Codename: Eidolon. Occupation: CORE Special Unit Forces agent. Specializes in sniping and assassination. Age: 27. Apparent Age: Twenties. Sex: Female. Race: Human. Height: 178 centimeters. Weight: 68 kilograms. Eyes: Golden amber. Hair: Dark blond, long and wavy.
Appearance: Jennifer Frost is slightly taller than average and has a lean build. Her skin is a natural light tan color and her hair a dark golden blond which reaches down past her shoulders when it isn't tied back in a pony tail to keep it out of the way. Her eyes are a deep golden amber color and are framed by her dark lashes and thin eyebrows. Her face is narrow and usually carries a serious expression. Jennifer generally does not adorn herself with much makeup. She also does not like to use perfumes or fragrances.
When Jennifer is wearing her armorsuit, there are few identifying features to distinguish her from the other agents on her team. The left shoulder of her armorsuit has bold white lettering on it in two lines. The top line reads "SOT/01" and the lower line "Snow-White". Her right shoulder has bold orange-red lettering on it which reads "TL/1" above "EIDOLON".
Her two plasma carbines are usually strapped to her lower arms, where they can quickly be slid down over her hands for use, and her laser carbine is usually slung over her back. When Jennifer is doing private contract work instead of official missions, she hides the shoulder decals and wears a black masquerade mask with tinted lenses over the eyes instead of her helmet. Like her helmet, the mask acts as an augmented reality device when connected to her PDA. As part of her standard stealth equipment, Jennifer is often covered in a dark black hooded cloak.
When she isn't wearing her armorsuit, Jennifer likes to dress practically yet still fashionably. She likes warm colors; reds, oranges, and browns especially. Jennifer never wears dresses or skirts, finding them impractical and not very comfortable, but often likes to wear cardigans. She likes to wear comfortable walking shoes and she always carries her revolver in a holster on her hip. Jennifer also usually wears her augmented reality sunglasses, which can adjust from crystal clear to completely tinted either automatically or manually. The shades have a thin metal frame and small rounded lenses.
Although all Special Unit Forces agents have official uniforms that they are technically supposed to wear when they are on duty but not on a mission, standard Officer ranked agents never wear them as a rule, and Leader ranked agents only wear them on formal ocassions. Jennifer, despite being a Team Leader, typically never wears her uniform unless explicitly ordered to.
The uniform consists mainly of a black double-breasted jacket with silver buttons, black pants and shoes, and a black beret with silver tassel. The uniform is decorated with whatever marks of rank and honor the agent possesses—such decorations are generally designed to be small and subtle, as CSUF does not officially support showing off.
Primary arms - CSUF issue Novalight N/e Ionized Matter Particle Beam armgun weapon. An IMPB weapon fires a beam of charged particles, called ions, which are charged atoms with more or less electrons than usual. The ionized matter is termed plasma and is formed by using electricity to energize a gas until electrons become free from their atoms.
The Novalight N/e uses primarily nitrogen gas from the air to form plasma, ionizing the gas with electrical discharge from its battery. The weapon then focuses and accelerates the energized gas in the form of a straight beam, using electromagnetic fields. Because the weapon pulls nitrogen right out of the air, which is nearly eighty percent nitrogen, its ammunition is virtually unlimited. The weapon is limited instead by the charge of its battery.
The Novalight has three modes of fire, which can be easily and quickly set using a switch near the trigger button. The first mode, called pulse mode, is an energy saving method designed to be efficient and effective. It produces a particle beam useful for most purposes while using as little electricity as possible, saving energy and allowing from thirty to forty percent more operation time (around eighty minutes of continuous fire using standard range and power settings). The beam is produced in small short pulses rather than remaining constant and draining the battery.
The second mode of fire is standard beam mode, which simply produces a constant beam of superheated nitrogen. When the range is limited, this mode is especially useful for cutting through things. Using beam mode with standard settings, the battery can power the weapon for around sixty minutes of continuous fire. However, using the same settings, the weapon can only sustain up to a minute of continuous fire before overheating and requring another minute to cool down.
