Sorry for the double post. Thought what the heck right? So here's my attempt at a character.
...sorry.
Name: Yujiro Tachibana
Nickname:
Appearance:
Yujiro Tachibana is not exactly striking. Well if it weren't for his arm being gone anyway. And the tattoos. And he's yet to really give a good reason why he's missing that arm or is tattooed. Otherwise he's dark haired, light skin tone, looks like your everyday Merc...from what has to be Combine Space...HAS to be! He showed up in a jump suit with a small Cherry red and Light Green square hidden under the collar. And even carries himself with a military style, but otherwise he's incredibly not striking in anyway shape or form. Just your average merc. With Yakuza Tattoos...that if someone looked into it, is clearly the colors of the Amagi Group Yakuza.
Age: 36, though he says he's 26
Origin: Draconis Combine, Born on Rockland
Personality: For someone who might be a Ronin, or maybe even someone who's been detached from a Combine battalion, Yujiro is incredibly approachable. He's always smiling, forever playing with his belt knife. Seems to know the Knife Game Song by heart too. And be one of the first to pitch in on a Mech and/or Technical related conversation. He has yet to show that he's all about swift tactics and less then honorable attack measures when in a Mech.
History:
Born on Rockland, the son of a Mechwarrior who affected the ideals of a Samurai and a fairly well known Tactical Officer for the DCMS. Not too surprising the young Tachibana went on to have a very clear path in life. He was enrolled in two pre-academy courses, to prepare him for entering a life with the DCMS.
Now someone coming from such a prestigious background, and one who did very well in his schooling. Would be a shoe in for maybe Galedon or maybe even Sun Zhang, hells his mother even had enough pull he could have gotten into Sun Tzu Academy. But he shocked everyone when he enrolled into the DDG, the famously frowned upon Dieron District Gymnasium.
And like the famous DDG worked, Yujiro thrived! It was perfect for the young man. Perfect! The slightly lacking style of education allowed him to really expand his horizons. He gravitated towards the studies of a mechwarrior sure, but delved deep into the support and techincal side of things as well and absolutely loved tactics and subterfuge trainig. So sure he learned how to pilot, how to fire a weapon and the like, but he also learned how a Mech really works. Where the fiber bundles connect, where the power relays run. And also, how to make the most of a combat situation. Alot of his classmates hated the fact that Yujiro started to take to tactics that would normally be dishonorable. Where most Kurita mechwarriors had a very samurai, honorable combat ideal. Yujiro loved the idea of playing dirty, almost like a Ninja, staying out of sight, peeking out and nailing his opponents in the back. While at the DDG he also connected with a few underhanded types. And sometime in his third year was reported to have recieved yakuza tattoos. His parents were not pleased. His Teachers...couldn't care less.
Needless to say he graduated with a dual specialty. Mechwarrior and support crew. And recieved his Daisho for it. It took abit but he was recruited for a Mech legion. And did fairly well. No record of which legion it was, or where he was stationed. But there is record that during a combat situation, an enemy heavy tank had nailed the cockpit of his mech, and the round blew off his arm. Medical records say he finished the combat operation, got back to the HQ then passed out and had to be operated on.
Sometime recently he was declared Ronin perhaps...or detached from his Legion. And well he showed up at Rasalhague, offering to work for the newly formed republic.
Skills:
Gunnery: 1 Piloting: 4 Guts: 3 Tactics: 4
(This one works a bit differently. Every pilot has 4 basic skills: Gunnery, Piloting, Guts and Tactics. These are numerical values that normally affect the outcome of certain event. Gunnery for shooting, Piloting for manouvering and dodging, Guts resisting injury and melee, and finally Tactics for using sensors and communicating with the team. We'll use these as "soft" values, little extra stats to augment the RP side of things, and not as cold hard factors to take into account with everything we do. In the tabletop these very much define your chances, but we aren't playing tabletop, so these will be nothing more than adding flavor to the game. You start with 12 points that you can assign to the 4 categories. The max points a skill can have is 5 points for now, so spend them to give others a general idea of your character's proficiencies and shortcomings as a Mechwarrior.)
Abilities:
We'll keep track of pilot's abilities here once they earn any. These are usually beneficial modifiers for specific situations, and will be "awarded" during the RP if it feels like a pilot earned it. Same soft statistic as Skills, used mostly for flavor to give a unique flare to every pilot.
Misc: Carries with him a very fancy looking long dagger, curved blade, single edged, with a fairly ornate sheath. Roughed up, but this blade isn't something any normal Mechwarrior would have. He's also been caught a few times going through combat martial arts Kata. A fair few styles too, reminiscent of Karate, Judo and Aikido. He's somehow managed to sneak a shamisen into his gear, and if given the chance will play it like there's no tomorrow.