North American Mercenaries of Note
The Corsair Brothers
Hailing from the city of New Kenora, Arnok and Aragog Corsair are a pair of twin Quick-Flex Aliens. These twin terrors have built a solid name for themselves since they first began selling their services in 96 P.A. Both brothers are Bounty Hunters and both are also Crazies. Their status as Crazies sometimes leads people to question their efficiency – after all, how effective can a duo of psychologically unstable mercs be?
To answer that question, the Corsairs are a devastatingly effective pair. The main reasons for this are simple: their persistence and their superb application of tactics. Once contracted, the Brothers never rest until their quarry is found and dealt with, even if that means weeks or months of hunting. Dealing with marks is generally done through the use of skillful, hit-and-run double team maneuvers meant to overwhelm and corner the target. Additionally, they are trained in all manner of modern weaponry and make heavy use of automated tech like smart bombs and remote drones. In the rare event that hand to hand with the mark becomes necessary, the Brothers are more than equipped to handle themselves. Being Quick-Flex Aliens, they are already lightning fast and their M.O.M. implants have only made them more so. All of this, coupled with their psychic abilities, has allowed the Corsairs to defeat opponents who were more numerous and more powerful on various occasions.
The Brothers themselves are an odd pair. Each is devoutly loyal to the other and they never stay apart for more than a few minutes. Both suffer from a wide range of psychological disorders, from schizophrenia to phobias and obsessions. At times, these disorders have been major detriments to their work. Still, the Corsairs have flourished as mercenaries in spite of their various mental illnesses.
In person, the twins are very quiet and speak little when in the presence of strangers. When they do speak it’s in hushed tones interposed by chronic twitching and involuntary muscle spasms. Arnok and Aragog have a very difficult time staying still and must always keep some part of their bodies moving. They are in their element when they’re in action.
Lionel Hudson
In the world of the Juicers, few names are as infamous as Lionel Hudson – and few names are as feared. Considering the mentality that most Juicers have regarding danger and death, this says quite a lot. If Juicers are unafraid in the face of opponents as potent as dragons or mages, what would make one human man so threatening? It’s possibly the fact that this mercenary’s claim to fame is that he has single-handedly defeated and killed over 160 Juicers, ranging from Hyperions and Phaetons to Titans and even Mega-Juicers. As if that isn’t impressive enough, Lionel is a normal human Headhunter, nothing more. He is not a mage, not a psychic, not a supernatural creature, and besides some standard cybernetic implants, is non-augmented.
Hudson is the closest thing Juicers have to a boogey man. How he has accomplished what he has is something most mercs still wonder about. To those who are familiar with his exploits, the fact that Lionel has been in hundreds of engagements with chemically-augmented warriors and survived (many of them unscathed) borders on unbelievable. The average human Headhunter, even a very skilled one, is no match for a Juicer in combat, especially in hand to hand. Their enhanced strength, speed, reflexes, durability, and senses make it next to impossible for non-augmented humans (“squishies”) to compete. Yet for whatever reasons, Hudson appears to have a knack for hunting and killing Juicers, something which has earned him a legendary reputation among Headhunters and great animosity among the Juicer community. Why he specifically hunts Juicers is unknown, though he has said that it’s nothing personal.
Many young mercs have sought Hudson out, wishing to learn his secrets on anti-Juicer warfare. However, the man is very tight-lipped. He reveals little; only that Juicers have a major weakness, a flaw in the bio-comp system – something he calls the “sweet spot”. It is this knowledge, along with his understanding of Juicer technology and psychology, that has made him the feared figure that he is. Hudson has an in depth comprehension of the Juicer mindset and condition, a comprehension that few outsiders to Juicer culture could ever hope to acquire. He is often able to second guess and predict the activities and reactions of his Juicer marks, making sure he is ready for when the confrontation occurs. Part of Lionel’s success stems from preparation. He always researches his target first, then manipulates the situation so that he is in control and the Juicer is doing exactly what the merc wants him to do. He will frequently plan traps, distractions, and acts of sabotage (often on a Juicer’s own drug harness) to reduce the fighting effectiveness of his enemy. He knows what kinds of stimuli induce which drugs to take affect on the Juicer’s body and how these drugs may impair the recipient in certain, not so evident ways. He also uses the latest in technology designed to combat augmented opponents. Some examples of this technology include Juicer Killer power armor (both the 1A and 1B models), stun grenades, sonic and radio wave resonance weaponry that can breakdown some of the drug compounds in the Juicer’s harness, remote drones that swarm the Juicer and divide his attention, and Micro-EMPs that can knock out the bio-comp and its nanites. In the end, Hudson has been able to defeat his faster and stronger Juicer marks through skill and cunning.