The third mode of fire is a specialized function, called electrocasting. Instead of accelerating the plasma into a particle beam, the weapon expels the plasma as a large cloud in front of the weapon and then discharges a large amount of electricity into it, creating a close range sphere of dangerous lightning, which lasts as long as the trigger is held down or until the battery dies. This uses a large amount of electricity and is meant to be used sparingly. At full charge, the weapon can fire in this mode for only thirty minutes.
The weapon operates by using a set of fans to suck in air from the surrounding atmosphere. The air is used both for generating particle beams and cooling down the internal mechanisms. Air is constantly circulated throughout the weapon and nitrogen is pulled out of it while waste heat is dumped into it and released, keeping the weapon relatively cool. However, if the weapon still manages to get too hot from overuse that the air circulation is not enough to keep it cool, the weapon shuts down and will not produce any more plasma until the weapon has cooled to a safer temperature. Overheating caused by continuous overuse can cause critical components to melt and fail to operate properly.
The particle beam looks a lot like a focused beam of bright white light. The beam can be adjusted both for width and range. The width is determined by an aperture and adjusted by rotating the barrel. It can range from about the thickness of a pencil to the thickness of a film canister. The wider the beam is, the more energy it uses. The range is determined by the electromagnetic field used to focus the beam and is adjusted by sliding the barrel further in or out. The range can be calibrated from a minimum of fifteen centimeters to a maximum of four hundred fifty meters. Once again, the greater the range is set for the more energy is used to produce a beam of equal power.
The beam can reach temperatures of approximately 16,000 degrees Celsius, hot enough to cut through steel, and can travel almost 30,000 meters per second. When the beam makes contact with a solid object it tends to expand with explosive force, incinerating or setting aflame combustible materials and knocking over everything else. The charged particle beam also tends to interfere with nearby electrical components and can create small electromagnetic pulses. The high amounts of energy in the plasma beam cause it to make a loud cracking sound whenever it is fired, due to it superheating and expanding the surrounding air to form a sonic shockwave similar to thunder.
The Novalight is an armgun style weapon, much different in appearance and use than traditional firearms. Armguns are designed to be wielded with only one hand, in such a fashion that two could be used simultaneously (indeed, Jennifer often does use two at the same time). The armgun is roughly rectangular in shape and is designed to be fitted to the arm with a set of straps. The heavier components of the weapon are attached to a support frame by a pair of sliding rails, so that the weapon can be slid further up the arm and the trigger mechanism (the handle, where all the controls including the main trigger button are) folded back to free the hand for use. Except for adjusting the width and range of the beam, the weapon can be entirely functioned with one hand.
While the inside of the arm is mostly open to the air, except for the overlapping straps, the outside of the arm is covered by the main body of the weapon, which is plated with a protective matte black hard ceramic shell. The barrel of the weapon sticks out the front by a few inches and a double-pronged bayonet, made from the same materials as the outer shell, extends several more inches over the barrel. The bayonet is used for close-quarters combat in case the weapon's main function should fail, especially if the weapon shuts down due to excessive heat.
Side arms - Colt Python six-round double-action revolver with brushed chrome finish. A reliable weapon which Jennifer considers one of her more valuable possessions. The revolver was passed down to her from her father and she has kept it well-maintained since then. The revolver fires standard .357 Magnum rounds. Jennifer generally only carries this weapon when she is not on duty.
Special arms - CSUF issue Transcendence DPSS High-Energy Focused Laserbeam carbine weapon. An HEFL weapon fires a powerful focused infrared laser beam. The Transcendence beam is a diode-pumped solid state laser, which uses a solid material as the medium for producing the beam as opposed to a gas or liquid chemical which would be depleted much sooner. The solid medium is charged with several small laser diodes, which are powered by battery. The smaller lasers produced by the diodes are focused into a single, much more powerful laser.
The Transcendence has four modes of fire. The first mode of fire is an energy saving setting called strobe mode. Strobe mode fires the laser in several short bursts instead of simply firing a constant energy-draining beam. It is effective in most situations where the carbine is being used as a primary antipersonnel weapon but is much more efficient and less wasteful, allowing nearly forty percent more operation time over standard beam mode. The concept is similar to the burst mode featured in many automatic weapons, lowering the rate of fire in such a way to increase efficiency while not significantly reducing effectiveness.
