, got word of a job offer in Century Station. Marcus packed up his truck and made his way there. Upon arriving Marcus found work with Sector 10, At first it was good work, even fulfilling, but over a few years, Marcus found the work draining. The same old story began to unfold once more as one of his fellow officers threw him under the bus for something he wasn't involved in. Marcus' career now in danger has led to Marcus fighting for a transfer to a better position.
First Mission
Marcus meets with the Bravo Team of the Omegas, during the end of their search for a mole in their organization. Here he is exposed to the team in general, during a routine call to look into a fire. After helping rescue civilians, and possibly exposing some plot in Sector 10, Marcus is seconded to the Omegas, his career in Sector 10 effectively over. Marcus doesn't have much time to integrate himself into the team before being thrown into another mission, a distance from Century Station, (Mostly to get the bad news Bravo team out of the lime-light).
Second Mission: Wet Hot Omega Spring
Sent to a camp for troubled youth in remote Montana, via air insertion. The group has a few difficulties getting to the ground and then to the camp, when distracted by the howls of wolves (later to be identified as Alu Demon Hounds). Upon arrival, the team learns thy were more tasked with helping the camp due to two missing councilors. Edison finds it fulfilling, but begins to but heads with the team leader Wi-Fi. Over the course of a day and a half, Edison finds quite a bit of information about what is happening, while trying to temper the team leaders random conspiracy theories. Eventually the team having free time away from the kids, spends some time to investigate the area. Finding conflict against a pack of Alu Demon Hounds near the beginings of a gated community. This pushes the group to investigating the manor of local real estate tycoon Al Adan. Here Bravo is generally ambushed by Alu, Ghouls, an Earth Elemental, and a Brek-Shall. Over the course of the fight Wi-Fi is killed by aquatic demons after being thrown into the lake. The demons were eventually slain with the help of a reformed demon named Steiblah. Bravo made it's way to the manor proper correctly assuming that Al Aden was the trouble all along. Here we were confronted by a Laywer (Who was a demon Bear) who errected a mystic wall. Iron Maiden, Steiblah, and myself entered via windows and proceeded to make our way through the building which was now on fire. Steiblah and I made our way to the far corner of the building while Iron Maiden did something else. Here we confronted Al Aden, His Lawyer, and a Jinn named Benee. Steiblah managed to clasp a silver collar on Al Aden, who promptly vanished to what I was later told hell. The Demon Lawyer left and Benee gave us a brief history of the area before also telling us how to disable the machine keeping him there. It was about this time that a large portion of the manor exploded due to explosives rigged to destroy evidence. Several shotgun blasts destroyed the power cables connecting the device to whatever power source it had, banishing Benee to elsewhere. From there we watched the Aquatics vacate the area, and contacted the camp.
Born February 11th, 2021 on the tail end of a global pandemic. Marcus Davidson IV was born in Deadwood, North Dakota to Marcus and Elisha Davidson, a young couple who at the time were struggling to make ends meet, with two other children a set of twin girls. Marcus while loved was very unexpected. Marcus was raised in poverty, his family making do with cheap manual labor jobs. While things were tough, Marcus showed signs as a young child to be gifted, not only in intelligence, but skilled with his hands. Marcus was inquisitive, always wanting to know how something worked, so he had a bad habit of taking apart things. At first, he wasn't particularly good at it and got into trouble often. Though with practice, he became relatively proficient at disassembly/reassembly, going so far as to help fix things around the house. Almost in a case of irony, Marcus actually did poorly in school as a youth. He found the curriculum to be slow and tedious. It wasn't till he moved into middle school that his teachers noticed and did something about it.
