Mad Maggie

Mad Maggie

Kia Maia, Kia Manawanui!
Level 2
Joined
Jul 4, 2020
Messages
80
Essence
€5,044
Coin
₡1,500
Tokens
15
World
Opealon
Profile
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Behavior - REBEL WARLORD

Rebel - Maggie never sits well with following the rules and being an orderly little soldier. She hates monolithic power structures and will naturally gather malcontents and the disgruntled to herself, rapidly forming the roots for a serious destabilizing rebellion. Her burning drive for freedom will never allow her to suffer injustice or disrespected, least of all being chained. She has absolutely no sympathy for those who don’t have the strength to fight for their freedom.

Warlord - Margaret Kohere is a name feared and recognized and with good reason; Maggie is a one woman wrecking crew. Adept in the use of all forms of weapons with an extreme focus in shotguns, she’s a surgeon with horrible bedside manner when armed with any kind of scattergun. Additionally, she’s physically strong and used to fighting dirty, and will use any tactic in the book to achieve her ends. One great example would be taking out a judge’s eye with her own broken tooth, spit with such force it blinded him.

Character Description - An older woman to be sure - face clearly weathered below the tattoos and hair accessories. Her Kiwi heritage is apparent in her manner of dress and the slang words she uses, and she’s fiercely proud of her identity and lineage. At first glance, Maggie is a warrior.

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History

Margaret Kohere - the woman who would one day be known as Mad Maggie - grew up in one of the dustiest, dullest corners of Salvo without any family to speak of. She was fortunate, then, to meet a kindred chaotic spirit: an adventurous young boy named Walter Fitzroy. The two were inseparable, and in their teenage years, they became mercenaries. Eventually this duo grew into the Cracked Talon - a powerful mercenary operation. It was here she earned her nom de guerre: Mad Maggie. But when rival warlord Sandringham Kelly signed a treaty with the Syndicate, Maggie’s hopes for an independent Salvo were ruined, and Fuse abandoned her for the Games, leaving Maggie very mad indeed…

By sabotaging Fuse’s entrance into the Apex games, Maggie planned to expose how weak the Syndicate was, in hopes it would spark rebellion on Salvo.
Fuse would assemble a team to take down Maggie… only for the pair to have a heart to heart where they came to accept each other’s choices: Fuse will always follow the fun, and Maggie will always follow the cause.

It seemed as though Maggie fell to her death after that exchange...But she was apprehended by the Syndicate, and sentenced to compete in the Apex Games alongside her former friends and partners. Maggie survived numerous rounds as a boxed criminal in the Games, and on one routine transport back to her holding facility, the transport ship shifted into the Crossroads through a space anomaly. Maggie took advantage of the confusion to kill her captors and pilot the crashing ship down to the nearest celestial body…


Abilities and Skills

Riot Drill - The first of Maggie’s signature weapons, the Riot Drill is a small, cylindrical device launched from a hand gauntlet at any kind of cover, barricade, or obstruction. The projectile has nearly unlimited visual range and a rangefinder, making short and medium range attacks trivial to land, but still must be manually aimed for longer strikes. Once the Drill impacts a solid surface (no soft targets; it will bounce off and attach to the next flat surface it hits), it unfolds three stabilizers and anchors to the attachment point, rendering it impossible to move. It then drills directly through whatever it is attached to, capable of penetrating up to five meters. Whatever and whoever is on the other side of the drilled surface will be showered with molten hot magma and rubble as the Drill typically makes short work of barriers, walls. and heavy cover. It can also be used to destroy vehicles, light aircraft, gun emplacements, and ground bunkers, but anything heavier will typically be able to survive the structural damage. It takes about ten seconds to deliver its payload and will cease functioning afterwards, becoming an immobile chunk of twisted metal.

Damage 4 [Ranged, Limited]
(100 x 4) + (4 x 50) = 600
(-50 x 4) = -200
Total Cost: 400 E



Wrecking Ball - The second of Mad Maggie’s signature weapons, the Wrecking Ball is another high tech device that is capable of incredible destruction. Maggie uses the grapple hook on her belt to whip a small sphere around her head, unleashing it in one direction. The sphere expands into the size of a large boulder, rapidly rolling forward and bashing, crushing, or smashing obstacles aside. It will bounce off of sufficiently jagged or strange angles, but will continue to crash around haphazardly until it hits someone.


Damage 4 [Ongoing, Ranged, Chaotic, Indirect, Indiscriminate]
(100 x 4) = 400
Ongoing (100 x 4) = 400
Ranged (50 x 4) = 200
Indirect ( 100 x 4) = 400
Chaotic (-50 x 4) = -200
Indiscriminate (-50 x 4) = -200


Total Cost = 1000 E


Mastiff Shotgun

The M1901 Mastiff Combat Shotgun was developed specifically for low-gravity close-quarters engagements. The kinetic energy produced when fired in low-gravity can severely unbalance its user with massive recoil, so the engineers at Lastimosa Armory incorporated a muzzle velocity dampening system which mitigates that energy and greatly reduces recoil.

Intended for low to zero gravity ship boarding and clearing operations, the Mastiff gained notoriety throughout The Frontier as a reliable and devastating combat shotgun. Shells can be fed through the under-mounted magazine or with the optional drum magazine upgrade. Troops from the IMC's 401st often refer to it as the "Mobile Claymore" as its high rate of fire proved to be devastating. However as a shotgun, heavy armor will drastically reduce the penetration of each pellet.

Damage 5 (500)
-Ranged (+50)
-Removable (-50)
-Weakness: Heavily Armored Targets (-25)


Total Cost 375E



Warlord’s Ire

Years spent fighting have given Maggie a nearly preternatural sense for where her opponents are. Once she's drawn someone's blood, she can almost unnaturally get a sense for where they are. Anyone damaged by one of Maggie’s Abilities will be temporarily visible through walls or other sight obscuring obstacles such as smoke, allowing her to plan her next attack. Additionally, when wielding a shotgun or scattergun, Maggie is capable of running even faster than usual, her bloodlust lending her speed.

Sense 1 (Target Sight: Extrasensory) [Limited: Enemies Damaged By Maggie] - 50
Speed 2 - 400


Total Cost 450E


Salvonian Upbringing
Salvo is a planet that has been under a constant state of warfare for over fifty years. Growing up on such a planet is a harrowing experience, but the veterans of life on Salvo are some of the meanest, toughest bastards in the galaxy. Maggie’s tough from years of fights and injuries, her senses honed and sharp, and she never fights fair. Her combat style includes spitting, kicks, grapples, and anything she can get her hands on within reach, as well as her famously hard head.

Damage 2 - 200
Agility 3 - 600
Protection 3 (Ongoing) 600
Debuff 2 (Headbutt Stun) - 200


Total Cost 1600E


Jump Pack
Standard kit for anyone in the Apex Games, this backpack unit will activate antigravity fields to slow the user’s fall to a controlled descent. It activates automatically upon experiencing a sudden drop.

Adaptation: Falling - 100

Total Cost 100E


Skills

Rank 5 Master Skill - 250E
Social: Rabblerouser
Mad Maggie has spent years fighting for the common people against would-be tyrants and strongmen who thought they could dominate a populace. She is no stranger to speaking truth to power, and those who hold the spark of freedom in their hearts will feel her words ring true.

Total Spent Essence: 4675
 
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