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Shamrock is a member of Faultline’s Crew.

PersonalityEdit

Shamrock is close to Gregor the Snail and has no compunction about using her abilities to cheat casinos.[1] She describes herself as "a little claustrophobic at the best of times."[2]

AppearanceEdit

Shamrock is an attractive, slender woman with red hair, older and taller than both Spitfire and Labyrinth.[3] Despite having Cauldron's stylized-c tattoo, in her case on her shoulder blade, she does not have the monstrous appearance to be classified as a Case 53, nor any "strange features to speak of".[4]

Her combat gear includes a mask, a combat shotgun, and a bodysuit of skintight black leather with a green clover on the chest. She also has a "more concealing" variant on this costume that is not described further.[5] In warmer conditions, she wears her mask, a pair of black yoga pants, and a green sleeveless t-shirt with a clover-leaf symbol on the front in black.[2]

Abilities and PowersEdit

Shamrock possesses a combination of microtelekinesis and similarly small-scale unconscious clairvoyance[6] that gives her the ability to "affect small changes to create wider effects, essentially altering events in her vicinity" and making her seem exceptionally lucky[7][8]. For example, she can fire bullets that hit exactly where they need to, barely dodge attacks such as thrown walls and Scrub's blasts,[9] and influence the results of coin flips and dice rolls. Because she is a Cauldron cape, it is highly likely that this power was specifically constructed to be such.

Faultline claimed that precognition "wouldn't work" with Shamrock's power in play.[2] The Number Man confirmed that Shamrock was invisible to the clairvoyent backing up Faultlines statement,[10] it is unknown how it effects individuals like the Simurgh.

HistoryEdit

BackgroundEdit

Shamrock was kidnapped from another dimension and experimented on by Cauldron. She was subject number 777 and picked the name Shamrock after passing a year of testing[2].

At an unknown point either before or during the events of Worm, she escaped Cauldron and found herself on Earth Bet. According to The Number Man, Shamrock is one of the only people to have escaped from Cauldron's custody[11]. After finding freedom, she circulated through high-stakes gambling rings, leveraging her power to her advantage.

Post-ABB battleEdit

Faultline recruited Shamrock with the help of private investigators in the spring of 2011[1].

Shamrock accompanied her team when they crashed a Merchants drug party, using her power to avoid being hit by Scrub's blasts. During Burnscar's assault on Palanquin, Shamrock assisted Labyrinth in activating a mechanism that flooded the street, dousing fires.[8]

Post-Slaughterhouse NineEdit

Shamrock became romantically involved with Gregor the Snail and was with the rest of her crew when they infiltrated Madison and convinced Matryoshka to leave with them in their search for answers. After returning to the hotel room she accompanied Faultline down to the lobby, but returned to the crew's rooms just in time for Contessa's attack on the team.[2] Shamrock also attended the battle against Echidna along with the rest of her crew when Tattletale purchased Labyrinth's help opening the portal.

Gold MorningEdit

In the final hours of Gold Morning, Faultline's Crew was relocated to Earth Bet. As the dying Khepri tried to rally the parahumans against the main threat, Shamrock temporarily disabled Narwhal with a single bullet.[12]

TriviaEdit

  • Shamrock's memory was not erased by the Slug. She retains memories of her life before her abduction, such as the fact that she went to a "temple-school". Shamrock also mentions that she comes from an earth that has more monarchies than Earth Bet or Earth Aleph.
  • Like many characters in Worm, Shamerock took her turn as the protagonist for one of the stories many drafts.[13]

ReferencesEdit

  1. 1.0 1.1 Interlude 5
  2. 2.0 2.1 2.2 2.3 2.4 Interlude 18.z (Donation Bonus #4)
  3. Not quite. Faultline and Gregor, yes. I didn’t recognize the other woman, and she was too tall to be Spitfire with her mask off. Red haired, slender, older than Spitfire or Labyrinth had been. - Excerpt from Infestation 11.7
  4. It was a grainy surveillance camera image. Shamrock was in the midst of changing clothes in what looked like an underground parking lot, and, though partially obscured by her bra strap, the tattoo was visible on her shoulderblade. A stylized ‘u’. - Excerpt from Interlude 5
  5. Faultline’s group was gathered to one side. Faultline, Newter, and the new member Shamrock wore more concealing costumes than their usual. - Excerpt from Plague 12.2
  6. Shamrock – A case-53 (typically monstrous parahumans, amnesiac, with a specific tattoo) with no monstrous features. Combines microtelekinesis and an unconscious precognition into an effective ‘luck’ manipulation, altering outcomes on a subtle level. - Cast (spoiler free)
  7. Shamrock – Shamrock is, like Newter and Gregor, a onetime subject of Cauldron, though she displays no physical side effects. Shamrock has a particular combination of microtelekinesis and clairvoyance/precognition that allows her to affect small changes to create wider effects, essentially altering events in her vicinity. - Cast (in depth)
  8. 8.0 8.1 Interlude 11c (Anniversary Bonus)
  9. Infestation 11.7
  10. A partner to the Doormaker, capable of granting clairvoyance, seeing whole other worlds at once. It left most subjects incapacitated for a week after use, and it overrode any other perception powers.

    No use to the Number Man, but essential for Cauldron in vetting universes and finding individuals. Most individuals. There were some, like the Dealer, and triple-seven, who’d escaped. - Excerpt from Interlude 21
  11. No use to the Number Man, but essential for Cauldron in vetting universes and finding individuals. Most individuals. There were some, like the Dealer, and triple-seven, who’d escaped.

    [...]

    “That’s two escape attempts in two weeks. We had three in the last four years before that, only one successful,” he said. - Excerpt from Interlude 21.x
  12. Speck 30.6
  13. Lucky Girl: Shamrock. I can note it’s only around here that the setting started coming together with a place for each of the major players. - Comment by Wildbow on Prey 14.8

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