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	<id>https://wormrpwiki.maidtech.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ALargeHairyDerp</id>
	<title>WormRP - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wormrpwiki.maidtech.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ALargeHairyDerp"/>
	<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/wiki/Special:Contributions/ALargeHairyDerp"/>
	<updated>2026-04-30T12:31:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0-alpha</generator>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Denver:Cruach&amp;diff=8930</id>
		<title>Denver:Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Denver:Cruach&amp;diff=8930"/>
		<updated>2023-07-09T22:11:59Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PHO info}}&lt;br /&gt;
&lt;br /&gt;
{{public cape&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = ?&lt;br /&gt;
&lt;br /&gt;
|name        = Cruach&lt;br /&gt;
|author      = ALargeHairyDerp&lt;br /&gt;
|alignment   = Mercenary&lt;br /&gt;
|affiliation = None&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Denver&lt;br /&gt;
|pronouns    = She/Her&lt;br /&gt;
|image       = File:CruachCostume.png&lt;br /&gt;
|caption     = A good approximation of Cruach&#039;s usual costume, though she doesn&#039;t usually have things in her hands.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cruach is a mercenary currently operating in the Denver area. Her cape activity can be traced back to at least 2017, though earlier sightings of dubious credibility do exist. She is known to have moved often, generally operating in hubs of cape activity for roughly a year before moving on. She is known to have a professional attitude, to avoid confrontation with heroes whenever possible, and is widely recognized to be safe to approach. The nature of her power is hotly debated among those few who are interested, and the range of abilities demonstrated coupled with conflicting reports and the general unreliability of internet debate means little is agreed upon. The most popular theories are torn between a master ability, some sort of brute/thinker combination, or a striker ability.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==PRT Information==&lt;br /&gt;
{{PRT info}}&lt;br /&gt;
&lt;br /&gt;
{{PIR&lt;br /&gt;
|type     = Parahuman Information Report&lt;br /&gt;
|id       = DSH-2022-a376&lt;br /&gt;
|date     = 2022-06-17&lt;br /&gt;
|agency   = PRTInB/SDFSH&lt;br /&gt;
|division = Midwest&lt;br /&gt;
|office   = Devilfish&lt;br /&gt;
&lt;br /&gt;
|subject  = Cruach&lt;br /&gt;
&lt;br /&gt;
|classification = Changer (Master, Brute, Thinker)&lt;br /&gt;
&lt;br /&gt;
|power = Subject is theorized to possess a highly versatile changer ability, though this is unconfirmed. Subject is theorized to possess some manner of low level thinker ability. Subject is confirmed to possess some ability to generate minions. Subject is  confirmed to possess some ability to regenerate or heal. Subject is confirmed to possess some minor brute ability.&lt;br /&gt;
&lt;br /&gt;
|containment = Per classification SOP. Recommended quarantine of all persons involved should a conflict escalate sufficiently.&lt;br /&gt;
&lt;br /&gt;
|remarks = Conflicting danger level reports indicate sandbagging. Subject has operated as a mercenary for the entirety of her known cape career, and has avoided excess interaction with heroic forces in general. Do not antagonize unless absolutely nescessary.&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Denver:Cruach&amp;diff=8929</id>
		<title>Denver:Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Denver:Cruach&amp;diff=8929"/>
		<updated>2023-07-09T22:00:10Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Public and PRT knowledge of Cruach.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PHO info}}&lt;br /&gt;
&lt;br /&gt;
{{public cape&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = ?&lt;br /&gt;
&lt;br /&gt;
|name        = Cruach&lt;br /&gt;
|author      = ALargehairyDerp&lt;br /&gt;
|alignment   = Merc&lt;br /&gt;
|affiliation = None&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Denver&lt;br /&gt;
|pronouns    = She/Her&lt;br /&gt;
|image       = File:CruachCostume.png&lt;br /&gt;
|caption     = A good approximation of Cruach&#039;s usual costume, though she doesn&#039;t usually have things in her hands.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cruach is a mercenary currently operating in the Denver area. Her cape activity can be traced back to at least 2017, though earlier sightings of dubious credibility do exist. She is known to have moved often, generally operating in hubs of cape activity for roughly a year before moving on. She is known to have a professional attitude, to avoid confrontation with heroes whenever possible, and is widely recognized to be safe to approach. The nature of her power is hotly debated among those few who are interested, and the range of abilities demonstrated coupled with conflicting reports and the general unreliability of internet debate means little is agreed upon. The most popular theories are torn between a master ability, some sort of brute/thinker combination, or a striker ability.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==PRT Information==&lt;br /&gt;
{{PRT info}}&lt;br /&gt;
&lt;br /&gt;
{{PIR&lt;br /&gt;
|type     = Parahuman Information Report&lt;br /&gt;
|id       = DSH-2022-a376&lt;br /&gt;
|date     = 2022-06-17&lt;br /&gt;
|agency   = PRTInB/SDFSH&lt;br /&gt;
|division = Midwest&lt;br /&gt;
|office   = Devilfish&lt;br /&gt;
&lt;br /&gt;
|subject  = Cruach&lt;br /&gt;
&lt;br /&gt;
|classification = Changer (Master, Brute, Thinker)&lt;br /&gt;
&lt;br /&gt;
|power = Subject is theorized to possess a highly versatile changer ability, though this is unconfirmed. Subject is theorized to possess some manner of low level thinker ability. Subject is confirmed to possess some ability to generate minions. Subject is  confirmed to possess some ability to regenerate or heal. Subject is confirmed to possess some minor brute ability.&lt;br /&gt;
&lt;br /&gt;
|containment = Per classification SOP. Recommended quarantine of all persons involved should a conflict escalate sufficiently.&lt;br /&gt;
&lt;br /&gt;
|remarks = Conflicting danger level reports indicate sandbagging. Subject has operated as a mercenary for the entirety of her known cape career, and has avoided excess interaction with heroic forces in general. Do not antagonize unless absolutely nescessary.&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:CruachCostume.png&amp;diff=8928</id>
		<title>File:CruachCostume.png</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:CruachCostume.png&amp;diff=8928"/>
		<updated>2023-07-09T21:01:07Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: The best image I could find to represent the general vibe of Cruach&amp;#039;s costume.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The best image I could find to represent the general vibe of Cruach&#039;s costume.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=8290</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=8290"/>
		<updated>2022-10-24T02:40:11Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added taser to gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cape&lt;br /&gt;
|name = Phix&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp&lt;br /&gt;
|alignment = Villain&lt;br /&gt;
|affiliation = Hierarchy&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&lt;br /&gt;
|leader      = true&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Thinker}}, {{cape/class|Master}}, {{cape/class|Changer}}&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&lt;br /&gt;
|image = PhixCivVer2.jpg&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies&lt;br /&gt;
|birth_date = 1999-08-24&lt;br /&gt;
|birth_place = Auburn, West Virginia&lt;br /&gt;
&lt;br /&gt;
|height_ft = 6&lt;br /&gt;
|height_in = 1&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
* A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* An [https://www.reddit.com/r/wormrp/comments/v1d9c0/team_accommodations/ old machine shop] used as a base by the Blacklights&lt;br /&gt;
* [https://www.reddit.com/r/wormrp/comments/u5vhnw/expanding_operations/ The Grapevine Bar], a small source of income, news, and mundane mooks, on top of being equipped to serve as a neutral meeting ground. &lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
* Smoke Grenades (6 on her person)&lt;br /&gt;
* Painters Mask (air filtration)&lt;br /&gt;
* Taser (The pokey kind)&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trigger type:&#039;&#039; Natural Multi Trigger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7900</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7900"/>
		<updated>2022-07-03T02:24:06Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added Blacklight accommodations and Grapevine bar to wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cape&lt;br /&gt;
|name = Phix&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp&lt;br /&gt;
|alignment = Villain&lt;br /&gt;
|affiliation = Hierarchy&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&lt;br /&gt;
|leader      = true&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Thinker}}, {{cape/class|Master}}, {{cape/class|Changer}}&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&lt;br /&gt;
|image = PhixCivVer2.jpg&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies&lt;br /&gt;
|birth_date = 1999-08-24&lt;br /&gt;
|birth_place = Auburn, West Virginia&lt;br /&gt;
&lt;br /&gt;
|height_ft = 6&lt;br /&gt;
|height_in = 1&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
* A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* An [https://www.reddit.com/r/wormrp/comments/v1d9c0/team_accommodations/ old machine shop] used as a base by the Blacklights&lt;br /&gt;
* [https://www.reddit.com/r/wormrp/comments/u5vhnw/expanding_operations/ The Grapevine Bar], a small source of income, news, and mundane mooks, on top of being equipped to serve as a neutral meeting ground. &lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
* Smoke Grenades (6 on her person)&lt;br /&gt;
* Painters Mask (air filtration)&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trigger type:&#039;&#039; Natural Multi Trigger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Hierarchy&amp;diff=7655</id>
		<title>Hierarchy</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Hierarchy&amp;diff=7655"/>
		<updated>2022-05-10T05:53:42Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: changed the icon to a better one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{group&lt;br /&gt;
|huntress = auto&lt;br /&gt;
|id = 954372419299205221&lt;br /&gt;
|cellstyle = background-color:hsl(180, 80%, 70%);&lt;br /&gt;
|icon = File:HierarchyIcon2.png&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:HierarchyIcon2.png&amp;diff=7654</id>
		<title>File:HierarchyIcon2.png</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:HierarchyIcon2.png&amp;diff=7654"/>
		<updated>2022-05-10T05:53:14Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Better image for the Hierarchy Icon, this time without a pesky background!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Better image for the Hierarchy Icon, this time without a pesky background!&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Hierarchy&amp;diff=7652</id>
		<title>Hierarchy</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Hierarchy&amp;diff=7652"/>
		<updated>2022-05-10T05:42:50Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: attempting to add faction icon for Hierarchy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{group&lt;br /&gt;
|huntress = auto&lt;br /&gt;
|id = 954372419299205221&lt;br /&gt;
|cellstyle = background-color:hsl(180, 80%, 70%);&lt;br /&gt;
|icon = File:HierarchyIcon.png&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:HierarchyIcon.png&amp;diff=7648</id>
		<title>File:HierarchyIcon.png</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:HierarchyIcon.png&amp;diff=7648"/>
		<updated>2022-05-10T05:38:05Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: The faction image/icon for the Hierarchy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The faction image/icon for the Hierarchy&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7365</id>
		<title>Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7365"/>
		<updated>2022-04-18T17:46:25Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added wealth level, which I accidentally left out on creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Cruach&amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Adeline Warwick&lt;br /&gt;
|pronouns = she/her&amp;lt;!-- she/her, he/him, they/them, etc... --&amp;gt;&lt;br /&gt;
|author = /u/ALargehairyDerp&amp;lt;!-- /u/YOUR_REDDIT_NAME --&amp;gt;&lt;br /&gt;
|alignment = [[Alignment::Mercenary]]&amp;lt;br /&amp;gt;[[Alignment::Villain]]&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Changer}} {{cape/class|Master}} {{cape/class|Striker}} {{cape/class|Trump}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/to9ne5/adeline_warwick_cruach/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = AdelineWarwickHuman.jpg&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption = Adeline when not in a changer form&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1996-03-18&amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Ironwood, Michigan&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
A reputable mercenary in villainous circles, known to prefer jobs guaranteed to involve fighting other capes. Generally known to be professional. Known to have recently relocated to Devilfish.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:CruachFormExample.jpg|thumb|right|A form Cruach might take on Cape business.]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: Standing at 5’8”, she looks generally average, if maybe a bit more in shape than usual. As seen in the image at the top of the page.&lt;br /&gt;
&lt;br /&gt;
Costume: Usually consists of cheap and easily disposable clothing (tank tops, sweatpants, no shoes). The one consistent element is a belt with pouches and loops for her equipment and a domino mask decorated with stylized additional eyes.&lt;br /&gt;
&lt;br /&gt;
Cape: Varies greatly depending on the situation. (changer)&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A van, outfitted with all the necessities to live relatively comfortably (bed, kitchen, bathroom, etc)&lt;br /&gt;
* A decent computer&lt;br /&gt;
* A decent phone (for civ use)&lt;br /&gt;
* A number of burner phones (for cape use)&lt;br /&gt;
* A very secure safe, which holds most of her assets in cash and precious metals (in the van)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: A white domino mask, with eyes and tendrils painted on it. A gray hoodie and sweatpants, no shoes, fingerless gloves, and a belt with a number of pouches.&lt;br /&gt;
* A burner phone&lt;br /&gt;
* A lot of energy bars&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Zip Ties&lt;br /&gt;
* Homemade smoke grenades&lt;br /&gt;
* Ball bearings&lt;br /&gt;
&lt;br /&gt;
Wealth Level: 4&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
&amp;lt;!-- delete this section if unused. Example shown: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== ICARUS Biomechanical Flight Interface Mk 3 ====&lt;br /&gt;
&lt;br /&gt;
Persephone&#039;s signature creation, this set of metal, jet-powered wings can be seen most days and nights propelling her across the city.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Appearance&#039;&#039;: A pair of black metal bird-like wings, implanted into Persephone&#039;s back. Fully extended they measure ten feet wide. They are coated in a prismatic coating that shines in the sun, and underneath the black titanium feathers, a silvery support structure can be seen. Two jet engines the size of coke bottles are mounted at the base of her wings.&lt;br /&gt;
* &#039;&#039;Abilities (Wings)&#039;&#039;: The wings themselves are highly tactile, giving Perse full feedback and feelings (including pain). They&#039;re flexible enough to shield herself, and strong enough to take pistol bullets.&lt;br /&gt;
* &#039;&#039;Abilities (Engines)&#039;&#039;: Her twin jets are hybrid-fueled (similar to SABRE) engines) allowing operation at both low and high altitudes. At full chat and given enough room, she can approach transsonic speeds (although at this speed her turning radius is measured in miles). The jets have thrust vectoring; when combined with her wings&#039; flapping she can hover in place with the speed and maneuverability of a drone. Approximate acceleration in jet-mode is 25m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, in rocket mode she can get a max of 10G acceleration, but this is not sustainable.&lt;br /&gt;
&lt;br /&gt;
Chemical synthesis modules in her back produce Tinkertech jet and rocket fuel and store it for use in flight.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Hand to hand combat&lt;br /&gt;
* Sneaking around&lt;br /&gt;
* Ballet&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Blending into crowds&lt;br /&gt;
* Knows sign language&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cruach is inherently distrustful of her own impressions and perceptions, doubting herself heavily. Her power seems to whisper to her, edging her towards violence, infecting others, and fighting capes in particular. It also provides a low background of sensory data and interpretations of the surroundings, in a rather hard to parse format. Adeline has latched on to the “voice” of her power, seeing it as an alternative to her own questionable impressions, and as such has grown to trust it. Her power, and the changes it has brought to her physiology and mentality, have alleviated some of the symptoms of her schizophrenia and exacerbated others; she periodically experiences minor to severe visual and tactile hallucinations, though her ability to focus and form relationships with people has improved. She is also significantly more paranoid and generally distrustful than the norm.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
TL;DR: Relatively free changer through medium of minions inside her, which she can spread around, make weapons from, and infect people with.&lt;br /&gt;
&lt;br /&gt;
