Devilfish:Ammonite

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Revision as of 02:21, 28 March 2021 by ALargeHairyDerp (talk | contribs) (Updated recently approved Tinkertech bits, did some general formatting cleanup/public info updates)
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Ammonite
AmmoniteMechSuit2.jpg
The suit stands at around 9ft tall, and moves with a fluid grace, the seams sometimes flare with light, or disconnect, floating.
Reputation
Notoriety Criminal
D /
Author /u/ALargeHairyDerp (capes)
Civilian name Frank
Alignment Hero
Affiliation Protectorate (Devilfish)
PRT Classification Tinker
Born (1998-06-02) June 2, 1998 (age 25)
???
Status Active
Reddit Sheet
/u/ALargeHairyDerp



Ammonite worked as a member of the San Diego 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 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

Nautilus Power Armor Mk 2.1

Ammonite's current iteration of his specialized power armor, can be seen on patrols, or in protectorate HQ.

  • Appearance: See Images
  • Abilities (Quantum Lock Joints): Instead of traditional bearing based mechanical joints, all sections of the armor are self contained, and move through electromagnetic induction, meaning joints are essentially frictionless, and do not present the weak point they once did. This does, however, mean that this suit, while far faster and much more agile, is only slightly above baseline human in terms of strength. In a pinch, parts can be separated up to about 4 feet from each other, connected by strands of high tensile strength wire. The wire assists in power transfer, making separating parts to this distance less of an issue. Separation can still be achieved if the wire is broken, but draws a much greater amount of power.
  • Abilities (Laminate Armor): The armor plating on the suit is designed to be light, but tough, and to not take up too much room in terms of thickness. It is a laminate of steel, carbon fiber, and ceramic. Equivalent in toughness to Armor type IIIA, though largely resistant to temperature, pressure, and corrosive agents.
  • Abilities (EM shielding): The armor, 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.
  • Abilities (Sensory package): Temperature, pressure, sound, and light sensors are distributed evenly over the surface of the armor, 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. The electrolaser array cannot be used while the electricity sense is active.
  • Abilities (Photovoltaic Array): To offset greater energy demands, the majority of the panels on the suit serve doubly as extremely high efficiency solar panels, feeding into the same supercapacitor bank as Ammonite himself, and providing a good buffer, especially during the day. Plates may unfurl for greater surface area when charging.
  • 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 causes the seams of the suit to increase in brightness noticeably, 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. It should be noted that these may be used at close range, adding shocks to strikes and such. 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.
  • Abilities (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.
  • Abilities (ElectroOscillitory Blades): Sheathed, they sit in recesses in 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.
  • Abilities (Induced Plasma Jets): A series of jets, mainly on the torso, but with some on the limbs, which can be used to assist in movement. They cannot achieve flight, but can accelerate both running and striking, and can assist in slowing and maneuvering during falls.
  • Abilities (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, and runs the point defense force field (see below).
  • Abilities (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 two minutes to recharge, and only activates if the threat/strike would hit (won't stop a bullet which will miss, will stop a punch/strike that would hit, even if it's being dodged).

The suit has comms, as well as toggleable internal and external speakers.

Ammonite may only have one suit at a time.

Individual parts are sealed, though the main torso which houses Ammonite is not normally, as he still needs to breathe, though filtration is present.

The torso may be sealed on command, and the suit contains enough air for 30 minutes at most. When the suit is unsealed, the air reserves will refill over the course two hours.

Ammonite enters and exits the suit through the back of the torso, and may be ejected about 20ft at high speed if the need arises. This is a fallback in the case of total system failure or imminent death, and is likely to cause at least minor injuries but allow for escape.

There are supercapacitor/battery banks in the torso and major limbs, powered by induction from the main body through use of ammonite's generation and photovoltaic means.

If a part is detached beyond the 4 foot limit from any other part, direct control will cease, though the part will follow preprogrammed instructions to attempt to return to the rest of the suit, this process is generally slow and energy intensive.

All major parts of the suit contain tracking devices.


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

Implement tinker (Focal x Focal), power armor / electricity focus

Trigger type: Coven (C53)

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.