As a preteen/teenager Marcus sort of came into his own. His teachers realized that they were holding him back for the most part, so they started giving him advanced classes, and college prep courses. He bypassed a few of his grades, and would eventually graduate two full years early. Marcus' family continued to struggle, money issues, illnesses, and just plain bad luck. Marcus spent a good portion of his teens helping his family financially, working in local garages. Marcus also proved to be a crack shot, and was able to provide food through hunting. Around the age of fifteen, Marcus' grandfather had passed and the family got a little windfall. The money helped lift the family onto it's feet for the first time in a long while. One of the things handed over in the inheritance was a notebook, given specifically to young Marcus. This notebook would change the young man's life inexorably.
Not talked about in his small family was the legacy of his great grandfather, Marcus Davidson the first. A hero of World War II, tasked to secret operations in a joint task force in Europe. While the notebook was valuable, journal entries and schematics of, for the time high tech armor and weapons, it also had an address noted in it. This address would lead Marcus to a seemingly abandoned shop, locked up for decades. Inside this disused building was a dated workshop, that would allow young Marcus to begin his burgeoning foray into weapons and armor design.
After Marcus graduated from High school, he went college on a full ride scholastic scholarship. Marcus enrolled for a broad engineering degree, a smattering of all the disciplines. Like his primary schooling, Marcus graduated in near record time, graduating in a mere three years. Prospective employers had watched Marcus and saw not only potential, but drive, so they quickly snatched him up. Marcus was hired into a large firm that specialized in body armor design and manufacture. Marcus saw a real opportunity, but didn't know it would become a truly life altering decision. Being the new guy, Marcus had everything to prove and no seniority to back it up, but Marcus always loved a challenge, his whole life has been one. This unsurprisingly made him a few enemies, including a spy who had infiltrated the business from the nefarious Fabricators. Marcus had been badly wounded when he caught the spy stealing proprietary technology. The agent had used a chemical spray, melting half of Marcus' face. The company paid for his recovery and they compensated him very well, or so they say, but who can really put a price on ones looks.
Marcus now unemployed, and out of options desperately looking for work and maybe a little payback, got word of a job offer in Century Station. Marcus packed up his truck and made his way there. Upon arriving Marcus found work with Sector 10, At first it was good work, even fulfilling, but over a few years, Marcus found the work draining. The same old story began to unfold once more as one of his fellow officers threw him under the bus for something he wasn't involved in. Marcus' career now in danger has led to Marcus fighting for a transfer to a better position.
First Mission
Marcus meets with the Bravo Team of the Omegas, during the end of their search for a mole in their organization. Here he is exposed to the team in general, during a routine call to look into a fire. After helping rescue civilians, and possibly exposing some plot in Sector 10, Marcus is seconded to the Omegas, his career in Sector 10 effectively over. Marcus doesn't have much time to integrate himself into the team before being thrown into another mission, a distance from Century Station, (Mostly to get the bad news Bravo team out of the lime-light).
Second Mission: Wet Hot Omega Spring
Sent to a camp for troubled youth in remote Montana, via air insertion. The group has a few difficulties getting to the ground and then to the camp, when distracted by the howls of wolves (later to be identified as Alu Demon Hounds). Upon arrival, the team learns thy were more tasked with helping the camp due to two missing councilors. Edison finds it fulfilling, but begins to but heads with the team leader Wi-Fi. Over the course of a day and a half, Edison finds quite a bit of information about what is happening, while trying to temper the team leaders random conspiracy theories. Eventually the team having free time away from the kids, spends some time to investigate the area. Finding conflict against a pack of Alu Demon Hounds near the beginings of a gated community. This pushes the group to investigating the manor of local real estate tycoon Al Adan. Here Bravo is generally ambushed by Alu, Ghouls, an Earth Elemental, and a Brek-Shall. Over the course of the fight Wi-Fi is killed by aquatic demons after being thrown into the lake. The demons were eventually slain with the help of a reformed demon named Steiblah. Bravo made it's way to the manor proper correctly assuming that Al Aden was the trouble all along. Here we were confronted by a Laywer (Who was a demon Bear) who errected a mystic wall. Iron Maiden, Steiblah, and myself entered via windows and proceeded to make our way through the building which was now on fire. Steiblah and I made our way to the far corner of the building while Iron Maiden did something else. Here we confronted Al Aden, His Lawyer, and a Jinn named Benee. Steiblah managed to clasp a silver collar on Al Aden, who promptly vanished to what I was later told hell. The Demon Lawyer left and Benee gave us a brief history of the area before also telling us how to disable the machine keeping him there. It was about this time that a large portion of the manor exploded due to explosives rigged to destroy evidence. Several shotgun blasts destroyed the power cables connecting the device to whatever power source it had, banishing Benee to elsewhere. From there we watched the Aquatics vacate the area, and contacted the camp.