Lionel’s status as a non-augmented man who can kill any Juicer has not gone unchallenged. Over the years, many irate Juicers have taken it upon themselves to punish this upstart “squishy” for thinking he is better than they are. All of them are dead. Hudson has made a career of killing chemically augmented individuals and is one of the best at what he does. This is not to say that there haven’t been close calls – there have, and Lionel has the cybernetic implants to prove it. Yet his 100% success rate is what impresses most clients and when he isn’t hunting marks, he’s bodyguarding clients who have Juicer enemies or hiring his services out as a consultant to groups or militaries with Juicer “dilemmas”. Hudson has fought conventional opponents before and has, on occasion, accepted assignments against other augmented marks like Crazies and Cyborgs. However, Lionel is and always will be a specialist in the Art of Juicer Killing. It is his bread and butter.
Lionel Hudson, like Ike Flint, is considered an “old school” mercenary. Now in his late fifties, he has retired from the Soldier of Fortune life and lives in seclusion somewhere in the Canadian wilderness. Mercenaries still seek him out from time to time, especially when they have problems involving Juicers. His retirement took affect five years ago and he has made it very difficult to be found – both so that he could leave his life of killing behind and avoid his many enemies. Obviously, there is no love lost between Hudson and the Juicer population of North America. He has a multitude of foes among the JAL, the Grim Reapers, and other Juicer organizations. Countless Juicers would love to take a crack at Lionel and test their mettle against this infamous Headhunter.
Connor O’Casey & Tull 29
This fearsome pair of mercenaries have a rap sheet that would put most Black Marketeers to shame. They are wanted in a half a dozen nations for numerous crimes punishable by death. Twice as many communities are seeking them for questioning in relation to certain unsolved murders and acts of terrorism. The Coalition States, particularly Iron Heart and Chi-Town, want them for six supply depot bombings, the assassinations of two Lieutenant Colonels (a third one failed), the theft of military equipment, assault on army officers, and the instigation of several riots in the ‘Burbs (suspected to be their doing but as of yet, unconfirmed). New Lazlo wants them for the disappearance of a government official and the smuggling of contraband magical items (primarily necromantic parts) into and out of its territory. Whykin wants them for the sale of “sensitive information” to its enemy Kingsdale. Both the Tech Republic and the Manistique Imperium want them for industrial sabotage, assault on military and law enforcement officers, destruction of property, gun running, and the theft of classified weapons schematics. The list goes on.
The brazen and overt exploits of this twosome, known around some parts as the Dirty Duo, have been heard about and recounted in taverns and bunkers all across mercdom. A majority of mercs hold their track record to be impressive, if not a little showy. After all, one can’t have done the damage that these two have without some degree of skill. Alternately, some mercs like Ike Flint see them as no different than Little Bobby and Big Drew; reckless fools who are certain to bite the bullet one of these days soon. The fact that neither Connor nor Tull seem concerned about being caught on security cameras or seen by eye witnesses during their many assignments, would seem to support this. For these two, subtlety is often not part of the plan.
Connor O’Casey is a short, stocky human Headhunter of Irish heritage. He speaks in a thick Irish accent and is overly fond of using strings of colorful Irish curses when angry or irritated. His left arm and left eye are obviously cybernetic and the rest of his body is all muscle. He has an affinity for black bandanas and dark sunglasses, which he will often sport even at night. O’Casey is also fond of the Ace of Spades symbol and has adopted it as his personal logo. His armor is adorned with a large, black spade on the abdomen section with the words Death Dealer engraved over it in red.
