Ammonite |
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He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech. |
Author |
/u/ALargeHairyDerp |
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Civilian name |
Frank |
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Alignment |
Hero |
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Affiliation |
Protectorate (Devilfish) |
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PRT Classification |
Tinker |
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Born |
(1998-06-02) June 2, 1998 (age 26) |
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Status |
Active |
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Ammonite worked as a member of the Devilfish:San Diego Devilfish:Protectorate for a few years, making a decent name for himself and becoming relatively well known, his goofy personality and easy going nature meant that it was far easier for people to look past the fact that he was a C53 in favor of his heroic exploits. A transfer to Devilfish:Ashton, and subsequent difficulty has put a bit of a damper on his previously lighthearted mood, though he's still optimistic, and has been regaining his good cheer since coming to Devilfish.
Character Sheet
Appearance
Being a C53, Ammonite can’t exactly keep a secret identity, and as such doesn’t have one, though he does his best to keep people from linking his actual body to his suits of power armor. Ammonite is almost completely composed of tentacles of varying sizes, weighing a total of about 60lbs, and possessing a number of small “cores" throughout his body which perform various organ functions.
Equipment and Resources
Wealth level: 6
- He is paid the standard protectorate salary, as well as being given a substantial budget for his tinkering. He basically lives in the protectorate base/his lab, and while he has a few personal trinkets and mementos, as well as a few books and other entertainment, his quarters are a bit sparse in terms of decoration.
- Various entertainment and mementos
- His tinkertech lab equipment
- Nautilus Power Armor
Tinkertech
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Creator | | |
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Appearance | Only slightly larger than Ammonite himself |
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Abilities | Life support: has enough stored air, energy, and recycling systems to keep Ammonite alive for about 45 minutes in any environment which would not destroy the orb itself.
Electroplating Alloy: The majority of the orb is composed of densely layered materials, all meshed and arranged to be as strong and generally resistant as possible. It is about as corrosion resistant as gold, can withstand temperatures of up to 500 degrees Fahrenheit before issues arise, and could take a beating from a mid tier brute for a few minutes.
Interface points: the orb is built primarily to interface with larger elements of a suit/armor, and as such has interface points on the inside for Ammonite which lead to the outside (relaying his power), as well as connection points for a greater life support/filtration system.
Sensor suite: Visual sensors are present over the surface, though they may be covered in a similar manner to the interface points. Air pressure, temperature, and compositions sensors are present, mainly used to determine if emerging is safe. |
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The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points. |
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Creator | | |
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Appearance | The base is the metallic humanoid creation underneath the Skin. |
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Abilities | Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.
Sensory package: Temperature, pressure, sound, and light sensors are distributed evenly over the surface of the base, maintaining 360 degree vision, with the acuity of a normal human, and feeling akin to operating an organic body. These may be toggled off in favor of a sort of “electricity sense” akin to sharks or platypuses but on land, This extends in a rough sphere about 40 feet, and provides effective vision of living things and technology through most barriers.
Filtration systems: Ammonites native electricity generation is used to power air uptake and passage through both active and passive filtration systems before it reaches Ammonite himself
Catalytic Energy Generation: The atmosphere drawn through the filtration system is scrubbed of both hydrogen and water. The water is split actively using Ammonite’s native power generation. The hydrogen is used in an improved model of a hydrogen fuel cell design to generate electricity in order to power the suit. The produced water is fed to a degree back into the air to prevent discomfort to Ammonite, and recycled to undergo the process again to a degree.
Thermoelectric Energy Generation: All components of the base which produce excess heat are surrounded by thermoelectric generators, which absorb said heat and use the difference in temperature to generate electricity. The exterior of the suit is lined with these as well.
Crystalline Supercapacitor Bank: High energy density storage cells which are made to handle a high degree of both storage and throughput without failure or degradation. Should they be overloaded, they will fracture explosively.
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.