- Consumer
- Dimension Master
- Posts: 2095
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Re: Edison (Hardware Expert - Analytical/Weapons)
PP Purchases
(2 PP) Skill Download: New O.C.C. Related Skill (Wilderness Survival; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Prowl; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Land Navigation; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Outdoorsmanship; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Parachuting; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Trap Construction; Edison)
(2 PP) Skill Download: New O.C.C. Related Skill (Trap & Mine Detection; Edison)
Outdoorsmanship: S.D.C.: 2d6: [6, 2] = 8
Level 4: HP: 1d6: [6] = 6
Level 5: HP: 1d6: [6] = 6
Level 6: HP: 1d6: [3] = 3
Level 7: HP: 1d6: [5] = 5
Post Templates
Code: Select all
Perception: [roll]1d100[/roll]/56%
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: None.
[url=https://pbprpg.org/forums/viewtopic.php?p=1403372#p1403372]Personal Mission Notes.[/url]
[inline=Equipment][b]Edison Mk. 2[/b]: AR: 19; S.D.C.: 350/[color=red]350[/color]
[b]Lemat Revolver[/b] Payload (.38): 8/[color=red]8[/color] or (20 Guage): 1/[color=red]1[/color]
[b][u]Stored in Kitbag[/u][/b]
[b]Armored Undersuit[/b]: AR: 12; S.D.C.: 40/[color=red]40[/color]
[b]AR-15 w/ Masterkey[/b]: Payload: 5.56: 20/[color=red]20[/color]; 12 Gauge: 7/[color=red]7[/color]
[b]MP950[/b] Payload 50/[color=red]50[/color]
[b]Sentry Gun:[/b] Payload: 100/[color=red]100[/color][/inline]
Code: Select all
Attacks: 4 (+1 w/Handguns/Rifles)
Initiative: [roll]1d20+2[/roll] (+4 w/Handguns/Rifles)
Action One:
Action Two:
Action Three:
Action Four:
*Action Five:
Parries as needed: [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], *[roll]1d20+9[/roll].
Dodges vs Ranged Attacks: [roll]1d20+9[/roll], [roll]1d20+9[/roll], [roll]1d20+9[/roll], *[roll]1d20+9[/roll].
Current Mission Notes (Welcome to Flavorville)
Agents Assigned: Edison, Diomedes, Jeremy, and Steiblah.
Current mission is to investigate what has happened to one , who was supposed to look into what is known as the "", A phenomenon that seems to happen in a few block radius of newly built .
Bravo has been tasked with the following objectives:
Current mission is to investigate what has happened to one , who was supposed to look into what is known as the "", A phenomenon that seems to happen in a few block radius of newly built .
Bravo has been tasked with the following objectives:
- Find out what Agent Boyson was going to put in his report.
- Have dinner at the resturant, then use the night to investigate what may or may not be happening.
- Diomedes has sensed Vampires, like a lot of scent of them.
- A lot of the restaurants decor/theme is in red and black, a possible coincidence.
- While maybe not a clue, the hostess has a lot of Vampire related "Flair"
Edison
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester
“Why is it my job to save these people? Why do I have to be some kind of hero?” ~Dean Winchester