Connor was born in the Kingdom of Tarramore in Ireland and raised among the city’s faerie and D-Bee population. When he became old enough, Connor joined Tarramore’s militia, where he learned the basic skills of soldiering, how to use weapons, and how to pilot power armor (he specializes in the Ulti-Max). In his late teens, wanderlust took hold and O’Casey spent his life savings to hire a Shifter to “rift” him to North America. He arrived in Ontario, Canada near Hamilton and proceeded to look for work. Since soldiering was all he knew, mercenary work seemed an obvious choice. Connor threw in with different merc units here and there for a few years until he met Tull 29.
Like most other mercs, Connor enjoys life’s many vices – alcohol, gambling, drugs, and women – and indulges in them whenever he has an opportunity. If it weren’t for his need of credits to fund these recreational activities, Connor would probably be a full time hedonist. However, the Irishman does intensely love the mercenary life. The danger, the carnage, the adrenaline rush that comes with risking one’s life; to him, these are the things that make life exciting and worth living. Connor never feels more alive than when he cheats death and spits in its face. Yet beyond this, Connor also sees a certain glory in being a Soldier of Fortune. Unlike many other mercs who have a pragmatic view of their lifestyle, O’Casey has a highly romanticized notion of mercing. The nomadic existence of moving from place to place wherever the work takes you, the exposure to strange lands and new cultures, the matching of wits and skill against worthy opponents, the incredible triumphs and costly failures – these are just a few of the aspects of his job that he finds rewarding. Though he is aware of the unsavory realities of the mercenary profession, Connor is neither concerned nor phased by them and they do nothing to damage his perceptions.
In many ways, Connor is a stereotypical Irishman in that he loves to drink and fight. Bars and gambling halls are his favorite establishments to frequent on his down-time – anywhere with alcohol. Usually the first thing he and Tull do after completing a contract is to locate and sample the local Red Light District of whatever community they are in. However, due to disorderly conduct, Connor has been specifically barred from several establishments he has visited in the past, particularly in Los Alamos. This is primarily because of his temper, which is “volatile” to say the least. He is known for fighting at the drop of a hat, often over the slightest look or remark that he has somehow deemed “offensive”. Additionally, O’Casey has never needed reasons to start a fight and will frequently initiate scuffles simply for their own sake. This behavior becomes greatly magnified after Connor has had several drinks. Needless to say, the Irishman’s short temper and propensity for brawling has gotten him into trouble on countless occasions. When it comes to barroom brawls, Connor cares nothing about odds and will sometimes pick fights with far superior opponents. He has gotten into drunken clashes with Juicers, Crazies, Partial Conversion ‘Borgs, and even master psychics. It is in these moments that Tull comes in and pulls Connor’s fat out of the fire.
By comparison, Heinrich Tullus Eisen is a hulking, nine foot tall Full Conversion Cyborg, specifically a Triax VX-2010 Marauder. Known affectionately as “Tull” by his partner, Heinrich is a light blue, heavy duty assault ‘Borg with a white skull and crossbones symbol emblazoned on his forehead. Being of German origin, he speaks with a synthesized German accent that at times can make him difficult to understand. He also still has a penchant for partaking in his old human habits of smoking cigars and drinking, though they clearly do nothing for him, being almost completely machine. Tull 29 doesn’t seem to care however and enjoys these vices as if he still had lungs and a stomach. Tull likes big guns, which add to his imposing figure, and commonly wears Cyborg armor and large panchos over his massive frame.
Many years ago, Heinrich was once a power armor commando for the New German Republic in their war against the Gargoyle Empire. During an engagement with the enemy, Heinrich’s Jager was shot down and immolated. What was left of his body was recovered and he was returned to duty as a ‘Borg. Lt. Eisen continued his military service for several years until finally, disenchanted with the NGR, he resigned his commission. However, before he could be retro-fitted for his return to civilian life, Heinrich booked passage on the next Triax shipment heading to North America and left. He arrived in the Coaltiion States. Though Tull found some of their ideology agreeable, he disliked the oppressive nature of CS society and decided to head out into the wilderness. Being almost fluent in American, Heinrich was able to integrate himself easily into the local merc community. Back in his homeland, there is still a warrant out for his arrest.