Assistive VI: a VI made by Phalanx and gifted to Ammonite, it helps monitor and regulate suit power levels, assists in targeting, monitors sensors to give threat alerts, collects and analyzes data from training and fights, and can be geared towards more specific additional functions via the use of “Skins”
Contractionary HyperAlloy Motion Induction System: The general structure of the Base is modeled after human anatomy, and as such, strings of high tensile strength memory alloy serve as the “muscles” contracting when electricity is passed through them. They do not tire, and are generally far harder to break than typical muscles. They also respond somewhat faster. This means that the Base is measurably above a peak human in terms of both strength and speed. Careful attention has been paid to joint design and musculature in order to preserve flexibility and smoothness of movement.
Electroplated Alloy Shell: the exterior of the Base is coated in a similar alloy to the core in important areas, namely the torso and head, in order to provide additional durability. The general durability of the base would be akin to it being made of solid steel. Much of the exterior is taken up by ports and interface locations for tools or Skins.
EM shielding: The Base, and all systems/devices within are shielded from electromagnetic pulses, energy surges, or short circuits. This reinforcement makes use of elysian steel provided by Phalanx to reduce the size and complexity. The armor is sealed in such a way as to prevent damage from water.
Repair Drones: Small devices stored in the torso and cores of each limb, about the size of large ants. These drones are directed by the VI when damage to the Base is detected and power usage is not high, as they are very power hungry. They contain small amounts of the materials used to build most components of the suit, and will coordinate to make cursory repairs if not too much material has been removed. This will repair dents and small scrapes, but will not suffice to repair larger damage and is more for the purpose of alleviating annoyance for Ammonite and cutting down repair time in the wake of fights. |
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The Base has comms, as well as toggleable internal and external speakers. Designed to coordinate jaw movements with speech if using external speakers, though this may be turned off.
The torso may be sealed on command, relying on the stored air in the Core orb; when unsealed, this storage will be refilled over the course of 1 hour.
If a limb is severed, it may be re-attached through use of the repair drones, given that not too much material has been completely removed, and the limb can be found and held in place for around 10 minutes.
All major parts of the Base contain tracking devices. |
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Creator | |
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Appearance | Various metallic devices attached to the Base Mk.1,and smaller but similar devices attached to the rest of the skins and packages. A shimmering distortion in the air when active |
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Abilities | Folds tagged devices (skins and packages) into a subspace pocket. This allows Ammonite to swap out current equipment for stored equipment. The subspace pocket can hold one extra skin and two extra packages, and devices must be tagged appropriately to be placed there. It takes six seconds (one round) of being stationary to switch out skin and packages, and 3 seconds of being stationary to switch out just packages. |
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Derived from a scan of Black Dove. |
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Creator | |
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Appearance | A coating over the Core Orb, and a slight alteration to the ports in the Base that attach to it. |
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Abilities | Designed to explode in such a manner as to propel the Core orb out of the back of the Base at high speeds, capable of launching it up to 50 feet. Designed to accelerate somewhat gradually as to prevent damage to Ammonite from G-forces in the process, and to cause minimal damage to the Base itself (though it will irrevocably cause some). |
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One use, and then must be rebuilt and re-installed. An escape mechanism of last resort in case of catastrophic damage to the suit, and imminent capture and/or death. An addition to the Base Mk.1. |
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Creator | |
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Appearance | Not visible externally, an network of modules spread throughout the internals of the Base Mk.1. |
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Abilities | Generates an EM field which adjusts in size and shape to match the current Skin Ammonite is wearing, which destructively interferes with and thereby nullifies the effects of Electromagnetic pulses on an un-hardened components. |
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An addition to the Base Mk.1 |
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Creator | | |
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Appearance | As seen to the left in the image, but without the seams and ports, at least when closed. Designed to look as human as possible. |
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Abilities | A collaboration with Cylynx, this Skin is composed of living tissue, nourished by the electricity generated by Ammonites’s Base, it interfaces with it in such a manner that it makes him nearly indistinguishable from a normal human, unless seen naked or under extremely close inspections. |
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The imitation is not perfect, as micro-expressions, unconscious movements, and general pacing and weight of movements isn’t quite right. Ammonite is practicing to make these discrepancies less noticeable, though currently he falls slightly into the uncanny valley. |
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Creator | | |
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Appearance | As seen in the image |
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Abilities | Slipstream Alloy: The exterior of the Skin is an alloy designed to minimize friction as much as possible, it is not as tough or resistant as Ammonite’s standard protective alloys, though it does still offer enough protection to be effective against most low caliber firearms.