The viscera of Cruach’s body contains a multitude of alien tendrils, eyes, and small creatures which somewhat resemble bugs. Cruach has total control of these Creatures, and can use them to alter her form, applying single small to moderate sized changes (shifting the placement of organs, growing a singular new organ or orifice) with a round of focus, or two rounds while performing other actions; larger changes (growing a new limb, growing a new system of organs, full body cosmetic changes) can be made with one to five minutes of focus depending on the complexity/size. She has no issue moving effectively and adapting to new body plans. She has a maximum weight of 400lbs and a minimum weight of 60lbs. Assuming a non-monstrous form, such as imitating an animal, other than her standard human one leaves traces of her true nature, small bits of minions poking from orifices, small monstrous features, etc. She may not imitate specific creatures or people, but may take on a generalized form (she couldn’t imitate your dog, but she could immediate a dog).&lt;br /&gt;
&lt;br /&gt;
Cruach may draw the Creatures out of her viscera to the surface of her skin, where she may form them into simple melee weapons and shields, coat parts of her body, or deposit them on a surface. Formed weapons last two rounds if disarmed, before falling apart as the Creatures starve and die. Deposits of creatures on surfaces last about 20 minutes. Cruach maintains control and continues to receive sensory feedback from deposited creatures. The creatures that resemble bugs poses flight when outside the body. Control extends 100 meters from Cruach&#039;s main body, outside of this range Creatures will seek to preserve their own lives and re-enter the range of control, but are not otherwise hostile, and will still die in the allotted timeframe. The Creatures seek to keep her body in peak working order, and so will knit damaged flesh back together, set and repair bones, and perform other beneficial maintenance given time and resources. Adeline must eat at least twice the amount a normal person would, but regenerates small wounds (cuts, burns, bruises) in seconds and larger wounds (broken bones, internal bleeding, etc) within minutes. Regenerated areas initially appear somewhat monstrous, with general aesthetics in response to the damage received, and take a minute of focus after being regenerated to return to looking human. The loss of a limb or entire organ requires a full night&#039;s rest and eating at least enough raw mass to replace the lost part. In the even of the loss of an essential organ or organ system, the creatures will do their best to take up its function until it can be regenerated, this puts serious strain on Cruach, making bringing the creatures out in order to form weapons take a full round, and knocking her unconscious in the event that more than one essential part is removed or critically damaged.&lt;br /&gt;
&lt;br /&gt;
Upon introducing the Creatures present in her viscera into another living thing, usually through striking them with a formed weapon (though it can be done orally if they are willing or incapacitated (taking them to stage 3 in the case of incapacitation)) the creatures begin to take root, growing and expanding throughout the person’s system. The person may take a round to rip the creatures out from the point of introduction. Effects of this process on those considered enemies are detailed in the table below. If an infected individual is rendered unconscious, Creatures will halt their consumption; taking the person back to Stage 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Infection Table&lt;br /&gt;
|-&lt;br /&gt;
! !!Round 1, Stage 1 !! Round 3, Stage 2 !! Round 5+, Stage 3+&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Infection || The creatures begins to spread and bind, making motion of the body part where they were introduced far more difficult || The creatures spread, at least on a surface level, to most parts of the body. Generalized movement becomes much more difficult. || The creatures begin to consume the person, for each round spent at this stage the infected individual suffers damage to one major internal area.&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Removal || Tearing out the creatures at this stage is liable to open up the initial wound further, and damage the skin around it. || Removing the infection at this stage is liable to cause serious laceration and tearing of the skin and flesh around the initial wound and infected area. || To remove the infection at this stage is a truly detrimental endeavor, the infected individual will suffer minor injuries and lacerations over the majority of their body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, willingly accepting the creatures into oneself while Cruach considers you an ally will confer to you either slight regenerative abilities (closer to just holding things together and inside than true regeneration (you won&#039;t bleed out from cuts, and broken bones will set and splint automatically, but you&#039;ll still need medical attention after the fight)) or the ability to form weapons in a similar manner to her (though they cannot spread Infection) for the duration of a given fight, after which the creatures die and are harmlessly metabolized and expelled. Should she switch to considering you a foe while you have the creatures within you in this way, you will immediately suffer stage 3 infection.&lt;br /&gt;
&lt;br /&gt;
Cruach may take two rounds to force the creatures to rapidly repair another person if they are injured/incapacitated. This method of healing leaves the healed area with some permanent monstrous/alien feature (ex: healing a cut may result in scales, raised blackened veins, or entirely transparent skin in the area. Healing an eye may result in oddly colored sclera or irises, strangely shaped pupils, etc).&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single Natural (Master, Changer, Striker, Trump)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Adeline was popular, from the beginning she had made friends easily, and as she grew she fell in with the “popular” crowd, student council, parties, sports; she fit in, she was liked, and on top of that she never let her studies slip. As she hit senior year, she began to withdraw a bit, but she told herself it was just the stress from the coming change of college, her continued studies, and the demands of keeping up her image. Things continued to get worse, and her grades began to dip near the end of the year. She’d lost friends, failed to keep up relationships, her home life was growing steadily worse as her parents put pressure on to continue to perform as she had been. She thought that finally getting away from it all, the fresh start of college, would solve everything. Oh how wrong she was. She found it hard, bordering impossible, to connect with people as the year started; she couldn’t muster the will to study properly, it was looking to be a repeat of her last year, only this time she didn’t have her previous reputation to ride on. She withdrew further into herself and the internet, looking for answers. There had to be an explanation, she was sure of it. She researched, not sure what the actual problem was, she looked for more generalized solutions, and eventually found a cape who claimed to be able to heal or at least diagnose just about anything. She was suspicious, but lacking basically any other option, decided to go through with getting in contact with them. They were a tinker, and as she was undergoing the scans and tests that they claimed were needed, the heroes arrived. She would later learn that the tinker had made a habit of taking apart those they couldn’t cure, both to study further and to use as parts for their tech. As the battle raged she was caught in the middle of it, triggering in pain and confusion, and running away once she awoke, capitalizing on the unconsciousness brought on by her trigger in the other capes. As the years passed and the symptoms of her schizophrenia changed and became more apparent, she came to rely on the insights and whispers of her power as a guide, a path which led her to her current position as a traveling mercenary/villain.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7358</id>
		<title>Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7358"/>
		<updated>2022-04-18T05:21:08Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Cruach&amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Adeline Warwick&lt;br /&gt;
|pronouns = she/her&amp;lt;!-- she/her, he/him, they/them, etc... --&amp;gt;&lt;br /&gt;
|author = /u/ALargehairyDerp&amp;lt;!-- /u/YOUR_REDDIT_NAME --&amp;gt;&lt;br /&gt;
|alignment = [[Alignment::Mercenary]]&amp;lt;br /&amp;gt;[[Alignment::Villain]]&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Changer}} {{cape/class|Master}} {{cape/class|Striker}} {{cape/class|Trump}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/to9ne5/adeline_warwick_cruach/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = AdelineWarwickHuman.jpg&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption = Adeline when not in a changer form&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1996-03-18&amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Ironwood, Michigan&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
A reputable mercenary in villainous circles, known to prefer jobs guaranteed to involve fighting other capes. Generally known to be professional. Known to have recently relocated to Devilfish.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:CruachFormExample.jpg|thumb|right|A form Cruach might take on Cape business.]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: Standing at 5’8”, she looks generally average, if maybe a bit more in shape than usual. As seen in the image at the top of the page.&lt;br /&gt;
&lt;br /&gt;
Costume: Usually consists of cheap and easily disposable clothing (tank tops, sweatpants, no shoes). The one consistent element is a belt with pouches and loops for her equipment and a domino mask decorated with stylized additional eyes.&lt;br /&gt;
&lt;br /&gt;
Cape: Varies greatly depending on the situation. (changer)&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A van, outfitted with all the necessities to live relatively comfortably (bed, kitchen, bathroom, etc)&lt;br /&gt;
* A decent computer&lt;br /&gt;
* A decent phone (for civ use)&lt;br /&gt;
* A number of burner phones (for cape use)&lt;br /&gt;
* A very secure safe, which holds most of her assets in cash and precious metals (in the van)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: A white domino mask, with eyes and tendrils painted on it. A gray hoodie and sweatpants, no shoes, fingerless gloves, and a belt with a number of pouches.&lt;br /&gt;
* A burner phone&lt;br /&gt;
* A lot of energy bars&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Zip Ties&lt;br /&gt;
* Homemade smoke grenades&lt;br /&gt;
* Ball bearings&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
&amp;lt;!-- delete this section if unused. Example shown: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== ICARUS Biomechanical Flight Interface Mk 3 ====&lt;br /&gt;
&lt;br /&gt;
Persephone&#039;s signature creation, this set of metal, jet-powered wings can be seen most days and nights propelling her across the city.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Appearance&#039;&#039;: A pair of black metal bird-like wings, implanted into Persephone&#039;s back. Fully extended they measure ten feet wide. They are coated in a prismatic coating that shines in the sun, and underneath the black titanium feathers, a silvery support structure can be seen. Two jet engines the size of coke bottles are mounted at the base of her wings.&lt;br /&gt;
* &#039;&#039;Abilities (Wings)&#039;&#039;: The wings themselves are highly tactile, giving Perse full feedback and feelings (including pain). They&#039;re flexible enough to shield herself, and strong enough to take pistol bullets.&lt;br /&gt;
* &#039;&#039;Abilities (Engines)&#039;&#039;: Her twin jets are hybrid-fueled (similar to SABRE) engines) allowing operation at both low and high altitudes. At full chat and given enough room, she can approach transsonic speeds (although at this speed her turning radius is measured in miles). The jets have thrust vectoring; when combined with her wings&#039; flapping she can hover in place with the speed and maneuverability of a drone. Approximate acceleration in jet-mode is 25m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, in rocket mode she can get a max of 10G acceleration, but this is not sustainable.&lt;br /&gt;
&lt;br /&gt;
Chemical synthesis modules in her back produce Tinkertech jet and rocket fuel and store it for use in flight.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Hand to hand combat&lt;br /&gt;
* Sneaking around&lt;br /&gt;
* Ballet&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Blending into crowds&lt;br /&gt;
* Knows sign language&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cruach is inherently distrustful of her own impressions and perceptions, doubting herself heavily. Her power seems to whisper to her, edging her towards violence, infecting others, and fighting capes in particular. It also provides a low background of sensory data and interpretations of the surroundings, in a rather hard to parse format. Adeline has latched on to the “voice” of her power, seeing it as an alternative to her own questionable impressions, and as such has grown to trust it. Her power, and the changes it has brought to her physiology and mentality, have alleviated some of the symptoms of her schizophrenia and exacerbated others; she periodically experiences minor to severe visual and tactile hallucinations, though her ability to focus and form relationships with people has improved. She is also significantly more paranoid and generally distrustful than the norm.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
TL;DR: Relatively free changer through medium of minions inside her, which she can spread around, make weapons from, and infect people with.&lt;br /&gt;
&lt;br /&gt;
The viscera of Cruach’s body contains a multitude of alien tendrils, eyes, and small creatures which somewhat resemble bugs. Cruach has total control of these Creatures, and can use them to alter her form, applying single small to moderate sized changes (shifting the placement of organs, growing a singular new organ or orifice) with a round of focus, or two rounds while performing other actions; larger changes (growing a new limb, growing a new system of organs, full body cosmetic changes) can be made with one to five minutes of focus depending on the complexity/size. She has no issue moving effectively and adapting to new body plans. She has a maximum weight of 400lbs and a minimum weight of 60lbs. Assuming a non-monstrous form, such as imitating an animal, other than her standard human one leaves traces of her true nature, small bits of minions poking from orifices, small monstrous features, etc. She may not imitate specific creatures or people, but may take on a generalized form (she couldn’t imitate your dog, but she could immediate a dog).&lt;br /&gt;
&lt;br /&gt;
Cruach may draw the Creatures out of her viscera to the surface of her skin, where she may form them into simple melee weapons and shields, coat parts of her body, or deposit them on a surface. Formed weapons last two rounds if disarmed, before falling apart as the Creatures starve and die. Deposits of creatures on surfaces last about 20 minutes. Cruach maintains control and continues to receive sensory feedback from deposited creatures. The creatures that resemble bugs poses flight when outside the body. Control extends 100 meters from Cruach&#039;s main body, outside of this range Creatures will seek to preserve their own lives and re-enter the range of control, but are not otherwise hostile, and will still die in the allotted timeframe. The Creatures seek to keep her body in peak working order, and so will knit damaged flesh back together, set and repair bones, and perform other beneficial maintenance given time and resources. Adeline must eat at least twice the amount a normal person would, but regenerates small wounds (cuts, burns, bruises) in seconds and larger wounds (broken bones, internal bleeding, etc) within minutes. Regenerated areas initially appear somewhat monstrous, with general aesthetics in response to the damage received, and take a minute of focus after being regenerated to return to looking human. The loss of a limb or entire organ requires a full night&#039;s rest and eating at least enough raw mass to replace the lost part. In the even of the loss of an essential organ or organ system, the creatures will do their best to take up its function until it can be regenerated, this puts serious strain on Cruach, making bringing the creatures out in order to form weapons take a full round, and knocking her unconscious in the event that more than one essential part is removed or critically damaged.&lt;br /&gt;
&lt;br /&gt;
Upon introducing the Creatures present in her viscera into another living thing, usually through striking them with a formed weapon (though it can be done orally if they are willing or incapacitated (taking them to stage 3 in the case of incapacitation)) the creatures begin to take root, growing and expanding throughout the person’s system. The person may take a round to rip the creatures out from the point of introduction. Effects of this process on those considered enemies are detailed in the table below. If an infected individual is rendered unconscious, Creatures will halt their consumption; taking the person back to Stage 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Infection Table&lt;br /&gt;
|-&lt;br /&gt;
! !!Round 1, Stage 1 !! Round 3, Stage 2 !! Round 5+, Stage 3+&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Infection || The creatures begins to spread and bind, making motion of the body part where they were introduced far more difficult || The creatures spread, at least on a surface level, to most parts of the body. Generalized movement becomes much more difficult. || The creatures begin to consume the person, for each round spent at this stage the infected individual suffers damage to one major internal area.&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Removal || Tearing out the creatures at this stage is liable to open up the initial wound further, and damage the skin around it. || Removing the infection at this stage is liable to cause serious laceration and tearing of the skin and flesh around the initial wound and infected area. || To remove the infection at this stage is a truly detrimental endeavor, the infected individual will suffer minor injuries and lacerations over the majority of their body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, willingly accepting the creatures into oneself while Cruach considers you an ally will confer to you either slight regenerative abilities (closer to just holding things together and inside than true regeneration (you won&#039;t bleed out from cuts, and broken bones will set and splint automatically, but you&#039;ll still need medical attention after the fight)) or the ability to form weapons in a similar manner to her (though they cannot spread Infection) for the duration of a given fight, after which the creatures die and are harmlessly metabolized and expelled. Should she switch to considering you a foe while you have the creatures within you in this way, you will immediately suffer stage 3 infection.&lt;br /&gt;