The second mode of fire is standard beam mode, which simply fires a constant laser beam at the target. Brutally effective but terribly inefficient. The small weapon was not designed to handle this mode for even moderate periods of time, although the feature is included nevertheless. The battery can power the weapon for about thirty minutes of continuous beam fire on standard range and power settings, but the weapon will overheat and shut down after about a half a minute, requring up to two minutes time to cool down before operating again.
The third mode of fire is a specialized mode used for tactical purposes, called single fire. Single fire mode fires the laser beam for a short duration and only once. Because the beam is fired for such a short duration, more power can be put into it without risk of overheating the weapon. A single high-powered shot uses from two to five percent of the battery charge, limiting the weapon to somewhere between fifty and twenty such shots. Single fire mode is generally used for long distance sniping.
In each of these three modes, the laser beam can be adjusted for power, but care must be taken when adjusting the power or the weapon could be damaged. If the weapon overheats it will shut down for at least two minutes, but possibly up to five or more.
The fourth mode of fire is electrolaser mode which, like single fire mode, shoots a single short-duration beam. The beam, however, is relatively low power and is not enough to be deadly on its own. Instead, it is used to create a path of charged plasma by ionizing the air it passes through, something the laser does anyway but is only really utilized in this mode. After the plasma stream is made, a short fraction of a second later, a charge of electricity is passed down the channel to form an electrolaser. The effect is something like a straight beam of bright crackling lightning and it incapacitates targets in much the same way as a Taser or stun gun. Generally it is intended to be less than lethal, but it is hardly considered safe.
The HEFL carbine has countless tactical advantages putting it steps above nearly every other weapon in the service, especially when it comes to range and stealth. The laser beam, being composed entirely of infrared light, is completely invisible to the naked eye and almost completely silent as it passes through the air. For training and targeting purposes the weapon is equipped with a blue laser pointer which can be turned on and timed to the same mode of fire as the invisible laser. There is also a blue indicator LED which lights up when the laser is active, which is hidden from view from the front and sides but visible by the operator of the weapon.
The laser travels at the speed of light, about 300 million meters per second. Since the speed of light is about as close to instantaneous as possible, there is no way to dodge the laser beam or even see it coming before it hits. Although not even light is immune to gravity, the effect is so small as to be completely negligible, and wind can't blow a beam of light around like it can a bullet. So while a traditional sniper would have to account for both the pull of gravity and the speed of the wind when determining a long range shot, a laser beam will always hit its target no matter how far away it is and the aim never has to be adjusted from the center; in a manner of speaking, every shot is in point blank range.
Also, unlike a bullet, which eventually slows down and falls to the ground due to both gravity and friction, a laser beam will effectively travel forever without slowing down if it doesn't hit anything first, giving it theoretically unlimited range. Lastly, the weapon has no more recoil than a flashlight, making it easier to operate.
Effectively, the range of the weapon is limited only by how far the operator of the weapon can see, which is why the weapon comes equipped with an extremely long distance telescopic nightscope, which is nearly the same length as the weapon. Using this scope, Jennifer can take out targets anywhere from five to ten thousand meters away, although she prefers to be closer if possible. In order to keep the weapon steady and the aim true, the weapon is equipped with a shoulder sling and a foldable bipod, which is attached right before the weapon's extremely short barrel. Because the weapon fires lasers instead of bullets, the barrel is not necessary for keeping the shot straight.
The weapon is surprisingly compact and yet unexpectedly heavy for its size, due to the many complex mechanisms inside. The weapon is covered in a protective shell of lightweight shiny black metal. While the weapon is shaped quite oddly for a sniper rifle, it is familiar enough in design to be mistaken for a traditional firearm by the untrained eye, perhaps as a small unusual submachine gun. It is rectangular in shape with a short nub of a barrel, a short shoulder stock, and a long scope on top.
The effects of the laser beam are quite unlike that of a sniper bullet. The beam cuts directly through flesh and bone with better penetration than any bullet but also with almost no damage to the surrounding flesh except that caused by the intense heat. While a bullet would leave a gaping hole, a laser leaves behind just a small puncture. The heat of the beam also tends to cauterize wounds as it passes through, leaving behind little blood. Due to this, a shot from a laser weapon can be both relatively painless and completely harmless if poorly aimed. For immediate death, Jennifer generally aims for the head.