Like his partner, Heinrich is a free-spirited individual who finds the mercenary life very satisfying. It opposes the rigidity and suffocation of military service while still offering the same adventure and excitement. Though much more even-tempered than Connor, Tull 29 enjoys raising hell and mixing it up with the best of them. In particular, Heinrich has developed a taste for combating other Cyborgs, especially Full Conversion ones. He has discovered that his Triax bionic systems are ten years ahead of most ‘Borg technology in North America, giving him a slight edge in otherwise pitched battles against bionic opponents. He fancies himself quite good at destroying other ‘Borgs and to date, has killed twenty-nine of them – hence his nickname. His right arm has an equal number of vibro-blade notches on it; his way of keeping track of the body count. Heinrich has heard that the CS has unveiled a new Cyborg division for their Campaign of Unity and he’s itching to test his mettle against the Coalition’s best Cyborg Shock Troopers.
This Irish mercenary and his German Cyborg friend are an odd pair. Upon first meeting, they both took an instant liking to each other and have operated as a team for six years going. They have a reputation for accepting almost any assignment (except for obviously suicidal ones, but sometimes even then…), even assignments that larger, more experienced merc units turn down. Their wide breadth of capabilities and fearlessness make them very attractive to clients, especially the Black Market who loves using these two. However, what many clients don’t realize upon hiring Connor and Tull 29 is that this duo is not about subtlety and they usually leave massive amounts of collateral damage in their wake. To complete contracts that would normally require a full merc unit, these two often must resort to dangerous terrorist tactics and gung-ho maneuvers that call a great deal of attention to themselves and can leave many people dead. Though O’Casey and Heinrich don’t purposely try to hurt innocents, it is frequently a byproduct of their activities. Both consider it a shame, but not their faults. To them, those people were just in the wrong place at the wrong time.
Connor and Tull 29 can and will perform almost any kind of mission, from raids, hijackings, and full blown wars to smuggling, kidnapping, and personal protection. At least half of the contracts they sign are for illegal activities, which often makes them seem more like career criminals than mercenaries. Both the Irishman and his partner love the fact that they are felons in so many nations – usually bragging about it to whomever’s around. They are even brazen enough to point and laugh at wanted posters of themselves, reminiscing about the particular assignment that warranted them that poster. In total, the rewards from the various governments who want these two add up to well over 3 million credits. Numerous Bounty Hunters have tried to claim their heads over the years, but none have succeeded.
Jeremiah Murdock
Fast becoming one of the legends of the North American Michigan region is the mercenary known as Jeremiah Murdock, a power armor pilot of unsurpassed skill. Human and hailing from modest beginnings, this Soldier of Fortune has fought his way up the mercenary ladder, garnering a reputation of discipline, competence, and brutal efficiency among not just clients, but other Dogs of War. He is Commander of the much recognized merc company Murdock’s Murder Machines, an expert crew which he put together two years ago with old friend Daniel Foster. It is with this unit of other experienced RPA Aces that he has come into the scene and made a name for himself as the “Mercenary Terror of the Skies”.
Jeremiah was born and raised in the industrial town of Decatur, one of several communities established by the arms manufacturer Golden Age Weaponsmiths (GAW). His parents were Operators employed at a GAW factory, and as he grew older, Jeremiah came into that profession as well. However, the young man found the life of a nine to five blue collar worker to be very unfulfilling. He mused that there had to be more to life than conveyer belts, repair work, and time clocks. This constant wanderlust and desire for adventure plagued Jeremiah until his seventeenth birthday, at which point he took what little credits he had and left Decatur. He traveled with a merchant Caravan to a place he’d heard was full of adventure and excitement – Ishpeming.
Life in Ishpeming was difficult. To make credits for food and rent, Jeremiah became a courier for the local Black Market syndicate. He did this for two years, having several clashes with the law and earning himself a criminal record among Ishpeming authorities. He was headed on the road to a steady criminal career that could have ended badly, were it not for the intervention of an old Headhunter named Daniel Foster.
Daniel and the young Murdock met through syndicate business. The Headhunter was a customer of the Black Market, using their services on a frequent basis to purchase fenced and illegal supplies at rates lower than those offered by Northern Gun. Jeremiah acted as a messenger and middleman over the course of these transactions. Daniel treated him fairly and the two became acquaintances of sorts. As time passed, the Headhunter developed a soft spot for the youth and decided to save him from a life that would inevitably eat him up.