&lt;br /&gt;
Cruach may take two rounds to force the creatures to rapidly repair another person if they are injured/incapacitated. This method of healing leaves the healed area with some permanent monstrous/alien feature (ex: healing a cut may result in scales, raised blackened veins, or entirely transparent skin in the area. Healing an eye may result in oddly colored sclera or irises, strangely shaped pupils, etc).&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single Natural (Master, Changer, Striker, Trump)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Adeline was popular, from the beginning she had made friends easily, and as she grew she fell in with the “popular” crowd, student council, parties, sports; she fit in, she was liked, and on top of that she never let her studies slip. As she hit senior year, she began to withdraw a bit, but she told herself it was just the stress from the coming change of college, her continued studies, and the demands of keeping up her image. Things continued to get worse, and her grades began to dip near the end of the year. She’d lost friends, failed to keep up relationships, her home life was growing steadily worse as her parents put pressure on to continue to perform as she had been. She thought that finally getting away from it all, the fresh start of college, would solve everything. Oh how wrong she was. She found it hard, bordering impossible, to connect with people as the year started; she couldn’t muster the will to study properly, it was looking to be a repeat of her last year, only this time she didn’t have her previous reputation to ride on. She withdrew further into herself and the internet, looking for answers. There had to be an explanation, she was sure of it. She researched, not sure what the actual problem was, she looked for more generalized solutions, and eventually found a cape who claimed to be able to heal or at least diagnose just about anything. She was suspicious, but lacking basically any other option, decided to go through with getting in contact with them. They were a tinker, and as she was undergoing the scans and tests that they claimed were needed, the heroes arrived. She would later learn that the tinker had made a habit of taking apart those they couldn’t cure, both to study further and to use as parts for their tech. As the battle raged she was caught in the middle of it, triggering in pain and confusion, and running away once she awoke, capitalizing on the unconsciousness brought on by her trigger in the other capes. As the years passed and the symptoms of her schizophrenia changed and became more apparent, she came to rely on the insights and whispers of her power as a guide, a path which led her to her current position as a traveling mercenary/villain.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7357</id>
		<title>Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7357"/>
		<updated>2022-04-18T04:54:41Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added a Tl;DR to the power section, as it&amp;#039;s a bit long&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Cruach&amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Adeline Warwick&lt;br /&gt;
|pronouns = she/her&amp;lt;!-- she/her, he/him, they/them, etc... --&amp;gt;&lt;br /&gt;
|author = /u/ALargehairyDerp&amp;lt;!-- /u/YOUR_REDDIT_NAME --&amp;gt;&lt;br /&gt;
|alignment = Mercenary&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Changer}} {{cape/class|Master}} {{cape/class|Striker}} {{cape/class|Trump}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/to9ne5/adeline_warwick_cruach/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = AdelineWarwickHuman.jpg&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption = Adeline when not in a changer form&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1996-03-18&amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Ironwood, Michigan&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
A reputable mercenary in villainous circles, known to prefer jobs guaranteed to involve fighting other capes. Generally known to be professional. Known to have recently relocated to Devilfish.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:CruachFormExample.jpg|thumb|right|A form Cruach might take on Cape business.]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: Standing at 5’8”, she looks generally average, if maybe a bit more in shape than usual. As seen in the image at the top of the page.&lt;br /&gt;
&lt;br /&gt;
Costume: Usually consists of cheap and easily disposable clothing (tank tops, sweatpants, no shoes). The one consistent element is a belt with pouches and loops for her equipment and a domino mask decorated with stylized additional eyes.&lt;br /&gt;
&lt;br /&gt;
Cape: Varies greatly depending on the situation. (changer)&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A van, outfitted with all the necessities to live relatively comfortably (bed, kitchen, bathroom, etc)&lt;br /&gt;
* A decent computer&lt;br /&gt;
* A decent phone (for civ use)&lt;br /&gt;
* A number of burner phones (for cape use)&lt;br /&gt;
* A very secure safe, which holds most of her assets in cash and precious metals (in the van)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: A white domino mask, with eyes and tendrils painted on it. A gray hoodie and sweatpants, no shoes, fingerless gloves, and a belt with a number of pouches.&lt;br /&gt;
* A burner phone&lt;br /&gt;
* A lot of energy bars&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Zip Ties&lt;br /&gt;
* Homemade smoke grenades&lt;br /&gt;
* Ball bearings&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
&amp;lt;!-- delete this section if unused. Example shown: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== ICARUS Biomechanical Flight Interface Mk 3 ====&lt;br /&gt;
&lt;br /&gt;
Persephone&#039;s signature creation, this set of metal, jet-powered wings can be seen most days and nights propelling her across the city.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Appearance&#039;&#039;: A pair of black metal bird-like wings, implanted into Persephone&#039;s back. Fully extended they measure ten feet wide. They are coated in a prismatic coating that shines in the sun, and underneath the black titanium feathers, a silvery support structure can be seen. Two jet engines the size of coke bottles are mounted at the base of her wings.&lt;br /&gt;
* &#039;&#039;Abilities (Wings)&#039;&#039;: The wings themselves are highly tactile, giving Perse full feedback and feelings (including pain). They&#039;re flexible enough to shield herself, and strong enough to take pistol bullets.&lt;br /&gt;
* &#039;&#039;Abilities (Engines)&#039;&#039;: Her twin jets are hybrid-fueled (similar to SABRE) engines) allowing operation at both low and high altitudes. At full chat and given enough room, she can approach transsonic speeds (although at this speed her turning radius is measured in miles). The jets have thrust vectoring; when combined with her wings&#039; flapping she can hover in place with the speed and maneuverability of a drone. Approximate acceleration in jet-mode is 25m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, in rocket mode she can get a max of 10G acceleration, but this is not sustainable.&lt;br /&gt;
&lt;br /&gt;
Chemical synthesis modules in her back produce Tinkertech jet and rocket fuel and store it for use in flight.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Hand to hand combat&lt;br /&gt;
* Sneaking around&lt;br /&gt;
* Ballet&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Blending into crowds&lt;br /&gt;
* Knows sign language&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cruach is inherently distrustful of her own impressions and perceptions, doubting herself heavily. Her power seems to whisper to her, edging her towards violence, infecting others, and fighting capes in particular. It also provides a low background of sensory data and interpretations of the surroundings, in a rather hard to parse format. Adeline has latched on to the “voice” of her power, seeing it as an alternative to her own questionable impressions, and as such has grown to trust it. Her power, and the changes it has brought to her physiology and mentality, have alleviated some of the symptoms of her schizophrenia and exacerbated others; she periodically experiences minor to severe visual and tactile hallucinations, though her ability to focus and form relationships with people has improved. She is also significantly more paranoid and generally distrustful than the norm.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
TL;DR: Relatively free changer through medium of minions inside her, which she can spread around, make weapons from, and infect people with.&lt;br /&gt;
&lt;br /&gt;
The viscera of Cruach’s body contains a multitude of alien tendrils, eyes, and small creatures which somewhat resemble bugs. Cruach has total control of these Creatures, and can use them to alter her form, applying single small to moderate sized changes (shifting the placement of organs, growing a singular new organ or orifice) with a round of focus, or two rounds while performing other actions; larger changes (growing a new limb, growing a new system of organs, full body cosmetic changes) can be made with one to five minutes of focus depending on the complexity/size. She has no issue moving effectively and adapting to new body plans. She has a maximum weight of 400lbs and a minimum weight of 60lbs. Assuming a non-monstrous form, such as imitating an animal, other than her standard human one leaves traces of her true nature, small bits of minions poking from orifices, small monstrous features, etc. She may not imitate specific creatures or people, but may take on a generalized form (she couldn’t imitate your dog, but she could immediate a dog).&lt;br /&gt;
&lt;br /&gt;
Cruach may draw the Creatures out of her viscera to the surface of her skin, where she may form them into simple melee weapons and shields, coat parts of her body, or deposit them on a surface. Formed weapons last two rounds if disarmed, before falling apart as the Creatures starve and die. Deposits of creatures on surfaces last about 20 minutes. Cruach maintains control and continues to receive sensory feedback from deposited creatures. The creatures that resemble bugs poses flight when outside the body. Control extends 100 meters from Cruach&#039;s main body, outside of this range Creatures will seek to preserve their own lives and re-enter the range of control, but are not otherwise hostile, and will still die in the allotted timeframe. The Creatures seek to keep her body in peak working order, and so will knit damaged flesh back together, set and repair bones, and perform other beneficial maintenance given time and resources. Adeline must eat at least twice the amount a normal person would, but regenerates small wounds (cuts, burns, bruises) in seconds and larger wounds (broken bones, internal bleeding, etc) within minutes. Regenerated areas initially appear somewhat monstrous, with general aesthetics in response to the damage received, and take a minute of focus after being regenerated to return to looking human. The loss of a limb or entire organ requires a full night&#039;s rest and eating at least enough raw mass to replace the lost part. In the even of the loss of an essential organ or organ system, the creatures will do their best to take up its function until it can be regenerated, this puts serious strain on Cruach, making bringing the creatures out in order to form weapons take a full round, and knocking her unconscious in the event that more than one essential part is removed or critically damaged.&lt;br /&gt;
&lt;br /&gt;
Upon introducing the Creatures present in her viscera into another living thing, usually through striking them with a formed weapon (though it can be done orally if they are willing or incapacitated (taking them to stage 3 in the case of incapacitation)) the creatures begin to take root, growing and expanding throughout the person’s system. The person may take a round to rip the creatures out from the point of introduction. Effects of this process on those considered enemies are detailed in the table below. If an infected individual is rendered unconscious, Creatures will halt their consumption; taking the person back to Stage 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Infection Table&lt;br /&gt;
|-&lt;br /&gt;
! !!Round 1, Stage 1 !! Round 3, Stage 2 !! Round 5+, Stage 3+&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Infection || The creatures begins to spread and bind, making motion of the body part where they were introduced far more difficult || The creatures spread, at least on a surface level, to most parts of the body. Generalized movement becomes much more difficult. || The creatures begin to consume the person, for each round spent at this stage the infected individual suffers damage to one major internal area.&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Removal || Tearing out the creatures at this stage is liable to open up the initial wound further, and damage the skin around it. || Removing the infection at this stage is liable to cause serious laceration and tearing of the skin and flesh around the initial wound and infected area. || To remove the infection at this stage is a truly detrimental endeavor, the infected individual will suffer minor injuries and lacerations over the majority of their body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, willingly accepting the creatures into oneself while Cruach considers you an ally will confer to you either slight regenerative abilities (closer to just holding things together and inside than true regeneration (you won&#039;t bleed out from cuts, and broken bones will set and splint automatically, but you&#039;ll still need medical attention after the fight)) or the ability to form weapons in a similar manner to her (though they cannot spread Infection) for the duration of a given fight, after which the creatures die and are harmlessly metabolized and expelled. Should she switch to considering you a foe while you have the creatures within you in this way, you will immediately suffer stage 3 infection.&lt;br /&gt;
&lt;br /&gt;
Cruach may take two rounds to force the creatures to rapidly repair another person if they are injured/incapacitated. This method of healing leaves the healed area with some permanent monstrous/alien feature (ex: healing a cut may result in scales, raised blackened veins, or entirely transparent skin in the area. Healing an eye may result in oddly colored sclera or irises, strangely shaped pupils, etc).&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single Natural (Master, Changer, Striker, Trump)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Adeline was popular, from the beginning she had made friends easily, and as she grew she fell in with the “popular” crowd, student council, parties, sports; she fit in, she was liked, and on top of that she never let her studies slip. As she hit senior year, she began to withdraw a bit, but she told herself it was just the stress from the coming change of college, her continued studies, and the demands of keeping up her image. Things continued to get worse, and her grades began to dip near the end of the year. She’d lost friends, failed to keep up relationships, her home life was growing steadily worse as her parents put pressure on to continue to perform as she had been. She thought that finally getting away from it all, the fresh start of college, would solve everything. Oh how wrong she was. She found it hard, bordering impossible, to connect with people as the year started; she couldn’t muster the will to study properly, it was looking to be a repeat of her last year, only this time she didn’t have her previous reputation to ride on. She withdrew further into herself and the internet, looking for answers. There had to be an explanation, she was sure of it. She researched, not sure what the actual problem was, she looked for more generalized solutions, and eventually found a cape who claimed to be able to heal or at least diagnose just about anything. She was suspicious, but lacking basically any other option, decided to go through with getting in contact with them. They were a tinker, and as she was undergoing the scans and tests that they claimed were needed, the heroes arrived. She would later learn that the tinker had made a habit of taking apart those they couldn’t cure, both to study further and to use as parts for their tech. As the battle raged she was caught in the middle of it, triggering in pain and confusion, and running away once she awoke, capitalizing on the unconsciousness brought on by her trigger in the other capes. As the years passed and the symptoms of her schizophrenia changed and became more apparent, she came to rely on the insights and whispers of her power as a guide, a path which led her to her current position as a traveling mercenary/villain.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7355</id>
		<title>Cruach</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Cruach&amp;diff=7355"/>
		<updated>2022-04-18T04:50:09Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Created page with &amp;quot;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&amp;#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt; {{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Cruach&amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Adeline Warwick&lt;br /&gt;
|pronouns = she/her&amp;lt;!-- she/her, he/him, they/them, etc... --&amp;gt;&lt;br /&gt;
|author = /u/ALargehairyDerp&amp;lt;!-- /u/YOUR_REDDIT_NAME --&amp;gt;&lt;br /&gt;
|alignment = Mercenary&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Changer}} {{cape/class|Master}} {{cape/class|Striker}} {{cape/class|Trump}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/to9ne5/adeline_warwick_cruach/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = AdelineWarwickHuman.jpg&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption = Adeline when not in a changer form&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1996-03-18&amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Ironwood, Michigan&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