Armor: CSUF issue Sanctuary CF Pneumatic Auxiliary Powered Exoskeleton Reinforced armorsuit. A powered exoskeleton armorsuit provides both physical protection and strength augmentation. The external part of the armorsuit is made from layers of tough and flexible nanocomposite polymer fibers. The synthetic fibers form a layer of protection which molds to the body and allows for easy maneuverability, being both light and flexible. The fibers are extremely tough, able to withstand most gunfire from a reasonable distance, and are extremely difficult to pierce or puncture with any sharp blade.
As a second layer of protection (especially against blunt force, which the polymer does little against) thin variously-sized nanocomposite ceramic plates are sewn over the synthetic fibers to form a sort of plate armor. The ceramic plates cover most of the armorsuit, leaving only small gaps where the joints are to keep the suit flexible. The nanocomposite ceramic is lighter and harder than steel, able to easily withstand most bullets even at close range. The entire armorsuit is colored opaque black, for stealth purposes.
Underneath the external layer is a thin layer of bionano protien gel, a clear substance which can stop bleeding and close wounds almost immediately. If anything penetrates through the outer layer into the gel layer, it will probably penetrate the flesh of the person wearing the suit as well. If it does, the nanorobotic protein molecules in the gel will close the wound within seconds, stopping the bleeding and allowing the agent to continue working. The gel also has a quick acting anaesthetic and antibiotic in it, to stop pain and prevent infection. While it won't save the agent from fatal wounds, it will prevent smaller wounds from slowing them down.
Using a network of pneumatic tubes and several thin layers of paper battery, the interior of the suit can be powered by artificial muscles to take the strain of working off of the wearer's actual muscles. The powered exoskeleton virtually doubles the wearer's strength. It makes everything easier and better, enabling agents to run faster for longer; jump higher and further; absorb great deals of force; lift, push, and pull heavy objects; and work all day without tiring. The powered exoskeleton makes heavy use of compact paper-thin carbon nanotube batteries to supply the significant amount of electrical power necessary to run the artificial muscles. Whenever the paper batteries need to be charged, they draw energy from the battery cell backpack, which also powers other functions of the armorsuit, specifically in the helmet.
The helmet of the armorsuit contains quite a bit of technology all by itself. The entire face of the helmet is covered in a tinted visor, which is made from a strong layer of plastic and wraps around the sides of the helmet so as not to obstruct peripheral vision. The visor is shiny, black, and tinted so dark it is impossible to see through on the outside. The thin plastic visor can be quickly folded up inside the helmet with a quick command from the wearer. The helmet makes extensive use of augmented reality systems to project a detailed head-mounted display within the visor. The HMD projects virtual elements directly onto the physical elements of the environment, which results in a significantly increased sense of awareness and perception.
Information is projected right into the field of vision of the wearer of the helmet. Just by looking Jennifer can determine how far away someone is, how high a wall is, how fast a vehicle is moving, how large an object is, the air temperature and pressure, and more. All of these measurements and calculations are performed automatically and displayed in the form of virtual numbers, projected onto the air or onto the object they represent. The AR system can also be used for navigation, projecting a path onto the ground or in the air, and to alert the agent to motion occurring outside their field of vision (such as behind them).
The helmet is also equipped with facial recognition software, which can automatically look up any face seen by the agent wearing the helmet and compare it to CORE and FBI databanks. The visor can then project the information from the databanks, and can remember to bring up that same information whenever that face is recognized by the visor again (at the very least projecting the name of the person next to their face whenever the agent sees them). The visor can also be used to keep track of fellow agents, who might be hard to recognize when they are all wearing the same armor and hiding behind cover.
Along with the AR systems, the helmet can do a few more traditional things as well. It can be used as a satellite and radio transceiver, allowing agents to speak to each other over private channels. It can also amplify and alter the voice of the agent, when speaking out loud to people nearby. The visor can display in nightvision mode, for lighting up dark places. In really dark places, the nightvision can be enhanced with a built-in infrared LED flashlight (which can also be set to shine visible white light, if necessary). The nightvision mode can automatically filter out excess light, to prevent sudden blinding due to an unexpected light source. The visor can also display in thermal vision mode, for seeing warm bodies through walls or camouflage.
