Oliver Moorland

"30 guys with tasers shouldn't be a problem"

Oliver Moorland, also called Ollie or Bad man is a central player character in **Dust & Argon**. A former elite security guard of the Almet megacorp,

Oliver is the blunt weapon of the team.

## Character Description

Oliver's descriptive words are

* Eyes: Hard

* Face: Grizzled

* Body: Built

* Wear: Street

* Skin: Bulging

Oliver is a 60 something powerlifter and at 6"10' and 450 lb

Oliver is a muscular and tall man, with hard eyes and a well groomed white mustache made of implanted fibers. His face has faint scaring in multiple places. Favoring a see-through eye patch to be placed over his left eye when possible.

Oliver is of Canadian nationality and indeterminate descent. He tends to wear either comfortable street clothes or fitted suits, with built in armor if possible . He is most often seen wearing a custom made armoured suit  for ease of movement in public while also covering his body encase of an ambush. Underneath his clothes, his skin is a patchwork of fine lined scars, along with burn, stab and bullet scars. Oliver keeps a pair of custom made holdout pistols that have been modified to fire .50 BMG AP rounds hidden on his person when ever possible .

Oliver puts forth an at ease personality from his first appearance, his attitude swinging overly-dark or violent to joking an jovial easily as he has been around so many groups he sometimes forgets how to act around the current one. He otherwise has shown to be caring for those in his charge and either professional or violent targets depending on circumstances, acting independently without his teammates tends to lead to more violent outcomes. Oliver's partners are important to him, and he understands that protecting them is something only he can do.

## Fictional Background

Born in an Alemt research facility, somewhere in Canada as Oliver Isaac Moorland to parents Dr. Anna Martin and Dr Judah Moorland, Oliver was not as clever as his parents and found more happiness in physical pursuits . His parents, did work in Almets R&D on projects that kept them moving to various sites over the years, leading Oliver to have a rather lonely childhood.

When Oliver was 11, his parents were killed in an act of sabotage on the site, the details were not made clear to Oliver and to this date, he is unaware of who is to blame. With out much direction Oliver joined a military school to later graduate and join Almets security forces.

Oliver worked his way through ranks over a long career and various deployment both internal with Almet and around the world with joint ventures stopping the kinds of people he would one day become. Such advancements came with new opportunities such as signing up for field testing a new type of subdermal armor.

Oliver was security for the research and development department of chemistry and toxicology in great lakes, Canada. He dealt with a number of incidents from other companies espionage teams to riots from the indentured workers and penal test subjects. Oliver's career ended after a pursuit of an enemy agent lead into areas beyond his clearance, where he saw strange devices. Subsequent questions about things above his clearance got his boss to sit him down and tell him he was being retired to a low level desk job.

A co-worker later contacted Oliver giving him partial information on what Oliver was asking about only to leave him with more questions. As she was on the way out to join some group called the chrome road with some interesting people like Vector, Sideways and Knight she wouldn't have any more info for him. Oliver now thinks that the number of prisoners they had was excessive especially since nobody on his block even knew they took prisoners for testing and maybe they where developing chemical weapons like in the old war they certainly had enough security. He wants to find the truth what Almet and other corporations have really been up to post-WWIV, and with not much longer to live he decided to start playing for the red team.

After the events of [Session 9 - Children of the Sun] all of Oliver's background was proven to be a fictitious imagining pieced together from various entertainment media as he suffers from a side effect of the Almet deniable human weapon program, that causes him to lose memories if not subject to certain memetic procedures every few months.

## Character Skills, Abilities, and Equipment​​​​​​​

Oliver's skills are majorly combat focused, first on surviving and second on killing people.

### MOVES

HARD: When you make the harm move, subtract your Meat from your roll.

SEE THE ANGLES: At the start of the Action Phase, gain [intel] and [gear].

MIL SPECS: When you mix it up, you count as a small gang. The larger gang inflicts +1 harm and suffers -1 harm for each size step difference between the two gangs.

SERIOUS BADASS: when you enter a charged situation, roll Style.

10+: gain 2 hold

7–9: gain 1 hold

Spend 1 hold to make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off.

6-: your enemies identify you immediately as their foremost threat

### CYBERWEAR

ALMET SUBDERMAL ARMOUR PROTOTYPE

When you make the harm move, subtract 2 from your roll.

Subtract 3 from your roll if the harm came from a weapon with the +flechette tag.

+hunted (almet)

+heavy

+special interest

 SPIDERMONKEY MK IV SYNTHETIC NERVES

You react so quickly that you can almost dodge bullets. If none of your enemies have synth nerves, take +1 forward to mix it up. In situations where reaction time is critical, take +1 forward to act under pressure.

+hunted (almet)

### WEAPONS

#### SECTION 122

CUSTOM WEAPON

handgun(s) (2 damage close/near loud quick)

subtle (+discreet, +reload)

ridiculous payload (+breach, +dangerous)

#### QUICKSILVER SUNGAZER ASSAULT RIFLE

(3-harm near/far loud autofire)

+adapting

+faulty

#### ANTI-TANK MINES

4-harm, loud, near, messy, AP, dangerous, area

+remote

#### ARMOUR

ALMET(TM) armoured jacket (1-ARMOUR)

Armour-dillo black lined suit (1-ARMOUR)

## The Combo

HARD & ALMET SUBDERMAL ARMOUR PROTOTYPE: when Ollie rolls harm he gets a -4 (-5 if flechette), once he acquired MIL SPECS and put on his standard 1-ARMOUR equipment Ollie became almost immune to small arms fire. It breaks down like this

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