A reputable mercenary in villainous circles, known to prefer jobs guaranteed to involve fighting other capes. Generally known to be professional. Known to have recently relocated to Devilfish.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:CruachFormExample.jpg|thumb|right|A form Cruach might take on Cape business.]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: Standing at 5’8”, she looks generally average, if maybe a bit more in shape than usual. As seen in the image at the top of the page.&lt;br /&gt;
&lt;br /&gt;
Costume: Usually consists of cheap and easily disposable clothing (tank tops, sweatpants, no shoes). The one consistent element is a belt with pouches and loops for her equipment and a domino mask decorated with stylized additional eyes.&lt;br /&gt;
&lt;br /&gt;
Cape: Varies greatly depending on the situation. (changer)&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A van, outfitted with all the necessities to live relatively comfortably (bed, kitchen, bathroom, etc)&lt;br /&gt;
* A decent computer&lt;br /&gt;
* A decent phone (for civ use)&lt;br /&gt;
* A number of burner phones (for cape use)&lt;br /&gt;
* A very secure safe, which holds most of her assets in cash and precious metals (in the van)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: A white domino mask, with eyes and tendrils painted on it. A gray hoodie and sweatpants, no shoes, fingerless gloves, and a belt with a number of pouches.&lt;br /&gt;
* A burner phone&lt;br /&gt;
* A lot of energy bars&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Zip Ties&lt;br /&gt;
* Homemade smoke grenades&lt;br /&gt;
* Ball bearings&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
&amp;lt;!-- delete this section if unused. Example shown: --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== ICARUS Biomechanical Flight Interface Mk 3 ====&lt;br /&gt;
&lt;br /&gt;
Persephone&#039;s signature creation, this set of metal, jet-powered wings can be seen most days and nights propelling her across the city.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Appearance&#039;&#039;: A pair of black metal bird-like wings, implanted into Persephone&#039;s back. Fully extended they measure ten feet wide. They are coated in a prismatic coating that shines in the sun, and underneath the black titanium feathers, a silvery support structure can be seen. Two jet engines the size of coke bottles are mounted at the base of her wings.&lt;br /&gt;
* &#039;&#039;Abilities (Wings)&#039;&#039;: The wings themselves are highly tactile, giving Perse full feedback and feelings (including pain). They&#039;re flexible enough to shield herself, and strong enough to take pistol bullets.&lt;br /&gt;
* &#039;&#039;Abilities (Engines)&#039;&#039;: Her twin jets are hybrid-fueled (similar to SABRE) engines) allowing operation at both low and high altitudes. At full chat and given enough room, she can approach transsonic speeds (although at this speed her turning radius is measured in miles). The jets have thrust vectoring; when combined with her wings&#039; flapping she can hover in place with the speed and maneuverability of a drone. Approximate acceleration in jet-mode is 25m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, in rocket mode she can get a max of 10G acceleration, but this is not sustainable.&lt;br /&gt;
&lt;br /&gt;
Chemical synthesis modules in her back produce Tinkertech jet and rocket fuel and store it for use in flight.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Hand to hand combat&lt;br /&gt;
* Sneaking around&lt;br /&gt;
* Ballet&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Blending into crowds&lt;br /&gt;
* Knows sign language&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cruach is inherently distrustful of her own impressions and perceptions, doubting herself heavily. Her power seems to whisper to her, edging her towards violence, infecting others, and fighting capes in particular. It also provides a low background of sensory data and interpretations of the surroundings, in a rather hard to parse format. Adeline has latched on to the “voice” of her power, seeing it as an alternative to her own questionable impressions, and as such has grown to trust it. Her power, and the changes it has brought to her physiology and mentality, have alleviated some of the symptoms of her schizophrenia and exacerbated others; she periodically experiences minor to severe visual and tactile hallucinations, though her ability to focus and form relationships with people has improved. She is also significantly more paranoid and generally distrustful than the norm.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
The viscera of Cruach’s body contains a multitude of alien tendrils, eyes, and small creatures which somewhat resemble bugs. Cruach has total control of these Creatures, and can use them to alter her form, applying single small to moderate sized changes (shifting the placement of organs, growing a singular new organ or orifice) with a round of focus, or two rounds while performing other actions; larger changes (growing a new limb, growing a new system of organs, full body cosmetic changes) can be made with one to five minutes of focus depending on the complexity/size. She has no issue moving effectively and adapting to new body plans. She has a maximum weight of 400lbs and a minimum weight of 60lbs. Assuming a non-monstrous form, such as imitating an animal, other than her standard human one leaves traces of her true nature, small bits of minions poking from orifices, small monstrous features, etc. She may not imitate specific creatures or people, but may take on a generalized form (she couldn’t imitate your dog, but she could immediate a dog).&lt;br /&gt;
&lt;br /&gt;
Cruach may draw the Creatures out of her viscera to the surface of her skin, where she may form them into simple melee weapons and shields, coat parts of her body, or deposit them on a surface. Formed weapons last two rounds if disarmed, before falling apart as the Creatures starve and die. Deposits of creatures on surfaces last about 20 minutes. Cruach maintains control and continues to receive sensory feedback from deposited creatures. The creatures that resemble bugs poses flight when outside the body. Control extends 100 meters from Cruach&#039;s main body, outside of this range Creatures will seek to preserve their own lives and re-enter the range of control, but are not otherwise hostile, and will still die in the allotted timeframe. The Creatures seek to keep her body in peak working order, and so will knit damaged flesh back together, set and repair bones, and perform other beneficial maintenance given time and resources. Adeline must eat at least twice the amount a normal person would, but regenerates small wounds (cuts, burns, bruises) in seconds and larger wounds (broken bones, internal bleeding, etc) within minutes. Regenerated areas initially appear somewhat monstrous, with general aesthetics in response to the damage received, and take a minute of focus after being regenerated to return to looking human. The loss of a limb or entire organ requires a full night&#039;s rest and eating at least enough raw mass to replace the lost part. In the even of the loss of an essential organ or organ system, the creatures will do their best to take up its function until it can be regenerated, this puts serious strain on Cruach, making bringing the creatures out in order to form weapons take a full round, and knocking her unconscious in the event that more than one essential part is removed or critically damaged.&lt;br /&gt;
&lt;br /&gt;
Upon introducing the Creatures present in her viscera into another living thing, usually through striking them with a formed weapon (though it can be done orally if they are willing or incapacitated (taking them to stage 3 in the case of incapacitation)) the creatures begin to take root, growing and expanding throughout the person’s system. The person may take a round to rip the creatures out from the point of introduction. Effects of this process on those considered enemies are detailed in the table below. If an infected individual is rendered unconscious, Creatures will halt their consumption; taking the person back to Stage 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Infection Table&lt;br /&gt;
|-&lt;br /&gt;
! !!Round 1, Stage 1 !! Round 3, Stage 2 !! Round 5+, Stage 3+&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Infection || The creatures begins to spread and bind, making motion of the body part where they were introduced far more difficult || The creatures spread, at least on a surface level, to most parts of the body. Generalized movement becomes much more difficult. || The creatures begin to consume the person, for each round spent at this stage the infected individual suffers damage to one major internal area.&lt;br /&gt;
|-&lt;br /&gt;
| Effect of Removal || Tearing out the creatures at this stage is liable to open up the initial wound further, and damage the skin around it. || Removing the infection at this stage is liable to cause serious laceration and tearing of the skin and flesh around the initial wound and infected area. || To remove the infection at this stage is a truly detrimental endeavor, the infected individual will suffer minor injuries and lacerations over the majority of their body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, willingly accepting the creatures into oneself while Cruach considers you an ally will confer to you either slight regenerative abilities (closer to just holding things together and inside than true regeneration (you won&#039;t bleed out from cuts, and broken bones will set and splint automatically, but you&#039;ll still need medical attention after the fight)) or the ability to form weapons in a similar manner to her (though they cannot spread Infection) for the duration of a given fight, after which the creatures die and are harmlessly metabolized and expelled. Should she switch to considering you a foe while you have the creatures within you in this way, you will immediately suffer stage 3 infection.&lt;br /&gt;
&lt;br /&gt;
Cruach may take two rounds to force the creatures to rapidly repair another person if they are injured/incapacitated. This method of healing leaves the healed area with some permanent monstrous/alien feature (ex: healing a cut may result in scales, raised blackened veins, or entirely transparent skin in the area. Healing an eye may result in oddly colored sclera or irises, strangely shaped pupils, etc).&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single Natural (Master, Changer, Striker, Trump)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Adeline was popular, from the beginning she had made friends easily, and as she grew she fell in with the “popular” crowd, student council, parties, sports; she fit in, she was liked, and on top of that she never let her studies slip. As she hit senior year, she began to withdraw a bit, but she told herself it was just the stress from the coming change of college, her continued studies, and the demands of keeping up her image. Things continued to get worse, and her grades began to dip near the end of the year. She’d lost friends, failed to keep up relationships, her home life was growing steadily worse as her parents put pressure on to continue to perform as she had been. She thought that finally getting away from it all, the fresh start of college, would solve everything. Oh how wrong she was. She found it hard, bordering impossible, to connect with people as the year started; she couldn’t muster the will to study properly, it was looking to be a repeat of her last year, only this time she didn’t have her previous reputation to ride on. She withdrew further into herself and the internet, looking for answers. There had to be an explanation, she was sure of it. She researched, not sure what the actual problem was, she looked for more generalized solutions, and eventually found a cape who claimed to be able to heal or at least diagnose just about anything. She was suspicious, but lacking basically any other option, decided to go through with getting in contact with them. They were a tinker, and as she was undergoing the scans and tests that they claimed were needed, the heroes arrived. She would later learn that the tinker had made a habit of taking apart those they couldn’t cure, both to study further and to use as parts for their tech. As the battle raged she was caught in the middle of it, triggering in pain and confusion, and running away once she awoke, capitalizing on the unconsciousness brought on by her trigger in the other capes. As the years passed and the symptoms of her schizophrenia changed and became more apparent, she came to rely on the insights and whispers of her power as a guide, a path which led her to her current position as a traveling mercenary/villain.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:CruachFormExample.jpg&amp;diff=7354</id>
		<title>File:CruachFormExample.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:CruachFormExample.jpg&amp;diff=7354"/>
		<updated>2022-04-18T04:31:29Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: An example of a form Cruach might take for going out to do cape business.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a form Cruach might take for going out to do cape business.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AdelineWarwickHuman.jpg&amp;diff=7353</id>
		<title>File:AdelineWarwickHuman.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AdelineWarwickHuman.jpg&amp;diff=7353"/>
		<updated>2022-04-18T04:24:50Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Adeline Warwick, Cruach, in Human form.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Adeline Warwick, Cruach, in Human form.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7338</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7338"/>
		<updated>2022-04-16T05:07:53Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added smoke grenades and painters mask to equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = Hierarchy &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
|leader      = true&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Thinker}} {{cape/class|Master}} {{cape/class|Changer}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = E&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCivVer2.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
*A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
* Smoke Grenades (6 on her person)&lt;br /&gt;
* Painters Mask (air filtration)&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=7272</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=7272"/>
		<updated>2022-03-31T15:27:56Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added Tinkertech, both built by and gifted to Ammonite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality = 3&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Explosive Ejector&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/trjqy9/additional_safeguards/&lt;br /&gt;
| appearance = A coating over the Core Orb, and a slight alteration to the ports in the Base that attach to it.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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).&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Destructive interference Field&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/trjqy9/additional_safeguards/&lt;br /&gt;
| appearance = Not visible externally, an network of modules spread throughout the internals of the Base Mk.1.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      =  An addition to the Base Mk.1&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Stealth Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStealthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t6du1t/a_subtler_approach/&lt;br /&gt;
| appearance = As seen in the image, though without the knife.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Match Field: A new application of previously used forcefield technology. Slightly blurs the edges of the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Cleave Field Blades&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/trjqy9/additional_safeguards/&lt;br /&gt;
| appearance = Deployment modules on the forearms, foot long blades of a pale metallic substance when deployed, coated in a crackling blue field when activated.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = replace Electroscillatory blades in Melee Package Mk.1&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech From Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Somnum&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://old.reddit.com/r/wormrp/comments/kqmygr/augmentimplant_requests_cylynx/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| abilities  = Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body&#039;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&#039;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.&lt;br /&gt;
| notes      = Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ex Machina Heros (Black Carapace)&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o5cwf6/so_i_woke_up_augmented_so_what_cylynx_equipment/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| 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&#039;s surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite&#039;s native ability to interface with his tech, providing additional connections and parallel means for interfacing.&lt;br /&gt;
| notes      = Gifted/implanted into Ammonite upon request, with full consent.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Sempre Guerriero Mk 1.0&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/tcvo1g/ears_armor_knees_and_toes/&lt;br /&gt;
| appearance =  Four small implants, one for each foot and ear, containing sensors for detecting sound waves. Once implanted, invisible.&lt;br /&gt;
| creator    = [[Acoustica]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Gifted to Ammonite in exchange for the Power Pack Mk.1, Integrated into the Base Mk.1.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Anima con Appassionato Mk. 1.0&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/tcvo1g/ears_armor_knees_and_toes/&lt;br /&gt;
| appearance = A set of four small speakers that can be affixed onto an outer suit for Ammonite.&lt;br /&gt;
| creator    = [[Acoustica]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Gifted to Ammonite in exchange for the Power pack Mk.1, Integrated into the Ranged Package Mk.1.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Basso Continuo&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/tqwcgz/late_nights_and_stolen_tech_make_acostica_very/&lt;br /&gt;
