“Tons of danger, low odds of mission success, and I’m probably going to lose a limb. Sounds great!” [ ⛨ ] C A L L S I G N
Wild Wolf
[ ⛨ ] N C O R I G I N
Fairbanks
[ ⛨ ] D - O - B
July 14, 2654 (22)
[ ⛨ ] G E N D E R
Male
[ ⛨ ] A P P E A R A N C E
Scruffy would be an understatement with Alan: nothing about him screams soldier. Shaggy hair, unkempt facial hair, and roughshod angular features. Alan sports a scar running from his left ear down his neck; a wound he received during his first sortie in the Wild Wolf. His casual clothes consist of a faded denim button downed shirt and dark slacks. While still young, Alan sports dark bags under his eyes, and has gained deep creased wrinkles on his forehead. His shaggy mop of hair is a dark brown, with matches the near black spotty beard that runs down his jaw. He seems spacey, and is more akin to sport a smile when not under combat conditions.
[ ⛨ ] P E R S O N A L I T Y
Alan is friendly to everyone he meets. Affable, open handed and humorous, Alan does not seem to really fit the mold of a soldier by any respects—and he owes that to being more or less forcibly pulled into this life rather than simply volunteering or being raised to be a soldier. Alan has an incurable form of gallows humor when preparing for the sortie, and his mix of inexperience on the actual frontlines of combat make him an odd member of the team. It never helped that he was the lowest passing score in Graham’s test; a feat that did not endear him to any of his team.
Alan’s lackadaisical personality is the kind that veterans would push around as the man looking to get himself killed on the battlefield; the key difference is Alan’s personality when in the heat of battle. In combat, Alan feeds off of pain: both emotional and physical. Alan’s own personality in dire combat changes from his happy-go-lucky nice guy routine to a ruthless and aggressive psychopath. The further he is pushed mentally in combat; the more bloodlust consumes his personality. It makes him a dangerous wildcard on the field, putting himself at risk as well as his fellow soldiers.
[ ⛨ ] S K I L L S E T
Junkyard Mechanic: Unlike his counterparts who had access to proper materials during their combat stays, Alan grew up in the frontier where clean, shiny new supplies were few and far between. This meant that he had to scrounge and repurpose outdated, damaged or scavenged parts to keep his unit in workable condition. While he has to leave it to the professionals for proper upkeep of the WW, Alan can perform emergency repairs in the field if push comes to shove, and that ingenuity comes in handy when things go to shit.
Unshakable Will: In serious situations, the average pilot would lose their cool and give into negative emotions, shaking them and breaking their morale. Alan, due to both his insane drive for destruction when fully “in the zone” as well as his own nature of do-or-die, is not easily shaken in combat. It would take extreme duress to make him break his usual façade; though a break would be disastrous.
Adaptive: Alan’s past has forced him to make due with supplies and weapons he could scrounge either in the junkyard, the frontier or after battle. Alan lacks any sheer expertise with weapons; but he makes up for that in his ability to pick up and use a weapon with gradual skill. If he can find a half-working FMR or a Powered Spike, Alan can find a way to perform maximum damage with it.
[ ⛨ ] B A C K S T O R Y
Alan grew up in Dead Springs, near the Neo-Atlanta Megacity in Fairbanks. Small ruins and tons of junk, it became a frontier trading post between the larger megacities in lower Fairbanks. Still, living in the frontier comes with danger: raiders especially. The test came to Alan’s town later in his life, when he was seventeen. Thinking of a chance to provide for his family and give them a better life than living in a junkyard town, he took his chance with the surgery.
Still, a town needs money to pay their pilots. And Dead Springs was no megacity. But when you’re in a junkyard, you can find many wondrous things: including the frame of the Wild Wolf. Found nestled away in a collapsed compound in the ruins, the frame had been stripped of armor and a core, leaving only the skeleton remaining: a remnant of what it could be. But a frame would work: with money raised for a core, and what armor and armaments the money could afford; the WW was rebuilt piecemeal. But it worked.
