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  1. Player Name: Eternal Phoenix Character Name: The Knight IV Power Level: 10 (180/180 PP) Trade-Offs: +2 Attack, -2 Damage (Offensive); +2 Defense, -2 Toughness (Defense) Unspent PP: 0 Progress towards Bronze: 0 In Brief: Sword, shield, and magic armor wielding British legacy hero. Residence: London, England Base of Operations: London, England (with side trips to the US) Catchphrase: None, really. Alternate Identites: Sir Randall Knight Identity: Public Birthplace: London, England Occupation: Professional adventurer Affliations: The Ministry of Powers Family: Byron Knight (father, deceased); Roberta Knight (mother); Morgan Knight (wife); Jessica Knight (oldest daughter); Sophie Knight (youngest daughter); Daniel Cross (adopted son) Age: 42 Apparent Age: late 30s Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 180 lbs Eyes: Brown Hair: Brown Description: Randall is a man of average height and build. He’s in fantastic shape, especially for a man his age, but his clothes cover it up. Said clothes can, with a thought, change into the armor. They’re ordinary business casual clothes until then, however. The armor is, well, shining steel plate armor. Same with the shield and the sword. Randall is handsome enough to stand out in a crowd, even if his identity was a secret. He does bear a remarkable resemblance to the actor Richard Armitage, but they are unrelated. History: Randall is the fourth man to wear the armor and wield the sword and shield of the Knight. The previous four were his direct paternal ancestors. His father, grandfather, and great grandfather. And they all died when the armor fell off and abandoned them when they needed it most. Randall himself appears unconcerned, as all three had a teen sidekick (in the form of their son) wearing the armor and sword of the Squire. Randall does not have a son, and the Squire’s armor gathers dust in his basement. When his father died (in front of him, no less), Randall took up the sword and armor and began doing the job. His predecessors were followed a soldier’s philosophy, or that of a police officer. They cut down and killed those who would threaten the innocent and/or defenceless. They thought with their swords, and not their shields. Part of this was the first Knight’s fault. He was a Golden Age hero who fought Nazis, and did not come back from the war the same man. His son learned from him and cut his way through the Silver and part of the Bronze Age. And of course, Randall’s father cut his way through what was left of the Bronze and the Iron Age. Randall’s father died fighting Omegadrones in the ’93 invasion, right at the turning point of the battle in Freedom. Leaving Randall to inherit everything. With that said, he had a different approach. No longer would he follow the way of blood and steel. A knight was supposed to protect the people first. There was no war. He was not a soldier or a police officer. He was a superhero. The shield came first, not the sword. And so it began. More than two decades later, Sir Randall Knight is among the most respected (and polarizing) heroes in the United Kingdom. It has been rough, but having the world’s finest chemist on your side did not hurt matters in the least. Honors and accolades have been thrown on him, but they slide right off. He’s just a man doing what he thinks is right. It’s not humility, not exactly. He just doesn’t care overmuch about…anything but being the best version of the Knight he can be. With that said, in the end he is just a man with a sword. Occasionally there is no other option but to take one life to spare more. And Sir Randall Knight does not flinch from his duty. Randall met and fell in love with his wife Morgan in the course of his duty. They have two children, Jessica and Sophie. Jessica really, really, wants to be the new Squire, but the armor and sword don’t work for her. So instead she uses mundane equipment as the teen hero Lady Knight. Sophie takes after her mother in intellect and disposition. Though with a bit more common sense. She adventures as the teen heroine Alchemist Girl, and uses a chemical grenade launcher and tranquilizer pistol. Morgan is Lady Alchemist, and has her own post. . Personality & Motivation: Randall is polite, compassionate, and caring. He is a genuinely good man, who strives to defend those who cannot defend themselves. He is the very definition of the modern heroic ideal. And yet…there always seems to be something a little off with him. He rarely smiles. He doesn’t seem to have any actual friends. And the only time anyone (aside from family) sees him, he’s on duty as the Knight. It’s almost as if he doesn’t know how to be anyone else. Or even that he can be anyone else. Power Descriptions: Randall has no actual powers of his own. He’s an expert swordsman, but the bulk of his abilities come from the magical armor, sword, and shield of the Knight. The armor provides protection from attacks and provides a small strength boost. The shield is, well, just a shield. The sword, however, is magically sharp and can slice through nearly anything. All three items can disguise themselves as everyday items, and are completely indestructible. Additionally, they only work properly for Randall. The armor won’t protect anyone but him, the sword won’t cut, etcetera. Due to his wife Morgan’s chemical genius, Randall’s biochemistry has been enhanced. He has less need for food and air than a normal man, and is more internally stable. Powers & Tactics: Randall is a swordsman. He fights using his sword. He is a skilled fighter, able to take down minions with ease, but little more than that. He will always prioritize getting civilians out of the line of fire, even going so far as to sacrifice his own body in their defense. Complications: This Is War: Randall is a good man. He knows the value of mercy and believes in redemption. However, he was raised by a man who considered killing criminal scum a part of his Knightly duties. He is capable of committing acts of shocking brutality without batting an eye, if pressed into it. If, generally speaking, a villain has done enough to be considered irredeemable, Randall can go too far in subduing him or her. A GM may award a hero point for Randall being overcome by his anger and/or upbringing in such a way. Vox Populi: Randall, more than most heroes, is a man of the people. He defends the people first and foremost. Their opinions and values matter to him in a way that most heroes can’t match. If they call, he will answer. If they need him, he will show up. If anyone in perception range is in danger from the villain, he will prioritize their safety over anything else. As one can imagine, this is a thing easily manipulated. A GM may award a hero point when that (inevitably) happens. I Want Justice: Randall believes in justice for all. He believes that everyone should be treated fairly and decently at all times, no matter their religion or nationality. This extends from the combat arena into the social and political ones. Meaning at times Randall does not know when to shut up when he believes an injustice has occurred, whether or not it is possible, feasible and/or practical to do anything about said injustice. A GM may award a hero point for his reputation for behaving this way or actually behaving this way becomes a problem. Britain’s First Family: Randall has a wife and two daughters, all of whom are superheroes Abilities: 4+4+8+2+6+6=30 Strength 20 (+5) [14 (+2)] (Enhanced Statistic) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 16 (+3) Combat: 8+16=24 Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +4 Base, +8 Melee, +12 Swords Grapple: +13 (+10 w/o Armor) Defense: +8 (+8 Base, +4 Flat Footed) Knockback: -11 (in Armor w/ Shield); -6 (w/o Shield); -2 (with neither) Saving Throws: 3+6+5=14 Toughness: +12 (+4 Con, +8 Protection) Fortitude: +10 (+4 Con, +3, +3 Enhanced Fort) Reflex: +8 (+2 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 72 SP= 18PP Acrobatics 8 (+10) SM Bluff 7 (+10) Diplomacy +7 (+10) Gather Information 6 (+9) Knowledge (arcane lore) 4 (+5) Knowledge (life science) 4 (+5) Knowledge (physical science) 4 (+5) Knowledge (tactics) 14 (+15) SM Knowledge (theology and philosophy) 4 (+5) Notice 7 (+10) SM Sense Motive 7 (+10) SM Feats: 50PP Assessment Attack Focus (melee) 4 Attacck Specialization (Swords) 2 Benefit (Knight Commander of The Royal Victorian Order) Challenge – Improved Feint Equipment 