The mercenary subculture of Ishpeming had always fascinated Jeremiah. On occasion, he had considered pursuing work as a Soldier of Fortune, but had unbreakable obligations to the resident Black Marketeers and could find no one willing to train him. Daniel solved both problems. The Headhunter paid off the Black Market to release Jeremiah of his responsibilities and agreed to educate the young man in the ways of the mercenary. Murdock owed him big time, and made arrangements to repay Daniel when he began freelancing.
Jeremiah traveled with the old Headhunter for years, gaining his first exposure to real warfare. Daniel trained him thoroughly in Headhunter methodology, military strategy and tactics, hand to hand combat, gunnery, survival skills, and the basics of power armor piloting. Jeremiah developed a strong aptitude for piloting RPA suits and applying them on the battlefield. This aspect of his training was by far, his favorite. However, it came to a point where there was little more left to be learned. After a four year partnership, Jeremiah and his teacher parted ways on good terms. Eager to learn more, Murdock enrolled in the Headhunter Academy at New Paducah (MercTown). Here he improved his military training, particularly in the area of mechanized combat. Following this, he returned to Ishpeming where he registered for a tour in the Ishpeming Defense Force, graduating from both the Staff College and the illustrious NG Elite RPA Training Program at the top of his class.
By this time, Murdock was being recognized for his abilities with power armor. He resigned from the Ishpeming military and began working with various mercenary companies in the Great Lakes area. He freelanced with several different units, building a name for himself as an RPA Ace, as well as a lady killer. However, it wasn’t until he was twenty-nine that he ran into his old friend Daniel Foster again. Meeting by accident on the streets of Manistique City, the two mercs went for some drinks and had a ball reminiscing about old times and catching up with each other. It was over these drinks that the idea of forming a mercenary company came to fruition. Specifically, an armored battalion with ground and air capabilities. Both mercs, particularly Jeremiah, had connections with a multitude of robot vehicle pilots, power armor commandoes, Glitter Boys, and other experts with mechanized infantry. Communiqués were made and thus, Murdock’s Murder Machines was born.
Since then, Jeremiah and his stalwart crew have done quite well for themselves. Murdock’s Murder Machines (also known among mercs as M3) is a fully mechanized company with a wide degree of flexibility and firepower. The members have accepted contracts against targets like the CS and the Xiticix, earning a reputation as skilled and fearless opponents on the ground and in the sky. They participated in the Juicer Uprising and were one of the first forces to penetrate Newtown’s Defenses. Consequently, Jeremiah counts the JAL among his allies.
Murdock’s Murder Machines is based out of Ishpeming. The company’s second in command is Daniel Foster, who is responsible for recruiting new members. He is fastidious about taking on only the highest quality pilots he can find, which keeps the group somewhat small, but highly deadly. The company is heavily composed of Headhunter Anti-Robot Specialists, Phaeton Juicers, Descended Glitter Boy Pilots, and others skilled in RPA combat. Its arsenal of suits and vehicles is impressive, with mecha ranging from stolen and refitted CS hardware to Naruni products. Murdock’s personal suit of choice is a Bandito Arms PA-09-AVT Wild Weasel SAMAS, which he has dubbed Wildcat One. Its maneuverability, vectored thrust system, and WWECM Black Box makes Jeremiah an especially dangerous combatant in the skies. The Coalition is aware that this merc leader possesses a SAMAS knock-off and have set bounties on his life.
Jeremiah Murdock is a tough leader who is stern with his men, but doesn’t expect anything from them that he doesn’t expect from himself. He is an unpredictable man, whose mood can fluctuate from wildly energetic to quietly ponderous. Despite his life as a merc, Murdock is completely naturalistic. He deplores cybernetics and has no cybernetic systems in him whatsoever. The only part of his body that is artificial is his right hand (which is a biosystem – he lost it in a vibro-knife fight at a bar in Laredo). Also, he is a good looking man who can be very charming when he chooses to. Like the famed Lt. Damien Crow, Murdock is a habitual womanizer who finds a pretty face irresistible. However, this has yet to become a problem for him. He is an impressive tactician, especially in regard to mechanized forces and robotic warfare. However, Jeremiah is best known for his skills inside a suit of power armor – which are quickly ascending into legend. It is claimed that Murdock has been in over two hundred and thirty power armor engagements and supposedly has yet to be defeated.
