Antonio Cervantes

Antonio Cervantes is a central player character in Dust & Argon. An ex-soldier, officer, and enforcer for KoBar, now a revolutionary and self-proclaimed hero, Tony is the vanguard and the tactician of the team.

Tony is the designer, owner, and operator of both La Mancha and its inheritor, La Mancha Mejorada. He refers to them both simply as "La Mancha", however.

Character Description
Antonio is an older man, approximately in his mid-40s, and fit, but not especially toned. He has short brown hair. a constant ill-shaved beard, and pronounced smile lines. His age is obvious at this point, and he makes no attempt to hide it.

He is rarely seen without his signature hoodie - a reversible number, with a vibrant, almost nauseatingly golden scaled side bearing a butterfly skull motif, and a side covered with patches, tourist decor, and assorted bric-a-brac. Utilitarian cargo pants, a light armored jacket, military high-tops, and a heavily flaired and bedazzled AR strap complete the ensemble. He wears a chain beneath his armored jacket that he is often seen spinning around his neck while in thought.

Toni is almost always chewing on something, or eating something, and has developed the ability to speak mostly legibly with food in his mouth.

Fictional Background
Beyond his past service with KoBar, little is known of Tony. The circumstances of his departure, as well as the ranks obtained and the deeds done while in service, are slowly beginning to come to light.

Despite his obvious love for his people and his country, Tony rarely returned home until after the events of Session 11 - The Path to Xibalba. Now, he spends nearly too much time rebuilding his ancestral home, as if making up for lost years and memories with the toil of his own hands.

With the death of Dux, the return of his daughter, and the end of Leon Sapienza's schemes, much of the bloodlust in Tony has died out, replaced by a fire to make the world better for those that will come after him.

Character Skills, Abilities, and Equipment

 * ANIMA EX MACHINA
 * You start with a cyber-linked mecha. See Mecha Damashii Pt.1.
 * GESTALT
 * At the start of a mission, when you have a mecha, roll ACE. 10+: gain 2 hold. 7-9: gain 1 hold. At any time, you may spend 1 hold to channel the 'spirit' of your mecha to help or interfere, rolling that mecha's highest stat instead of Links. In the ensuing action, if you roll a 7-9 on your next move, ignore the consequence table of that move; the MC makes a move instead. If your mecha is destroyed, lose any hold you gained from this move.
 * LASERS AND FEELINGS
 * When you’re piloting a mecha and you have the time to express your drive and beliefs, roll Edge. 10+: gain 2 hold. 7-9: gain 1 hold. Spend 1 hold to have a targeted NPC tell you something useful, stand down/let you escape, defend you or an ally from danger, or disobey an order given by someone with authority or leverage over them.
 * When you use this move on a PC, spend your hold to help or interfere as if you had rolled a 10+ (i.e. give them +1 or -2). If you miss against a PC, they gain 2 hold against you which they can use in the same way.
 * MOBILE SUITE
 * When you’re piloting a mecha and you have the time to express your drive and beliefs, roll Edge. 10+: gain 2 hold. 7-9: gain 1 hold. Spend 1 hold to have a targeted NPC tell you something useful, stand down/let you escape, defend you or an ally from danger, or disobey an order given by someone with authority or leverage over them.
 * When you use this move on a PC, spend your hold to help or interfere as if you had rolled a 10+ (i.e. give them +1 or -2). If you miss against a PC, they gain 2 hold against you which they can use in the same way.
 * MOBILE SUITE
 * MOBILE SUITE


 * At the start of a mission, roll ACE. 10+: gain 3 hold. 7-9: gain 1 hold.
 * During the mission, spend 1 hold for one of the following effects: You and your mecha appear in a scene where you are needed, right now; your mecha received rapid repairs off-screen, and is fully functional (reduce its filled mecha harm segments by half, rounded up, and lost limbs and Gear are recovered) right now; or your mecha has a three-piece cluster of any mecha Gear with the +disposable tag, right now
 * 6-: gain 1 hold anyway, but the opposition was counting on your interference; the MC makes a move
 * AURA OF PROFESSIONALISM
 * When you Get the Job and try to Get Paid, choose one extra option, even on a miss.
 * HERE'S THE PLAN
 * When you plan a Mission, everyone to whom you assign a task takes +1 ongoing while they act on that task according to the plan. Anyone who rolls a miss or goes off the plan loses their bonus for that mission. If you get paid, mark xp.
 * TACTICAL COMPUTER (Cyberware - right eye)
 * When you assess in a tactical situation, hold +1, even on a miss.
 * TACTICAL COMPUTER (Cyberware - right eye)
 * When you assess in a tactical situation, hold +1, even on a miss.
 * When you assess in a tactical situation, hold +1, even on a miss.


 * KAISER VOLLSTRECKER AR-3 (Weapon - primary)
 * Harm 3; Near/Far, Loud, [+AP]; [Explosive +1 Harm, no silence], [Flechette +1 Harm, double armor], [Gel s-Harm]


 * The Kaiser Vollstrecker AR-3 is the standard model assault rifle for KoBar tactical forces. It comes complete with a powerful flashlight and hardening on the stock for necessary bludgeoning, and is usually modded for a linkup with a neural computer.


 * DEEPBLUE FORCE PRIMARY "RIOT" (Weapon - sidearm)
 * Harm 3; Close/Near, Loud, [+AP], [Explosive +1 Harm, no silence], [Flechette +1 Harm, double armor], [Gel s-Harm]


 * The DeepBlue Force Primary "Riot" is a bit of an anomaly. While DeepBlue designed force weaponry for police and other protective services, the company quickly went under when their shipments kept getting jacked by Thugs, Thieves, and Mercenaries. It's a heavy pistol, designed for gel and AP rounds, with a black-market modification allowing for smallclip explosive and extended-mag flechette rounds.


 * LO JURO (Weapon - melee)
 * Harm 3; Hand, Messy


 * An engraved officer's blade - a cavalry saber in red and gold, lovingly tended and well worn, and wrapped in a torn red cloak. The blade is etched with "Y Esto, Lo Juro" ("And this, I swear").


 * SANCHO AND PANZA (Companions)
 * A pair of ball pythons, inherited on one of Toni's early missions. They are currently either at his home, or hiding somewhere on the Hoopti.


 * PARLOUR GUITAR
 * A small, Spanish-style guitar, picked up on a Costa Rican KoBar base and played constantly since. Toni is adept at it, but only knows classic Spanish earworms and a surprisingly large amount of orchestral pieces.


 * LOS LANGAROS (THE HOOPTI)
 * Power +2 (fast, easily repaired), Looks +1 (armored), Weakness 1 (picky), 1-Armor; Missile Launchers (3H; far, area, messy, breach), Autocannon (2H; near/far, area, messy, breach)


 * Toni's home away from home, and the namesake for the team (at least in Toni's eyes). This heavily armed and armored military-model Ibex is designed to carry each of the team's AF's, and possesses a rotating host of spoofed creds and IFF signatures to prevent (or at least mitigate) any further international incidents. It's fast, easy to repair with mostly modular parts, and only takes premium fuel.