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Murk in the Night: Data Readout - The Murk-Suit

The relentless chaos of the Time of the Red was the cruel forge in which the story of the Murk-Man was cast. Stripped of family and fortune at a young age, an orphaned boy found himself surviving alone on the brutal streets of Night City. But within him, a determination ignited - a vow to transcend his circumstances, to rise above the ashes of his past.

Born with an innate talent for engineering, the boy harnessed this skill as his ladder out of the despair that had consumed his world. He clawed his way into a corporate job, away from the crime-ridden streets that had stolen everything from him. Yet, even as he walked the corridors of power and wealth, the city's underbelly refused to release its grip.

The city grew more volatile and violent, once again tearing from him people he cared about. Friends, young love - lost to the ever-consuming maw of crime. His heart, ravaged by loss and seething with a wrath borne from the injustice of it all, sought retribution. This was his turning point, the moment the vigilante was born.

His anger found an outlet in violence. His vengeance took form in the night, cleansing the city's streets from its self-inflicted rot. A reputation grew around him - an enigmatic figure dealing justice where the system had failed. The city needed a cleaner, someone to rinse its veins of the festering grime. He accepted this role, embraced it, and thus, the Murk-Man was born.

But it wasn't enough. He knew the tools at his disposal were no match for the city's deep-rooted corruption. To truly make a difference, he had to ascend beyond the confines of his human capabilities. With his intellect and engineering prowess, he began to design something that would forever change the course of his crusade - the Murk suits. The very essence of his resolve, his defiance, and his mission, manifested in the form of advanced technology. His war against crime was about to enter a new era, one where the Murk-Man would stand not as a mere vigilante, but as a symbol of vengeance amidst the city's pervasive darkness.

Designed by Murk, it had gone through several iterations before the Mk.3 had been made. Originally, the first suit was a stylized stealth suit with bullet proof armor on the torso, and a stylized combat helmet made by Arasaka. It quickly became evident as Murk went about his vigilantism, that if he wanted to fight actual criminals, he needed more than just guts and guns. Street fighting was all ‘n good, but real criminals did their work behind closed doors.

Thus came what would later be called the Proto-Murk Suit.

It was comprised of a modified sneaksuit, equipped with Kevlar for protection, and ceramic fiber for heat reduction. On top of this, the suit came with a customized light-armorjack with an intergrated smart-pack. The Armorjack was modified with a denser ballistic weave to protect the torso, due to the prevalence of smart guns during this period of time. The Smart-Pack was a backpack with an onboard computer that noted the items within it, their state, number, and could retract, eject, and lock down said objects within its containing units. With it, Murk was able to carry bladed weapons, ammunition, explosives, etc., and retrieve or store them with vocal control systems.

In time, as Murk was able to gain funds, fences for goods, and access to better resources, he was able to update his proto-suit.

The “Upgraded” Proto-Suit.

The upgraded proto-suit possessed more armor, integrated computer systems, advanced military components, and a heavier Smart-Pack to carry more items, in addition to being able to carry multiple, and heavier, firearms. Ultimately, despite this upgrade, it was a temporary unit as Murk began to construct a fully dedicated suit of armor. It can be said however, that the upgraded Proto-Suit showed the beginnings of the Murk suit design going forward in the area of aesthetics.

Eventually, he designed and constructed the first true Murk-Suit.

The Mark-1 Armor.

It possessed features that took advantage of the stealth the sneak suit provided, such as IR dampening, non-reflective threading to block UV-sights. It was also augmented with ballistic weave to make it bullet proof up to medium caliber firearms, and buckshot at close range. The helmet was custom made and included inbuilt cameras for night vision, thermal vision, and ultraviolet vision. It also possessed a radio communicator, as well as an inbuilt scrambler to prevent others from listening in on him, which coincidentally is when the “ears” became a part of the suit’s design. Battle gloves had been added due to their gripping strength, along with a vambrace possessing a portable terminal, and dart launcher. The boots were combat boots with shin guards, with a built-in sheath for concealed knives, and the soles were made of a synthetic rubber good traction and to prevent electrical shock. Lastly was a custom-made Smart-Pack. This technological backpack possessed a rudimentary artificial intelligence, and miniature robot arms. Inside of the pack came a variety of tools, from magazines for firearms, to various detective kits which the arms retrieved and gave to its user, and then placed back in on verbal command without Murk even having to do it himself.

While the Mark-1 worked well in most situations and against most people, it paled in comparison to cyberware technology in terms of overall capability, especially against heavily augmented individuals. While it was not often, Murk found himself outnumbered, and overpowered when the enemies were aware of his presence. Near the end of this suit’s lifetime, Murk found that gangs were prepared for him whenever he was in the area, nullifying its capabilities when used in open combat. Murk, realizing this, began to construct the Mark-2 (Mk.2) suit that he had been designing over the course of time when the failings of the Mk.1 were becoming evident.

The Mark-2 Murk Suit.

The new suit was a radical departure from the Mark-1. Realizing the flaws of a suit not equipped to deal with heavy combat situations, highly dangerous environments, or heavily cyberdized individuals, Murk began to design a suit that would be a solution to these failings by incorporating cybertechnology and advanced engineering into the suit from the outset.