Rainer Halgrin
One night many years ago, Rainer Halgrin had a powerful dream. In this dream, every sense, every detail – all of it was frighteningly real. He found himself alone, stranded in the middle of a dark, isolated woodland country. Before him was the base of an archaic stone tower, reminiscent of a sorcerer’s keep or lair. The tower was an alarming construct that, for some unspoken reason, evoked great fear in Rainer, but also seemed vaguely familiar. The door of the tower was wooden and the brass handle was adorned with the face of a demon. Driven by the feeling that his destiny lay inside, Rainer opened the door and entered the tower. He ascended the hundreds of steps of a winding staircase, eventually emerging into a large, empty room. The room was dark, and smelled of years of decay. However, located directly in its center was a black pedestal upon which rested a green glowing artifact. Averting his eyes to shield them from the object’s radiance, Rainer stepped forward and after closer inspection, saw that the item was a key. A key to what, he did not know. All that he knew was that this item was of unparalleled significance. Thus, he reached his hand to the key and grasped it. Instantly, Rainer was engulfed in a beautiful, euphoric white light.
Then the dream was over, and Rainer opened his eyes.
This experience, what some would call merely a dream of unusual sensory acuteness, has been the driving force behind Rainer Halgrin’s activities for the better part of a decade. Six foot five and two-hundred and sixty pounds, Rainer is a Quorian merc (see Rifts Conversion Book One – Revised Edition) with a nasty temperament. Like the rest of his species, this D-Bee mercenary is a natural born warrior with an inherent muscular build (akin to an ogre’s countenance), blue-purple skin, reddish eyes, and black, rope-like hair which he prefers to keep in a bundled ponytail. Also like his species, Rainer has a propensity for experiencing precognitive “dream-visions” that are said to hold great meaning to the dreamer. It was one of these predictive dreams that changed the Quorian’s life and put him on the current path he follows.
Rainer is on a quest to locate the artifact he saw in his dream. The green glowing key is an item that Rainer is convinced exists. He knows nothing of the artifact – what its called, what it does, or what its nature is (though he assumes it’s magical). He is not versed in antiquarianism or appropriate lores and lacks the scholastic skills necessary to perform the proper research. All he has to go on are his feelings and intuition. Still, Rainer has his theories. The Quorians, as a race, are a displaced people who have no knowledge of where they are from. Their dimension or homeworld is known to no one, not even the Splugorth. In this regard, Rainer believes that the “key” from his dream is an item that will somehow locate the legendary Quorian home dimension. It is a theory that has no valid basis, but one to which Halgrin clings tightly. The D-Bee refers to this mysterious artifact as “Homefinder”, and it is the focus of his never ending search – his “holy grail” so to speak. However, he is aware that Quorian dream-visions are often symbolic and open to interpretation. As a result, he hypothesizes that the “key” might not look like a key at all. In fact, the item could look like anything, which makes Rainer’s quest all the more difficult.
Halgrin originated from the Island Kingdom of Montreal. He was born there to parents who both died before he reached the age of sixteen. Rainer was already a street smart survivalist, having grown up among the criminal elements of Montreal. Consequently, living on his own was not a difficult transition. Being a natural fighter, Rainer found acceptance and work among the various pirate crews and mercenary outfits that frequented the Island Kingdom, usually functioning as an enforcer, strong man, or bodyguard. The Quorian discovered he had a strong affinity for combat, and he relished the times when some foolish human would cross the line and he would be forced to teach the arrogant weakling a lesson. Rainer picked up different fighting styles very quickly. Moreover, due to his superb healing factor (another trait of his species) he could endure greater amounts of damage than many of his opponents and recuperate in less time. This was advantageous, not just in combat, but in regards to cybernetic augmentation. Rainer could receive implants without requiring major lengths of time to recover, being ready to work within a few days – sometimes a few hours – after surgery. (Rainer has several implants, most notably a bionic left arm with a plasma blaster)
Halgrin developed a credible reputation that spread across the Island Kingdom of Montreal. A competent merc company known as Pritchett’s Pulverizers, upon hearing of Rainer’s capabilities, snatched him up quickly, and so Rainer’s mercenary career began. His stint with the Pulverizers lasted five years. During that time he became intimately familiar with the strategic and high tech aspects of merc work, particularly the use of heavy weapons and explosives. Prior to this, Rainer had always been a simple fighter who favored basic melee weaponry and generally shied away from high technology. However, he gradually acquired an appreciation for guns, sensors, vehicles, and explosives, though power armor and robot vehicles were, and still remain, a facet of warfare that the Quorian has no desire to pursue.
