Sorry for the wait Falkus, here's my character. I'm not sure how you want hp done so I left them blank. If there's any problems or mistakes I'm all ears:
Description:
"Friend and enemy are not mutually exclusive terms." - Carlos Fensk
Carlos Fensk has grey-blue eyes, short shaggy dark brown hair, and seems adequately fit. He sports a small moustache and goatee, but they're a coppery red, which makes an interesting comparison with his hair. He possesses a few tattoos, one an ancient Celtic pattern going around his upper left arm. The other is a large Celtic cross in the centre of his back. The last is a spades symbol (from the suit of cards) on his right hand between his index finger and thumb. He bears a few nicks and scratches from his time in a military academy, but no significant scars. His style of dress when not in uniform or fatigues is relatively formal. He favours dull, sombre coloured clothes which cover him up; turtle necks, long coats, long pants, etc. He favours display glasses over display contacts as he is slightly paranoid over how easily contacts can be lost. That said it's hard to find him not wearing his display glasses. The glasses look rather mundane, simply circular in shape and usually crystal clear save for the silhouette of whatever windows Carlos has opened. The glasses can be manually adjusted to darken the lenses or even give them a mirror effect. The mirror effect is set to engage automatically whenever brightness in the immediate area exceeds tolerable levels for human eyesight.
His guns are of particular interest. They were designed using the core systems of plasma rifles rather than plasma pistols. Though the system packed slightly less punch when reduced in size, the excess heat output was still on a level which could only be managed and dispersed by a rifle sized weapon. Designers countered this through constructing the weapons of a high density tungsten alloy, with critical conduction areas made from gold, and venting most excess heat through small ports near the muzzles. Despite making them heavy, this allowed the weapon to resist even the temperatures created by extended automatic fire without warping or losing durability, and prevented harm to the wielder due to exposure to overly high temperatures. The muzzles themselves were designed to direct post-fire residual heat away from the weapon, the effect they have however when the weapon is fired is creating a three pronged flare of blue plasma, which was an amusing and aesthetic by-product. Fortunately, the additional weight helps absorb the kick from the magnetic repulsers, making repeated fire more accurate and tolerable for the wielder, and makes the weapons very solid and durable. Gloves are still advised to be worn when wielding the weapons nonetheless, as they can become uncomfortably hot during extended firefights. The weapons' quality, specifically that of the plasma formation chambers, magnetics, and barrels, is especially high quality. They are deadly accurate and during testing consistently managed 2 inch groupings at 80 feet. The amazing performance of the weapons belies the massive amount of maintenance they require. Of particular example are the power pack receptors and the power packs themselves. Though normal pistol power packs would fit into the weapon, it is suspected if used they would burn out, melt, or possibly explode depending on the pack's make. Special high durability packs are required, but even then soot accumulation within the pack chamber is 500% greater than standard pistols, and the packs cannot be recharged as they are effectively rendered useless from the weapons' harsh power extraction routines.
Carlos is an interesting character. He is quite a polite and good-natured fellow, some would go so far as to call him a gentleman, but in the next instant he can be chillingly cold and scarily mercenary. The reasoning for this is that he knows he's a bad person, and he's come to terms with it. He has his limits however, which is why he doesn't consider himself an 'evil' person. Of course, he wouldn't talk about such things to another person, but it enables him to get the job done where others couldn't. He doesn't think being kind and polite will make up for the things he's done, he just prefers having others feel comfortable and content around him. His minor armoury of equipment is normally stored away in his quarters, and he picks out carefully what he'll expect to need for any assignment.
Background:
"Most men have a price, and if not a price, they always have a limit." - Carlos Fensk
Carlos’ life began simply enough on Ares 4, a militarily orientated planet populated largely by Werens and Humans. He was born the third son of Piotre and Colleen Fensk, a highly respected couple who played a key role in the governance of the planet. Piotre was an Admiral of one of the planet's biggest fleets of military space vessels, while Colleen was a major decision maker on the board of one of the planet's largest weapons companies. The family was big with four sons and two daughters, and Colleen was surprisingly adept at juggling pregnancies and her corporate duties.
Nonetheless, as is the standard when both parents work a lot, the children came to primarily rely on one another as distance was created between them and the parents. They were a tight-nit group in their youth, and in their adolescence began to forge themselves successful careers in their respective fields with the aid of each other and the family's considerable wealth. The eldest son, Maxwell, followed his father's footsteps and began a path towards joining the naval big brass. The second child and elder daughter, Claire, followed her mother's footsteps and started climbing the corporate ladder at her mother's company. Reese, the second son, became a weapons engineer, specialising in plasma systems. Carlos joined the planetary intelligence agency, and generally disclosed little about what he actually did, but aided his siblings where he could. Saxon, the youngest son, set out to become a corporate lawyer. And Vanessa, the younger daughter and youngest child, began her naval officer training as soon as she could, which was some time after Maxwell finished his.
