So, I figured I should whip up a bio. So here he is! Thoughts? Player Name:
Vergil TannerCharacter Name:
Zachariah "Zack" Masselli. Age:
Male, straight.Planet or colony of origin:
"Zack" is not what you would call a "pretty boy." He's starting to approach middle-age, and as such his face is no longer smooth and warm but rather is rough, pock-marked and more than a little grizzled. He has a little bit of stubble around his cheeks and chin, and a harsh, squared jaw and flat, boxy chin. His nose is a little squashed and has been broken and re-set more than a couple of times, but his eyes - whilst carrying a little bit of weight in the slight bags beneath them - aren't as unfriendly as the rest of the face may have you believe. There are lines from frequent smiles and laughs etched into the skin around them, and his brow carries the furrows of more than a few raucous nights out. He doesn't have any wrinkles - despite the slightly weathered look, he still looks about 30 - but he does have several lines and small scars dotting his face from previous encounters. He's not a small man, standing at about 6 feet with a relatively bulky, athletically muscular build and a rather broad pair of shoulders. He's leaning more towards the bulky rather than the lithe side, but is by no means body-builder level instead maintaining a sensibly proportioned build. Still...he is bigger than most average people you would care to mention. He might be starting to get a little older, but he makes it a point to stay in shape, especially given his current chosen profession; you don't see many unfit and successful mech pilots for a reason. Brief History and Motivations:
Zachariah was born in 2126, and grew up in a poor family on Venus just as the Second Solar War (2126-2135) was reaching its zenith and eventually winding down. His father had managed to avoid conscription due to his position as a worker on Venus's oxygen farms, which were under extra stress thanks to the fighting on the as-yet un-colonised planets of Pluto [Yes, Pluto isn't technically a planet in 2015, but it got recategorized in 2103. Why? Because I said so. So....nyeah] and Neptune, and the inhospitable and barren wastelands of Mars, where most of the fighting was taking place. Despite the strain on the economy of the planet, and despite various invasions against the different colonies on Venus by rival factions, Zachariah's family managed to make it out of the war relatively intact, with Zachariah being constantly aware that the chances were good that he would only ever work in the same industry as his parents. The education levels, residences and general career prospects on Venus were poor - barely meeting the minimum requirements for the standard of education mandated by most governments - and the chances of getting off of Venus due to success in the O2 and plant farms were all but non-existent. It was possible, if you were intelligent and well-educated, but if you were intelligent and well-educated, then you either didn't grow up on Venus, or you were part of a wealthier family anyway and didn't have to worry about working in the Biodomes for your entire life in the first place. All Zachariah knew was that he had to get off of Venus somehow; he couldn't face the same crushing work day after day in some boring old Biosphere for next to nothing pay for the rest of his life so, as soon as he turned 18, he joined the UFP military and left Venus for basic training.
He went on a grand total of eight tours - some obviously lasting more than others - being deployed to a variety of locations. From general policing work in the outer moons to peace-keeping exercises on "independent" planetoids to pirate-suppression in various asteroid belts and even open warzones on some moons and planetoids, the range of duties he was given was unlike anything he had dreamt of back on Venus. Oh, the profession wasn't exactly pleasant
and it was oftentimes brutal, crushing and depressing, but he managed to get through it all, determined not to go back to live on Venus and work the same dead-end job as his parents. He didn't necessarily enjoy being a soldier - if anybody actually enjoys
killing enemy combatants, they should probably not
be given a firearm in the first place - but he made some extremely good friends while serving, and for every bad day and every horrific experience, there was at least one moment of camaraderie, laughter or wonder as he witnessed something he couldn't even imagine as a pre-teen lying awake back home. However, every good thing must come to an end, and he eventually retired at the rank of Major after 14 years of service at the age of 32. He just got....tired. After a while, the soldiers lifestyle catches up with you, and after 18 years of yearning for adventure and action and 14 years of getting it, he was ready for peace and quiet. Of course, that didn't last long; not a year after his retirement, he found that he actually - bizarrely - missed
the intensity of combat (if not the imminent threat of death), and without anybody to keep him company in his approaching old age, he found himself reminiscing all day as he sat on his laurels. That, combined with the fact that a soldiers pension isn't actually that good and the brutal truth that - as a soldier - he didn't really have any skills that he could take into a normal 9-5 office job on Earth, he decided to enter the apparently lucrative world of Mechbowl. He was a soldier, so he figured that he would have an advantage over the younger competitors, it was intense and furious with little risk of death or injury...and the prizes were always big. So at the age of 33, he got himself a Mech, tinkered and tampered with it with the help of some old friends from the UFP Engineering Corps, and set out to make some money and keep his life interesting.
Two years later, he found himself hitting a wall in the Singles competitions; the prizes were enough to live on, but it was always an every-man-for-himself affair, and he found that without a team backing him up, he never managed to get the "big" prizes. Soldiers work in teams, after all, not individually and so his supposed advantage was actually slowing him down. He always finished in the top five, but without the mentality of having eyes in the back of his head - and with the younger competitors being so much more bloodthirsty - he never managed to get "Top Prize." And so, he applied to the Team Rankings, where the big
prizes were, and where he could hopefully find a team to watch his back and actually start winning things more regularly. He got taken on as the "junior" member of a lower-rung team and, over the years, got to know other competitors and the way things worked until - about a year ago - he left and founded his own team, with him as the Captain. Now, he's looking to lead his team to bigger and better prizes, and maybe start making some real
money to put into his pension.Mech Name:
Command Assault.Mech Armaments: Weapons:- 4WR Assault Rifle:
The A-52 Suppressor Assault Rifle fires a sturdy armour-piercing tungsten round from a high-velocity muzzle at speeds of around 2,000 MPH and a rate of 30 rpm, each round hitting with a power rating in excess of thirty thousand pounds of pressure per round (this might sound high, but I've actually done the math, taking into account just how gigantic these guns actually are). The magazine can support a minute of sustained fire before requiring reload, and the unique sectioned, railed stock in addition to the motion dampening padding within the gun itself reduces recoil by up to 50%. Whilst it doesn't have the capacity for a scope, it fires enough rounds to make up for the lack of precise accuracy.- 4WR 6-Missile-Pod:
Featuring six explosive high-yield pods, this pod is mounted on the right-hand shoulder in a half-hexagonal, half-cube launcher whose safety covering can flick open to rain either direct or suppressing fire on the targets. Each missile carries a high-yield payload and travels at 350 mph towards its target [which isn't that ridiculous, since modern RPG's can fire their ordinance at about 230mph ]. Each missile can be fired either individually or at the same time as any number of others. The pod has three full pods of replacements, totalling 18 missiles overall, though the missile pod must be emptied before the replacement set can be loaded (which takes up to thirty seconds)- 2WR 4-Missile-Pod:
Identical to the above, save that it has six less overall missiles and is mounted on the left shoulder instead. Subsystems:- Advanced Sensors:
Allows a higher chance of spotting stealthed units.- Target Lock:
Tracks target, even through cover. Allows equipped missiles to track and follow target.- Flares:
Can interfere with lock-on, including deflecting locked-on weapons.Command Systems- Localised Shield Generator:
The Command Mech may deploy a portable shield generator that creates a spherical shield around the generators current location. Mechs and humans may pass through the shield unhindered, but gunfire may only leave the shield and not enter it. Once deployed, the shield cannot be moved, and after the shield has sustained a certain amount of damage, it will shut down. One use per generator. Start battle with 2 generators. - Mobile Turret:
The Command Mech may deploy a Machine Gun Auto-Turret. May be picked up and redeployed. Can be destroyed.