Shellshock |
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Shellshock's HYDRA armor |
Author |
/u/Scrublord_Koish |
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Civilian name |
Alejandra de Leon |
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Alignment |
Hero |
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Affiliation |
Noncanon (Devilfish) |
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PRT Classification |
Tinker |
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Born |
(2006-02-18) February 18, 2006 (age 18) Sonsonate, El Salvador |
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Status |
Noncanon |
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Shellshock is currently a Ward in Devilfish, tending towards being extremely loud and flashy during public appearances. Seems to be rather short tempered at times.
Character Sheet
Appearance
Alejandra doesn't look like much. Black hair tied back into a tail framing a face that has clearly seen better days. A few scars marring her face.
She stands at an unimpressive five foot nothing and looks like she hasn't had a bite to eat in weeks.
Equipment and Resources
- Wealth level 4 (Ward salary)
- A baton
- Phone (both civilian and for Ward business)
- Ties for criminals
Skills and Specializations
- Pretty good at avoiding attention when needed.
- Acting. (Mostly just lying and acting like she's fine.)
- Mediocre at lockpicking. (She learned quickly enough to put the lock back as it was after practicing.)
- Great at situational awareness.
Mentality
Due to her long time of captivity, Alejandra doesn't have much when it comes to self esteem, compensating for this by being loud and boastful. On the other hand, she has a tendency to be spiteful and hold grudges long past when others would've forgotten them on on a perceived wrong.
Her need to compensate practically skyrockets when out as a cape, preferring flashy, over the top moves and attitudes to keep her self image and ego as great and large as she can get them.
Power
Shellshock is a multithread tinker with a focus around an armored frame and gear that works directly with it. She cannot simply 'make' a gun or power armor though. Each piece of tech is fairly mediocre on their own when compared to other tinkertech. Its potential comes to the front with their 'main' function though.
With about ten seconds, Shellshock can shift a piece of gear around their frame, essentially modifying the base frame to be focused around the function that the tech had previously performed and shifting the previous focus to its regular gear state. A jetpack may become a mobility oriented frame with jet boosters while a pair of wrist mounted blades would grant them an extra pair of bladed arms. While shifting, the gear shifting to be the new focus and the old one do not have their usual functions, any additional armor it may have given generally going away at the halfway point.
Tinkertech
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Creator | | |
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Appearance | A shiny metal suit vaguely made to fit someone with a less than impressive stature. It features a lot of rails and other kinds of slots to hold tech. |
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Abilities |
- The suit is fitted with loads of rails and other slots to house Shellshock's tinkertech.
- features servos to help mitigate the weight of any gear that Shellshock carries, including the steel plating of the suit itself.
- The open areas between the plating features II grade armor.
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The first version of the frame designed to hold Shellshock's tech. |
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Creator | |
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Appearance | A pair of silvery gauntlets that go up to Shellshock's elbow. |
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Abilities |
- When simply worn, it allows for Shellshock to have a grip strength capable of bending a steel rod with effort, as well as exert force for punches, lifting, etc. equal to a fully grown adult.
- When the focus of the HYDRA armor, some of the armor of the gauntlets will split off to form an additional set of arms with somewhat sharp tipped fingers, both sets being capable of the same feats as its non-focus variant.
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An upgrade to a weapon made from scrap for self defense. Also very handy when tinkering. (Pun totally intended.) |
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Creator | |
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Appearance | A mostly sleek gun of red painted metal with two silvery metal rods extending out of the front. |
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Abilities |
- As a gun, it fires bolts of electricity that are more or less the same strength as a taser, working off of the frame's power supply. After 10 meters the electricity will no longer have enough power behind it to impair someone. When not directly held with the HYDRA armor on, it can be fired for up to 20 seconds of continuous fire.
- When the focus of the HYDRA armor, the gun will integrate itself fully, gaining the ability to impart the same electric shocks on touch, as well as firing them from the palms.
- Additionally, when the hands are held relatively close together, Shellshock can build up charge between the two. Either generating a magnetic field to keep a metallic object hovering inbetween or fire a bolt of electricity with the accumulated charge. This bolt is highly inaccurate and will more or less just hit whatever is closest by in a vague cone in front of her when released. The closest by object is highlighted through the HYDRA armor's visor to aid in aiming.
- While the HYDRA armor is focused on this piece of tech, touching a source of electricity (like a power outlet), will start to recharge the battery directly. This does not work on devices with more energetic output than a car battery, trying to do so will have the suit automatically stop the intake. Forcing it will fry the device's internals instead.
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Shellshock's version of a 'self defense weapon'. |
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Creator | |
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Appearance | A blocky metallic backpack in the same red color scheme as the rest of Shellshock's equipment. It also comes with flame themed decals for when it's the focus of the HYDRA suit. |
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Abilities |
- As a jetpack, it functions as just that. If not one with an amazing amount of lift. It allows for what are closer to very potent jumps to be performed and to help cushion high falls. The jumps in question being able to take her onto most one story buildings.