Plasma Jets: The suit has additional catalytic generators, and uses them as well as the additional power from the base and Ammonite himself to power Plasma based thrusters. The thrusters are mainly centralized around a hub on the upper back, with fins to make small adjustments; but there are smaller jets located throughout the Skin to help make more precision adjustments and provide small boosts to movement while not airborne. The jets let Ammonite achieve flight up to 70mph, with high maneuverability.
Collision Avoidance VI package: A program on the VI which helps make small adjustments to course and trajectory in order to keep Ammonite from running into things while navigating crowded environments in flight. |
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Skins are designed not to obscure the sensory package of the base or limit it's abilities. |
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Creator | | |
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Appearance | As seen in the image, about 7 feet tall. |
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Abilities | Catalytic Energy Generation: The atmosphere drawn through the filtration system is scrubbed of both hydrogen and water. The water is split actively using Ammonite’s native power generation. The hydrogen is used in an improved model of a hydrogen fuel cell design to generate electricity in order to power the suit. The produced water is fed to a degree back into the air to prevent discomfort to Ammonite, and recycled to undergo the process again to a degree.
Thermoelectric Energy Generation: All components of the Skin which produce excess heat are surrounded by thermoelectric generators, which absorb said heat and use the difference in temperature to generate electricity. The exterior of the Skin is lined with these as well.
Crystalline Supercapacitor Bank: High energy density storage cells which are made to handle a high degree of both storage and throughput without failure or degradation. Should they be overloaded, they will fracture explosively.
Electromagnetic Motion Assist: The Skin overlays the usual systems which conduct movement with high power electromagnets. This allows lifting of up to 2 tons and striking hard enough to dent 3/4 inch steel plates with relative ease.
Electroplating Alloy: The majority of the Skin is composed of densely layered materials, all meshed and arranged to be as strong and generally resistant as possible. It is about as corrosion resistant as gold, can withstand temperatures of up to 500 degrees Fahrenheit before issues arise, and could take a beating from a mid tier brute for a few minutes. Joints are the main weak points, not having as thick of a coating and thus are more susceptible to all damage. |
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Skins are designed not to obscure the sensory package of the base or limit it's abilities. Power generation is included to support increased strength. |
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Creator | | |
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Appearance | As seen in the image, though without the knife. |
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Abilities | Chromatophoric Plating: The entire suit is coated in plating which takes on the color and apparent texture of whatever is behind it given that the user is holding still. Is still slightly useful if moving slowly. Plating is rather delicate, and will become nonfunctional in any section struck by enough force (bullets, a strong punch, etc).
Electrostatic Climbers: Placed on the hands, feet, elbows, and knees. These allow the wearer to stick to nearly any surface, and scale it with relative ease. Can hold up to 1,500 lbs.
Match Field: A new application of previously used forcefield technology. Slightly blurs the edges of the wearer's silhouette, making them even harder to pick out of the background. Cancels produced sounds. Matches ambient lighting conditions in both the IR and UV spectrums.
Air Storage: Holds enough air, with included recycling systems, to keep Ammonite alive for two hours, on top of what is stored in the core orb. When not in use, passively tops up over the course of one hour. |
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Skins are designed not to obscure the sensory package of the base or limit it's abilities. |
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Creator | |
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Appearance | A fractal spire roughly 10 feet tall that clamps to the ground, black surfaces extending from the top and angling towards the most intense light source in the area. A core column which houses the base and is heavily armored. |
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Abilities | Excessive power generation: The presence of a far greater number of catalytic and photovoltaic energy generators means that this skin can accept 4 packages as opposed to the usual 2.
