Alias: DragonFang
Name: Jessica Rook
Age: in her 20s records erased.
Height: 5'7
Weight; 120
Eyes: Blue
Hair: red( naturaly Navy Blue boardering on violet)
Origin: Enchanted Mutant
Distinguishing Features: Scar tissue along most her body. Subtle but there. Dragon tattoo 'tramp' stamp. A fang tattoo on the back of each hand.
Powers: the x gene residing in the veins of Jessica gifted her with remarkable enhanced sensory perception. Radar Sense comes easy using heightened senses to allow her to "see" in a way remenescent to echolocation. Super Hearing allows her to hear so well she can hear a person's heartbeat at a distance of over twenty feet, or people whispering on the other side of a standard soundproofed wall. Super Touch is her sense of touch being so acute that her fingers can feel the ink on a page or feel minute temperature and pressure changes, including body heat from people standing nearby. Super Smell her sense of smell is so precise that she can focus on a person's smell and follow it through a crowd of people at a distance of 50 feet or gunpowder from a sniper rifle almost 3 blocks away. She also has a great ability to remember smells, allowing her to identify people by smell alone. Lie Detection - Jess can tell whether a person is lying by listening to changes in their heartbeat, or by smelling their sweat when they are under pressure rarely ever does it prove to be wrong. Agility do to the fact that Jessica's sensory organs have such a high level of development, her inner ear, which controls the equilibrium and motions of the body, is also highly developed, aiding her in acrobatic feats that may surpass even Olympic-level athletes. Tracking her heightened senses make her particularly adept at tracking people. She uses sense of smell to track their scent and sense of hearing to discern vocal patterns, heartbeats and gait. Lastly is Enhanced Eye Sight She has the ability to see vast distances with complete clarity. This advanced eyesight also allows her to see in almost complete darkness.
Fangs: an enchanted tattoo on the back of her hand grands her with the ability to fabricate a blade of heat and VX toxin. As a blade it might be efficient as a poison strike it's quite brutal. As a vapor exposure can come from the wound, proximity enough for skin contact or inhalation. Because VX breaks down slowly in the body, repeated exposures to VX can also be accumulated. The extent of poisoning caused by VX depends on how much VX a person was exposed to, how the person was exposed, and the length of time of the exposure symptoms appearing seconds later. It Acts by preventing the proper operation of an enzyme that acts as the body’s “off switch” for glands and muscles. Without an “off switch,” the glands and muscles are constantly being stimulated. They may tire and no longer be able to sustain breathing function. People may not know they were exposed to VX because it has no odor signs though might include. Abnormally low or high blood pressure, Blurred vision, Chest tightness, Confusion, Cough, Drooling and excessive sweating, Drowsiness, Eye pain, Headache, Nausea, vomiting, and/or abdominal pain, Rapid breathing, Slow or fast heart rate just from a small dose and sweating and twitching is virtually certain. Successful attacks are likely to deliver a high dose with effects being Convulsions, Loss of consciousness, Paralysis, and Respiratory failure possibly leading to death
Abilities: thanks to her time with crime syndicates she's become adept at knowing cities inside and out within a day or less of arival. And more importantly has been able to piece together the criminal infrastructure within hours. She's familiar with the dark arts magic and chi, however she has yet to show signs of any practice of such talents. She does however show case athleticism stamina pain resistance and martial arts talent matching at the least most other vigilantes and super criminals.
Gear:
Contact lenses: usually simply casting her eye color as green these lenses also can change to replicate the retina of those she encounters. Ideal for breaching an eye scan. It also provides various visionary settings such as thermal night and so on.
Bracelets: often seen with the memorable bat DV insignia it appears as common jewelry. In actuality however it is a microscopic glove providing Jessica with the ability to replicate the fingerprints of those she touches. It can also assist in some information retrieval. Not much but enough to briefly send feed to the lense to lend some information to Jess.
Necklace: another relatively mundane piece of jewelry or choker it allows Jessica to change her voice going so far as replicating ones own voice. It is further assisted by serving as a translator allowing her to understand what's being said even in foreign tongue. When suited as Dragonfang she might also translate alternatively to assist foreigners in understanding her.
ID/Creditcard: a complicated miniaturized computer this device can change it's image to pressent different aliases and card numbers. It can fool most modern devices but isn't perfect. The money when spent is wired from various crime syndicates subtlety robbing them every time.
Signet Ring/gloves: when out of uniform she wears a ring on her right middle finger with a chess piece Rook symbol on it. The gloves place such a ring on each finger. Behind each ring near the palm is the activation switch for it's one 50,000 volt charge.
Utility Belt: consisting of several pouches and durable materials the belt is a reliable resource in the field at any moment. It's contents are various but easy for Jess to navigate. This includes, lock picks, medi gel, gauze, flash drives, semtax, a blow torch, smoke pellets, tear gass pellets, flairs, brass knuckles, tracking devices, flash bang grenades, emps, antivenom, spares of lenses necklace and bracelets, different arrow tips and additional grappling hook ropes.
DV Projectiles: shaped like bats these throwing blades have been shown to sink into steel and cars with most throws. And from her training Jess has proven quite accurate. However they are just throwing blades Jess has yet to customize them for anything more. This is made up by size and weight so inconsequential that it'd be hard to speculate just how many she carries.
Cowl: laced with led to limit visionary intrusion and provide minimal telepathic resistance. It's main component is the Dragon Skin and Kevlar weave much like her main uniform. It also comes with a automatic mouth guard retractable by a small node at the neck able to be activated by a simple head gesture. This covers her mouth to shield from any harmful toxins in the air. It can also be made as a rebreather to provide oxygen should she need to be submerged under water. As Jessica has contact lenses for vision aids she instead made the lenses of the cowl cameras recording the information retrieved. Though it's thin the layer above that is bullet proof glass, it won't stop the higher caliber rounds or take to much standard gunfire but it does lend some aid. Finally the "ears" function as radios tapping into police traffic and what channels any crime syndicate uses. All of these are active at the same time. This is easy for Jess to handle with her senses if someone else were to dawn the cowl they'd however likely be quick to have a headache from it all. Naturally she has a communicator to talk back to those stations or her allies but both of those are a rarity.
Cape: can function as a glider allowing fluid motion from high rices and travel in general. The materials are fire resistant providing protection against most flames. It's woven with a limited amount of Vibranium scavenged from fallen Oroochi. This provides limited kinetic absorption allowing it to halt gunfire and even endure the shock of some greater impacts like small explosives and being hit by cars depending on their speed.
Crossbow: arrow tips include standard, tazer, electric, incendiary, explosive, toxic, emp, cryo, tracking and wired. Most of these are only singular in their impact radius. They do however provide a variety of options. It alternatively can function as a grappling hook thanks to an under barrel attachment. The cross bow itself has a red dot sight optimized for the weapon itself, a small computer adapts the sight to the environmental situations to maximize efficiency for Jess without the need of adjustment from her. As for the actual firing mechanism the bolts are self loaded and located on Jessica's thighs and back providing her a good quick reload but not as swift as automated. She chose this do to the option of close range uses of bolts as a combat options. Firing mechanism draws the string back automatically the string itself uses super magnets to snap it forward at a greater acceleration. When it hits the bolt however it's magnetism is shut off leading it to snap to the bolt but release it rather then keep atraction. This allows the bolt to be shot forward at a rate far beyond average reaching mach 3 in speed. It could all be switched to a standard method for a less lethal and certainly far more ordinary cross bow if she desired.
Kitana: redesigned the weapon can become no more then a collapsed cylinder on the belt. However at the press of a button it will return to it's natural shape. That of a Vibranium kitana taken from a fallen Orochi of the Shadow Wars attack.
Bow Staff: quite simply a telescopic staff seperated into dual segments. Ideal as being either clubs or the staff itself. It's been modified with a retracting blade making similar to a pick ax in design. Ideal for climbing or improvised combative measures.
Outfit: do to her past in all honesty Jess would feel more comfortable in nothing then armor but that's not conductive to the job. As such she's laced her new suit with Dragon Skin. Dragon Skin armor is made of an overlapping series of high tensile strength ceramic discs encased in an glass fiber textile. It's format is a bit tighter fitting on Jess and does have some openings which are composed of more conventional Kevlar. Together it makes for an impressive resilience against most.
Random Fact: the same individuals to bring up Grimm told Jess the tattoo was of more significance besides simply telling Jess she was a piece of property. However she was thirteen when she was marked and still has nothing to show for it.
Bio:
Not much is known about the life Alex and Jess lived before made orphans. And of those who might know Jess is the most vague. Her parents she never knew to young to possibly remember. As an orphan she was still quite young and wouldn't remember much. And if by some chance she does remember the rest of her past is so bleak she's repressed most of it. For it wasn't long before Jessica was kidnapped reasons nothing more then insult to injury to the child's late father.
She was a captive and slave untill the age of thirteen. She wasn't provided education or treated as a child. Rather she was an object of selling used physically and mentally before auctioned off again. She'd done everything from theft to murder, from arson to trafficking guns drugs and girls like her. She'd even managed bank acounts of the mob growing good at math despite a lack of education in much else.
At the age of thirteen Jessica found herself being rescued by Lady Grimm and the cult she served. Leading to the first shimmer of hope before she returned to servitude. As soon as she arrived at her new place of residence the cult began to raise her anew. They marked her, why is unknown. It led to a paranoia of needles however as it became conceived as a tool of marking slavery, or the unclear mind of drugs both loathed by Jess. Her real upbringing was however in the identification of magic and in how to fight. For years she was beaten and brutalized to be made a weapon. The wounds were usually healed but only to a point leaving vague reminderes upon her skin. In time though she was ready to serve as the Shadow of Grimm, there for whatever the woman needed.
Maybe it was conditioned into her maybe it was honest either way she'd grown to believe she loved Grimm. At the same time she hated the fact as it meant she felt which she never wanted to do again and was told not to. Or she'd been manipulated in feelings two diminishing any thought of control. To make the ordeal worse it was rare Grimm needed help in the first place making the handmaiden off darkness feel useless. Then however Grimm started a turn desiring to be good, a brief moment was shared by the two within the room. A light in her owner was seen that snapped the mentality of Jess. For anyone to think they could turn righteous after what this cult and what Grimm had done. Enlightenment she couldn't believe to exist or be earned. As their passionate moment ended Jessica saw a knife into Grimm's brain, base of the skull toward the back the kill was swift. The rest of the cult she'd ended as they got before her. She couldn't say she'd ended them all but plenty graves could be dug. Returning to Gothic would begin her life as Dragonfang, objective simple. She'd be the lost who killed the rest.
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