Archived Character Sheet for Marick Tyris Arconae

Exarch Marick Tyris Arconae, Exarch

Elder 1, Elder tier, Clan Arcona
Male Hapan, Force Disciple, Shadow, Obelisk
Height: 1.82 m / 6'0" - Weight: 83.0 kg / 183 lbs
Age: 35 years - Right Handed
Physical Description
Appearance

Proportionately trim with a naturally athletic build, Marick's muscles are lean and sleek as a hunting cat and shift under his skin with an animal grace. And while his youthful features project the radiance of a man in his prime, Marick's too-blue eyes carry an obvious weight and wisdom beyond their years. Hardly seen smiling, his grim expression seems to be permanently etched on his otherwise handsome visage. Jet-black hair falls in thin strands down to his shoulders, parting evenly at the center to frame a strong jawline, hollowed cheeks, and flawless skin. Since leaving Consul to become the Combat Master, Marick grew out a tight, full beard that makes him look older than he actually is. Despite his gruff image, he is well spoken and his voice carries a very faint lilt that gives it a sophisticated, aristocratic edge.

Attire

As Combat Master, Marick dresses for function over fashion and sticks to a calculated mixture of blacks and grays. He favors a long gray jacket with innumerous little pockets sewn into the seams and wears it over a hooded vest of a darker gray. A black sash is tied around his waist to blend into loose fitting, charcoal colored fatigues that are tucked into dark gray boots.

When serving in an official role as Arconae or advisory to the Shadow Lady, he will don his Invicta robes that many have come to think of as his second skin. The cloth is lightweight and custom tailored to his body, allowing him free range of motion and the ability to easily conceal or reveal his weapons load out.

He is always wearing a leather necklace that bares the tip of a white wolf-tail. It is the only thing he has left of his Cythraul, Kira, and was gifted to him by Atyiru Entar.

Noticeable Marks

Beneath the robes, Marick bears the Arconae tattoo on his chest in poisons ink. On the underside of his right wrist he displays the Oblivion Brigade Skull, and a roman-numeral "XII" under the left wrist as a subtle nod to his accomplishments. His back is lined with pale silver scars that serve as reminders of the abuse he received growing up. More noticeable is the dull-red, star shaped scar that lingers between his shoulder blades, a reminder of his first betrayal. A pale red slash remains on his chest as a reminder of the second time he was truly betrayed.

(Legacy) Weapon Loadout
  • 2x Shoto Lightsabers (dossier)
  • Inquisitorius Sith Dagger (belt hip)
  • Emerald Dagger (boot) [Type III Poison]
  • Retractable Wrist-Blade (right wrist) [Type II Poison]
  • Dart Gun [Type I Cartridges]

MarickACC

Combat Master Robes
All This Knowing (General Aspect)

Knowledge is power, and power can do wonderful, terrible things to even the strongest of minds. While Marick Arconae’s willpower is like a suit of beskar armor, hairline cracks have formed in his mind of iron. These fissures manifest themselves in small ways. Most notably, Marick has become keenly aware of his own obsessive-compulsive quirks for organization and order. Things like symmetry, balance, and efficiency have become very important to him, whether it’s a misaligned painting on a wall or smooth execution of an operation or plan . This has caused him to become overly critical of not just his surroundings, but his comrades, which can often irritate his subordinates, colleagues, and superiors alike. Furthermore, his compulsion can sometimes be too strong for even his iron-clad willpower to overcome, and he may move to fix a disparity he sees whether it is convenient or not to the situation at hand.

Shadicar Awareness (General Aspect)

Arcona’s Shadicar are the Shadow Clan’s elite cadre of Assassins, and Marick Arconae is regarded as the best. Marick unconsciously checks every corner, entryway, and exit of any room he enters, assessing the threats they could present. Similarly, he instinctively analyzes and breaks down anyone that enter his sphere of awareness to the smallest detail. He notes how they walk, their posture, and not just what they are wearing on their person but how they wear it. These details allow him to mechanically pin-point weakness or flaws in an opponent. While this gives Marick an edge in single-encounters, it loses its effectiveness when his attention is stretched too thin. As a result, Marick would sooner tackle an enemy leader one-on-one than try and Force his way through a squadron of soldiers.

