Mantle: Difference between revisions
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|alignment = Hero <!-- Hero, Villain, Mercenary, Rogue, None, Unknown --> | |alignment = Hero <!-- Hero, Villain, Mercenary, Rogue, None, Unknown --> | ||
|affiliation = Wards <!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --> | |affiliation = Wards <!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --> | ||
|status = | |status = NPC | ||
|location = Devilfish<!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put "Unknown" | |location = Devilfish<!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put "Unknown" | ||
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Revision as of 00:19, 25 September 2021
A recent transfer to Devilfish from San Francisco, in response to both the increase in cape activity and a personal desire to be somewhere a bit less population dense. It’s known that she’s been a Ward for quite a while, though any specific exploits of hers would be less well know to the local populace of devilfish.
Character Sheet
Appearance
Civilian: Charlotte is rather small, standing at 5’4”, with light skin, freckles, blue eyes, and medium length brown hair. She’s in very good shape due to wards training, but other than that isn’t very remarkable in appearance. She favors long sleeves and loose concealing clothing in general, as her cape career means she has more scars than she could easily explain.
Cape: Her costume is reminiscent of a modern day working version of full plate armor, with a few tinkertech additions. Out of combat, the scales which usually provide additional joint protection are usually distributed over the top of all the armor, to better facilitate her conveyance of emotion through ruffling, shifting, raising, and lowering among other things.
Equipment and Resources
- Resources:
- Sparse bedroom in an apartment after recent move/transfer (still getting settled in)
- A room in PRT HQ
- A number of personal effects (phone, books, laptop, clothes, etc)
- A bike (working on drivers license)
- The money from the portion of her wards pay that she can actually spend
- Equipment:
- Costume (see below section)
- Medical kit (gauze, antiseptic, tweezers, scissors, epinephrine, needle, thread, etc)
- Wards phone and comms (in helmet)
- Zip Ties
- Pepper spray
- Spore bag (see tinkertech)
- Pitons
Wealth Level: 4 (Wards Pay)
Costume
- Helmet:
- Shape: Very similar to a full coverage motorcycle helmet in overall shape.
- Mostly the same as motorcycle helmet, with a few exceptions: Exterior made of Steel, built in comms, mandible detachable for eating, faceplate made of thicker acrylic than normal motorcycle helmet.
- When worn with the rest of the suit, it works as an air filter on about the level of a painters mask. Filters will need to be replaced in the event of a serious incident, and may not last if under heavy load.
- Undersuit:
- Full body glove. Underlayer with built in cooling circulation (Tinkertech cooling from Nitro, fluid circulated by Mantle), Overlayer made of Aramid Fibers to reflect heat/insulate.
- Cooling system (see tinkertech)
- Over Armor:
- Large plates of 3/8 inch thick AR500 on chest and back.
- Curved plates of 3/8 inch thick AR500 which snap together for forearms, and lower legs.
- Curved plates of 3/8 inch thick AR500 on the exterior of thighs and upper arms, interior protected by undersuit, as well as thicker layers of scales than present on the rest of the costume.
- Small overlapping curved plates of 1/4 inch AR500 at the elbow and knee joints, as well as covering feet.
- A tasset composed of metal plates overlaid on Kevlar fabric hangs from the belt, it has a few extra spaces/pockets on its back and sides to fit gear. It ends just above the knee, and is designed not to hinder movement.
- Solid boots
- More articulate/harder to cover joints are filled in with extremely small metallic scales, layered on top of one another and allowing for full range of movement, these are often not packed as densely over the joints when out of combat, instead kept on the exterior of the entirety of the armor to facilitate a dragon-ish scaled look, similar in appearance to her previous costume.
- Notes:
- Weight of her entire kit probably comes out to an additional ~150lbs, making Mantle’s total weight in costume somewhere around 275 lbs (this is not so much as to be an issue walking on floors or sitting in chairs, but is not inconsiderable).
- Plating is a rough but somewhat reflective black/grey color. Scales are blued steel.