The armorsuit is equipped with a pair of retractable daggers and a pair of pneumatic grappling cables. The daggers are hidden in the wrists of the armor, and can extend six inches over the back of the agent's hands. The cables are hidden in the arms of the armor as well, but are fired from below the agent's hand so that the agent can easily grab the extended cable. The steel cable is very long and is attached to a barbed mechanical hook which can grip tightly to most rough surfaces. The hook is fired with a burst of pressurized air, and can be reeled back in quite quickly. The cables are used mostly for climbing up and down walls, but can also be used as a weapon.
Finally, the armorsuit is fitted with one more thing. Technically a separate piece of experimental technology, the suit is equipped with a long black cloak, the CSUF issue Angel prototype phased array optics adaptive camouflage cloak. The cloak is custom-sized in order to be effective with as little excess material as possible. It reaches all the way to the ground without dragging and can be wrapped all the way around the agent, completely covering the wearer. When powered on the cloak can project what is essentially a three dimensional dynamic holograph all around the agent wearing the cloak, making the agent virtually invisible. The effect works best when the agent is standing still and the hologram doesn't have to process as much information.
The cloak does not operate well unless it completely covers the wearer, as any part of the agent that is too exposed or reaches out from under the cloak will be visible through the hologram. This makes it difficult or impossible to run or use weapons while camouflaged, although partial camouflage is still fairly useful. Contact with significant amounts of moisture will disrupt the electrical components involved in maintaining the hologram, possibly even disabling the camouflage temporarily, so it doesn't work very well in the rain
Carried Possessions: Jennifer owns a highly advanced personal digital assistant called a virtual mobile computer. It is very powerful and has a solid state drive with a storage capacity in the multiple terabyte range. It can connect to the Internet, make phone calls, send and receive radio signals, and use GPS navigation. The computer is rectangular in shape and is small and thin enough to fit in Jennifer's back pocket. It has a touchscreen interface, but primarily uses a virtual user interface by connecting wirelessly to any augmented reality display unit. This can either be Jennifer's helmet, her AR shades, her masquerade mask, or even her vehicle's windshield. With the virtual interface, Jennifer can control the device without ever taking it out of her pocket.
Stealth - As part of every CORE Special Unit Forces agent's training, stealth is heavily stressed. Although all CSUF agents are good at different things and work in different areas, every last one of them is trained in stealth. No matter what a CSUF agent is ordered to do, it usually must be done secretly. Jennifer knows how to move silently, remain undetected, and operate without leaving a trace of her presence; even when she isn't wearing her stealth equipment.
Infiltration - Most CORE Special Unit Forces agents are also expertly trained in infiltration, another key skill. Jennifer can bypass nearly any security system, penetrate most defenses, and enter almost any building; and she has a host of tools to help her. Her mobile computer can hack into electronic locks and security systems, her plasma weapon can cut through mechanical locks, her laser weapon can easily and quietly turn windows into doors, and her grappling cables make it easy to scale any high wall.
Assassination - Jennifer's main specialty is assassination. After stealthily infiltrating a designated location, Jennifer can efficiently silence any target. She knows how to kill quietly and cleanly. She can kill a target from a distance or up close. She can make it look like an accident, or make the target simply disappear. She can use plasma, laser, knife, cable, bare hands, or any other weapon on hand. Whatever the situation requires, Jennifer can pull it off.
Sniping - Jennifer's preferred method of assassination is sniping. Although she began her training as a sniper with traditional rifles, she now specializes in laser sniping. With her laser carbine she can take out targets up to ten thousand meters away, making it impossible to trace the kill. Sniping is a delicate work and Jennifer takes it extremely seriously. Sometimes she will set up her vantage point weeks in advance, taking time to plan out all possible (and a few impossible) contingencies. She used to keep track of her sniping kills, but she has long since lost count. She still owns a few traditional sniper rifles and practices with them regularly.