Deadheart (Personality Aspect)

Through a combination of ruthless training and battlefield experience, Marick learned early on that emotions cloud judgment. This caused him to develop an altered state of mind called Deadheart. In this zen-like mindset, Marick is able to remain calm even when mayhem and chaos is unfolding around him. It allows him to handle high-stress encounters better than others and gives him an edge when making split-second decisions. In his long and tenuous service as a leader, however, Marick has relied on Deadheart so frequently that he has a difficult time turning it off. This leads him to come off as cold, detached and dispassionate, despite the fact that he is using the mindset, in the first place, as a way of better serving those he really cares about protecting and serving.

Nothing Is True (Personality Aspect)

Marick has always walked the line between right and wrong, dark and light. Caught between apathy and empathy, he chooses the only logical path he sees between them: the one that accomplishes the most and hurts the least. A life of pain and betrayal, coupled by loss, has made him wiser to this cold truth. He sees the world now in a perpetual shade of gray and has learned that the only true things are the choices he makes and the consequences they bring. This cynical pragmatism allows him the clarity to often see through deception or trickery through observation alone. However, his sight also pierces trust and camaraderie, and, like Deadheart, he lacks any true ability to turn it off. Because of this, he keeps even his few loved ones at a distance, his heart walled behind doors of stone and his mind trapped in all its knowing.

Arcona's White Fang (Combat Aspect)

Despite having helped lead Arcona to victory in countless skirmishes and wars, the Combat Master of the Brotherhood is fully aware that he is not the best saberist or battlefield warrior in the Brotherhood. Instead, Marick Arconae considers his mind to be his strongest weapon and will use his attention to detail and the art of assassination rather than trying to take his enemies head on. He will not hesitate to deploy his skills with Subterfuge or expertise with Poisons and Toxins as weapons to discreetly or openly take down even the most prolific warriors in the Galaxy. To that end, the Combat Master has also learned the value of leveraging his knowledge of the profiles detailing the prominent members of the Brotherhood alongside his growing reputation as Arcona's "White Fang".

Fast Enough (Combat Aspect)

Marick views the Force as a tool, not a crutch. He has spent years honing his body into the perfect weapon: reflexes wired to give him a natural, freakish athleticism. Even out of combat, he moves like quicksilver, never taking two steps when only one is required. Instead of using the Force as a weapon against others, Marick has become adept at not just pushing his body past its normal limits with Amplification, but knowing precisely when to tap into it so as to never burn out or waste energy. Timing is everything. While Marick prefers his various blades or lightsaber, his time undercover inside the Collective made him more proficient with using whatever is around him as a weapon. While this training makes Marick deadly in close quarters — with or without the Force — it leaves him vulnerable against enemies that know to keep their distance from the Gray Fang.

Skill Feats
Poison Weapons La Resistance I You May Have Heard Of Me Ambidexterity II Daredevil
Force Feats
Saber Throw Escape Artist
Granted Feats
Steel Curtain Hapan: Nightblind Hapan: Distilled Beauty Ghosting III Faceless III Order Feat: Force Disciple
Knowledge
Languages
  • Basic
  • Hapan
Lore
  • Lore and History of the Brotherhood
  • Poisons and Toxins of the Galaxy
  • The history of the Galactic Civil War including the Alliance to Restore the Republic and the Galactic Empire
  • The history of the modern era including the New Republic and post-Galactic Concordance conflicts
  • [Combat Master] Dossiers & Profiles of Brotherhood Members
Specialization
Primary Martial Art Sliding Hands
Secondary Martial Art None
Primary Lightsaber Form Sokan
Secondary Lightsaber Form None