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: 34 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
Shadicar Awareness (General Aspect)

Marick Tyris is the former leader of Arcona’s Shadicar, an elite cadre of assassins formed within the ranks of the Shadow Clan. Beyond the cloaks and daggers, however, Marick's true talent lies in his eerily preternatural attention to detail. Always alert to potential threats, Marick reflexively commits any room he enters to memory by noting every corner, shadow, and exit. He instinctively analyzes anyone that enters his sphere of awareness, breaking down their posture, attire, armaments and any other quirks, tics or tells. This allows him to mechanically pin-point weakness or flaws in targets and gives him an edge in single or small-encounters with enemies. It becomes less effective when his attention is stretched too thin over a larger battlefield. While his uncanny Perception is useful for investigation, Marick lacks the heart for unraveling complex schemes or mysteries and instead focuses on being able to digest and then adapt to the things he perceives.

All This Knowing (General Aspect)

Knowledge is power, and power can do wonderful, terrible things to even the strongest of minds. While Marick Arconae wears his willpower like a suit of armor, the weight of his experience and the knowledge it carries has begun to form hairline fissures in his mind of iron. These “cracks” manifest themselves into small quirks such as his obsessive-compulsive desire for balance and order. Symmetry and organization, specifically, have become very important to him, whether it’s adjusting a misaligned painting on a wall or making sure that his bag is packed neatly. This has made it easier for certain friends to push Marick's buttons, and he can easily become overly critical of not just his surroundings, but his comrades. This can often lead to unintentional irritation. He also tends to avoid windows or standing with his back to doors, leading others to question his line between awareness and paranoia.

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.

Deadheart (Personality Aspect)

Through a combination of ruthless training and battlefield experience, Marick learned early on that emotions cloud judgment. This lead him to develop a method of using his beskar-like Resolve to fall into an altered state of mind he calls 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 situations better than others and gives him an edge when making split-second decisions. Marick has relied on Deadheart so heavily, however, that he has difficulty turning it off. Though often bound by this cold, detached mask, signs of soul-deep weariness slip through the cracks as he struggles with his own broken humanity to maintain the few relationships he has with the people he cares for.

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.

The Gray Fang (Combat Aspect)

While Marick is a lethaly efficient weapon in close quarters combat, he knows that he is far from the best. He will use his Subterfuge to blend in and hide his intentions while waiting for the right, precise moments to strike. He will not hesitate to employ his expertise with Poisons and Toxins and is skilled at creating his own concoctions for a wide range of purposes. He holds no illusion of defeating superior saber duelist in a straight fight and instead prefers to rely on knowledge and cunning. This has lead people to start calling him "The Gray Fang” for his ability to discreetly — or openly — take down even the most prolific adversaries, often without having to draw his lightsaber. This reputation acts as a double-edged sword, as even those who consider him an ally can never know which mask the Grand Inquisitor is wearing.

Skill Feats
Poison Weapons La Resistance I You May Have Heard Of Me Ambidexterity II I See What You Did There
Force Feats
Escape Artist Telekinetic Combat I
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