Strengths: Because of the strength augmentations provided by her armorsuit, Jennifer is effectively twice as powerful as she would be without it. She can lift, pull, and push twice as much weight, run twice as fast, jump twice as high, and do it all twice as long as usual. This means that she can lift approximately 120 kilograms, run at nearly 50 kilometers per hour, jump nearly two meters from a standing position, and work pretty much all day without tiring.
Along with adding to her strength, the armorsuit is primarily designed for defense and protection. The combination of synthetic nanocomposite polymer fibers and ceramic plates makes the suit nearly impenetrable. Only very large bullets fired from very powerful guns at relatively close range can get through the armor. The armor also stops most blades, no matter how sharp they are, and the plates can absorb a great deal of blunt force as well.
As part of her CSUF training, Jennifer is skilled in hand-to-hand combat and even without her armorsuit or any of her weapons she could incapacitate someone twice her size. With her armorsuit she becomes extremely formidable, especially when you take into account the hidden daggers and grappling cables, both of which she knows how to use to turn a fight to her advantage.
Weaknesses: Although the strength augmentation provided by her powered exoskeleton is very useful, it hardly makes her superhuman. Against anything that can lift several tons over its head, run faster than sound, leap ten times its height, and drink a cup of tea with one hand while doing it, Jennifer doesn't stand much of a chance in pure face-to-face physical combat. Among humans Jennifer might be considered powerful, but it seems nowadays that superhumans are almost just as common.
While traditional weapons are hardly capable of penetrating Jennifer's armorsuit, there are plenty of weapons which can do the job. Both of Jennifer's own weapons in fact, especially her laser carbine, are able to cut through the nanocomposite materials that protect her. More importantly, however, penetrating the armor is not entirely necessary. Enough blunt force is deadly no matter what you're wearing. Even something as simple as, say, a speeding vehicle could put Jennifer out of commission for a while.
Jennifer is primarily a stealth agent. Face-to-face combat is hardly her thing, even if she does have some training. While she could easily incapacitate an untrained fighter without any weapons, against someone else who is skilled in hand-to-hand the fight could really go either way. If her opponent is both skilled and stronger, Jennifer will probably lose.
Transport: Although CORE can transport Jennifer anywhere they want via helicopter, airplane, or van, Jennifer prefers to use her own vehicle. She drives a retractable hardtop convertible. The vehicle is powered by hydrogen fuel cell, meaning the only waste product it produces is water. The powerful engine can accelerate the vehicle up to 500 kilometers per hour. The vehicle has a slim and low aerodynamic design and is painted solid glossy black. The windows are tinted very dark, making them impossible to see into from the outside. The vehicle is completely armored and every exterior surface is bulletproof. It is also airtight and waterproof.
The vehicle has two doors and two seats, along with a fairly large interior storage area behind the seats. There is no room for storage where the trunk would be in other vehicles because this area is used for storing the roof when it is retracted. The doors slide open close to the vehicle, rather than swinging up or out, and can be opened and closed automatically. The vehicle also has a sunroof built into the retractable hardtop.
The interior of the vehicle is upholstered in black synthetic leather. In between the two seats, in the center console, is a powerful computer. While it can be interfaced via a large touchscreen on the dashboard the computer also uses a virtual user interface as well as responding to vocal commands. The VUI can synchronize with Jennifer's AR devices, including her sunglasses and helmet visor. The windshield of the vehicle, as well as the other windows, serve as virtual display monitors also.
The computer is used primarily for the surround sound audio system and for GPS navigation and autopilot. The navigation device projects instructions and other information directly onto the windshield so that Jennifer never has to look away from the road. The computer can also take control of the vehicle using autopilot mode, allowing Jennifer to let go of the controls and do something else. It takes vocal commands and has a very large vocabulary, understanding such phrases as "just keep driving," "shake that tail," "get us away from here," and "don't lose that vehicle."
In front of the passenger seat is the glove compartment, which has been modified into a veritable safe. It can only be opened with Jennifer's fingerprint, and it has been fully encased in armor plating to protect its contents and prevent forced opening. Behind the seats is the rear storage area, which is mainly occupied with a large lockbox. Again, the lockbox can only be opened with Jennifer's fingerprint and is armored. Inside the box is where Jennifer keeps her equipment, each device contained inside its own smaller container.