| appearance = A clamp with a large speaker/receiver in the head. Made with elysium steel.&lt;br /&gt;
| creator    = [[Acoustica]]&lt;br /&gt;
| 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.&lt;br /&gt;
Hardened against EMPs with an Elysian Steel casing&lt;br /&gt;
| notes      = Lasts 12 hours, or as long as the power of whatever armor it is attached to lasts.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech For Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Backup Generator Mk.1&lt;br /&gt;
| image      = AmmoniteGenerator.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/rkca5k/backups_people_backups/&lt;br /&gt;
| appearance = As seen in the image, as well as various wires throughout the building, and a number of panels on the roof.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is hardened against EMP&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Pack Mk.1&lt;br /&gt;
| image      = PowerPackMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t70n3s/turning_up_the_power/&lt;br /&gt;
| appearance = As seen in the image.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Provides some protection, though it&#039;s not designed specifically to do so. Should be able to take a few hits and get generally knocked around. Made for Acoustica.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7049</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=7049"/>
		<updated>2022-03-20T01:36:42Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Found a better image for Phix&amp;#039;s civilian appearance, replaced the old image with it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = Hierarchy &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
|leader      = true&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Thinker}} {{cape/class|Master}} {{cape/class|Changer}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = F&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCivVer2.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
*A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCivVer2.jpg&amp;diff=7048</id>
		<title>File:PhixCivVer2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCivVer2.jpg&amp;diff=7048"/>
		<updated>2022-03-20T01:35:25Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Found a better picture for Phix&amp;#039;s Civilian appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Found a better picture for Phix&#039;s Civilian appearance&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=7017</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=7017"/>
		<updated>2022-03-13T03:47:46Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added Tinkertech from Acoustica&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality = 3&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Stealth Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStealthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t6du1t/a_subtler_approach/&lt;br /&gt;
| appearance = As seen in the image, though without the knife.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Match Field: A new application of previously used forcefield technology. Slightly blurs the edges of the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech From Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Somnum&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://old.reddit.com/r/wormrp/comments/kqmygr/augmentimplant_requests_cylynx/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| abilities  = Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body&#039;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&#039;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.&lt;br /&gt;
| notes      = Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ex Machina Heros (Black Carapace)&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o5cwf6/so_i_woke_up_augmented_so_what_cylynx_equipment/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| 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&#039;s surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite&#039;s native ability to interface with his tech, providing additional connections and parallel means for interfacing.&lt;br /&gt;
| notes      = Gifted/implanted into Ammonite upon request, with full consent.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Sempre Guerriero Mk 1.0&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/tcvo1g/ears_armor_knees_and_toes/&lt;br /&gt;
| appearance =  Four small implants, one for each foot and ear, containing sensors for detecting sound waves. Once implanted, invisible.&lt;br /&gt;
| creator    = [[Acoustica]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Gifted to Ammonite in exchange for the Power Pack Mk.1, Integrated into the Base Mk.1.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Anima con Appassionato Mk. 1.0&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/tcvo1g/ears_armor_knees_and_toes/&lt;br /&gt;
| appearance = A set of four small speakers that can be affixed onto an outer suit for Ammonite.&lt;br /&gt;
| creator    = [[Acoustica]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Gifted to Ammonite in exchange for the Power pack Mk.1, Integrated into the Ranged Package Mk.1.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech For Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Backup Generator Mk.1&lt;br /&gt;
| image      = AmmoniteGenerator.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/rkca5k/backups_people_backups/&lt;br /&gt;
| appearance = As seen in the image, as well as various wires throughout the building, and a number of panels on the roof.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is hardened against EMP&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Pack Mk.1&lt;br /&gt;
| image      = PowerPackMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t70n3s/turning_up_the_power/&lt;br /&gt;
| appearance = As seen in the image.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Provides some protection, though it&#039;s not designed specifically to do so. Should be able to take a few hits and get generally knocked around. Made for Acoustica.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6998</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6998"/>
		<updated>2022-03-05T23:41:43Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added new tech, organized equipment section a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality = 3&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Stealth Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStealthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t6du1t/a_subtler_approach/&lt;br /&gt;
| appearance = As seen in the image, though without the knife.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Match Field: A new application of previously used forcefield technology. Slightly blurs the edges of the wearer&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech From Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Somnum&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://old.reddit.com/r/wormrp/comments/kqmygr/augmentimplant_requests_cylynx/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| abilities  = Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body&#039;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&#039;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.&lt;br /&gt;
| notes      = Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ex Machina Heros (Black Carapace)&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o5cwf6/so_i_woke_up_augmented_so_what_cylynx_equipment/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| 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&#039;s surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite&#039;s native ability to interface with his tech, providing additional connections and parallel means for interfacing.&lt;br /&gt;
| notes      = Gifted/implanted into Ammonite upon request, with full consent.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech For Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Backup Generator Mk.1&lt;br /&gt;
| image      = AmmoniteGenerator.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/rkca5k/backups_people_backups/&lt;br /&gt;
| appearance = As seen in the image, as well as various wires throughout the building, and a number of panels on the roof.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is hardened against EMP&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Pack Mk.1&lt;br /&gt;
| image      = PowerPackMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/t70n3s/turning_up_the_power/&lt;br /&gt;
| appearance = As seen in the image.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Provides some protection, though it&#039;s not designed specifically to do so. Should be able to take a few hits and get generally knocked around. Made for Acoustica.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:PowerPackMk1.jpg&amp;diff=6997</id>
		<title>File:PowerPackMk1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:PowerPackMk1.jpg&amp;diff=6997"/>
		<updated>2022-03-05T23:36:52Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: A power pack Made for Acoustica by Ammonite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A power pack Made for Acoustica by Ammonite&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteStealthSkinMk1.jpg&amp;diff=6996</id>
		<title>File:AmmoniteStealthSkinMk1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteStealthSkinMk1.jpg&amp;diff=6996"/>
		<updated>2022-03-05T23:32:36Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: The appearance of Ammonite&amp;#039;s stealth skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The appearance of Ammonite&#039;s stealth skin&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6985</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6985"/>
		<updated>2022-03-05T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added PRT power classification(s)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = {{cape/class|Thinker}} {{cape/class|Master}} {{cape/class|Changer}}&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = F&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCiv.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
*A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6846</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6846"/>
		<updated>2022-01-15T00:34:34Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added barricade tinkertech commission from Memento&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = &amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = F&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCiv.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
*A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech (from others) ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Build-a-block barricade&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/s1qh7q/building_blocks_and_traps/&lt;br /&gt;
| appearance = A grey box encased in a black frame. Space for two AA batteries on the side.&lt;br /&gt;
| creator    = [[Memento]]&lt;br /&gt;
| abilities  = When put on the ground, it will create a 1.5x5x0.10 meter slab of their powered matter with a supported base over the course of 10 seconds. Enough space being created for a person to hide behind after 3 seconds.&lt;br /&gt;
| notes      = A commission by Phix in exchange for helping her set up.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6845</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6845"/>
		<updated>2022-01-15T00:15:33Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added backup Generator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality = 3&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech From Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Somnum&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://old.reddit.com/r/wormrp/comments/kqmygr/augmentimplant_requests_cylynx/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| abilities  = Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body&#039;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&#039;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.&lt;br /&gt;
| notes      = Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ex Machina Heros (Black Carapace)&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o5cwf6/so_i_woke_up_augmented_so_what_cylynx_equipment/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| 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&#039;s surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite&#039;s native ability to interface with his tech, providing additional connections and parallel means for interfacing.&lt;br /&gt;
| notes      = Gifted/implanted into Ammonite upon request, with full consent.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech For Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Backup Generator Mk.1&lt;br /&gt;
| image      = AmmoniteGenerator.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/rkca5k/backups_people_backups/&lt;br /&gt;
| appearance = As seen in the image, as well as various wires throughout the building, and a number of panels on the roof.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is hardened against EMP&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteGenerator.jpg&amp;diff=6844</id>
		<title>File:AmmoniteGenerator.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteGenerator.jpg&amp;diff=6844"/>
		<updated>2022-01-15T00:13:11Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6793</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6793"/>
		<updated>2022-01-11T21:46:42Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added somnum and ex machina heros to sheet (implants from cylynx)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality = 3&lt;br /&gt;
|rep_notoriety = C&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech From Others ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Somnum&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://old.reddit.com/r/wormrp/comments/kqmygr/augmentimplant_requests_cylynx/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| abilities  = Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body&#039;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&#039;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.&lt;br /&gt;
| notes      = Constant use is not recommended and the maximum of two weeks should not be tested or surpassed. Gifted/implanted into Ammonite upon request.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ex Machina Heros (Black Carapace)&lt;br /&gt;
| image      =&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o5cwf6/so_i_woke_up_augmented_so_what_cylynx_equipment/&lt;br /&gt;
| appearance = &lt;br /&gt;
| creator    = [[Cylynx]]&lt;br /&gt;
| 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&#039;s surface. This would allow Ammonite to interface directly with future external augmentations. Further extends Ammonite&#039;s native ability to interface with his tech, providing additional connections and parallel means for interfacing.&lt;br /&gt;
| notes      = Gifted/implanted into Ammonite upon request, with full consent.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6782</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6782"/>
		<updated>2022-01-07T05:37:34Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: noted down warehouse in resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = &amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = F&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCiv.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
*A previously abandoned warehouse on Ironway Rd. (should show up on the map eventually)&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6455</id>
		<title>Phix</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Phix&amp;diff=6455"/>
		<updated>2021-12-02T00:02:27Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: uploaded Phix character Sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Phix &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Sasha Stanislav Olofsson&lt;br /&gt;
|author = /u/ALargeHairyDerp &amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain&amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = &amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = -4&lt;br /&gt;
|rep_notoriety = F&lt;br /&gt;
|rep_criminal = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/qk6kqg/sasha_stanislav_olofsson_phix/hmltj74/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = PhixCiv.jpg &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption =  Phix&#039;s usual civilian appearance, outfit varies.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 1999-08-24 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Auburn, West Virginia&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Someone has been making inquiries about hiring mooks in the Devilfish area. There is a suspicious lack of rumors, and all money trails lead to dead ends. Appearance, powers (if they exist), motives, and history are wholly unknown.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
[[File:PhixCostume.jpg|thumb|right|Phix&#039;s costume (except the cloth is black, with gold accents)]]&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
Civ: As seen in the image. She stands at 6’1”, favors professional attire, but generally keeps it loose fitting both to hide muscle and lack of figure.&lt;br /&gt;
&lt;br /&gt;
Cape: As seen in the image. Uses padding and a voice modulator and trained control to appear and sound male.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
* A house in a decent part of town&lt;br /&gt;
* A bug (wiretap listening device) in the local police department (not the PRT)&lt;br /&gt;
* A car&lt;br /&gt;
* A small office, set up to take calls and act as a reasonable cover for illicit financial (front company/laundering) activity&lt;br /&gt;
* Money is made through blackmail, market manipulation (long term), consulting for villains, and selling acquired information or goods to the highest bidder. Laundered through a number of front companies.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* Dual Rapiers&lt;br /&gt;
* Costume: Knights armor with Kevlar underlayer and padding. NIJ rating II. Padding is situated to reduce sound from movement and footsteps, and make frame look male. (She has 2 identical backups)&lt;br /&gt;
* Concealed 9mm pistol with a few extra mags (half regular bullets, half rubber bullets)&lt;br /&gt;
* Utility Knife&lt;br /&gt;
* Punch daggers&lt;br /&gt;
* Baton&lt;br /&gt;
* Burner Phones&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Zip cuffs&lt;br /&gt;
* Multi-tool&lt;br /&gt;
* Chalk Dust&lt;br /&gt;
* Caltrops&lt;br /&gt;
