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Ortho "Stone Cold" Glick - Syker (Time travler) Biokinesis Click here to read Ortho's Journal Vol. I (10/3-11/14) Vol. II (11/21- 12/5) Vol. III (12/12 - 1/9) Vol. IV (4/2 - 4/16) Vol. V (4/23-5/7) Vol. VI(5/14-1/7) Vol. VII (1/14- ) Quote: "Not to worry...haven't been paid to kill you...yet." Description/Background: Ortho Glick was recruited at the age of 11 by the military for Syker training. When General Paul"Overkill" Warfield called in the Sykers to fight the "Skinnies", Ortho was one of the first one thousand to arrive on Banshee. His training in the arts of assassination and infiltration got him assigned to the Phantom Brigade. Over the length of the war, Ortho put many a notch in his belt; quite a few mid to high level rebel leaders gave up their last breath to Ortho's skills. Over the course of his service to the Phantom Brigade, he frequently turned down promotions to officer grade ranks stating that he'd be wasting his talents in a command bunker or tent. Instead he always chose to go back to the field work that got his superiors to notice him in the first place. In addition to this, his "people skills" were only slightly better than an overly friendly Doombringer on "Kill All The Normies" night. His lack of personality and guiltless demeanor earned him the nickname "Stone Cold" by his fellow soldiers. He rarely spoke to most of his other platoon members (or to anyone else for that matter) and didn't form relationships. Only platoon leader Luther Kreed came close to what Ortho considered a "friend". Upon returning home after the war to a planet scorched by the Reckoners touch, Ortho and the other remaining members of the platoon decided to stay in Houston for several days. There they gathered up what supplies they could find before moving on toward an uncertain future. Several months out of Houston, the "grey" platoon (as they were known) met up with a Doombringer. They never got a chance to ask his name. When the battle was over only Ortho and platoon leader Luther "Hard-boiled" Kreed were left, barely standing. Three days of travel later, Hard-boiled Kreed died from a nasty guts wound (not a Medic or Fleshnit between them). Badly wounded himself Ortho slowly moved on until he collapsed in the desert, where he laid back and waited for his end to arrive. One whole day under the blazing wasteland sun is a long time, and it didn't take long for something to find him. That something turned out to be a pack of wormlings. His fate seemed sealed, and he'd made his peace with the world he no longer knew. Suddenly he experienced an unexpected intense blast of heat. Several bloodcurdling shrieks of death later it was over, and Ortho managed to open his eyes wide enough to see his savior - a hooded figure astride a pale horse. The figure dismounted and made its way toward him. "Great," he thought to himself as the stranger approached. "Another one of those hooded freaks. Probably coming to finish the job his pal started." To his suprise, the man (whose face was a charred black ruin) put his hands upon Ortho's wounds and they began to glow. Within an hour Ortho was able to stand. The stranger told Ortho that he had come across the remains of the Doombringer and his platoon mates and had followed his tracks. He then threw down two flasks of water, gave Ortho directions to the nearest settlement and began to ride away. As the stranger in the red robes rode off, Ortho asked one question: "Why?" The reply: "For getting rid of one of the bad ones...and living to tell about it." Ortho never saw the red robed stranger again, but has since developed an extreme dislike for the followers of Silas and the Cult of Doom (Doombringers in particular). For several years Ortho traveled the wastes eking out an exsistence as a hired assassin, and has seen many strange and dangerous things in his travels. At some point along the way his eyes underwent a change; they are now pure black with white skull shaped pupils. Perhaps death smiled down upon him for all the "good" work he's done in her service. Regardless, morality has always been an unimportant abstract concept for him. Good or evil, hero or villain. He has never cared as long as the money was right, and still doesn't to this day. (Note the story of Ortho Changes here for the original Harrowed) For the time traveling Ortho however it went this way.After reliving his past on Banshee seeing many things stayed as he remembered them and others change. The unit escaped on a experimental ship Ortho came forward thru time and crash landed just outside of Houston. See Banshee Mission Reports for the details. The timeline only seems altered for those who traveled forward. For each of them there seems to be two of them now. Some are dead and gone, other were never even part of the team and were assigned to other units and are still out there. In this time Ortho’s friend and commander was a harrowed and died in the fight that sent him back in time. The Ortho of this time is now totally in the control of the Manitou as Ortho’s mind left it when he went back in time. The Time traveling Ortho has the memories of his past before his time travel This ortho has all the memories of living the 13 years and becoming a harrowed, losing an arm, meeting and surviving with Auto. And yet he is from the past and is human again. He Has come forward in time with his unit and they are all alive and well. How ortho will adjust to his place in time with both people from his past and his compainions form the present only time will tell. Ortho is of medium build and height, standing at about 5', 9'' tall and weighs in at 175 lbs. His physical features are, at best, quite plain - neither handsome nor ugly. His most striking and disturbing feature are his eyes; they tend to make most people feel uneasy upon making eye contact with him (a fact that Ortho takes a certain quiet pleasure in). His expression never seems to change. Even when provoked he maintains a blank look of cold intensity. His forehead is tattooed with grey "lightning shaped" crossbones, marking him as a member of the Grey Platoon. He is always dressed in black attire. Corporeal: D: 3d10, N: 2d12, S: 3d6, Q: 3d8, V: 3d12 Shootin' Rifle: 6, Pistol: 6, Climbin': 2, Dodge: 3, Fightin' Knife: 4, Brawlin': 4, Sneak: 5, Swimmin': 2, Drivin' Raft: 1 Mental: C: 2d8, K: 4d12, M: 4d6, S: 2d8, Sp: 4d12 Search: 3, Trackin': 3, Academia Occult: 3, Area Knowledge (Banshee 1) North America 2, Demolition: 4, Professional Soldier: 3, Blastin': 6, Lang. Anouk 1, Weaponsmith 3, Scuba 1 Overawe: 4, Scroungin': 3, Survival Desert, Jungle, Artic, Banshee: 2, Tinkering 1, Guts: 5, Meditation 2 Edges: Belongings - Rifle(1), Additional Powers(2), Dinero(1), Fortitude(1), Steel-Trap Mind(3),Occult Background - Syker(3), Hindrances: Oath of Unity(1), Cold Fish(2), Intolerance - Authority(1), Vengeful(3), Grim Servant ofDeath(5) Mean as a Rattler. Specialty: Biokinesis Powers: Body Control, Chameleon, Heart Stopper, Itsy-Bitsy Spider, Silence, Brain Bomb, Chainbrain, Brainblast, Shh!!, Preditor, Fleshrip Pace: 12 Wind: 18 Strain: 15(30) Grit: 5 Gear: NA M-42, NA sidearm w/silencer, combat knife w/sheath, combat infantry armor, complete basic load (see gear section for Banshee campaign.) 47 .50 cal rds, one box of 50 rds 9mm. |
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