The lockbox also has an emergency kit, which includes a semiautomatic pistol, a small laser pistol, a combat knife, a utility knife, a satellite radio, a gas mask, a fire extinguisher, a rations pack, a first aid kit, a gallon of water, an extra fuel cell, and other such necessities.
Personality: CORE's Special Unit Forces tends to be full of agents who, if they were to be studied by a psychiatrist, would likely be diagnosed with all sorts of disorders. It takes a special kind of person to be a proper Special Unit Forces agent and Jennifer Frost fits right in.
In social settings, Jennifer Frost would seem to be a fairly average person. She manages well with other people, although she prefers smaller company over crowds. There are only a few people that Jennifer enjoys to spend time with and would consider friends. As a general rule, Jennifer prefers to spend much of her time by herself.
In the company of strangers Jennifer likes to put on a friendly face, but her mood is often quick to change and if she isn't in her best of moods then her true self tends to make itself known. Jennifer is known to be sarcastic and rude, caring little for the feelings of other people. She often puts down or belittles people, sometimes seemingly unintentionally.
In the company of friends Jennifer is even more sarcastic and rude than usual, as she doesn't bother to act opposed to her true nature. Her friends have gotten used to the way she so often demeans and insults them, not taking it too seriously even when she actually means it.
Among her circle of friends (mostly just including her teammates) Jennifer is known as the serious one and is often considered a killjoy, although this might be because she is also their leader. Despite this, among other team leaders and authorities Jennifer is widely considered to be the least restrictive and quite lenient, usually acting more like another team member than a leader.
Jennifer is used to working alone but has adapted well to managing a team. Although she often gives the impression that she doesn't care about other people, she does honestly consider her teammates to be her friends and does care for their wellbeing. However, anyone who she does not consider her friend usually doesn't receive the same sympathy.
First and foremost, Jennifer cares for herself. The very lives of strangers mean little to her, and she will kill anyone if the price is enough to cover the inconvenience. Although she doesn't think of herself as one, Jennifer is murderer and a serial killer.
Working both as a contract killer and as a Special Unit Forces agent, Jennifer will kill anyone she is hired to kill without thought or hesitation. These crimes leave no mark on her conscience and she does not feel any sort of remorse for the people she kills. Jennifer is even known to be brutally efficient at her job, using any methods necessary, none of them weighing any more heavily on her conscience.
Like every agent that CORE hires for their Special Unit Forces, Jennifer is extremely loyal. She will follow any orders she is given, without questioning them. If she does question them, she doesn't expect an answer and will follow them regardless. CORE uses any method they need to keep their agents loyal and they have discovered that one of the best methods for many of their agents, including Jennifer, is through simple greed.
Jennifer will do nearly anything if it is beneficial to her own personal wealth. Gathering wealth seems to be her only goal in life and, among her friends and fellow agents, Jennifer is considered to be the greediest of them all. Although she doesn't like to use the term greed, considering it somewhat pejorative, she certainly doesn't bother to deny any of these allegations.
Greed and insolence seem to be Jennifer's two greatest vices. She isn't especially prideful, often even resorting to self-depreciation, and she isn't especially vain either, not caring much for appearances. In fact, she hardly cares what other people think about her at all and she doesn't expect other people to care what she thinks of them either.
Jennifer acts under the philosophy that people are to fend for themselves. Despite having people she considers friends, she does not put too much faith in them, always relying on herself first of all. If she is in trouble she considers it her own responsibility to get herself out and will only resort to the help of other people if necessary.
At the same time, if other people are in trouble, she does not extend her sympathies to them, considering it their own responsibility to get themselves out. She will, however, come to the aid of a friend if they should ask.
It is under this philosophy, that each person's business is their own and only their own, that Jennifer can get away with killing so many people without feeling guilty. She doesn't care who she kills because their business is not her business. They were in the wrong place at the wrong time, or they did something to someone else that put a price on their head. She doesn't care.
Sometimes Jennifer's friends find themselves thinking about the cold, hard, heartless way with which Jennifer kills anyone she is told to kill or anyone she has been paid money to kill. They don't linger on those thoughts for long though, as they tend to be somewhat disturbing.