On his fifth year with Pritchett’s Pulverizers, Rainer experienced the dream-vision. It was after having the dream that Rainer chose to resign from the merc company. Yet he was not missed, as many members of his company found the Quorian difficult to work with. Certain “incidents” between he and fellow Pulverizers resulted in several reprimands from Captain Pritchett, the unit’s founder and highest ranking officer. Had Rainer not left to pursue the Homefinder, it is likely he would have eventually been expelled for his inability to function with others as a team.
Rainer is an ill-mannered individual who cares little about the sensibilities of others. Having grown up among dubious humans, he never developed the discipline and strict code of honor common among members of his species. He has a tendency to treat non-Quorians, particularly humans, with an air of condescension. However, he likes and respects fighters, and thus gets along well with most warrior races such as Ogres, Orcs, Kittani, Staphra, Qidians, Greot Hunters, Giants, etc. Halgrin also has a powerful temper, but doesn’t express it explosively. Rather, his anger coveys itself as a quiet, seething hatred.
Rainer’s mercenary life takes him all over North America. He accepts a variety of assignments and is willing to work with others, though he prefers to work by himself. He excels at bodyguarding and hits – the more overt the mission the better. The Quorian is fearless and skilled, but is smart enough to avoid assignments that are obviously suicidal. He sells his services as a mercenary both as a way to generate credits and to learn more about Homefinder. Everywhere that he travels, Rainer takes the time to hunt around and try to unearth information about the artifact from his dream. He eagerly accepts contracts from practitioners of magic, Rogue Scholars, and occultists, for these are the types of people who are most likely to bring him closer to his goal. For such clients, Halgrin will often forgo monetary payment and instead, work for info, advice, or assistance in the location and/or identification of the Homefinder. So far, he’s collected an extensive amount of data, some of it contradictory, from several former clients. None of it has paid off as of yet.
Most mercenaries who have heard of Rainer Halgrin have also heard of his quest. It is a tidbit of knowledge that many find slightly amusing, but insignificant. Still, there has been more than one scheming client or fellow Soldier of Fortune who has tried to use Rainer’s desire to locate the Homefinder as a method of manipulating him. In some cases, these individuals have feigned knowledge of the artifact’s whereabouts, promising to provide the Quorian with the information, in return for credits or the completion of a particular service. In other cases, these people say they possess the item or know someone who does and again, promise to supply what they know after some sort of payment has been made. However, perhaps because of his quiet, thuggish demeanor or large size, many make the mistake of perceiving Rainer as rather unintelligent or gullible. This is not the case. Though the D-Bee is a person of simple tastes, he is actually very bright and rather cunning. The Quorian is good at judging character and reading people (a skill he developed while working as a bodyguard and enforcer). Consequently, Halgrin knows never to take anything at face value, though he often plays up on the fact that others underestimate his intellect, using it to his advantage. Rainer does not appreciate people attempting to fool or use him in the least bit. Those who try suffer greatly at his hands.
Bowler Breckenridge
Sigman “Bowler” Breckenridge is a cyborg who epitomizes every negative stereotype that exists regarding mercenaries – he’s loud, brash, violent, immoral, cold, greedy, and murderous. This is a man who truly lives up to the title Dog of War, and you can be certain that he takes great pride in that. In the mercenary world, Sigman has various reputations that range from ruthlessly efficient to utterly insane, depending on who you ask. He adores violence and the thrill of combat, relishes wetwork, and has shown he can commit atrocities with stunning ease. Though it can be said that most Soldiers of Fortune derive a certain degree of enjoyment from plying their trade, Sigman goes a step further. He takes a sadistic pleasure in killing and has no qualms about dispatching beings who are weaker than he is. In his five years operating as a merc, Breckenridge has engaged in numerous unsavory activities. He’s tangled with Dog Packs, Dead Boy Patrols, and ISS Spectors, hunted down Simvan for sport, wiped out a Tundra Ranger team, burned down a feudal kingdom, and massacred a small Indian village – all before he even became a cyborg.