A brief era of prosperity came over the family as their success reaped its rewards, but the golden age of the family was soon overshadowed by political tensions on Ares 4. The corporations were at odds with the government in regards to how local planetary resources were going to be used, and what kind of changes were going to be put in place. The outcomes of these decisions would not just dictate the fate of planetary resources, but would show who had greater control over how the planet was run. As tensions increased so did the Ares 4 Intelligence Service's workload. At this time, and as a government organisation, they were tasked with keeping track of the inner workings of the most powerful of the planet's corporations. At the same time it was important to safeguard the government's own ranks against corruption. Carlos saw a lot of work gathering information and taking part in paramilitary operations, but where he was utilised most was in internal affairs and interrogation.
Nobody could get a lie past Carlos. Experience, some cybernetics, and a load of talent made Carlos an intuitive and efficient interrogator. However, when dealing with traitors and liars it doesn't take long for a man to become jaded. As Carlos became more and more skilled, he lost more and more of himself, and it was hard for his family to recognise him anymore. Outwardly he was the same nice guy that had all come to know through their lives, but there was a kind of hollowness to him as the work took its toll. His family easily guessed that it was his work which was eating at him, but as Carlos never gave details of what he did exactly they could only speculate what was happening.
After some time, Carlos realised that almost every man had a price, any dark deed could be bought, any family man could become a traitor to those who love and support him. It was all a matter of price. Carlos had another revelation, not unlike the previous, and it followed closely after. All men had a limit. There were no exceptions, the only difference was a matter of time. Suspects would arrive at AIS headquarters, Carlos would interview his share of them if that was what he was required to do, and usually he was. Some would be released after an interview or two, but some would be put in holding cells before more in-depth 'interrogations' were given. Those waiting for further interrogation could hear Carlos 'interrogate' people down the hall, and see the occasional bloody, whimpering, wrecks of a man being dragged past their cells when they were done with. Usually those factors softened them up and finally Carlos’ blood-smeared appearance and virtually soulless eyes were enough to have people talk before they had to be subjected to any harsher forms interrogation. It was always the corporate softies who gave up easy, which was fortunate as Carlos didn't enjoy the torture, but he was one of the resident experts which meant he didn't get as many softies and got more hard cases than other interrogators who may have been working during that period of time. It was depressing work, but it was what he was good at, so he just had to accept it.
Eventually the political tension between corporate and government forces on the planet tore a rift straight down the middle of the Fensk family. The four government aligned Fensks and the four corporate aligned Fensks took their respective places. At this stage the division of the family meant very little to Carlos, but he was sided with the government family members nonetheless as he was employed by the government. The division happened shortly before civil war broke out across Ares 4. The corporations had called in huge numbers of mercenaries to compete with the government's military, and this had sparked conflict. The war was brutal and prolonged. Ares 4 was the region's main source of arms, so there was no shortage for the government forces nor the mercenaries. Three years of fighting reached a creshendo when Carlos was tasked to lead a paramilitary team in an assault on the corporate lab in which he knew Reese was a lead engineer now. It wasn't hard to keep tabs on his family members with the information he had access to in his occupation.
The assault was timed for late at night, after the employees had gone home. It was the team's intention to steal what they could and destroy the place, but Reese had stayed on late to finish a personal project. What resulted of sorts was a brief firefight between Carlos’ team and a handful of security guards and Reese. When Reese refused to surrender despite Carlos’ assurances, and Carlos didn't blame him for not surrendering, Reese and all the guards were killed. Carlos would have kept his word and let Reese go, but it was understandable that Reese didn't trust him, not after recent events. He had probably heard rumours of what happened to the corporate POWs who actually knew things. Like all crazy stories there was some truth to them, but not as much as Reese probably thought. Carlos had lost two team members during the firefight, which irritated him as he liked the men he worked with. As he stood over Reese's body Carlos had the nagging suspicion that he should have felt something, but wasn't quite sure what. He took the heavy, matte black, plasma pistols that Reese was using and kept them. They were Reese's pet project, and with the information they had retrieved from the labs he discovered exactly how they were used and maintained. None of the family members discovered that Reese’s death was Carlos’ doing, save possibly for Colleen.
After a few more careful strikes to the corporate infrastructure there was instability in the corporations and their offensive was subdued as the government’s superior naval forces bombarded critical locations on the planet’s surface which were controlled by the corporations. It wasn’t long before Colleen got in contact with Carlos. In exchange for a certain deed Carlos was given a large amount of compensation. The deed and the payment are irrelevant, what was important was Carlos’ lack of surprise that he had a price. Nonetheless it was done, Piotre wound up dead and the sides returned to their bloody stalemate. Piotre’s death, directly or indirectly, was Carlos’ doing. In her grief and regret though, Colleen apparently took her own life not long after. Carlos though she took whatever knowledge she may or may not have had to her grave.