History: Jennifer Frost was born in the city of Battle Ground, Washington. She was the only child of a single father, who was always busy with work and often left her with a daycare when he was away until she was old enough for school. Other than her father, Jennifer never knew any other family. Her father had also been an only child and both of his parents had already passed away.
When Jennifer was old enough she moved out of the house, renting an apartment in nearby Vancouver. She took an interest in firearms, especially rifles, and often practiced at a firing range until she became quite skilled at it. Wanting to put her sharpshooting skills to better use, Jennifer joined the police department, eventually becoming a member of the SWAT team.
Jennifer still practiced often with her rifle, but she did not get very many chances to actually put those skills to use on the job. Jokingly, one of her coworkers suggested that she might have more luck as a hitwoman. Jennifer of course did not take this suggestion seriously at first, but when she later put more thought into it she realized she didn't really have any problems with it.
So eventually, she decided to give it a try. As could be expected, business was slow at first. However, thanks to her skill, her reputation and notoriety quickly began to spread until soon she was making steady contracts and had enough money to quit her job with the SWAT team.
Eventually, Jennifer was approached by a mysterious man who claimed to be working with a certain secret agency that sought to permanently hire the services of the "ghost sniper," as she was being called by both the media and those who wanted to hire her, as she never gave them any other names to call her by.
He offered her many things, but the one that finally sealed the deal was the extremely high pay she would be receiving as her salary. She entered the agency's intensive training program, which lasted a full year (although it felt like much longer to Jennifer) and became a full time agent.
Only once she was officially hired, her loyalty secured, was she told who she was working for: the CORE Special Unit Forces. Of course, Jennifer had never heard of CORE or their Special Unit Forces, but it was obviously their intention to keep everything quite secretive.
After working for CSUF for a while, Jennifer was selected to take part in an experimental program set up by CORE and the United States Federal Bureau of Investigation, called Special Operations Team 01 (also named Secret Operations Team 1 by the FBI).
Previously, as an undercover, non-governmental, international paramilitary organization, CSUF would have to negotiate with the United States government in order to perform certain operations. They would also have to obtain Special Arrest warrants in order to detain suspects and criminals.
Without explicit permission from the United States, any actions that CSUF performed would be considered quite illegal. Of course, this hardly stopped CORE. Most of what they do they do outside of the law and they are good enough at what they do that they manage to get away with it, most of the time. However, despite CSUF's great secrecy, the United States government was well aware of many of CORE's less than legal activities and soon got tired of them running around as if they owned the place.
After much negotiation (and threats of cracking down on CSUF activities with military forces) CORE and the United States were able to compromise by allowing CSUF agents to work under the authority of the FBI. This allows the United States government to benefit from CORE's well-trained and highly skilled agents, while also allowing CORE to perform most of their own operations unhindered. With FBI privileges and clearance, CSUF agents are allowed to arrest suspects and access restricted areas and information without first seeking special authorization.
Jennifer is the leader of SOT-01, codenamed Snow-White and headquartered in Portland, Oregon on the site of the FBI field office there. SOT-01 is a small team, consisting of six members, including Jennifer herself. They often work on missions together, but occasionally still take solo missions when the situation calls for it. Jennifer also still works as a hitwoman, taking private contracts and working on her own time.
Despite Jennifer being the leader of the team, SOT-01 is headed by two higher-ranking agents that Jennifer directly takes orders from. The two agents are CSUF Major Acheron and FBI Special Agent White, although in the context of SOT-01 they both carry the position of Supervisor. Acheron and White are considered to carry the same rank and have equal authority. Both of them have ultimate authority over the team, although they generally must follow the wishes of their superiors.
Acheron relays orders from CORE and White relays orders from the FBI, although they are both able to give their own orders whenever they wish. Although consensus is not necessary (even if only one of the Supervisors gives an order, the team is required to follow it) in the case of disagreements between the Supervisors which they are unable to work out by themselves, the Team Leader (Jennifer) must come to a decision herself.
The team, being comprised of CORE agents, is generally more inclined to follow the orders of Acheron.
Jennifer still lives in an apartment in Vancouver, Washington (about a ten minute drive from Portland) although it is much more luxurious than the one she used to have. It is also set up with a top of the line security system, including bulletproof glass windows and biometrically locked entrances.