Alan took up sorties with local combatants, as well as defense jobs in the area; providing for both his home and his family; allowing them more luxuries than a Junker’s life can provide. But more than that, he fought to bring them some semblance of peace. However, a roughshod mech is only as good as its parts and pilot allow; and it was on these sorties that Alan met real terror. A team of outdated and hand-built mechs don’t usually fare well against well trained and well equipped soldiers; especially deserters from Neo-Atlanta. Outmatched and outgunned, Alan’s compatriots were slaughtered, and he was left broken and left for dead; a heavy grinder blade digging into his cockpit and tearing the metal apart, giving him his facial scar as a reminder.
The deserters didn’t simply wipe out the defense party; they came to Dead Springs. The town and its people burned. That’s when the second personality came to life. A beast, a wild, rabid dog that fed on all of Alan’s negativity towards his weakness came to life. It consumed him and drove him to fight. He survived, and he kept the Wild Wolf alive using the parts he could salvage from his fallen comrades. Metal scavenged from the destroyed ruins of his town strengthened his armor-and he went hunting.
Surprise attacks. Traps. Decoys and delays. Alan learned to fight his new enemies with his mind to make up for his glaring technological weaknesses and his own lack of combat skills. And when it came to combat, the harder he fought, the higher his synchronization grew with the Wild Wolf. The more he fell into his ravenous fury, the harder he fought. In the end, Alan got his revenge at the cost of the Wolf’s left arm and right leg, both which he felt every bit of pain from. A team hired out from Neo-Atlanta’s own division had been dispatched to clean up the deserters, only to find their mission had been completed by a junker from the sticks.
Alan received no payment.
With no family and no prospects left in his home, Alan did what he could. Scavenging materials from the newer model mechs he had destroyed gave him a slightly better edge than a raider now, and with the beast inside of him awakened, he aimed to feed that hunger for carnage. That’s where he met Graham.
He was a disappointing prospect to the Commander from the get-go. No real military combat experience. He was a frontier skirmish fighter. He was unfamiliar with up-to date equipment and weaponry. His physical tests and his skill tests were passable and he barely skirted by with that. Ultimately, he looked like he would be a wash-out until Graham’s…test. Climb an aging, old war combat frame with no grappling hook, no mag gloves and make it run without. If you couldn’t get it scrambled in time, you weren’t worth it.
When it came to Alan’s turn, the instructors gathered already prepared for disappointment. Alan simply smiled.
[ ⛨ ] T H E M E C H
The Wild Wolf is simplistic in design, due to the no-frills need of a working combat mech without much to go on in personal armaments and equipment. Still, Alan had scrounged a few newer parts and weapons to keep up with some of the more professional NCs that he has to work with. The basic frame is simplistic, covered in a hodgepodge of mismatched armor; all roughly painted the same color; even if it doesn’t look all that pretty.
Equipment:
-Stock NC Control
-Leg and lower back thrusters to give strong bursts of speed and sustained air boosts for a limited time for extra mobility
-Average generator
-Mix of light and medium armor over the mech; the left arm and right leg have heavier armor due to the armor being taken from a stronger mech, whereas his right arm and left leg have lighter armor.
Armaments:
-Heavily Used LFR (Light Frame Rifle)-30 round magazine, short-to-mid ranger. (Right hand)
-Underbarrel HFG Launcher: A 3 round grenade launcher attached to the LFR. Equipped with standard fragmentary grenades.
-Scavenged light grinder blade: A heavy blade mean to pierce and then tear pieces of a mech apart. (Left hand)
-Electrical Discharge Canon: Emits high powered electrical bursts at close range. Can temporarily disable an unshielded NC or cause damage to the pilot in the cockpit.
[ ⛨ ] R E L A T I O N S
Commander Graham: Alan can’t exactly put his finger on where he rubs the commander wrong. Whether it’s his attitude or lack of hardened combat experience, the only thing that Alan has going for him is his impressive display during the test. And even that didn’t endear him too much.