Vanessa, grieved by her father’s death, conducted a personal investigation into the matter. She sought out Carlos’ advice for the endeavour but he only told her that she wouldn’t like whatever she found, if she managed to find anything at all. She begged him for help and he finally conceded, though in truth he hindered her investigation more than helped it as he believed the truth would have hurt his little sister too much. Despite Carlos’ subtle sabotage however Vanessa’s determination took the investigation forward and behind enemy lines, as she followed a lead that Colleen could have been behind Piotre’s death. In the now abandoned and unstable bunkers beneath the ruins of the corporation’s central building Vanessa found the information she didn’t want to know. Colleen had indeed become aware of Carlos killing Reese, and had arranged for him to kill Piotre. Now Vanessa was aware of it, and she wished she wasn’t. As she confronted Carlos on one of the upper levels of the bunker the city they were in came under bombardment again. The bunkers collapsed, burying them both in rubble. Neither of them were killed straight away. They were still within earshot of each other and despite the horrendous injuries they had sustained Vanessa abused him for an hour before she finally started asking Carlos questions. They talked for between six and eight hours before they both passed out from pain and exhaustion. A few months later Carlos woke up in a military hospital. Government troops had seized the city and had dug him and Vanessa out of the rubble a few days after the bombardment. Unfortunately only Carlos had survived, and even then he required 94% of his skeletal structure replaced after the extensive damage caused by the collapse. His skeleton was replaced with military grade fortified artificial bone structure, and the surgery left only a series of feint scarring over his body.
While Carlos was in a medically induced coma there were a few more battles, assassinations and acts of sabotage. It was soon apparent that the war was going in favour of the government. After four years the war had finally ended. Maxwell took his father’s place as Admiral of his father’s fleet, and Claire took a seat on the board of a now considerably weakened weapons company. Saxon began proceedings to patch up relations between the government and corporations. Carlos took his considerable wealth and left Ares 4. He bought a small armoury’s worth of equipment and ended up being contracted into Alexa’s Avengers as an intelligence officer capable of active duty. Naturally he hasn’t divulged much about his experiences save for what little he had to talk about to get the job, but fulfils his role well.
Carlos Fensk 6th lvl Dedicated/ 4th lvl Charismatic
Medium Humanoid (Human)
Occupation: investigative (research, search)
AP: 10
Wealth: +14 (initially 28)
Reputation: +5
Hit Dice: 10d6+10 (46hp)
(roll)
MDT: 12
Initiative: +2
Speed: 30'
Armor Class: 19 or 23 (+2 dex, +4 class, +3 armour, +4 equipment vs. ranged attacks)
Base Attack/Grapple: +6/+6
Attack: +11 ranged (custom plasma pistol, 3d8, crit 20, 80'), +8 melee (concussion rod, 2d8, crit 20)
Full Attack: +9,+9/+4,+4 ranged (dual custom plasma pistols, 3d8, crit 20, 80'), +8/+3 melee (concussion rod, 2d8, crit 20)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities/Talents: empathy +6, skill emphasis (sense motive), charm(women) +4, intuition, fast-talk +4, damage reduction 4/-
Saves: fort +6, ref +6, will +7
Abilities: str 10, dex 14, con 12, int 14, wis 16, cha 15
Skills:
bluff +11 or +13/9 (+2 when designer suit applies)
diplomacy +11 or +13/9 (+2 when designer suit applies)
intimidate +11 or +13/9 (+2 when designer suit applies)
gather information +6 or +8/4 (+2 when designer suit applies)
investigate +10/6
knowledge (behavioural sciences) +8/6
knowledge (current events) +8/6
knowledge (tactics) +7/5
listen +10/5
profession (intelligence operative) +15/11
research +6/4
search +6/4
sense motive +23/11
spot +10/5
Feats: simple weapon prof. (auto), personal weapon prof. (occu), lgt. armour prof. (1st), cybertaker (1st), far shot (ded 2nd), two-weapon fighting (3rd), alertness (ded 4th), point blank shot (cha 2nd), quickdraw (6th), attentive (ded 6th), improved two-weapon fighting (9th), windfall (cha 4th)
Exp: 51400/55000
Age: 32
Weight: 158lb
Height: 5'9"
Languages: Terran, Alliance Standard, Weren
Cybernetics: (took 10 on all wealth checks)
fortified skeleton
voice stress analyser
antishock implant
Equipment: (took 10 on all wealth checks)
2x custom plasma pistol (laser rifle: miniaturized, mastercrafted +3) (50/50)
30 high performance power packs (miniaturized power packs)
concussion rod (mastercrafted +2)
18 grenades, shapnel
18 grenades, emp
18 grenades, concussion
18 grenades, white phosphorous
light combat armour (mastercrafted +2, 3x detachable integrated equipment)
-sensor, motion
-portable glow lamp
-grappling tether
projectile deflector
computer card (3x integrated/networked equipment)
-universal communicator (satellite datalink)
-galpos device
-flash goggles (see below)
flash goggles (3x integrated/networked equipment)
-display glasses
-heads-up display (sensor link)
-voice stress analyser (see cybernetics)
'interrogation' tools
gas mask
3 spare filters
deck of hackcards (52 styled after playing cards)
intellipicks
6 chemical, antitox
6 chemical, neutrad
6 chemical, solvaway
6 chemical, sporekill
6 chemical, biocort
box of violet rations (60)
2 uniforms
3 sets of fatigues (urban, desert, forest)
3 fatigue jackets (urban, desert, forest)
2 overcoats
4 designer casual outfits
2 designer business outfits
designer formal outfit
2 75lb aluminium travel cases
backpack
mesh vest