Compromised Mobility: Due to its tree like structure, it can only move very slowly, working best when rooted in place. has 4 hydraulic legs around the base to facilitate said movement.
Repair drones: Small devices stored in the trunk, about the size of large ants. These drones are directed by the VI when damage to the Skin is detected. They contain small amounts of the materials used to build most components of the suit, and will coordinate to make cursory repairs if not too much material has been removed. This will repair dents and small scrapes, but will not suffice to repair larger damage and are more for the purpose of alleviating annoyance for Ammonite and cutting down repair time in the wake of fights, especially considering the relatively delicate nature of the numerous panels. |
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A skin. |
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Creator | |
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Appearance | Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin. |
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Abilities | ElectroOscillitory Blades: Sheathed, they sit in small deployment pods on the forearm sections of the armor, unsheathed they extend about a foot from the top of each wrist. When inactivated, they are equivalent to a mundane blade of similar size, though notably harder to bend/break. When activated, their specific alloy composition paired with extremely fast oscillating electromagnetic fields makes the blades vibrate at incredible speeds, allowing them to sheer through most conventional material with enough time. Specifically reserved for hard targets such as brutes and heavily armored individuals.
Point defense force field: Run by the VI, this is meant to stop singular large blows that would otherwise cause severe damage. It can block one hit from something like a high tier brute or a large caliber rifle before needing one minute to recharge.
Electroplating: Generally present on the fists, shins, knees, and elbows. These plates are designed to deliver scaling electric shocks to those struck with them. They can be adjusted from well below a standard taser to about 5x the strength of a standard taser. |
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packages can be attached to either a Skin or the Base, and are designed to be easily removed and added to different gear. Any given Skin or Base can support up to two Packages, unless otherwise specified. |
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Creator | |
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Appearance | Deployment modules on the forearms, foot long blades of a pale metallic substance when deployed, coated in a crackling blue field when activated. |
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Abilities | Sharpness: The blades on their own are roughly as sharp as a high quality knife of similar size, and have extremely high durability, though they are more brittle than typical metals.
Cleave Field: A field designed to break electrochemical bonds, effectively allowing the blades to glide through most solid matter like warm butter. Liable to fizzle out or otherwise fail if in contact with a forcefield, depending on the nature of the forcefield in question. |
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replace Electroscillatory blades in Melee Package Mk.1 |
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Creator | |
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Appearance | Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin. |
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Abilities | ElectroLaser Array: Small laser emitters are distributed around the main torso and limbs. Individually, they are not powerful enough to cause harm, and do not operate in the visible spectrum, however, they can be coordinated to produce ionized air channels through which electric currents can be passed, producing an effect similar to a typical taser, though with far greater range and precision (they can be used accurately out to a maximum of 80 feet). These do not draw a high amount of energy, but if used frequently it can begin to add up quickly, after 16-18 shots in quick succession, they will require about two minutes to cool down and recharge. Firing produces a trail of small sparks along the lasers path, some slight air distortion from the marginal heat difference, and a crackling noise similar to a conventional taser upon a hit. Alternatively, they may all be coordinated to fire at once, dumping their entire capacitor bank allocation in one large go at a single target, producing an effect that is about as powerful as the lower end of natural lightning strikes.
Coilgun Battery: A set of small coilguns, four barrels fold up from each shoulder upon activation for a total of eight. They fire small steel darts, equivalent to about a 9mm pistol in terms of power and range. The suit has 60 shots total before needing to be reloaded, a process which takes about five minutes, and is best done at the workshop. Targeting is assisted by the VI.
EMP Charge: Generates a pulse which knocks out and fires electronics in a 30 foot radius. Can be overcharged to extend the range to 60 feet, but this will disable its use for two minutes. Can also be undercharged, reducing the range to 10 feet, but keeping it on continuously.