* Lock Picking tools&lt;br /&gt;
&lt;br /&gt;
Wealth level: 7&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
* Organization and money management&lt;br /&gt;
* First Aid&lt;br /&gt;
* Hand to hand combat, both armed and unarmed&lt;br /&gt;
* Swordplay&lt;br /&gt;
* General gear and tech maintenance&lt;br /&gt;
* Firearms training&lt;br /&gt;
* Psychological warfare tactics (blackmail, espionage, etc.)&lt;br /&gt;
* Cold reading&lt;br /&gt;
* Parkour&lt;br /&gt;
* Urban survival&lt;br /&gt;
* Breaking and Entering&lt;br /&gt;
* Wilderness survival&lt;br /&gt;
* Interrogation/torture techniques (both performing and resisting)&lt;br /&gt;
* Acting and general deception&lt;br /&gt;
* Vocal imitation and voice throwing/ventriloquism&lt;br /&gt;
* Code making and breaking&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Cold, calculating, and utterly ruthless. She buys Ministry programming wholesale in regards to parahuman superiority, especially thinkers. Has a Machiavellian outlook on life, the ends justify the means, no matter the means. Normal people, and even other non-thinker parahumans, are at most tools or enforcers to be manipulated as she sees fit. Egotistical to a degree, but smart enough not to let it impact her plans in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary power:&#039;&#039;&#039; Phix’s main power is perpetual familiarity with the current situation. She can easily navigate rooms in the dark with intimate familiarity, can find secret rooms or hidden weapons, identify and avoid security systems, knows how to properly use gear with little to no instruction, and has an intuitive sense for the terms to use and actions to take in a given situation. This applies to larger outdoor spaces as well, as she is able to easily find water or resources in the wilderness, or navigate through back alleys or other less obvious routes in large cities. This power makes the acquisition of new skills easier. It also means that Phix is generally very hard to catch off guard or fluster. Cases where she could be caught off guard would be rapid changes stemming from something originating from outside what would be considered the &#039;immediate vicinity&#039;. There must be some hint of something being present for her to pick up on it (she wouldn&#039;t know about a bomb in the basement unless there was some indication in her immediate vicinity, and even then, she would likely have to use her own intelligence to extrapolate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix is a Noctis cape. She lacks the need for sleep entirely, and doesn&#039;t really grow tired. Additionally, this aspect of her power provides 360 degree vision regardless of attire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix may create illusions within 30 feet of herself. These illusions may only affect one sense at a time, but different illusions may be applied to different people in range. This comes with a degree of assistive multitasking, allowing her to maintain multiple different illusions on different people while still performing normally. Illusions are a result of sensory tampering (as opposed to creation of actual constructs), and so those with altered neurology, or general resistance to master effects, may either be completely unaffected or effected in a different way than intended. Someone looking in from outside the 30 foot range would not be able to tell illusions were occurring (barring identifying strange behavior from those affected). Illusions operate on the scale of making someone taste/smell something really nasty, making her arm appear in a different position than it actually is, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Power:&#039;&#039;&#039; Phix has an abstract sense for social/mental flaws and weaknesses. This works better the more time she has had to interact with/observe a person or group. The sense itself is vague at first, generally hinting at the presence of a flaw, and takes greater focus and time to more fully reveal what that flaw is. The power does not provide any insight on how to exploit detected flaws, only that they are present. This power would give insight on tangentially relevant conversational landmines upon first interaction. After a longer time studying an individual, it hints at deeper insecurities, providing blank info on such things without context. The power doesn&#039;t work without actually interacting with a person face to face, as it needs proper data to work with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary power:&#039;&#039;&#039; Phix has a precise but extremely slow changer power. She can select from three options, taking a few hours to go from one state to another. The power abides by conservation of mass and energy. Changes persist unless reversed. the options are &lt;br /&gt;
* &#039;&#039;&#039;Imitation:&#039;&#039;&#039; with intense and detailed study of another person&#039;s appearance, she may effectively mimic them. They will be externally indistinguishable, even to the point of fingerprints and retinas. Barring scanning for a corona pollentia and gemma, or genetic testing, there are few ways to determine the imitation from the original. &lt;br /&gt;
* &#039;&#039;&#039;Bone density:&#039;&#039;&#039; Requires far greater than average mineral consumption as part of the process of changing. Drastically increases bone density, with small alterations to strength and cartilage regeneration to allow for normal movement and keep from getting arthritis. allows for falls from greater heights and keeps bones from breaking as easily. &lt;br /&gt;
* &#039;&#039;&#039;Metabolism boost:&#039;&#039;&#039; overclocks her metabolism as a whole, allowing for faster recovery and healing, though not outside the scope of what a normal person could recover from. Makes the effects of physical training take hold faster. Requires double or triple food intake depending on exertion to remain healthy.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Natural Multi Trigger&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Sasha doesn&#039;t remember most of her very early childhood, whether this is the result of a power effect of simply having been taken by the ministry at a very young age is ultimately inconsequential. She grew up in a ministry compound, the Archimedes clan, a compound located in West Virginia, alongside around 30 other children. Conditions were tough, a constant grind, constant propaganda, constant tests, everyone pitted against each other and attempted to undermine each other in order to gain some sort of boon. Secrets abounded, and she quickly learned to be cold and reserved, to not trust anyone, and to accept the teachings without question. Friendship was uncommon and strained, but somewhat necessary, more alliances than true friendships. The constant erosion of both body and mind, the constant pressure, the barrage of increasingly confusing tests and utter degradation as failure after failure mounted and each success was belittled eventually grew to be too much. Sasha, seeking some form of relief, revealed to one of the supervisors that one of her friends/allies had been cheating on the tests in a small manner. Quickly, their entire group was rounded up, each placed in solitary confinement, made to confess to actions both true and false, gradually manipulated to hate the other members in a variety of ways. After days, they were taken out and experienced a modicum of relief, showers, good food, sleep. They were allowed back with the rest of the kids, and upon seeing each other, tensions rose. The sewn distrust came to a head, a fight broke out, mostly each of them tearing into each other verbally, picking at insecurities and bringing up past events. As it came to a head they triggered, forming a cluster. Now with powers, their conditions improved. They separated, avoiding each other at all costs, and as Sasha was further trained and indoctrinated, her ego grew. She saw how the other powered members of the cell behaved, how they acted, the flaws in their arguments and their perceptions, their weakness. If this was the standard, she found it lacking. Operating on the assumption that she could do better herself, she worked to escape, sewing minor dissent between members, and using the rising tensions to slip through a lapse in security. Armed with her powers and training, she set out to accumulate the wealth and influence needed to set up her own, better, organization.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCiv.jpg&amp;diff=6454</id>
		<title>File:PhixCiv.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCiv.jpg&amp;diff=6454"/>
		<updated>2021-12-01T23:44:51Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Phix&amp;#039;s typical civilian appearance, outfit varries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Phix&#039;s typical civilian appearance, outfit varries.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCostume.jpg&amp;diff=6453</id>
		<title>File:PhixCostume.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:PhixCostume.jpg&amp;diff=6453"/>
		<updated>2021-12-01T23:38:52Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Phix&amp;#039;s costume (1st iteration)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Phix&#039;s costume (1st iteration)&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6397</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6397"/>
		<updated>2021-10-30T21:26:15Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added new tech for EB event&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name      = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Subspace Fold&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = Derived from a scan of Black Dove.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Mobility Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small thrusters and glowing plates, which can be attached to the outside of any given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Microthrusters: Allow for short bursts of flight up to 50mph on their own, and sustained flight at 100mph when paired with Antigravity plating.&lt;br /&gt;
&lt;br /&gt;
Slipstream Field: A field which absorbs energy from surrounding air and redirects airflow, allowing for greatly decreased air resistance during flight.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       =  Drone Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = Small metallic bumps and larger plate-like structures with definite s=thickness attached to a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
Drone Types:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Power Skin Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = A skin.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Annihilator Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/qismoc/ammonite_expands_his_arsenal/&lt;br /&gt;
| appearance = A large barrel, akin to that of a gun. Plates that crackle and glow with electricity.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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&#039;re not shielded.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  Power consumption means it requires 4 skin slots instead of the typical 1. Only for use in S/A class events.&lt;br /&gt;
|state = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6162</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6162"/>
		<updated>2021-10-06T23:33:59Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6161</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6161"/>
		<updated>2021-10-06T23:32:08Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Melee Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6160</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6160"/>
		<updated>2021-10-06T23:31:03Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added melee and ranged packages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Melee Package Mk.1&lt;br /&gt;
| image      = &lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance = Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Ranged Package Mk.1&lt;br /&gt;
| image      = &lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pznbzt/ammonite_packages/&lt;br /&gt;
| appearance =  Various metallic bits and bobs, some with indicator lights or ports, which clip on to various spots on a given skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      =  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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Wraith&amp;diff=6146</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Wraith&amp;diff=6146"/>
		<updated>2021-10-05T22:40:33Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: new character, yay!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. That means IF YOU PUT SOMETHING INSIDE THESE WEIRD TAGS IT WILL DO NOTHING :lolmad: --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name = Wraith&amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name = Samantha Alastair Sokolovsky&lt;br /&gt;
|author = /u/ALargeHairyDerp&amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment = Villain &amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = None &amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status = Active&lt;br /&gt;
|location = Devilfish&amp;lt;!-- leave as Devilfish unless they are somewhere else. If you dont know where they are put &amp;quot;Unknown&amp;quot;&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please don&#039;t put numbers here if you&#039;re unsure. Instead, ask a Wiki Nerd for help --&amp;gt;&lt;br /&gt;
|class = Changer/Brute&amp;lt;!-- {{cape/class|Tinker}} ({{cape/class|Blaster|5}}, {{cape/class|Mover|4}}) --&amp;gt;&lt;br /&gt;
|rep_morality = 1&lt;br /&gt;
|rep_notoriety = E&lt;br /&gt;
|rep_criminal = -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional, --&amp;gt;&lt;br /&gt;
|redditlink = https://www.reddit.com/r/wormrp/comments/pvnhrw/wraith_samantha_alastair_sokolovsky/&amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image = &amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption = &amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date = 2002-08-04&amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Delphi, Indiana&amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Reports of sliced up animals, marks on trees, and generally strange tracks in the woods around a specific area have surfaced. Vandalism marked by being etched into concrete as opposed to spray painted on has begun to crop up. This pattern has been attributed to a specific cape, of which little footage exists. A file exists, with minimal information, and the cape has been dubbed ‘Wraith’.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
 https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
Samantha stands at about 5’9”, with red hair, freckles, and blue eyes. A general description of her demeanor and appearance would be ‘tomboy’, short hair, decently muscled, and generally dirty. There’s a slightly manic look to her eyes, and she seems perpetually restless, always shifting her weight or moving in some way. She has a Hagalaz rune on her left forearm.&lt;br /&gt;
&lt;br /&gt;
For a costume, Samantha wears a domino mask and surgical mask to cover her face, and cheap t-shirts and shorts. This is because her clothes don’t change with her, and usually end up getting shredded or destroyed in some other manner.&lt;br /&gt;
&lt;br /&gt;
In her changer form, but out of combat, she favors a mirror of her human form, though covered in bone plates. The Hagalaz rune is present on the surface of her core.&lt;br /&gt;
&amp;lt;!-- Put appearance here, cape and civ if applicable. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&amp;lt;!-- Equipment and resources. You can do a list like so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
* list item&lt;br /&gt;
* list item&lt;br /&gt;
 * list subitem&lt;br /&gt;
* list item&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Resources:&lt;br /&gt;
*A home set up in the mouth of an small cave in the woods, complete with a garden and areas to work on hobbies or prepare food.&lt;br /&gt;
*A few sets of cheap ratty clothing, including a few coats and boots for the winter.&lt;br /&gt;
*A number of stolen campfire starters&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
* None aside from her costume.&lt;br /&gt;
&lt;br /&gt;
Wealth Level: 2&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
*Wilderness survival (including hunting and tracking)&lt;br /&gt;
*Grappling and scrappy fighting&lt;br /&gt;
*Ballet&lt;br /&gt;
*Engraving&lt;br /&gt;
*Hiding her emotions&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
An adrenaline junky at heart, she disrespects authority on principle, and revels in her own independence. She doesn’t like or want to hurt people in general, but will if they come after her or try to get her to do things she’s very much opposed to. She does her best to have fun with everything she does, and is successful most of the time. Power induced sleep deprivation has made her more than a little paranoid, and she sometimes sees things that aren&#039;t there. She also appears perpetually active, unable to sit still. Her mind is similarly hyperactive, always taking in information, going down different tangents, etc.&lt;br /&gt;
=== Power ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Wraith is a changer, capable of becoming a roiling mass of extremely thin white threads reminiscent of garotte wire, and bone plates. Going from human to changer form takes about 3 seconds, in which her normal form condenses into a ‘core’ about the size of a tennis ball, and the rest of her human form is replaced by the materials specified earlier. Subsequently, she can generate more of these materials at a rate of one cubic meter every six seconds up to a maximum volume of 30 cubic meters total. She may also reduce her volume at the same rate, to a minimum of one fifth of a cubic meter. She may convert only parts of her body as well, though this takes more focus, it ultimately takes less time.&lt;br /&gt;
&lt;br /&gt;
Wraith may, instead of adding more volume, choose to arrange herself in a specific way instead, taking on a specific shape, or altering the proportions of each aspect to achieve some specialization. (threads, as the supporting structure, are always present in some capacity; but she may become completely threads, mostly plates, or some other mix)&lt;br /&gt;
&lt;br /&gt;
Wraith’s core is malleable, able to slide through small spaces, and can be moved around inside her changer form at will. If it is damaged, she is immediately forced back into her human form, and would be at least delirious for a while, if not heavily injured, or dead: the severity of the damage to her human form is proportional to the damage to her core. Damage does not transfer between forms.&lt;br /&gt;
