==Basic Information==
Name: Marcus
Age: 19
Gender: Male
Race: Zebra
Occupation: Aspiring Alchemist
==Physical Description==
Picture:
Glyph:
http://hashmark111.deviantart.com/art/For-Marcus-336355056?ga_submit=10%3A1352202797
Coat Colour: Striped Dark Gray and Light Gray
Mane and Tail Colour: Striped Dark Gray and White
Eye Colour: Green
Glyph: Cauldron W/ Swirling smoke coming out of the top
==Personality==
He is a bit of an airhead. Holding a conversation with Marcus will quickly lead to head-aches as he slips into either a brief meaningless tangent, questions another’s question on what he is talking about, or even appearing confused at things he said himself. Whether or not he is truly this airheaded or just messing around with them is anyone’s guess. Regardless, those that end up traveling with him quickly learn to tune him out when he starts talking.
Occasionally, though, Marcus will have his clear moments and offer surprisingly sound advice. He also knows when to reel in himself to offer his aid to a companion that needs it. His normal behavior impedes how effective he can be at offering support, however, as those companions may be wary of him having another one of his "air-headed" moments.
Overall, Marcus is not an easily discouraged individual, as he tends to focus on the better end of a situation. Failure is met with him bouncing back and stoicly resolving to "Find another way!" though frequent failure will eventually lead him to frustration.
==History==
Marcus took an interest in Alchemy in recent years when he witnessed a stranger come into his village on night and offer his aid the village’s dying Elder who had been grievously injured in a Radscorpion attack that left him crippled from being crushed by the claws and dying from a large dose of its poison. The stranger took a strange talisman from his cloak and proceeded to not only purge the poison from the Elder’s body, but fully restore what was crippled as well. The injured villager was fully cured within just a few moments. Overcome with joy, the tribe celebrated the healing of their Elder. It was during this celebration the stranger disappeared without a trace.
After these events, Marcus swore to learn all he could about the craft that saved the Elder. Unfortunately, his tribe had lost nearly all knowledge of the major Alchemic practices, thus limiting what he could learn. Not to be discouraged, Marcus decided to search for more knowledge elsewhere and set out to travel the wasteland. His goal is two-sided; he also wishes to meet this stranger again and learn how to make powerful talismans such as the one he saw when he was younger.
==SPECIAL==
Strength: 4
Perception: 4 (+1)
Endurance: 9
Charisma: 4
Intelligence: 10
Agility:6
Luck:6
==Secondary Attributes==
Health: 278
DT: 12
AP: 32
RM: 4
Crit Threshold: 95
Botch Threshold: 10
Dodge: 18
==Skills==
Alchemy: 65 T
Barter: 23
Energy Weapons: 12
Explosives: 12
Guns: 12
Lockpick: 17
Medicine: 40
Melee: 12
Repair: 34
Science: 34
Sneak: 17
Speech: 22
Survival: 52 T
Unarmed: 65 T
==Racial Attributes==
ZEBRA
You have stripes and are foreign or something.
•Natural DT: 3
•Natural unarmed damage: 6
•Can learn Zebra martial arts.
•Iron Chef: Have access to the Alchemy skill.
•Steady Now: Due to their more fluid and flexible movement, zebras are capable of fighting on four hooves or two. They can wield rifles and mounted weapons without requiring a battle saddle.
•Charmed, I’m Sure: Can increase Luck to 12 via perks.
==Traits==
Good Natured: You gain +5 to your Barter, Repair, Medicine, Science, Speech and Survival skills, but -5 to your Explosives, Guns, Energy Weapons, Melee and Unarmed skills.
Jinxed: You have +5 botch chance, and the botch chance of any roll made against you is increased by 5.
==Perks==
Extra Special (Rank 1): Increase Luck by 1
Green Hoof [Zebra]: When you use Survival to scrounge for generic alchemy ingredients, you gain a bonus to the roll equal to half your Alchemy skill.