MuscleLock Patches: Circular devices, about two inches in diameter and a half inch thick. Can be launched or placed manually. If stuck fully to exposed skin, they counter the active signals of the nervous system, making voluntary movement difficult to impossible in the immediate vicinity, as they induce spasms and numbness in said area. If attached to the torso or head/neck, they still allow for breathing, heartbeat, blinking, etc. They only last twenty seconds, and the package only includes six. They take 10 minutes to recharge fully if re-attached. |
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packages can be attached to either a Skin or the Base, and are designed to be easily removed and added to different gear. Any given Skin or Base can support up to two Packages, unless otherwise specified. |
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Creator | |
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Appearance | Small thrusters and glowing plates, which can be attached to the outside of any given skin. |
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Abilities | Antigravity Plating: When activated, they make Ammonite and all associated gear effectively weightless. Also allow internal inertial cancellation, negating G forces and allowing for sharper turns, stops, and general maneuvers.
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight. |
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When paired with the Flight Skin Mk.1, allows for flight speeds of up to 200mph with extreme maneuverability. Packages can be attached to either a Skin or the Base, and are designed to be easily removed and added to different gear. Any given Skin or Base can support up to two Packages, unless otherwise specified. |
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Creator | |
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Appearance | Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin. |
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Abilities | Stores 10 drones of each type, which can be deployed at any given time. Drones usually have enough durability to take a well placed punch, but not much more than that. Drones have a max speed of 40mph, and are coordinated in part by the VI. Drones typically have rudimentary visual and auditory sensors, as well as knowing their position relative to Ammonite and any other currently deployed drones. Sensor data is recorded and stored. Drones can be deployed for one hour before needing to be returned to the main body to recharge, a process which takes 5 minutes. Drones are generally orbs about 1cm across. Drones have a range of 1/2 mile before they lose signal, less if there is a lot of seriously dense material in-between them and Ammonite.
Drone Types:
Scout: Has vastly improved visual and auditory sensors, as well as the ability to latch on to walls and a rudimentary color changing stealth device. Usage of the stealth option reduces active time to 20 minutes.
EMP: can release an EMP burst, which effects all electronics in a 10 foot radius not shielded from such emissions. This can be done once per minute per drone.
Breach: Possess a small plasma cutter, and drill. Can bore through solid steel and most other substances given enough time. Heavy use of the plasma cutter reduces deployment time to 20 minutes.
Taser: Possesses conventional tasers, about police strength at maximum, with variable output. Both the short range and wired long range type. Can only be used one per minute per drone.
Flash: Can create a high intensity burst of light, about the intensity of a typical flash-bang grenade (12 million lumens). Can only use this feature once per minute per drone.
Bang: Can create a high intensity burst of sound, about the intensity of a typical flash-bang grenade (170 decibels). Can only use this feature once per minute per drone.
Scan: Visual and auditory sensors are replaced with high acuity general environmental composition and mapping sensors. Able to detect atmospheric pressure and composition, get energy readings on various mundane and power-related emissions, and provide accurate 3D mapping of an area. Deployment time is reduced to 20 minutes.
Stinger: Only possess relative position sensors. Speed is increased to a maximum of 80mph. Carry a small explosive payload. Shaped like small wedges with a sharpened tip at one end and small visible jets at the other. Intended to embed in a target and explode. Reserved for hard targets or A/S class threats. Made to be easily replaceable. |
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packages can be attached to either a Skin or the Base, and are designed to be easily removed and added to different gear. Any given Skin or Base can support up to two Packages, unless otherwise specified. |
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Creator | |
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Appearance | A large barrel, akin to that of a gun. Plates that crackle and glow with electricity. |
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Abilities | Annihilator Beam: A beam fired from the barrel like structure, pencil thin but unimaginably bright. It produces a Ramiel scream like sound when fired. Can be maintained for 5 seconds before needing 30 seconds to cool down. Rips apart the atomic bonds of everything it touches, propelling the constituent particles forwards within itself to cause even further damage. Capable of penetrating and destroying just about anything, barring spatial warping and absolute vulnerability effects. Begin near it will probably give you cancer if you're not shielded.