&lt;br /&gt;
The threads of Wraith’s changer form are roughly the strength of steel, very sharp on all sides (think garotte wire or razor blades in terms of damage), and act as the ‘base’ of her changer form. They act similar to muscles, each thread able to contract and flex, and in so doing facilitating the movement of the changer form. They also facilitate the majority of her sensory input while in her changer form, able to feel, and detect motion and vibrations in the air. This gives the changer form excellent hearing, to the point it&#039;s basically echolocation, and precision feeling, but leaves such senses as smell, taste, and sight absent. She may vibrate the threads to make noise, and can speak after a fashion, though it has taken practice to get it right.&lt;br /&gt;
&lt;br /&gt;
The bone plates of Wraith’s changer form act as ablative armor. They are composed of very dense bone, and have the durability to match. When struck, they are liable to splinter or break instead of transferring the force to Wraith herself. They do not regenerate automatically, and Wraith must focus to generate more, or to get rid of them.&lt;br /&gt;
&lt;br /&gt;
Her power comes with a very high conflict drive, and while active induces a state similar to an adrenaline high, doubly so when in combat.&lt;br /&gt;
&lt;br /&gt;
Of note, the threads have replaced her muscles in her usual form. This doesn’t confer any extra strength, but means she doesn’t bleed as much, and if sliced the interior will appear white or pinkish as opposed to red.&lt;br /&gt;
&lt;br /&gt;
Wraith is a pseudo Noctis cape. Her shard won&#039;t let her relax enough to sleep, but doesn&#039;t provide any ability to stave off the negative effects of going without. As such, a compromise has bee reached, in which wraith maintains consciousness for six days straight, and then is rendered totally unconscious for 24-48 hours. Normal methods of achieving unconsciousness, such as blunt force trauma and sedatives, are still effective.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven Trigger&lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&amp;lt;!-- self-explanatory --&amp;gt;&lt;br /&gt;
Samantha grew up as an only child, the sole focus of her parents attention, when they were around. This wasn’t a problem while she was younger, but as she grew older and started to develop her own interests and lean away from their conceptions of how she should behave and present herself, they cracked down hard. They limited her contact with her friends, took away entertainment and forbade her from doing the things she enjoyed. She was trapped, unwilling to cave fully to their demands on principle, but tempted all the same. Her only respite was her grandfather, with whom she felt she could be more herself. As time passed, they spent more time together, hunting, fishing, and generally exploring the outdoors.&lt;br /&gt;
&lt;br /&gt;
One afternoon he was supposed to pick her up, but he didn’t arrive. She waited, growing ever more nervous, as the hours passed. Eventually, there was a call from the hospital. Her grandfather had passed away, a heart attack, nothing they could do.&lt;br /&gt;
&lt;br /&gt;
The realization was crushing, not only the loss of a close family member, but of her only real escape from her parents&#039; control. She realized things would get worse, but buckled down and stuck with it.&lt;br /&gt;
&lt;br /&gt;
As time passed, her parents became even more strict, and she became even more rebellious, to the point they would lock her in the house. After a particularly difficult incident, she realized that the situation was untenable, that she would never be what they wanted of her, she wished she had the power to stand up to them, truly, but even as she packed her bags to run, she knew it was impossible, that she would be caught.&lt;br /&gt;
&lt;br /&gt;
There was a knock on her bedroom door. Impossible, her parents never knocked, and they wouldn’t be home for another half hour! She hesitantly opened it to behold a woman, tall and serene, holding a strange stick with a rune. She offered power, for a price, and Samantha accepted, figuring that if she asked too many questions the opportunity would be taken from her. She gave up her ability to relax, to rest, for that power, and when the woman left and she broke the rune stone, she felt something change.&lt;br /&gt;
&lt;br /&gt;
With her newfound power, she made good on her plan to run, covering ground constantly and putting as much distance as she could between her and her parents, eventually she decided to stay at the outskirts of Devilfish, hoping that the booming cape population and rumors of things in the woods would serve both her own desires, and aid in her ability to avoid scrutiny and potentially be found.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6121</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=6121"/>
		<updated>2021-10-04T04:04:59Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added strength Skin to equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Strength Skin Mk.1&lt;br /&gt;
| image      = AmmoniteStrengthSkinMk1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/pzo1qt/big_stronk_metal_boi/&lt;br /&gt;
| appearance = As seen in the image, about 7 feet tall.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities. Power generation is included to support increased strength.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteStrengthSkinMk1.jpg&amp;diff=6120</id>
		<title>File:AmmoniteStrengthSkinMk1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteStrengthSkinMk1.jpg&amp;diff=6120"/>
		<updated>2021-10-04T04:02:08Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Ammonite&amp;#039;s first iteration of the strength skin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ammonite&#039;s first iteration of the strength skin.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5657</id>
		<title>Ambush</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5657"/>
		<updated>2021-09-03T04:10:14Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: carried costume description through rest of entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ambush &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Selena Caron&lt;br /&gt;
|author      = /u/ALargeHairyDerp&amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment   = Mercenary &amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = none&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Changer}} ({{cape/class|Stranger}}, {{cape/class|Mover}})&lt;br /&gt;
|rep_morality = -2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = +&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/h8kxnh/selena_caron_ambush/ &amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image       = AmbushChangerFormImage.png&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption     = Ambush in her changer form, depicted in a couple of different poses.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date  = 2001-03-02 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Brainerd, Minesota &amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Security footage has revealed her presence in multiple small robberies, the PRT has put out a small notice, but she is not deemed high priority. Some thought has been given to countermeasures, and to puzzling out the specifics of her powers&#039; functionality, though not much has come of it. Rumors about her presence in a new gang, know as &amp;quot;House of Mirrors&amp;quot; have begun to circulate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
  https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:AmbushCiv.jpg|thumb|right|Ambush&#039;s usual civilian appearance]]&lt;br /&gt;
&lt;br /&gt;
Civilian: Selena stands at around 5’4”, with grey eyes, dark shoulder length hair, and a generally tired appearance, usually dressing practically (hoodies and loose pants).&lt;br /&gt;
&lt;br /&gt;
Cape: A professionally made padded and lightly armored black under suit, with patterns of silver vines embroidered on it. Wears a large detachable cloak (with a hood), again black with embroidered silver vines. The back of her head is protected by a cowl, while the front bears a leathery mask in the shape of a wolf&#039;s face, her eyes and mouth visible.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: somewhat padded black under suit with armor plates on torso, and protections for joints and limbs (Level III protection). Large black detachable cloak. Mask in the shape of a wolf&#039;s face, black leather over a protective cowl. The cloak and under suit are embroidered with silver vines.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* A very bright flashlight with a strobe function&lt;br /&gt;
* Homemade smoke grenades, eight of which can be carried at a time on the belt of the costume.&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
* A dorm room at the local college&lt;br /&gt;
* A few personal mementos (books and pictures and whatnot)&lt;br /&gt;
* A cell phone&lt;br /&gt;
* A laptop used for classes&lt;br /&gt;
Wealth Level: 3&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Freerunning&lt;br /&gt;
* Gymnastics&lt;br /&gt;
* Being Stealthy&lt;br /&gt;
* Fast Reading&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
Paranoid to an above average degree, asocial, and distrustful of authority, she&#039;s pretty shy usually, but puts on a more confident persona when interacting with others as a cape. She likes figuring out and planning solutions to issues and problems, though she is a firm believer in murphy&#039;s law. She engages in criminal activity both for the thrill of it, to test her own limits, and for the money.&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
Selena is first and foremost a changer, though it’s involuntary, activating any time she is not directly perceived by another living human being. Injuries do not transfer between forms, and any injuries to her changer form will be healed within 24 hours, though the healing of her regular human form is unaffected. All clothing/items disappear upon entering her changer form, and reappear when she leaves it, unless she specifically focuses on keeping them present. She does not count as a living human for the purposes of her power at all. She has a minor thinker power which gives a vague insight into the sightlines and presence of living people, though it’s not that precise. Her changer form appears as a sleek black wolf like creature, with a slight sheen to its skin, and no hair whatsoever, it possesses physical attributes similar to that of a wolf, though it doesn’t seem to tire or require air. Its tail is prehensile, and provides excellent balance. Its skin produces a thin layer of an unidentified fluid, which provides resistance to most chemicals and typical environmental effects (those that would be found naturally in the standard earth environment, such as temparature and exposure extremes, this does not confer any resistance to power induced environmental effects if they are outside the bounds of said earth based environmental extremes). The forms movements are almost completely silent, footsteps included.While in her changer form, Selena possesses enhanced senses, night vision at about the level of a cat, and hearing at, if not better, than most dogs. However, her sense of taste and smell is completely gone, and outside of a sense of pressure used to determine balance and help in stealth, the sense of touch is greatly muted.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single natural (second trigger possible)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
Selena moved to devilfish to get a breath of fresh air, to have new experiences and a fresh start, and figured that doing so while attending the local college was as good an excuse as any, seeing as it catered to her interest in engineering. Upon arrival, she made a few tentative friends and was enjoying herself, sure that this was the right decision and place for her. About halfway through her first year, one of her friends, who had been complementary to her in the past, asked if she could volunteer to model for one of the art classes, seeing no harm in it, she agreed. As the date approached, however, she began to become increasingly worried over how she would appear, if she was good enough, if her decision was right, etc. She mustered up the courage to go, just that once, and got through it seemingly without issue, though she found some of the poses rather strange. The shock came a couple days later, as she saw the pieces made of her posted to an on campus forum, with many other students, and even teachers, mocking and ridiculing her form. She triggered, and has kept up appearances since, still interested in pursuing engineering, despite her newfound distrust of people.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5656</id>
		<title>Ambush</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5656"/>
		<updated>2021-09-03T03:59:21Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: changed alignment to mercenary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ambush &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Selena Caron&lt;br /&gt;
|author      = /u/ALargeHairyDerp&amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment   = Mercenary &amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = none&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Changer}} ({{cape/class|Stranger}}, {{cape/class|Mover}})&lt;br /&gt;
|rep_morality = -2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = +&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/h8kxnh/selena_caron_ambush/ &amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image       = AmbushChangerFormImage.png&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption     = Ambush in her changer form, depicted in a couple of different poses.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date  = 2001-03-02 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Brainerd, Minesota &amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Security footage has revealed her presence in multiple small robberies, the PRT has put out a small notice, but she is not deemed high priority. Some thought has been given to countermeasures, and to puzzling out the specifics of her powers&#039; functionality, though not much has come of it. Rumors about her presence in a new gang, know as &amp;quot;House of Mirrors&amp;quot; have begun to circulate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
  https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:AmbushCiv.jpg|thumb|right|Ambush&#039;s usual civilian appearance]]&lt;br /&gt;
&lt;br /&gt;
Civilian: Selena stands at around 5’4”, with grey eyes, dark shoulder length hair, and a generally tired appearance, usually dressing practically (hoodies and loose pants).&lt;br /&gt;
&lt;br /&gt;
Cape: Generally rugged clothing under a large detachable black cloak with a hood, and a domino mask, when not in her changer form.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: somewhat padded black under suit with armor plates on torso, and protections for joints and limbs (Level III protection). Large black detachable cloak. Mask in the shape of a wolf&#039;s face, black leather over a protective cowl. The cloak and under suit are embroidered with silver vines.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* A very bright flashlight with a strobe function&lt;br /&gt;
* Homemade smoke grenades, eight of which can be carried at a time on the belt of the costume.&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
* A dorm room at the local college&lt;br /&gt;
* A few personal mementos (books and pictures and whatnot)&lt;br /&gt;
* A cell phone&lt;br /&gt;
* A laptop used for classes&lt;br /&gt;
Wealth Level: 3&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Freerunning&lt;br /&gt;
* Gymnastics&lt;br /&gt;
* Being Stealthy&lt;br /&gt;
* Fast Reading&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
Paranoid to an above average degree, asocial, and distrustful of authority, she&#039;s pretty shy usually, but puts on a more confident persona when interacting with others as a cape. She likes figuring out and planning solutions to issues and problems, though she is a firm believer in murphy&#039;s law. She engages in criminal activity both for the thrill of it, to test her own limits, and for the money.&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
Selena is first and foremost a changer, though it’s involuntary, activating any time she is not directly perceived by another living human being. Injuries do not transfer between forms, and any injuries to her changer form will be healed within 24 hours, though the healing of her regular human form is unaffected. All clothing/items disappear upon entering her changer form, and reappear when she leaves it, unless she specifically focuses on keeping them present. She does not count as a living human for the purposes of her power at all. She has a minor thinker power which gives a vague insight into the sightlines and presence of living people, though it’s not that precise. Her changer form appears as a sleek black wolf like creature, with a slight sheen to its skin, and no hair whatsoever, it possesses physical attributes similar to that of a wolf, though it doesn’t seem to tire or require air. Its tail is prehensile, and provides excellent balance. Its skin produces a thin layer of an unidentified fluid, which provides resistance to most chemicals and typical environmental effects (those that would be found naturally in the standard earth environment, such as temparature and exposure extremes, this does not confer any resistance to power induced environmental effects if they are outside the bounds of said earth based environmental extremes). The forms movements are almost completely silent, footsteps included.While in her changer form, Selena possesses enhanced senses, night vision at about the level of a cat, and hearing at, if not better, than most dogs. However, her sense of taste and smell is completely gone, and outside of a sense of pressure used to determine balance and help in stealth, the sense of touch is greatly muted.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single natural (second trigger possible)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
