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  1. Player Name Thevshi Character Name: Sri Kath'lana Power Level: 10 [12] (203/208 PP) Trade-Offs: -1 Atk/+1 Damage Unspent Power Points: 5 In Brief: Felinoid Star Knight. Alternate Identity: Kath’lana Identity: Public Birthplace: F'terrix Prime Residence: The Citadel of the Star Knights Occupation: Star Knight Affiliations: Star Knights Family: Deceased Description Age: 24 (DOB: 2/18/1999 (Terran Calendar)) Apparent Age: 24 (for a F'terrix) Gender: Female Ethnicity: F'terrix Height: 5' 8" Weight: 150 lbs Eyes: Green Fur: Light brown, with black streaks along the back and legs. Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs. Her bright green eyes are also catlike, as are her ears. Like all F'terrix, Kath'lana does not have a tail. Kath’lana’s Star Knight armor is emerald green, similar to her eyes. Power Descriptions: Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate. The energy beams and energy claws that her armor forms are bright green in color. History: While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space. It was there that she grew up, living a quiet and rather peaceful life. But then the Communion came. While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family. She became one of the multitude of refugees that were displaced by the war with the Communion. At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her. When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them. After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war. So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight. After completing the initial training at Citadel, Kath'lana was assigned to an active duty Star Knight for active duty and to complete her time as a squire. The young F'terrix performed her duties admirably, and has since been promoted to full Star Knight stauts. Personality & Motivation: Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators. But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others. While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could. She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves. Powers & Tactics: When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents. If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. Complications: Hunter's Instinct Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate. Distractible True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand. Abilities: 0 + 2 + 4 + 4 + 4 + 6 = 20PP Strength: 10/14/26 (+2/+8) Dexterity: 12/22 (+1/+6) Constitution: 14/18 (+2/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +10 Attack: +7; +11 w/ offensive capabilities Grapple: +7/+20 Defense: +5 base, +10 with Dodge Focus, +3 flat-footed Knockback: -2/-11 w/Protection Saving Throws: 7 + 6 + 7 = 20PP Toughness: +11 (+3 Con, +8 Protection) (9 Impervious) Fortitude: +8 (+3 Con, +7) Reflex: +9 (+5 Dex, +6) Will: +7 (+2 Wis, +7) Skills: 80R = 20PP Acrobatics 12 (+18) Bluff 6 (+8) Diplomacy 12 (+15) Kn: Galactic Lore 10 (+12) Kn: Technology 6 (+8) Language 1 (Gal Standard; F'terrix native) Notice 9 (+11) Sense Motive 12 (+14) Survival 12 (+14) Feats: 9 Dodge Focus 5 Evasion Improved Initiative Luck 2 Powers: 26 + 84 = 110PP Container 5.2 (F'terrix traits) (26 AP) [biological] [26 PP] Enhanced Str 4 {4 PP} Enhanced Dex 10 {10 PP} Enhanced Con 4 {4 PP} Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp} Speed 2 (1 alt power) {3 pp} AP: Leaping 2 Strike 1 (claws; Feat: mighty) {2 PP} Star Knight Armor Device 21 (101/105 DP; Hard to Lose) [technology; cosmic] [84 PP] Comprehend 3 (speak one language at a time and understand all; read all languages) {6 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Offensive Capabilities 33 PP Array (Power Feats: Accurate 2; Alternate Power 4) {39 DP} BP: Blast 11 (Extra: Autofire) {33/33 PP} AP: Enhanced Strength 12; Super-Strength 5 (effective Strength 51); Strike 3 (Energy Claws; Feat: Mighty) {26/33 PP} AP: Snare 11 {22/33 PP} AP: Nullify Technology 11 (Flaw: Full Action) {22/33 PP} AP: Create Object 11 (Energy Shield) (Extra: Impervious) {33/33} Protection 8 (Extras: Impervious 11) {19 DP} Super-Senses 4 (Communication Link [Mentor]; Radio; Extended [Low-light vision]; Direction Sense) {4 DP} Super Movement (Space Travel) 3 {6 DP} Drawbacks (0) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (physical) E. Blast Ranged DC 25 Toughness Damage (physical) E. Claws Touch DC 24 Toughness Damage (physical) Totals: Abilities (20) + Combat (24) + Saving Throws (20) + Skills (20) + Feats (9) + Powers (110) = 203/208 PP