Drain shielding: Saps kinetic, electrical, and chemical energy from anything which touches it, in order to provide more power. Makes an effective defense, as is slows things and simultaneously drains their energy. |
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Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events. |
Tinkertech From Others
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Creator | |
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Abilities | Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the Somunum cuts in. The implant allows Ammonite to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases Ammonite's emergency viability by allowing perception of the environment while resting. This means that he needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all. |
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Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request. |
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Creator | |
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Abilities | A most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the torso in sheets. It hardens on the outside and sends invasive neural bundles into the body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite's native ability to interface with his tech, providing additional connections and parallel means for interfacing. |
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Gifted/implanted into Ammonite upon request, with full consent. |
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Creator | |
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Appearance | Four small implants, one for each foot and ear, containing sensors for detecting sound waves. Once implanted, invisible. |
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Abilities | Allows for a seismic sense from the feet that can ‘see’ for about 30 feet in any direction through solid surfaces. Denser surfaces are clearer than softer ones. (I.E. Titanium flooring would be very clear, sand would be next to useless) The ear sensors allow for clearer, more powerful hearing, able to pickout a single person’s heartbeat from 20 feet away. They also connect to the Anima con Appassionato, to allow for an active radar-like ping in a certain direction. |
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Gifted to Ammonite in exchange for the Power Pack Mk.1, Integrated into the Base Mk.1. |
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Creator | |
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Appearance | A set of four small speakers that can be affixed onto an outer suit for Ammonite. |
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Abilities | This speaker can send out a powerful ‘ping’ in whatever direction it is facing. Doesn’t do any force damage, but if someone placed their ear in front of it tinnitus might be the result. This ping acts like radar or sonar, when it is sent out, the sensors in the feet and ears start listening for the specific sound of the returning ping. This gives Ammonite a long range, accurate sonar mapping in a single direction. While this is happening, the ear sensors aren’t able to listen to mundane chatter, limiting his hearing for a short period. |
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Gifted to Ammonite in exchange for the Power pack Mk.1, Integrated into the Ranged Package Mk.1. |
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Creator | |
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Appearance | A clamp with a large speaker/receiver in the head. Made with elysium steel. |
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Abilities | This device clamps onto the armor or body it is attached to. When activated, this device essentially listens for resonant frequencies or high vibrations, and when it detects such a frequency produces a sound with the same amplitude but inverted phase. This cancels out the harmful frequency, protecting what it is attached to.
Hardened against EMPs with an Elysian Steel casing |
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Lasts 12 hours, or as long as the power of whatever armor it is attached to lasts. |
Tinkertech For Others
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Creator | | |
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Appearance | As seen in the image, as well as various wires throughout the building, and a number of panels on the roof. |
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Abilities | Generates enough power to keep the entire PRT HQ, and the government building it is located inside, running under high demand in the case of an outage or power cut. It does so using a combination of thermoelectric generators, catalytic hydrogen fuel cells (for both air and water), and photovoltaic panels mounted on the roof.
Stores enough power via high density crystalline batteries and supercapacitor arrays to keep the building running for 120 hours without any of its native power generation capabilities.
It is hardened against EMP's, air gapped and isolated from all networks, takes biometric data and personalized passcodes from at least two living protectorate members and/or the head of maintenance of the building and five additional trustworthy maintenance personnel to shut off (If entered incorrectly, they cannot be entered again for another 48 hours), and each subsystem is isolated to the degree that failure of one will not result in failure of any others. In the event of total system failure it is designed to absolutely minimize the possibility of causing destruction in any manner.
Attempting to breach the exterior, even when it is inactive, will result first in a warning, and then in a violent but contained self destruction. |
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Requires maintenance at least once every two weeks from either Ammonite or another tinker who has been briefed on the specs and technologies at play, and has an applicable specialty overlap. Without maintenance, it will be inoperable after two months, with diminishing capabilities after a two week period. |
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Creator | | |
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Appearance | As seen in the image. |
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Abilities | Thermoelectric Power Generation: The pack takes heat from the environment, and which is circled through it through any future cooling systems, and uses it to generate power.