- Over armor clips onto the undersuit for storage and to facillitate easier changes in and out, but clips can be undone easily while in use as to facillitae the movement of plates if needed.
- 1/4 inch of AR500 = type III armor
- Aramid Fibers (kevlar) reflect heat
Tinkertech
Cooling system
- Made by Nitro, for Mantle
- Appearance: Only notable external features are a slight bump at the lower back.
- Abilities: Fluid lines running through the whole of the bodysuit, with radiator/cooling plates on the underarms and inner thighs, and a driver/power source located on the back of the belt. Has about 3 hours of continuos use, less when the environment is hot, and more when the environment is cold. Desired temperature may be ajusted through an internal knob which Mantle can turn with her power, a similar system is implemented for an on/off switch. The fluid itself is circulated by Mantle, with the unit only handling temperature regulation.
- Duration: Until broken/destroyed, needs maintenance from Nitro
Sleep Spore Bag V1
- Made by Colony, for Mantle
- Appearance: A bag in a color of Mantle's choosing. It has minor shape changing capabilities to appear as a mundane bag of Mantle's choice.
- Abilities: This bag is a modified version of Colony's puffball Crawler bag. Instead of producing the Puffballs, it produces up to 30 grams of sleep spores at a time, or around 3 puffballs worth of spores. These spores have the same effect as the spores from his crawlers. The bag produces 5 grams a minute, to a cap of 30 grams. The spores have a fairly mild effect with each "Dose", inflicting some drowsiness on the target. It takes a concentrated dose of the spores to incapacitate quickly.
- Duration: The spores can be maintained indefinitely in the bag while the bag is alive. Once expelled from the bag they remain effective for 30 minutes before becoming useless. The bag can be maintained for 3-4 hours of active use and up to 2-3 days if not being actively used. Recharging it requires time in a pot with a special fertilizer provided by Colony.
Skills and Specializations
- Hand to hand combat
- Quick and dirty medicine
- Ice Skating
- Gymnastics/Parkour
- Biology
Mentality
She’s been a ward for a large portion of her life, and is thus familiar and tired of the bureaucracy of the PRT, though she understands which rules can or should be bent and which are more serious. She’s genuinely invested in doing good, and doesn’t like to show off, though she does take pride in her accomplishments. She’s been trained enough to know how to get through press events, but is ultimately awkward and a bit shy in social situations.
Power
Mantle has tactile telekinesis, applied to anything up to two inches from her body (She cannot affect other living things directly), stronger and more precise the longer a given object is in her control, to an upper cap (Takes about 8 minutes to fully ramp up, things subconsciously move with her, but consciously directing them is slow at first(~0.5m/s) and ramps up to being quite fast (~20m/s)) . Applies to the body, internal and external as well (used to hold wounds closed, stop bleeding, reduce effects of impacts, etc…). The more exposed an object is, the more awareness she has about it in relation to everything else in her control. Once she is holding something with her power, it will maintain its relative position to her body without any conscious effort, even while unconscious, until directed to do otherwise. All objects that leave her telekinetic grasp lose the majority of previous momentum (she cannot fire things as projectiles by accelerating them along her body). The reference frame of the telekinesis is wholly internal to itself, so she can brace objects or her own internal structures, but cannot fly or push herself, outside of adding force to her own movements.
Trigger type: Natural Single
Backstory
At the age of seven, Charlotte was quite mature, working ahead in classes, and being taken aside for more advanced lessons and private tutoring. During a one on one tutoring sessions, the teacher, who she admired greatly, led her out to the parking lot to pick up some supplies he had forgotten. When they reached his car, however, he grabbed hold of her arm and began trying to force her in. She struggled, confusion and panic mounting before all the talks of strangers and child molesters came to the forefront of her mind. Eventually he got fed up with her struggling, and pulled a taser on her. Pain worse than anything she had ever felt coursed through her body, as she felt her control of her limbs completely fail, she Triggered. She was found in the parking lot later, and eventually explained what had happened to her parents, who quickly figured out that she had powers, enrolling her in the wards.