The Mark-2 is a completely unique, and custom design that only the most elite members of society, or high-ranking corporation members could have repeated, as of 2050. It was built upon the base of a modified exo-skeleton. The Exo-skeleton was made of an advanced composite for tensile strength while remaining flexible. The servo-motors and spinal bracing were high-grade version available only to military R&D, and further enhanced with a modified dual energy cell power system. The suit also used its movement to recharge the power cells in order to extend operation time. The servo-motors increased the strength and agility of the wearer to peak human abilities, even if the user did not possess such ability themselves.

Upon the Exoskeleton frame, composite armor plating had been placed, giving it a defensive rating equal to a suit of medium-grade combat armor. This raised how much damage the suit was able to endure, while retaining agility despite the weight. The armor was itself then covered with carbon fiber plate with a thin layer of radar deflecting paint. This gave the suit a black and grey appearance that has been retained ever since. Sandwiched between these two layers is an additional thermal layer made of a composite ceramic fiber and aerogel silica to dissipate heat generated by the suit itself, keeping it cool within, and without, whilst providing protection from fires up to 1000 degrees Celsius.

The gloves of the Mark-2 did away with the Battleglove, as the exoskeleton not only increased the user’s strength, but also gave an equivalent level of grip strength to a Battleglove. Instead, a pair of miniature pneumatic press units powered by pumps within the vambraces of the suit’s forearms took its place. This allowed the user to punch far harder, allowing lethal force strikes when used. Non-combat usage included various connection jacks, integrated scanners of various types, and a pair of retractable molecular edged blades.

The greaves and shins of suit possessed small compartments to various weapons such as the newly developed throwing discs and customized throwing blades.

The waist of the suit possessed containers and holsters for ammunition magazines, pouches, evidence, and more.

The one departure from the original/upgraded Proto-Suit, and the Mark-1, is that the Mark-2 does not possess an integrated Smart-Pack into the armor. Instead, the Mark-2 possessed Pack-Points where a Pack of any type could be placed upon and removed. Murk developed a variety of different packs for the Mark-2 to suit any situation and mission as needed.

A Smart-Pack similar to the Mark-1 Pack, but larger and with more efficient loading and ejection protocols, a Communications Pack with a variety of radio/radar/netrunning equipment, a Jump-Pack with mini-jets to allow super jumps onto and off buildings, a “War-Pack” filled with a smart mortar that fired Gyro-Jet Rocket Grenades and ammunition drums for heavy weapons, a “Stealth-Pack” that possessed a Fusion-Cell to power a “cloaking” generation field around the user, and a Scanning-Pack with a custom made portable laboratory for use in investigation where the scanning tech in the gloves are not enough.

The Mark-2 Suit served Murk for many years, until his disappearance during the events known as the East-Riots. While the Mark-2 had its own flaws, it filled many of the ones the Mark-1 possessed.

The Mark-3 Murk-Suit.

The evolution from the Mark-2 to the Mark-3 Murk Suit was a significant leap in design and functionality. As Murk began to understand the escalating dangers in Night City, he sought to overcome the limitations of the Mark-2 suit by engineering a successor that integrated enhanced combat capabilities and adaptive technology directly into the armor.

Firstly, the Mark-3 deviated from its predecessor's design by eliminating the smart pack system. Murk recognized that having to change mission packs for different scenarios could be time-consuming and impractical. Thus, the Mark-3 incorporated all the various functions previously contained in the different packs directly into the suit itself. This resulted in a highly versatile, multi-purpose suit, always ready for whatever the unforgiving streets of Night City had in store.

The armor itself saw substantial upgrades. It was no longer merely defensive; it was now an active component of the suit's abilities. The new armor consisted of a ceramic-metallic compound, adding lightness and flexibility to its strength. A multi-layer design introduced several new features, such as smart mesh capable of redistributing kinetic forces, making the wearer highly resilient to high impact blows. Furthermore, the suit possessed enhanced thermal and electrical resistance, even capable of withstanding plasma energy. All these attributes made the Mark-3 suit a veritable fortress to protect the wearer.

The Mark-3 was also a powerhouse of integrated tools and features. The back mounted smart-arms of the suit were designed with advanced robotics, allowing them to operate independently or pair with the wearer's movements, even transforming into wings for gliding flight. In the vambraces, a plasma cutter was integrated, along with grapple launchers for quick maneuverability. The palms of the gloves, and knuckles, housed shockers, turning every hand-contact into a potential weapon, while the legs and back plates had compartments for additional tools and weapons.

One of the most groundbreaking features was the introduction of a cloaking system. Instead of a physical modification, this was an energy field that refracted light around the wearer, rendering them practically invisible. While it could be maintained indefinitely, the heat it generated was a necessary compromise; extended use could expose the wearer's heat signature to thermal sensors.

The technological marvel of the suit was powered by a revolution in movement systems. The Mark-3 used electroactive polymer actuators to augment the wearer's strength. These actuators provided a significant boost to the wearer's power, agility, and endurance. This allowed for superhuman feats, reduced fatigue, and offset the weight of the suit itself, which was heavier due to the integration of advanced technology.

The Mark-3 also improved upon the mind/machine interface seen partially in the previous iterations. Using pre-programmed brainwave pulses, the suit could interpret the wearer's intentions. This interface extended to netrunning capabilities, allowing the user to dive into the digital world without any additional cyberware, using the helmet's advanced HUD system and visual/verbal control systems.

In conclusion, the Mark-3 marked a significant evolution in personal combat armor. It wasn't just a suit; it was a high-tech, versatile weapon ready to handle the myriad threats of Night City. The Mark-3 stood as a testament to Murk's ingenuity and determination to remain force of vengeance in the city of broken dreams.


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