Photovoltaic Power Generation: The pack generates power from ambient light. If extra power is needed, larger panels may be folded out from the back, though doing so will expose them to potential harm and somewhat compromise what defense the pack does provide.
Crystalline Supercapacitor Bank: Stores the power generated by the back, or supplied to it from external sources. Should be able to store enough power to run Acoustica's suit and systems at moderate to high load for up to four hours, and at minimum to light load for 36 hours with absolutely no inputs, longer for moderate to high load, and indefinitely for minimum to light load if power generation systems are active. If breached, capacitors are designed to fail in such a way as to be non-hazardous, decomposing into a gritty sludge which will evaporate over time as opposed to exploding or dumping their charge into the surroundings.
Modular Port System: The pack is designed to accept a large variety of inputs and outputs, and its overall design is meant to be easily modifiable. |
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Provides some protection, though it's not designed specifically to do so. Should be able to take a few hits and get generally knocked around. Made for Acoustica. |
Skills and Specializations
- Quick wit / Sense of Humor
- Fighting style which heavily relies on armor, and changes as he makes modifications.
- Power provides an understanding of technology, though it is not always applicable to simpler mechanical systems, as it is focused on electricity and his own tinkertech.
- Moving quickly, especially through tight spaces (outside of his armor) (running away)
- Swimming (out of armor)
Mentality
Ammonite is extremely dedicated to his tinkering, setting aside large amounts of time to do so, and seeking to constantly improve the modifications he makes, as well as the efficiency of his lab. He does, however, understand the value of taking breaks and relaxing, and so has made a concerted effort to keep his tinkering from interfering too much with his interactions and ability to socialize. When outside of his lab, he is fond of harmless, though embarrassing, pranks, quick jokes or puns, and outings with friends, making it a point to keep things lively with humor, especially if the conversation becomes too dark.
Power
Trigger type: Coven (C53)
Implement tinker (Focal x Focal), power armor / electricity focus
Ammonite’s tendrils/tentacles, which make up the majority of his body, act as muscle and as sensory organs. They provide detailed feelings of touch and pressure, have areas packed with photoreceptors which allow for 360 degree vision with high visual acuity (though his vision is far less effective at large distances). Ammonite can interface with, and power, most technology, though this is far more efficient/effective on his own tinkertech. Ammonites primary power is Tinker in nature, with an extreme focus on his set of power armor, and electricity.
Backstory
Ammonite had always been sickly, with almost constant ailments, sickness, or injuries, he managed to deal with it for most of his life, but eventually the strain of taking all the medications he needed to, constantly feeling horrible, and the financial issues that resulted from his condition got to be too much, he had researched as much as he could, and saw powers as the only way he could possibly end his continued torment, though he couldn’t find any way to actually get them in a way which would definitely alleviate his condition, or any healers who would be willing or able to help him, he had nearly given up hope, languishing in his apartment when he heard a knock on the door, figuring he wasn’t doing anything important, and generally apathetic to the whole situation, he shuffled towards the door, and opened it, being greeted by a strange woman who he had never seen before. She told him that she knew of his issues, of his wish for power, and that she could offer him what he desired, for a price, he contemplated this for a minute, and then made up his mind to take her up on her offer, when the option to sacrifice his identity was brought up as payment, he jumped on to it, a fresh start was exactly what he needed. He broke the offered stone, and his world went dark, he would later awake without any personal memories in the back alleys of San Diego, he tried to figure out his situation, and discovered his powers, attempting to get by and put together a rudimentary lab, he was, however, discovered by the local protectorate, who were well versed in the signs of a new tinker going about the business of making what they needed, they tracked him down, and upon discovering his state, offered him a position with them, support, the whole sales pitch. He eagerly accepted, and managed to do very well for himself in the protectorate, adopting a mischievous, humorous personality as he became more accustomed to his situation. This is when he encountered Canvas, though they were never very close, they got along well enough, and their powers played well off of eachother. When he heard about the transfer request to Ashton, and in light of his unique biology, he volunteered to go as well, Accompanying Canvas to Ashton to provide relief and help to the local protectorate branch.