FND Marcer Weston

== Character Description ==
Appearance: Average height, with a lean build. Well-Defined, but not the strongest. Scarred underneath his helmet, though otherwise an average member of his race, with dark green coloration. 
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Greatest Strength: Experience. Marcer is a man that has seen a hundred battlefields, flown a dozen different ships, and traveled galaxies in search of credits. To show for it, he's remarkably skilled in any form of ranged combat, and knowledgeable in many situations. 
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Greatest Weakness: Pride. To Marcer, the universe is something that can be overcome with enough bullets and a quick enough wit. He's not persuasive in most cases, nor is he level-headed. Quick to draw, quick to anger, the mercenary thinks he can accomplish anything with judicious use of firearms. 
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Distinguishing Features: Armor and Weapons. Marcer is nearly never without a full body suit of armor, nor is he only ever left with a single gun. 
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Details: Intimidating. The first word that comes to mind when you view this man. Large, exemplified by armor, Marcer has the appearance of a man that get's the job done. When not wearing a helmet, one can see the visage of a being that has been calloused by his work. The worn, rugged appearance of someone that's worked for every credit, that's seen the best and worst of people, that's seen the fires of war and the lights of a hospital. 
"Thrust into the chaos, he fights, and the world around him trembles." 
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Description Summary: A life lived by the gun starts with the gun. As just a baby little more than a year old, his parents were killed in a bandit raid on a remote farm-world. As the bandits were dealt with by some hired protection- A group of mercenaries that called themselves 'The Soaring Crest', they brought Marcer along with them, giving him both a name and a more secure future. 
As he grew up, he was taught. One had to earn their meals, and this was no different. How to work alone, with a squad, how to fire a gun or use a knife, how to survive in various environments. They made him into a warrior. When he was an adult, he roamed with the band, taking place in their missions, fighting their enemies, sharing in the spoils of victory and the laments of the fallen comrades. 
Eventually, Marcer felt a call for something greater. He wanted to explore, to roam on his own terms, on his own schedule. Breaking off with the band, he worked for nearly a decade, occasionally joining up with some others though not often, perfecting his craft. Now? The mercenary searches for his future, and he's ready to claim it, bullet by bullet. 
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== Abilities ==
Soldier
* Sprint
* Meditate
War Path
* Child of War (+2 Damage)
* Bloodlust
* Focused Rage
Martial Arts
* Charge - 3 FP
* Double Attack - 5 FP
* Pray & Spray - 5 FP
War Tactics
* Accuracy Tactics Ranks 1&2
* Strength Tactics
* Endurance Tactics
* Intelligence Tactics
Combat Stance
* Southpaw Stance
* Berserkers Stance
Battle Mastery
* Medium Armor Mastery Ranks 1&2
== Inventory ==
0x Minor Health Stimpaks - Restores 30 HP when used
0x Minor Shield Regenerators - Restores 30 SP when used
0x Minor Stamina Stimpaks - Restores -30 FP when used
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1x Mk II Health Stimpak - Restores 30 HP when used
1x Mk II Stamina Stimpak - Restores -30 FP when used
2x Mk II Shield Recharge Pak - Restores 30 SP when used
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[Avenrocket Launcher]
(Requires 14 ACC, 8 STR) (Requires PE or CE rockets) 
2H Artillery Weapon - Left/Right Hand 
280 Credits - 1 Itemslot - Common Rarity 
+4 Damage 
(8 Range)
Deals Damage with a splash radius of 1 range. 
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[Rockets]
Bundle of 8 Rockets
(Requires an equipped PE or CE Rocket Launcher) 
PE Weapon - Ammunition 
30x6 Credits - 1 Itemslot - Common Rarity 
+0 Damage          
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Frag Grenades
  Bundle of 16 Grenades 
  Grenade - Left/Right Hand or Other Equip 
  150 Credits - 1 Itemslot - Common Rarity 
  +2 Damage 
  Deals PE Damage with a splash radius of 2 range.
  --
  Pyro Grenades
  Bundle of 12 Grenades 
  Grenade - Left/Right Hand or Other Equip 
  15 Credits Each - 1 Itemslot - Common Rarity 
  Deals CE Damage with a splash radius of 2 range. 
 Deals an additional turn of damage to any targets hit by its original explosion.            
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[Chemical Rounds]
Unlimited Ammo
Chemical Bullets – Ammunition
5 Credits - Common Rarity
CE Damage
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[Exo Plasma Lance]
(Requires 18 DEX)
1.5H Sabre - Left/Right Hand
360 Credits - 1 Itemslot - Common Rarity
+10 TE Damage
(1 Range)
If the target has shield remaining, deals an additional +10 Damage.
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1x [Golden Kinetic Shield Layer]
(Requires 15 INT)
KE Defense - Shield
400 Credits - 1 Itemslot - Uncommon Rarity
+40 SP
Extra effective against KE attacks, but vulnerable to CE attacks.
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[Tilarifle]
(Requires 25 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand
720 Credits - 1 Itemslot - Common Rarity
+15 Damage
(13 Range)
An attack and a movement action can't be made on the same turn. 
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Slot 1: Thermal Scoping -- Allows full vision in low, or no light environments, assuming your targets have heat coming off of them. 
Slot 2: None 
Slot 3: Snubnosed Muzzle - +3 Damage, -2 Range 
Slot 4 Shaped Grip Handle - +1 ACC 
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[Gradient Miliarmor] 
(Requires 12 STR)
Medium Armor - Armorwear 
250 Credits - 2 Itemslots - Common Rarity 
+3 Armor
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[Breathing Mask]
Unarmored - Helmet 
300 Credits - 1 Itemslot - Uncommon Rarity
Provides immunity to poison and disease effects acquired while being worn.