Selena moved to devilfish to get a breath of fresh air, to have new experiences and a fresh start, and figured that doing so while attending the local college was as good an excuse as any, seeing as it catered to her interest in engineering. Upon arrival, she made a few tentative friends and was enjoying herself, sure that this was the right decision and place for her. About halfway through her first year, one of her friends, who had been complementary to her in the past, asked if she could volunteer to model for one of the art classes, seeing no harm in it, she agreed. As the date approached, however, she began to become increasingly worried over how she would appear, if she was good enough, if her decision was right, etc. She mustered up the courage to go, just that once, and got through it seemingly without issue, though she found some of the poses rather strange. The shock came a couple days later, as she saw the pieces made of her posted to an on campus forum, with many other students, and even teachers, mocking and ridiculing her form. She triggered, and has kept up appearances since, still interested in pursuing engineering, despite her newfound distrust of people.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5655</id>
		<title>Ambush</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ambush&amp;diff=5655"/>
		<updated>2021-09-03T03:51:04Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: updated costume&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ambush &amp;lt;!-- cape name here --&amp;gt;&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Selena Caron&lt;br /&gt;
|author      = /u/ALargeHairyDerp&amp;lt;!-- /u/YOUR_NAME_HERE --&amp;gt;&lt;br /&gt;
|alignment   = Villain &amp;lt;!-- Hero, Villain, Mercenary, Rogue, None, Unknown --&amp;gt;&lt;br /&gt;
|affiliation = none&amp;lt;!-- Protectorate, Wards, None, Crypt Keepers, etc. full list here: https://wormrp.syl.ae/wiki/edit/Template:Cape/affiliation --&amp;gt;&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Changer}} ({{cape/class|Stranger}}, {{cape/class|Mover}})&lt;br /&gt;
|rep_morality = -2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal = +&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/h8kxnh/selena_caron_ambush/ &amp;lt;!-- put a link to your reddit sheet, otherwise this will link to a reddit search page ex: https://www.reddit.com/r/wormrp/search?q=flair%3ACharacter+Persephone&amp;amp;sort=relevance&amp;amp;restrict_sr=on&amp;amp;t=all&amp;amp;include_over_18=on --&amp;gt;&lt;br /&gt;
|image       = AmbushChangerFormImage.png&amp;lt;!-- upload a file, and put the name here without the File: prefix --&amp;gt;&lt;br /&gt;
|caption     = Ambush in her changer form, depicted in a couple of different poses.&amp;lt;!-- description of the pic --&amp;gt;&lt;br /&gt;
|birth_date  = 2001-03-02 &amp;lt;!-- 2001-09-17 --&amp;gt;&lt;br /&gt;
|birth_place = Brainerd, Minesota &amp;lt;!-- Oslo, Norway --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Put your basic character overview and public information here. --&amp;gt;&lt;br /&gt;
Security footage has revealed her presence in multiple small robberies, the PRT has put out a small notice, but she is not deemed high priority. Some thought has been given to countermeasures, and to puzzling out the specifics of her powers&#039; functionality, though not much has come of it. Rumors about her presence in a new gang, know as &amp;quot;House of Mirrors&amp;quot; have begun to circulate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
if you want to copy-paste from reddit, use the following link to convert reddit to Mediawiki format:&lt;br /&gt;
  https://pandoc.org/try/?text=&amp;amp;from=markdown&amp;amp;to=mediawiki&lt;br /&gt;
&lt;br /&gt;
Note that it doesn&#039;t handle giant blurbs, so you may have to feed it a piece at a time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:AmbushCiv.jpg|thumb|right|Ambush&#039;s usual civilian appearance]]&lt;br /&gt;
&lt;br /&gt;
Civilian: Selena stands at around 5’4”, with grey eyes, dark shoulder length hair, and a generally tired appearance, usually dressing practically (hoodies and loose pants).&lt;br /&gt;
&lt;br /&gt;
Cape: Generally rugged clothing under a large detachable black cloak with a hood, and a domino mask, when not in her changer form.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
Equipment:&lt;br /&gt;
* Costume: somewhat padded black under suit with armor plates on torso, and protections for joints and limbs (Level III protection). Large black detachable cloak. Mask in the shape of a wolf&#039;s face, black leather over a protective cowl. The cloak and under suit are embroidered with silver vines.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* A very bright flashlight with a strobe function&lt;br /&gt;
* Homemade smoke grenades, eight of which can be carried at a time on the belt of the costume.&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
* A dorm room at the local college&lt;br /&gt;
* A few personal mementos (books and pictures and whatnot)&lt;br /&gt;
* A cell phone&lt;br /&gt;
* A laptop used for classes&lt;br /&gt;
Wealth Level: 3&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Freerunning&lt;br /&gt;
* Gymnastics&lt;br /&gt;
* Being Stealthy&lt;br /&gt;
* Fast Reading&lt;br /&gt;
* Engineering&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
Paranoid to an above average degree, asocial, and distrustful of authority, she&#039;s pretty shy usually, but puts on a more confident persona when interacting with others as a cape. She likes figuring out and planning solutions to issues and problems, though she is a firm believer in murphy&#039;s law. She engages in criminal activity both for the thrill of it, to test her own limits, and for the money.&lt;br /&gt;
=== Power ===&lt;br /&gt;
&lt;br /&gt;
Selena is first and foremost a changer, though it’s involuntary, activating any time she is not directly perceived by another living human being. Injuries do not transfer between forms, and any injuries to her changer form will be healed within 24 hours, though the healing of her regular human form is unaffected. All clothing/items disappear upon entering her changer form, and reappear when she leaves it, unless she specifically focuses on keeping them present. She does not count as a living human for the purposes of her power at all. She has a minor thinker power which gives a vague insight into the sightlines and presence of living people, though it’s not that precise. Her changer form appears as a sleek black wolf like creature, with a slight sheen to its skin, and no hair whatsoever, it possesses physical attributes similar to that of a wolf, though it doesn’t seem to tire or require air. Its tail is prehensile, and provides excellent balance. Its skin produces a thin layer of an unidentified fluid, which provides resistance to most chemicals and typical environmental effects (those that would be found naturally in the standard earth environment, such as temparature and exposure extremes, this does not confer any resistance to power induced environmental effects if they are outside the bounds of said earth based environmental extremes). The forms movements are almost completely silent, footsteps included.While in her changer form, Selena possesses enhanced senses, night vision at about the level of a cat, and hearing at, if not better, than most dogs. However, her sense of taste and smell is completely gone, and outside of a sense of pressure used to determine balance and help in stealth, the sense of touch is greatly muted.&lt;br /&gt;
&lt;br /&gt;
Trigger type: Single natural (second trigger possible)&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
Selena moved to devilfish to get a breath of fresh air, to have new experiences and a fresh start, and figured that doing so while attending the local college was as good an excuse as any, seeing as it catered to her interest in engineering. Upon arrival, she made a few tentative friends and was enjoying herself, sure that this was the right decision and place for her. About halfway through her first year, one of her friends, who had been complementary to her in the past, asked if she could volunteer to model for one of the art classes, seeing no harm in it, she agreed. As the date approached, however, she began to become increasingly worried over how she would appear, if she was good enough, if her decision was right, etc. She mustered up the courage to go, just that once, and got through it seemingly without issue, though she found some of the poses rather strange. The shock came a couple days later, as she saw the pieces made of her posted to an on campus forum, with many other students, and even teachers, mocking and ridiculing her form. She triggered, and has kept up appearances since, still interested in pursuing engineering, despite her newfound distrust of people.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5529</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5529"/>
		<updated>2021-07-07T06:25:43Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added Speed Skin Mk.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Speed Skin Mk.1&lt;br /&gt;
| image      = AmmoniteSpeedSkin1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/oc5639/speedy_boi/&lt;br /&gt;
| appearance = As seen in the image&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = Skins are designed not to obscure the sensory package of the base or limit it&#039;s abilities.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteSpeedSkin1.jpg&amp;diff=5528</id>
		<title>File:AmmoniteSpeedSkin1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteSpeedSkin1.jpg&amp;diff=5528"/>
		<updated>2021-07-07T06:23:38Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Ammonite&amp;#039;s first Speed Skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ammonite&#039;s first Speed Skin&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5521</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5521"/>
		<updated>2021-06-29T06:28:08Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: corrected appearance (image and description) at the top of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteBase1WithHumanSkin.jpg &lt;br /&gt;
|caption     = He stands at an even 6 feet, and looks generally human most of the time, when not working on his tech.&lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5520</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5520"/>
		<updated>2021-06-29T06:25:58Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: added Human Skin Tinkertech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteMechSuit2.jpg &lt;br /&gt;
|caption     = The suit stands at around 9ft tall, and moves with a fluid grace, the seams sometimes flare with light, or disconnect, floating. &lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Human Skin Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fpql/is_that_a_human_skin_suit_what_no_no_way_of/&lt;br /&gt;
| 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.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5519</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5519"/>
		<updated>2021-06-29T06:21:47Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added &amp;quot;Base&amp;quot; tinkertech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteMechSuit2.jpg &lt;br /&gt;
|caption     = The suit stands at around 9ft tall, and moves with a fluid grace, the seams sometimes flare with light, or disconnect, floating. &lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
&lt;br /&gt;
=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb Mk.1&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Base Mk.1&lt;br /&gt;
| image      = AmmoniteBase1WithHumanSkin.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9fl1h/definitely_not_a_base_of_operations/&lt;br /&gt;
| appearance = The base is the metallic humanoid creation underneath the Skin.&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| abilities  = Core Interfacing: The “ribcage” of the Base opens to accept the core interface and protection orb, allowing Ammonite to interface with its systems.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
VI processor core: a complex computations structure housed in the head of the Base, which supports the VI provided by phalanx.&lt;br /&gt;
&lt;br /&gt;
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”&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
| notes      = 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All major parts of the Base contain tracking devices.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Specializations ===&lt;br /&gt;
&lt;br /&gt;
* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
&lt;br /&gt;
=== Mentality ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
&lt;br /&gt;
Trigger type: Coven (C53)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteBase1WithHumanSkin.jpg&amp;diff=5518</id>
		<title>File:AmmoniteBase1WithHumanSkin.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteBase1WithHumanSkin.jpg&amp;diff=5518"/>
		<updated>2021-06-29T06:18:35Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: the first iteration of Ammonite&amp;#039;s base, seen with the Human Skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
the first iteration of Ammonite&#039;s base, seen with the Human Skin&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5517</id>
		<title>Ammonite</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=Ammonite&amp;diff=5517"/>
		<updated>2021-06-29T06:15:40Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: Added new core orb and got rid of armor which was previously destroyed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- TEXT WITHIN THESE ARE COMMENTS. Comments don&#039;t display anywhere or do anything. --&amp;gt;&lt;br /&gt;
{{cape&lt;br /&gt;
|name        = Ammonite&lt;br /&gt;
|alias       = &amp;lt;!-- if they go by another name, put it here or leave blank --&amp;gt;&lt;br /&gt;
|civ_name    = Frank&lt;br /&gt;
|author      = /u/ALargeHairyDerp&lt;br /&gt;
|alignment   = Hero&lt;br /&gt;
|affiliation = Protectorate&lt;br /&gt;
|status      = Active&lt;br /&gt;
|location    = Devilfish&lt;br /&gt;
&amp;lt;!-- everything above this comment is required. ask if you need help! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This section to be filled out at the direction of mods only. --&amp;gt;&lt;br /&gt;
|class         = {{cape/class|Tinker}}&lt;br /&gt;
|rep_morality  = 2&lt;br /&gt;
|rep_notoriety = D&lt;br /&gt;
|rep_criminal  = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- everything below this is optional,  --&amp;gt;&lt;br /&gt;
|redditlink  = https://www.reddit.com/r/wormrp/comments/f157sw/frank_ammonite/ &lt;br /&gt;
|image       = AmmoniteMechSuit2.jpg &lt;br /&gt;
|caption     = The suit stands at around 9ft tall, and moves with a fluid grace, the seams sometimes flare with light, or disconnect, floating. &lt;br /&gt;
|birth_date  = 6/2/1998 &lt;br /&gt;
|birth_place = ??? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Additional options exist, see Template:Cape for documentation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;s still optimistic, and has been regaining his good cheer since coming to Devilfish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Sheet ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&amp;lt;!-- image example: [[File:PerseCostume.png|thumb|left|Perse&#039;s costume (Except in black, with silver accents, and no sleeves)]] --&amp;gt;&lt;br /&gt;
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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&amp;quot; throughout his body which perform various organ functions.&lt;br /&gt;
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=== Equipment and Resources ===&lt;br /&gt;
&#039;&#039;Wealth level:&#039;&#039; 6&lt;br /&gt;
* 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.&lt;br /&gt;
* Various entertainment and mementos&lt;br /&gt;
* His tinkertech lab equipment&lt;br /&gt;
* Nautilus Power Armor&lt;br /&gt;
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=== Tinkertech ===&lt;br /&gt;
{{Equipment&lt;br /&gt;
| name       = Core Protection and Interface Orb&lt;br /&gt;
| image      = AmmoniteCoreOrb1.jpg&lt;br /&gt;
| url        = https://www.reddit.com/r/wormrp/comments/o9ejpq/core_interface_orb/&lt;br /&gt;
| appearance = Only slightly larger than Ammonite himself&lt;br /&gt;
| creator    = [[Ammonite]]&lt;br /&gt;
| 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.&lt;br /&gt;
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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.&lt;br /&gt;
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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.&lt;br /&gt;
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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.&lt;br /&gt;
| notes      = The orb has no inherent filtration. Ports are covered when the orb is fully exposed, as to not provide weak points.&lt;br /&gt;
| state     = collapsed&lt;br /&gt;
}}&lt;br /&gt;
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=== Skills and Specializations ===&lt;br /&gt;
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* Quick wit / Sense of Humor&lt;br /&gt;
* Fighting style which heavily relies on armor, and changes as he makes modifications.&lt;br /&gt;
* 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.&lt;br /&gt;
* Moving quickly, especially through tight spaces (outside of his armor) (running away)&lt;br /&gt;
* Swimming (out of armor)&lt;br /&gt;
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=== Mentality ===&lt;br /&gt;
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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.&lt;br /&gt;
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=== Power ===&lt;br /&gt;
Implement tinker (Focal x Focal), power armor / electricity focus&lt;br /&gt;
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Trigger type: Coven (C53)&lt;br /&gt;
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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. &lt;br /&gt;
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=== Backstory ===&lt;br /&gt;
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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.&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
	<entry>
		<id>https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteCoreOrb1.jpg&amp;diff=5516</id>
		<title>File:AmmoniteCoreOrb1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wormrpwiki.maidtech.net/w/index.php?title=File:AmmoniteCoreOrb1.jpg&amp;diff=5516"/>
		<updated>2021-06-29T06:10:15Z</updated>

		<summary type="html">&lt;p&gt;ALargeHairyDerp: The first iteration of the Core of Ammonite&amp;#039;s new nested armor design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The first iteration of the Core of Ammonite&#039;s new nested armor design&lt;/div&gt;</summary>
		<author><name>ALargeHairyDerp</name></author>
	</entry>
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