Known more commonly by the monicker “Bowler”, this merc is a monstrous, four-armed Full Conversion ‘Borg painted in matte black. He is nine and a half feet tall and thirteen-hundred pounds, bristling with a wide array of bionic weapons systems – vibro-blades, forearm blasters, chest-mounted ion cannon, mini-missile launchers, a sophisticated combat computer, etc. Everything about him is metal, though he still retains his original, organic face, set in a permanent, psychotic sneer (he covers it with a protective face mask when in combat). He is a terror to behold in battle, though there are few people to attest to this since he rarely leaves opponents alive. Bowler’s style is directness. In combat, he plunges straight into the enemy, guns blazing and vibro-blades humming, with a reckless abandon that denotes a lack of concern for his personal welfare. This tactic of rushing in and bowling his opponents over in a four-armed flurry of hyperkinetic assaults is part of reason for the ‘Borg’s nickname. Bowler likes to take risks and gamble big when it comes to warfare, often attempting insanely dangerous, Juicer-esque maneuvers designed to kill or demoralize the opponent as quickly as possible. So far, this approach has been effective for him, but his durable bionic body is the only reason he hasn’t yet been destroyed.
Sigman Breckenridge is a classic product of the Chi-Town ‘Burbs. Raised in abject poverty, his life was predictably tragic. The streets of Firetown are unforgiving, and Breckenridge spent most of his time trying to determine where he’d sleep or get his next meal. His parents were no help, as both were major drug addicts who were too concerned with anesthetizing their pain to take care of a child. Like so many futureless ‘Burbs children, Sigman became involved with the local gangs in order to survive. From there, his story is simple. He ran with a local gang for several years, regularly clashing with Dead Boys, other gangs, and suffering beatings at the hands of Black Marketeers. By age fifteen, he had already killed a dozen enemy gangers and was dealing impressive amounts of narcotics for the neighborhood Black Market crew. Within a few years Sigman, tired of endless futility of gang life, became a syndicate enforcer.
In his role as an enforcer, Bowler showed great promise. He was strong, bold, and intimidating, which were valuable qualities in his particular line of work. He enjoyed his profession, and envisioned himself eventually being promoted to higher positions within the Black Market. Alas, such was not to be. Bowler was too volatile and aggressive to ever be considered for the position of capo, and it was many years before Breckenridge realized this. Having grown disillusioned with his dead end syndicate job, Sigman abandoned the Black Market, but not before killing his whole enforcer crew (including the capo) as retribution for wasting his time.
Breckenridge worked for several years as a freelance hit man, all the while hiding from the Black Market, which was actively searching for him. After some close calls with Syndicate-hired assassins and bounty hunters, Sigman decided a change needed to be made. He took all the money he’d earned since his departure from Chi-Town and purchased himself a full bionic conversion. With his new look, Bowler continued anew with his freelance work, now accepting much riskier assignments. His cyborg body allowed him to dole out more death and destruction than ever before. He came at his missions with a fresh kind of glee and soon, many mercs and perspective clients took notice of his brutal capabilities and moral flexibility. Since then, he has patched things up with the Black Market by throwing credits at it and performing several jobs. However, the Syndicates still dislike Bowler and are waiting for the day when he gives them another reason to order his termination.
Bowler Breckenridge is an intimidating person who exudes a tangible air of danger and madness. Most people, even hardened mercs, can’t help but feel uncomfortable in his presence. His organic face, with its merciless brown eyes, pallid skin, and disturbingly perpetual smile, contrasts strangely with the black metal that composes the remainder of his bionic body, granting Sigman a somewhat exotic look. Few call him ally and none call him friend. The ‘Borg will generally accept any assignment that pays reasonably well and provides an excuse to engage in violence. Moral considerations play no part in his decision to accept a contract. Breckenridge will perform the basest and most repugnant of missions should they suit his needs (i.e. allow him to fight). In fact, many of Bowler’s missions involve bloodshed that was often completely unnecessary and avoidable. On several occasions, he has even breached client contracts by violating Rules of Conduct, though rarely does he seem to care. Most mercenaries know that Bowler Breckenridge is an unstable force of destruction, and treat him accordingly.