Requirements: Luck 6, Survival 30, Zebra
Extra Special (Rank 2): Increase Agility by 1
Extra Special (Rank 3): Increase Agility by 1
==Inventory==
9mm pistol (Damage: 16 – Crit: ×2 – AP cost: 5)
Knife (Damage: 8+Strength – Crit: ×2 – AP cost: 4)
Hat - Durability:15 (PER +1, DT: 1)
Armored Stable Barding (DT: 8)
Iron Shoes (DAM: 25+Strength - Crit: x3 - AP Cost: 8)
1x Healing Bandages
Weak Healing Potion
Stampede
374 Caps
Name: Marcus
Age: 19
Gender: Male
Race: Zebra
Occupation: Aspiring Alchemist
==Physical Description==
Picture:
Glyph:
http://hashmark111.deviantart.com/art/For-Marcus-336355056?ga_submit=10%3A1352202797
Coat Colour: Striped Dark Gray and Light Gray
Mane and Tail Colour: Striped Dark Gray and White
Eye Colour: Green
Glyph: Cauldron W/ Swirling smoke coming out of the top
==Personality==
He is a bit of an airhead. Holding a conversation with Marcus will quickly lead to head-aches as he slips into either a brief meaningless tangent, questions another’s question on what he is talking about, or even appearing confused at things he said himself. Whether or not he is truly this airheaded or just messing around with them is anyone’s guess. Regardless, those that end up traveling with him quickly learn to tune him out when he starts talking.
Occasionally, though, Marcus will have his clear moments and offer surprisingly sound advice. He also knows when to reel in himself to offer his aid to a companion that needs it. His normal behavior impedes how effective he can be at offering support, however, as those companions may be wary of him having another one of his "air-headed" moments.
Overall, Marcus is not an easily discouraged individual, as he tends to focus on the better end of a situation. Failure is met with him bouncing back and stoicly resolving to "Find another way!" though frequent failure will eventually lead him to frustration.
==History==
Marcus took an interest in Alchemy in recent years when he witnessed a stranger come into his village on night and offer his aid the village’s dying Elder who had been grievously injured in a Radscorpion attack that left him crippled from being crushed by the claws and dying from a large dose of its poison. The stranger took a strange talisman from his cloak and proceeded to not only purge the poison from the Elder’s body, but fully restore what was crippled as well. The injured villager was fully cured within just a few moments. Overcome with joy, the tribe celebrated the healing of their Elder. It was during this celebration the stranger disappeared without a trace.
After these events, Marcus swore to learn all he could about the craft that saved the Elder. Unfortunately, his tribe had lost nearly all knowledge of the major Alchemic practices, thus limiting what he could learn. Not to be discouraged, Marcus decided to search for more knowledge elsewhere and set out to travel the wasteland. His goal is two-sided; he also wishes to meet this stranger again and learn how to make powerful talismans such as the one he saw when he was younger.
==SPECIAL==
Strength: 4
Perception: 4 (+1)
Endurance: 9
Charisma: 4
Intelligence: 10
Agility:6
Luck:6
==Secondary Attributes==
Health: 278
DT: 12
AP: 32
RM: 4
Crit Threshold: 95
Botch Threshold: 10
Dodge: 18
==Skills==
Alchemy: 65 T
Barter: 23
Energy Weapons: 12
Explosives: 12
Guns: 12
Lockpick: 17
Medicine: 40
Melee: 12
Repair: 34
Science: 34
Sneak: 17
Speech: 22
Survival: 52 T
Unarmed: 65 T
==Racial Attributes==
ZEBRA
You have stripes and are foreign or something.
•Natural DT: 3
•Natural unarmed damage: 6
•Can learn Zebra martial arts.
•Iron Chef: Have access to the Alchemy skill.
•Steady Now: Due to their more fluid and flexible movement, zebras are capable of fighting on four hooves or two. They can wield rifles and mounted weapons without requiring a battle saddle.
•Charmed, I’m Sure: Can increase Luck to 12 via perks.
==Traits==
Good Natured: You gain +5 to your Barter, Repair, Medicine, Science, Speech and Survival skills, but -5 to your Explosives, Guns, Energy Weapons, Melee and Unarmed skills.
Jinxed: You have +5 botch chance, and the botch chance of any roll made against you is increased by 5.
==Perks==
Extra Special (Rank 1): Increase Luck by 1
Green Hoof [Zebra]: When you use Survival to scrounge for generic alchemy ingredients, you gain a bonus to the roll equal to half your Alchemy skill.
Requirements: Luck 6, Survival 30, Zebra
Extra Special (Rank 2): Increase Agility by 1
Extra Special (Rank 3): Increase Agility by 1
==Inventory==
9mm pistol (Damage: 16 – Crit: ×2 – AP cost: 5)
Knife (Damage: 8+Strength – Crit: ×2 – AP cost: 4)
Hat - Durability:15 (PER +1, DT: 1)
Armored Stable Barding (DT: 8)
Iron Shoes (DAM: 25+Strength - Crit: x3 - AP Cost: 8)
1x Healing Bandages
Weak Healing Potion
Stampede
374 Caps
Last edited by Marcus on Mon Jan 21, 2013 6:56 am; edited 14 times in total (Reason for editing : Level Up to Level 4)