warmonger

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Player: Dave

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Member for: 1 year 23 weeks

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Character Profile

Name: Eric Joseph Martens

Age: 42

Gender: Male

Type: Aspect

Appearance:

There's definitely something striking about the man, a sense of poise and regality even if Eric doesn't put much care into his appearance. He's got a slight paunch that's due more to age than excessive living, and the rest of his build actually suggests some prowess in his muscled arms and shoulders. Overall, though, Eric comes off as a somewhat lower-class guy with his mess of dark brown hair and usually-scruffy cheeks. He dresses entirely for function and utility in workman's shirts, flannels, and jeans or overalls, and even out in the city it's not uncommon to find him with a tool or two fixed on his belt.

Personality:

Fierce. In loyalty, love, confrontation, or debate, Eric is a fierce man. He's got an infectious sort of zeal about him, a quiet intensity that suggests that he could carve out his own kingdom if he chose. But there's also an ease at times, a sort of luxury in savoring quiet moments or building bonds with another person. At peace or at war, Eric's a passionate man with a sharp mind and no qualms about sharing it.

Sexuality:

Heterosexual

Constants:

ARES

Inspiring - Eric is never short of the words people might need to hear, and unable to keep from speaking them. So much falls under the mantle of his aspect that, in most peoples' downtrodden moments? Eric can't help pulling for the words to drive them forward, and is literally unable to ignore those in need.

Unyielding - Every day, with his temper and judgmental nature, Eric comes into some manner of confrontation or another. The problem, of course, is that Ares never yields. He never backs down or admits defeat when someone comes at him with aggression. A logical approach or earnest plea might work, but there's still no guarantee.

Judge - Those that get his direct attention are usually about to have something very good or very bad happen to them. In moments of conflict or crisis, Eric forms definitive opinions of the people involved, and if they don't live up to his expectations? He'll let them know in any fashion from a sharp dressing-down to a rain of fists. On the flipside, those who gain his praise find themselves with a ready friend, advisor, confidant, you name it.

Conflict Amplifier - It's never intentional or deliberate, and Eric seldom realizes what's happening until passions break free, but people tend to lose their patience around him. From the pickpocket who finally finds his nerve to the jeallous wife attacking her husband for looking at other women, people often lose their grip when Eric's around, and he never minds involving himself in their messes.

City History:

Born into an upper-middleclass family in the city, Eric wasn't a remarkable child by most standards. He was definitely bright, and he had more of a temper than a lot of other kids, but otherwise Eric was just a face in the crowd. But with enough money to afford full-time education, a bright child turned into a gifted young man who was recruited straight from receiving his master's degree in engineering by the military. The Marines were a natural fit, pushing a younger Eric's potential physically as he learned the art of soldiering. And after boot camp, he discovered that they wanted his mind just as much.

His wasn't a standard deployment overseas to fight the War, no, Eric found himself out in D.C. as a Marine liason, working with the goverment's weapon technicians and engineers to build a better war, literally. He was a godsend for the work, technically inspired and militaristic in his mindset, and Eric's one patent on file with the government is something weapons-related he'll never get to talk about. That patent was luckily large enough in payment that Eric was set to live comfortably after an abrupt discharge from the service that he doesn't like to speak of.

It hadn't been a bad life, the military one. He'd gone Golden Gloves in the boxing ring, had learned how to survive in the hostile situations, had worked in the nation's capital. But he was done with it, and wanted something quiet for a time. Eric's been in the city about eight years now, and has set up shop in the city's scrapyard with the funding of his patent. He takes in the city's junk now, slags some of it for the Ravenwood mills, resells hard-to-find components to other buyers, and just plain builds things on a whim with whatever's left.

And while they wouldn't admit to wanting it? Eric's sizable plot of garbage-strewn land in the city is off-limits to both crime syndicates, and both have learned the lesson: one side to Eric and his grounds crew, and the other to the trio of guard dogs living on the lot. Even his crew doesn't know it, but there's more than one body of a former mafia soldier buried somewhere on the massive lot of his scrapyard, hidden beneath refrigerators and scrapped cars.

Special Skills and Abilities:

Eric's Marine training has grown dusty with disuse, though he still remembers his way around both a rifle and a sidearm. His boxing talent hasn't faded one bit, though, leaving him a dangerous man even unarmed. With heavy focus on mechanical engineering in his education, Eric's someone who can cover every step from blueprints to building if he has the time and materials.

Weaknesses:

Overconfident - Eric's won four-to-one brawls before, he's overseen the creation and implementation of fine weapons of war, and he's been trained to use them by the finest soldiers in the nation. Granted, most of that is years in his past, but he still feels like he's at his peak. Eric doesn't back down when challenged.

Temper - And he's challenged a lot. At least, in his mind he is. Passion rules too much of his life, and even if Eric doesn't go looking for conflict? He rarely gets to overlook the conflicts that arise around him.

Judgmental - His opinion forms quickly, and with most people it doesn't always change. Eric's definitely got a bias according to his own personal rules and expectations, and while people can break through it? It's rare to get him to change his mind.

Compulsive - He's a fidgeter, a chain smoker, a tinkerer: Eric needs to keep his hands busy, and usually manages to do so out at his scrapyard. In town, it's not uncommon to find all manner of little oddities in his old service coat, busily being toyed with when Eric's not smoking. And without his distractions? Well, it's not quite a Tourette's twitch, but it's noticeable.

Strengths:

Adaptive - Warfare changes quickly, technology even moreso, and when both fields are in rapid growth it's easy to get lost in the shuffle. Eric manages, he's got a mindset that lets him rethink under pressure or find alternate answers to whatever crisis might find him.

Residence:

Scrapyard at the edge of town when heading towards Bedlam Asylum, more specifically the hangar set up at the back edge.

Career:

Inventor/Scrapyard owner/Courier

PB: Jeffrey Dean Morgan

Other Information:

Eric's a tinkerer; out at the scrapyard there's literal dozens of oddball war machines and weapons blended in among the junk and scrap. From traps to keep the place safe from unfriendly forces to a private reshelling station to literal siege weapons, Eric's scrapyard is likely better-armed than the police station.

Awards: