Aaron Weber




 * Name: Aaron Weber
 * Age: 22
 * Sex: M
 * Birthday: April 24th
 * Place of Birth: New York, NY, USA
 * Nationality: Caucasian
 * Specialty: Music, magical theory, field medicine
 * Hobbies: Singing, music
 * Likes: Metal, easy situations
 * Dislikes: complications, moral ambiguity
 * Favorite Food: Anything not moving, caffeine
 * Least Favorite Food: Anything moving
 * Favorite Music: All
 * Favorite Sport: Competitive Knife Throwing
 * Most Valuable Possessions: Chainsaw, his Dimensional Pocket
 * Level of Education: College
 * Seiyuu/Voice Actor:


 * Physical Stats
 * Height: 6'4"
 * Weight: 230 lbs
 * Eyes: Blue
 * Hair: Black, shaggy

Appearance
Aaron primarily wears orange, and he's particularly fond of trenchcoats. Underneath those coats is a rippling physique, the result of a life of training and strive to improve. His black hair is usually a mess, often shaggy and unkempt. He's tall, and vaguely effeminate...until he opens his mouth.

Personality
Aaron is easygoing, confident, and typically always looking for a way to distinguish himself. He's competitive to a fault, often shuffling right before any sort of altercation. He loves music, and is often humming to himself. When provoked, he can have a bit of a temper.

Background
Aaron Weber has been a versatile Marshal - and a rising star, at that - for some time, for four years on, now, always striving to complete as many specializations and field assignments as he could, regardless of what was needed. Fortunately for him, he was (and is) damnably good at getting the job done.. He was originally chosen from a world where only 5% of Earth's population were blessed with the power of magic, and Aaron's abilities blessed him with a dimensional pocket, useful in many lines of work, but especially this one. Aaron's Earth was also one that achieved world peace - he's exceptionally aware of how this is different from a lot of places.

He serves largely as a welcome mat for new consultants.

Skills and Talents
(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)
 * [Empowered Heal] - A powerful healing spell that works even on demons, the undead, and others that would normally have issues with holy or standard healing.
 * [Holy Infusion] - A spell with Holy magic interwoven with a standard cure spell. More refreshing than its counterpart.
 * [Aura Sense] - Aaron can focus his thoughts on sensing magical or chakra auras.

Empowered Strength - Aaron has vastly above-normal strength for a human, infusing his body with mana passively to do so. It is enough for Aaron to make better use of his dimensional pocket, able to pull bigger things from it without aid. He is not above using this in hand to hand, able to punch a tank or lift a car without too much issue, and able to measure his strength accordingly.


 * Smash Mouth Style - Aaron's own brand of fighting is high-intensity street brawling, revolving around heavy punches. His time with the Marshalship has taught him much in the way to defend himself, and he switches to this sort of offense in non-lethal encounters.


 * [Heartbreak Shot] - Aaron's (only) signature maneuver in melee unarmed, the Heartbreak Shot is designed to incapacitate an enemy by hurling a corkscrew punch directly at the being's chest. This causes the heart to stop temporarily, stunning the enemy for several seconds, as well as dealing substantial non-lethal damage. Works best on unarmored enemies, but if he forces enough strength in it, can even penetrate armor.

Marshalship Weapons Training: A devout fan of bettering himself, Aaron has a great deal of training in firearms from many dimensions, from simple handguns to anti-vehicle artillery to heavybore weaponry a normal man wouldn't be able to carry by himself. He doesn't possess any at current, but when he does, he stores it in the Dimensional Pocket.

Powers
(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

Dimensional Pocket/Instant Summon (IS) - His only always-active spell at current gives him the ability to summon his weapon of choice to him, normally housing it in a pocket of dimensional space (sorta like hammerspace). He can fit most things into this pocket, regardless of size (without being stupid about it), often needing only a flick of his wrist to summon whatever it is.

Unique Items
(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)

Aaron has mastered the usage of a *chainsaw* as his melee weapon of choice, and uses it much like a two-handed sword, able to swing it quickly and decisively. Furthermore, when he's spurred, he can actively dualwield chainsaws, utilizing his abnormal strength.


 * Judgement - Aaron's base chainsaw is one specifically made for melee combat and intimidation; its teeth are very well defined, and the noise it makes is *loud*, resembling a normal gas-powered engine, but it doesn't seem to be reliant on fuel.


 * St. Michael - Aaron's second chainsaw, this stained-glass monstrosity is faster but without the jagged teeth of Aaron's original, thusly it does less damage in general. However, the chain has been consecrated by an onmyoudou practitioner from another world, and does several times more damage per swing to any infernal, demonic or undead enemy, causing heavy holy damage.

Lawgiver Mk II - Marshal cadets are given their standard Marshalship sidearm sometime after their first year of training, depending upon the individual cadet. Most marshals keep their standard sidearm through the duration of their career due to its inherently versatile design, however there is no penalty for choosing another type of weapon to carry. A marshal's standard sidearm is the Lawgiver MII. The Lawgiver is a handgun featuring semi- and fully-automatic fire, manual and automatic focusing and targeting, plus an in-built computer capable of controlling its operation. It fires a range of specialty ammunition. An in-line gunsight shows the view directly down the barrel. A Lawgiver can only be operated by its designated marshal owner and a few other Marshalship-specific personnel, whose palm prints are programmed into the gun's memory. If a non-designated person picks up the weapon, it emits a very powerful, incapacitating shock until dropped.

The gun has a maximum range of up to half a mile and has distinct settings which can be engaged by voice command:

Standard - A standard bullet, with identical effects to normal kinetic energy projectile weapons. Heat Seeking - A standard bullet propelled by the unstable element, 'Argon 886'. Heatseeker rounds lock onto the target's heat source, enabling a marshal to target fleeing enemies accurately fire in low-light situations and so forth. Ricochet - A metal bullet coated with rubber. Ricochet rounds can bounce off solid surfaces while retaining enough kinetic energy to penetrate flesh. This enables a marshal to, for example, kill an enemy that is using a human shield, bouncing their shot off a back wall and hitting the target from behind. Incendiary - Capable of setting a marshal's target on fire. Armour Piercing - Armour piercing rounds are extremely dense and contain a more powerful charge for higher muzzle velocity. Useful against cybernetic criminals and armored opponents. When used against human targets, it can travel through multiple targets. High-Explosive (Hi-Ex) - A round containing an amount of extremely concentrated high explosive. Marshals must employ caution when using this extremely dangerous round; the blast caused by the exploding bullets can just as easily harm those firing as the target. Generally used rarely; against crowding attackers or large/dangerous foes. Tracer - A non-damaging round that applies a micro tracking chip to the marshal's target. Flare - A non-damaging round that acts as a signal flare.

Items Of Note
None, yet.

Weaknesses & Flaws
''Flaws can go here. Balance is key!'' Aaron has a slight temper, and once he's started talking shit at an enemy, for better or worse, he won't stop unless forced to by his teammates or out and out defeated. This isn't to say he won't stop fighting - he just has a very large mouth.

Aaron's versatile, jack-of-all-trades style doesn't make him any better at multitasking - the more roles he's forced to play in an encounter, the less he's able to concentrate on quality of performance. Without a dedicated role, Aaron often feels forced to try to do it all, which often makes him less effective than he could truly be, since he's not a specialist in any of what he does.