- As the focus of the HYDRA suit though, it generates more than enough lift for her to maintain flight. Being able to go up to 50 mph in a straight line, with the then active thrusters all over allowing her to have a pretty good turn rate when going under 25 mph.
- Also features a display for where 'down' is as well as her current trajectory to be shown as a HUD of sorts on the inside of the HYDRA suit's helmet.
- Comes with some very high grade shock absorbers in the arms and legs as well as a failsafe that will automatically fire thrusters to aid in Shellshock having a safe landing.
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Intended for stunt flying and extremely flashy moves such as jet assisted axe kicks and ramming into a villain, then carrying them into a wall. |
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Creator | | |
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Appearance | A shiny metal suit that stands at 180 cm tall, hiding Shellshock's than impressive stature underneath. It features a lot of rails and other kinds of slots to hold tech. |
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Abilities |
- The suit is fitted with loads of rails and other slots to house Shellshock's tinkertech.
- It features servos to help mitigate the weight of any gear that Shellshock carries, including the steel plating of the suit itself, as well as shock dampeners to mitigate impacts and falls.
- The open areas between the plating features II grade armor.
- While worn, Shellshock's strength and speed are closer to that of a fully grown, fit adult. And is able to maintain such activities with minimal effort on her part.
- The suit features the ability to reroute most of the power that would have gone to other pieces of tech to the servos in the suit, allowing her to clear a one story building with a jump, run up to a speed of 30 mph and perform feats of strength five times what would be expected from an olympian athlete. She is also capable of using this mobility in brief bursts of high speed movement along the ground or large 'hops'.
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Shellshock's gauntlets have been cannibalised into the upgrade. Zipdash has also helped redo the armor's layout to allow for the more extensive reconfiguration. |
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Creator | |
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Appearance | A pair of weapon handles that are a little larger than would be comfortably held by a regular person. |
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Abilities |
- On their own, the projectors are capable of projecting a small list of weapons out of golden colored hardlight. Namely a sword, a round shield and gauntlets. Each being about as strong as steel with similar weight to them.
- While her taser is the focus of her suit, Shellshock can channel the electricity through the projectors, giving the hardlight blades a more teal coloration in the process
- When integrated into the suit, the suit can project any weapon of choice in Shellshock's hands. Being able to exist apart from her for about ten seconds.
- Shellshock can also, on command, make the weapons made by the projector focus explode. Smaller objects like throwing knives being about as powerful as a firecracker while larger, two handed weapons are closer to a hand grenade. If without any shrapnel.
- There is a safety built in to prevent Shellshock from detonating the weapons too closely to herself, but this can be overridden.
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Contains a tracking device that triggers if the devices are removed from Shellshock's possession without first giving a specific command via her suit. Once triggered, the tracker can be disabled by putting in a pass code into a terminal in Shellshock's room. |
Backstory
TRIGGER WARNING: THIS BACKSTORY CONTAINS HUMAN TRAFFICKING
Growing up in the slums of Sonsonate, Alejandra had heard more than once from her parents that one day they would move up to America. That once they did, they would never have to fear going without food again and Alejandra and her older brother would be able to study to become doctors or lawyers and have the good life they deserved.
So of course, she had been ecstatic to hear from her father that as a present for her 16th birthday, he had arranged for the four of them to head northwards and make the trip. Promises of a better life awaiting there.
Except she couldn't quite shake the gut feeling that something was wrong as she hopped on the back of a pickup truck a week later. She didn't mention it though. Everyone was in high spirits and this was the chance of a lifetime. And they made it to America, alright... right into the waiting arms of men and women with guns, the man her father had said would bring them here being handed more money than Alejandra had ever seen as they were shoved along at gunpoint.
The weeks that followed were hell. Any defiance, real or not, was harshly punished. Barely kept alive with the horrible food they were given. And she had to watch as her family was sold off one by one. With her only remaining because apparantly a client with 'particular tastes' hadn't returned from a business trip yet.
And despite all of this, she didn't truly break. Simmering in her rage towards the captors. Not that she showed any of it. One of her captors was true sadist, occasionally picking someone to hurt just because, and she didn't want to catch his eye.
Until one day, she had been trying to sleep when being awoken by the sounds of yelling. Apparantly someone had gotten free and their hands on a gun while most of the traffickers were away and people were trying to escape, one of the others who had been captive with her wildly gesturing for her to run.
So she did, sprinting on shaky legs for where she thought the exit was. One of their captors being tackled to the ground by him when they neared the exit, knocking his gun to the ground.
Alejandra was paralyzed. Run for the exit or grab the gun and shoot the man? And after some hesitation, went for the gun, fueled by her rage. Except she had waited too long, and the traffickers were regaining control, multiple guns being trained on her.
She triggered right there, a captive once more as she was dragged back, deeper into the building.
It wouldn't be another two weeks before the police raided the building, the first being filled with beatings (he held back so as to not damage the 'merchandise') and the second with her scrounging together what she could to try and make one of the blueprints in her mind for the next escape attempt before rescue came, the police raiding the building and freeing them. Finding a scared teenager clutching some kind of bladed glove thing among the captives.