4 Improved Initiative Interpose Power Attack Skill Mastery (Acrobatics, KN [tactics], Notice, Sense Motive) Sidekick 29 (Lady Alchemist) Stunning Attack Takedown Attack Ultimate Effort (Toughness checks) Uncanny Dodge (auditory) Powers: 8+16+10+10=44 Enhanced Fort 3 (Extra: Linked +0) + Immunity 10 (Life Support, Starvation & Thirst; Extra: Linked +0; Flaw: Limited to Half Effect) (Enhanced Biochemistry) The Knight’s Armor (Device 3 [15 PP]; Power Feats: Only Randall Knight can use, Indestructible, Subtle; Flaw: Hard to Lose) Enhanced STR 6 Protection 8 The Knight’s Shield (Device 2 [10 PP]; Power Feats: Only Randall Knight can use, Indestructible, Subtle; Flaws: Easy to Lose) Impervious Toughness 10 (Extra: Duration [sustained] [+0]) The Knight’s Sword (Device 2 [10 PP]; Power Feats: Only Randall Knight can use, Indestructible, Subtle; Flaws: Easy to Lose) Strike 3 (Power Feats: Improved Crit, Mighty; Extra: Penetrating 5) Equipment 4 PP=20 EP Commlink Knight Towers (18 EP Headquarters) Size: Large Toughness: +15 Features (Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop) DC Block: Unarmed (+8 Hit, Melee, DC 17/20 Toughness) Unarmed (Stunning Attack) (+8 Hit, Melee, DC 12/15 Fort) The Knight’s Sword (+12 Hit, Melee, DC 20/23 Toughness) The Knight’s Sword (Stunning Attack) (+12 Hit, Melee, DC 15/18 Fort)
  2. Player Name: Eternal Phoenix Character Name: Pacer Power Level: 10 (180/180 PP) Trade-Offs: None (Offensive); +5 Defense, -5 Toughness (Defense) Unspent PP: 0 Progress towards Bronze: 0 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: General assertions of her being faster than anyone. Alternate Identites: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affliations: , Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all it’s own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholsen. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. . Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. she’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0+10+6+4+0+2=22 Strength 10 (+0) (20 [+5] w/ Lifting STR 40 Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 8+10=18 Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +4 Base (+10 Speed Attacks) Grapple: +4 (+13 w/ Borrowing From Mickey) Defense: +15 (+5 Base, +10 Dodge Focus, +3 Flat Footed) Knockback: -2 Saving Throws: 2+7+8=17 Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +10 (+5 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 36 SP= 9PP Acrobatics 5 (+10) Knowledge (current events) 3 (+5) Knowledge (pop culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 54PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll Dodge Focus 10 Evasion 2 Fast Overrun Improved Overrun Luck 2 Move by Action Power Attack Sidekick 30 (Muscleteer) Uncanny Dodge (auditory) Untapped Potential (Extra Effort gives powers 3 ranks instead of 2) Powers: 28+32=48 All Speed (Array 11.5 [23 PP], Power Feats: Alternate Power 5) [28 PP] Base Power: Concealment 4 (All Visual Senses; Power Feat: Close Range; Extra: Linked +0; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 19, Extra: Linked +0) + Enhanced Speed 9 (to 19, Extra: Linked +0) (Setting The Pace) Alternate Power: Blast 10 (Power Feats: Accurate 3) (Throwin’ Stuff) Alternate Power: Strike 10 (Power Feats: Accurate 3; Extra: Autofire) (One Million Punches) Alternate Power: Strike 10 (Power Feats: Accurate 3; Extra: Targeted Burst Area) (Crowd Control) Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) (Vibrating At The Speed Of Awesome) Alternate Power: Enhanced STR 10 (to 20, Extra: Linked +0) + Leaping 5 (Extra: Linked +0) + Super Strength 4 (Lifting STR 40, Extra: Linked +0) (Borrowing From Mickey) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) Luck Control 1 (Force Reroll; Flaw: Limited 2 [attacks against Pacer]) Quickness 10 (Extra: Linked +0) + Speed 10 (Extra: Linked +0) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) (Speed Incarnate) DC Block: Unarmed (+4 Hit, Melee, DC 15/20 Toughness) One Million Punches (+10 Hit, Melee, DC 25 Toughness+Autofire) Crowd Control (+10 Hit, Targeted Burst Area Melee, DC 25 Toughness) Throwin’ Stuff (+10 Hit, Ranged, DC 25 Toughness)
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