  2. Squire B'Ka Power Level: 9 (135/140PP) Unspent Power Points: 5 Trade-Offs: -2 Attack / +2 Damage(energy sword), -1 Attack / +1 Damage(energy blast), -2 Defense / +2 Toughness In Brief: A brazen bull in a cosmic china-shop. Catchphrase: "I'll surrender when I'm dead!" Theme: Alternate Identity: B'Ka (Public) Birthplace: Netypayatet Residence: The Citadel of the Star Knights Base of Operations: Coalition Space Occupation: Star Knight(in training) Affiliations: Star Knights Family: Monti (Mother), Apisi (Father), dozens of siblings and extended family Description: Age: Born on the 12th day of the 8th week of the 47th Year of the Scouring Storm(November 4th, 1999) Apparent Age: To other khered of his kind: late teens. Gender: Man Ethnicity: Bronze Bulls Height: 6ft 5in/1.95m Weight: 300lbs/136kg Eyes: Brown Hair: Black Squire B'Ka is a powerfully-built minotaur-like creature, with dull golden skin similar to a Red Dexter and fierce eyes. His horns are mutilated stumps, broken off when he was a child. He keeps his hair shorn on his head, and his coarse red fur bristles when he's angry, which is most of the time. In his armor Squire B'Ka is a towering pillar of bronze, the channeling cores for his weapon systems set on either side of his head. History: Until recently, the Hapisians had been slowly developing on a semi-arid world of steppes, small seas and clustered bands of jungle. Today they occupy every planet of their system and are turning themselves into the Coalition's chief agricultural exporters. Called the 'khered' or 'children' among themselves, they are known to the wider universe for their incredibly rich and fertile home system of the stars known as Ha, Pi and Si. The stars orbit each other at intervals that have helped to create multiple 'garden' worlds in the golden zone where the suns are neither too hot or too cold. B'Ka was born amid a time of turmoil for the people of his planet. A great storm had been circling the planet every year, with no sign of abating, and the lives of Netypayatet's inhabitants had been made into miserable toil. This was a time for everyone to band together, for personality and independence to be subsumed under the necessity of focusing on daily survival. Their world hadn't yet made contact with the worlds of the Republic, so they had nobody to look to but themselves. Even their prayers to Hathor, the Horned Queen of Heaven, could only temporarily ease the storm's fury. In this time, B'Ka was more a hindrance than a help. He was caught several times stealing from the food and water stores, fought other children for their shares and used his size and strength ruthlessly to his advantage. He made others do his work and took their discoveries and produce into town faster than they could catch him. At last, when he was 15, it was decided to banish him. His horns were broken off, he was driven to the edge of inhabited territory and left in the very teeth of the storm with hardly a day's food and water. It was fervently hoped that he would die. Instead, over a course of weeks B'Ka fought his way into the storm's eye, determined to prove himself finally superior to everyone else. At last, surviving off patches of grass and pools formed by the bullet-like rainfall, he found the storm's source: a low-flying Republic probe that had malfunctioned during atmospheric entry, its electromagnetic field warping the planet's weather into the neverending hurricane. Managing to leap aboard, B'Ka had the khered's first meeting with aliens when he found the long-dead corpse of the Lor pilot. The craft's AI implanted Galstandard into his brain, requesting orders in the voice of his father. B'Ka was tempted sorely by the power all around him. If he wanted, he could become like a god, gentling or empowering the storm at will. He could make the planet his fiefdom, the rest of his people his slaves. But the voice had touched something else in the boy's heart, reminding him of when he was younger, before the endless misery and fear had taken hold, when he'd been looked at with pride and love instead of hatred. B'Ka dispatched a distress signal to the nearby exploration fleet and sent the machine crashing into the ground. The storm took days to disperse, but when it did, the Barque shone like never before. The return trip was even worse than the walk out, Without the shielding cloud cover and frequent rains, it was only by luck that he was found in the wastelands before he died. He recovered in hospital while watching news of his race's entry into the Republic. Their relatively low-tech society was far outweighed, in the expedition's eyes, by their willingness to cooperate and their dedication to equality of all. There hadn't even been a war in living memory, even the misery of the Scouring Storm only sparking brief skirmishes that quickly dispersed. When he got out of hospital at age 16, the Incursion War had begun. Still too weak to fight, he had to watch it play out at home, while he trained and worked to make up for who he used to be. After the war was over, in the search for more Star Knights, Mentor sent word for the young bull who had saved his world to be brought to the Citadel for training. Personality & Motivation: B'Ka does not, as a rule, think. Largely, that's because he's still a child by his people's standards. He's all blustering ego and blind determination. His heart is both the worst and best part of him. It sends him doggedly up against impossible odds and out to serve the weak wherever and whenever he can. It also pushes him into schemes and strategies that defy all reason based largely off of gut instinct and a now-unyielding moral compass. Squire B'Ka is here to do his people proud and justify Mentor's choice to make him a Star Knight, and he has a country boy's prickly pride for his rustic homecontinent with its magnetically-powered tractors and roaming herds of hyper-apes. Continually on the back foot from his new alien surroundings, B'Ka's herd instincts lead him to seek out comrades and possible friendships wherever he can, but he's hampered by a coarse, blunt and anti-diplomatic nature. Powers & Tactics: Squire B'Ka flings himself into the fray, goading more powerful opponents into dropping their guard or striking fear into the hearts of weaker opponents with roars and snarls. He frequently attacks without regard for his own safety, to make sure he can get every erg from his blaster array and every nanogram of power out of his arc-horns. Power Descriptions: The Star Knight's armor is a thing of legend, and even the lower-powered models that come out of the Citadel are not to be underestimated. Squire B'Ka's is more or less standard-issue, channeling the power of the Star Stone to protect its wearer, give him high-powered weapons, let him travel at great speeds and translating the universe's vast spectrum of meaning. The weapons systems are the most notable of changes, centered on the helmet. Instead of forming energy-expulsion tubes they create a sun-disk like construct dominated by two great curving horns of plasma. It emits concentrated beams from the disk and the horns are quasi-solid. Complications: A Little Mooncalf: B'Ka, despite learning to be a paramilitary officer in a star-spanning police force, still has a lot of maturing and learning to do. He knows this, is very self-conscious about it, and it makes him easy to manipulate. Bully For You: B'Ka has improved immensely, but it can still be tricky for him to let go of using his great strength and size to get his way and to empathize with other people. Bull-Headed: B'Ka is impulsive and prone to charging into things. Herd Mentality: B'Ka follows trends and the whims of the crowd by a powerful survivor instinct. Rangesick: Chances to be around or even speak his own people or family are precious to B"Ka, he would never turn it down. Red Bull, Blue Face: B'Ka is driven to live up to an unrealistic and frankly insultingly unsophisticated ideal of what a Star Knight should be. Off the Farm: B'Ka has no idea how any of this place works or why, but is sure that everyone else doesn't know he doesn't know that. Shame about the Horns: B'Ka is very sensitive about his lost horns and would do a lot to get them back. Abilities: 8 - 2 + 4 - 2 + 4 + 8 = 20PP Strength: 18/30 (+4/+10) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: -1 Attack: +3 Melee, +4 Ranged, +7 Energy Sword, +8 Energy Blast Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +9/+22 with Star Knight Armor Knockback: -1/-11(with Star Knight armor) Saving Throws: 5 + 4 + 4 = 13PP Toughness: +2/+11 (+2 Con, +9 Protection(Star Knight Armor) [+0/+9 Impervious(Star Knight Armor)]) Fortitude: +7 (+2 Con, +5) Reflex: +3 (-1 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 24R = 6PP Bluff 6 (+10) Skill Mastery Intimidate 6 (+10) Skill Mastery Language 1 (Galstandard, Kheredet [Native]) Notice 3 (+5) Skill Mastery Sense Motive 3 (+5) Skill Mastery Survival 5 (+8) Feats: 8PP All-Out Attack Attack Focus (Ranged) 1 Dodge Bonus 4 Power Attack Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Powers: 68 + 8 = 76PP Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} (energy blast) AP: Enhanced Strength 12 + Enhanced Super-Strength 3(to Super-Strength 5 (+25 to Effective Strength, Groundstrike [Area (Burst, 50ft), DC1d20+15]) + Strike 1 (Feats: Mighty [DMG11]) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immovable 1 (+4 to Push, Rush, Trip or Throw Attacks, +4 to Knockback) {1PP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 9) {18 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP} Hapisian Physiology 1.2(7PP Container, Action: None; Duration: Permanent; Feats: Innate)[8PP] Immunity 1 (Poison) {1PP} Super-Strength 2 (+10 to Effective Strength; Flaws: Duration [Sustained]; Feats: Groundstrike (Area [Burst, 20ft], DC1d20+12) {3PP} Super-Senses 3 (Acute Normal Olfactory, Tracking [Normal Olfactory], Direction Sense) {3PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) E. Blast Ranged DC 25 Toughness Damage(Physical) E. Sword Touch DC 26 Toughness Damage(Physical) Gr.Strike Area DC 1d20+12/15 Ref. Tripped Totals: Abilities (20) + Combat (12) + Saving Throws (13) + Skills (6) + Feats (8) + Powers (76) - Drawbacks (0) = 135/140 Power Points
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