Quentin Iberra
Archetype: Human Response Team Captain
A outwardly cold man in his early 50s, Quentin Iberra is the captain of a
police response team responsible for bailing out the normal troops when
things get too heavy. While slowing a bit because of his age, Quentin has
made up for his inevitable loss of speed by removing most of his physical
speed related enhancements (which were only really helping him to simply
keep up) and replacing them with mental accelerators, including
intelligence cyber/bioware and a targeting computer. Now more of a
coordinator than a combatant, Quentin analyzes incoming data from his own
senses and his rigger's drones, and then creates split second combat
decisions based on this data. He also works as a sniper when one is
required.
Dalton Krynn
Archetype: Human Weapons Specialist
Krynn began his police work in the Weapon Acquisition department of Lone
Star, basically working a desk job that involved finding the best prices
for the best weapons the cops could get. Perpetually unsatisfied with the
limited corporate data handed to him, Krynn began testing virtually every
weapon available before finalizing his purchasing decisions. As he
tested, he also became quite knowledgeable in their operation and
uniquities, as well as discovering he had a hidden talent for accurate
targeting. He was recruited by Quentin after Quentin saw him at a range,
over fifteen guns laid out before him, firing them all in quick succession
to see which ones were the best.
Even Quentin was surprised - and a bit frightened - at how easy it was to
get Krynn to make the switch between shooting at paper and shooting at
flesh. It quickly became apparent that Krynn simply felt that shooting at
people was a more accurate way to gauge a weapon's ability and it took a
good bit of conditioning before Krynn was able to understand when it was
and was not right to shoot someone. (When Krynn had a number of speed
enhancing cyberware installed, Quentin called in one of the best
Psychological Neurosurgeons to help tweak Krynn's personality so he
wouldn't be a straight out killing machine when he emerged from surgery.)
Krynn is well versed in every kind of light weapon and switches individual
weapons often, appearing as if he's still searching for the ultimate gun.
Eon Fianna
Archetype: Elf Combat Mage
Having a knack for knowing which of her vast array of spells is best
suited for a particular situation, Eon usually ends up confusing the hell
out of her enemies who are normally expecting good old Power, Mana, or
Stun combat spells when things get rough. They never really ponder the
possibility that they won't be able to see their target because Eon has
tossed up a Wall Of Warm Smoking Flowers that disrupts their IR gear.
Bald and in her late 20s, Eon is missing her left arm, having voluntarily
had it removed to pay off a gambling debt in her pre-profession era. Eon
will never go for a kill unless one of her team mates in mortally
threatened and usually has two or three Air Elementals ready to be called
in if things get rough. Unlike most mages, she treats her elementals as
virtual equals and will recall them if they get close to disruption. The
elementals are very grateful for this and often provide Eon with free
services as a way of saying thanks.
The only mundane weapon Eon carries is a paint ball gun that fires rounds
filled with a mixture that looks frighteningly like blood. On more than
one occasion she has caused heavily armored enemies to bug out in fear and
confusion when they suddenly saw themselves get filled with holes without
feeling any pain.
St. Andre
Archetype: Ork Heavy Weapons Specialist
Perhaps more accurately identified as a "Heavy Weapons Isolationist", St.
Andre doesn't own any weapon lighter than a medium machine gun and doesn't
get out much on non-runs because the only armor he'll wear is Heavy
Military. Ironically, St. Andre isn't as trigger happy as one might
think, using his arsenal of assault cannons and missile launches in a
calculated way that results in surprisingly little collateral damage.
He'll only fire when he's certain he has a target, only "cutting lose"
with weapons if the combat situation has degraded to the point that such
an action is the only viable alternative to getting hosed.
Sax Anderson
Archetype: Human Rigger
Formerly a combat rigger of the Quebec city police, Sax was kicked out of
town after she plowed a light panzer through a statue of the city's mayor
while chasing an individual wanted in a domestic assault. Still an
idealist who places crimes against people above crimes against
corporations, Sax occasionally comes into conflict with the rest of the
group and their philosophies. Quentin, who would hate to lose a
rigger as good as Sax, allows her to go on independent missions aimed at combating
crimes against people just as long as she focuses on the job at hand while
working with the rest of Quentin's Brigade. And while Sax has kept to the
deal by serving Quentin with her excellent combat rigging skills, she still
gives off the odd impression that his mind is perpetually focused on a
greater purpose and that she's not 100% "into" what she is currently doing.
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