Appearance (Real Life):
Height: 5’11”
Weight: 159 lbs.
Hair Color: Black
Eye Color: Hazel
Name: Garth Wright
Age: 17
History: His father is what Garth called a philosopher; always posing questions. He was always posing questions, even to the young Garth who could barely speak, yet alone comprehend the meaning of life, or if there truly was some greater being watching over everyone. It was a nature that Garth himself acquired to some degree, questioning human behavior, and why it was a seemingly necessary part of human nature. Contrary to his thinking, it was found that he excelled at the fight for his future, the Deep Ground Program.
He started the first two years of the game observing, in and out of Deep Ground. He died enough times to wreck his k.d. ratio (part of trying to speak to your enemies without killing them), and progressed a measly one level as part of his observations. But, he did learn something; many people viewed Deep Ground Online as a competition, while others viewed it as a game. While those who took it seriously often times did succeed, they were also some of the people with as bad a ratio as his. Those who had fun, they were the ones who were generally above average. So, perhaps mirroring his own philosophy, he didn't take DGO as a conflict, but at a means to have fun. And it worked for him.
He propelled himself into the upper echelons of the Program almost instantly (well, a year and a half), threw himself in with a guild and began to acquire the kill count of one of the Seven Kings, yet still only had an average ratio. Perhaps this should have been his first sign of things to come.
The guild he had joined was that of the Silent Marauders. A sprawling complex, and with a large share of the student body, it wasn't unheard of for the average guildie to not have met their Assassin King in person. Garth met his a total of three times. The first, they came to a dispute simply over their vastly different personalities. The second, he and some guild-mates were off to a scheduled battle against the Cobalt Bruisers. They never made it. The third and final time was in a duel, which had been one of Garth's most difficult fights, but prevailed none the less. Of course, that now meant he was King himself, and reforms had been in order.
The Kingdom had been organized in the most backwards fashion, in a way. Rather, there had been no organization at all. Everybody was out for the game themselves, the only common detail among them being the banner they flew and their one and only commander. That was stopped. A meritocracy was put into place, where the most worthy were put further up and closer to the king, and offered some of the best equipment and missions that were available. Of course, with this great advantage came the responsibility of guiding those less experienced. This came to the formation of "families", per se, where everyone cared for those in direct relation to each other. Next came the policies, and the only radical one that had faced any opposition was "isolationism". The members of the guild could attack whom they pleased outside of the Mauraders, but no contact of any sort was allowed outside of this; a precaution of loyalties. Overall, the changes led to a "safety net" of sorts for all of its members. Scheming was often rooted at the source, and a mindset of "the Marauders are a Marauder's only friends" was followed. Low level players had a place to get a foothold in the Game, with any of their fellow Marauders to call on, and they were free to leave if they felt that they no longer belonged with no penalty. It was an organization Garth was proud of.
As for his school and family life, they were both rather average. He saw no point of the classes taught at the Purple Crown when everything was decided by a game, and any attempt by his teachers to reason with him were met with esoteric questions which, more often than not, held nothing to do with his academics. His family had always kept a "hands-off" approach to parenting, so whatever it was that Garth was doing, they were fine with it. They speak to him at least once a month, and are sure to send him an allowance, seeing as how they both did so well themselves in the Deep Ground.
Personality: Stoic and protective to a fault. He has no problem working with others, but still can be stand offish to those who happen to oppose him. The type who values companionship, but isn’t one to express it in words, and instead actions. Typically, order is a top priority for him as it order promotes stability in his life.
Appearance (Avatar):
Avatar Class: Gunner (Armsman)
Avatar Title: Bowed Woods | Orange King
Avatar Level (Initial): 9
Avatar Guild: Silent Marauders
Avatar Abilities:
Null - A shot which, when hits, nullifies either a person’s perk, or ability for the next twenty-four hours. To compensate for it’s staggering potential for abuse, it has a massive three day cooldown.
Void - Another shot which, after having reached its target, releases a eight grapples which latch onto opponents and pulls them to the epicenter. A modest five minute cooldown.
Dog Whistle - An ability which summons a willing ally to come to his aid. May be used every six hours.
Perks:4: Marksman
5: Combat Armor
6: Eagle Eye
7: Elite Soldier
8: Banner of Courage
9: Fatal Fire
Other: