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Found 7 results

  1. Dakana International Airport, Dakana 16th February 2015, 13:00 EAT (GMT +3) It wasn’t often that Claremont asked it’s students to travel halfway around the world, even if it was school holidays, but it wasn’t often that the request came on behalf of an actual King. The request was rather enigmatic but seemed to come from an official source of the Kings household. After rather lengthy discussion it was decided that one of the schools semi-official teams, Next-Gen, would have the honor to travel to Dakana. Flight BP66 one of the very modern Airbuses lands almost on schedule at the airport in a long but comfortable flight, whilst you were travelling economy the flight had very generous legroom. With the correct paperwork in hand you breezed through immigration to pick up your luggage that had travelled as diplomatic bags. Everything had been carefully prepared to make thing runs smoothly. Soon you were in the ultra modern clean airport lounge looking for whoever was here to greet you to this small African country.
  2. GM 8.25 PM, March 4, Tuesday, 2014. Waterside Bayview, corner of McCulloh & Grant Freedom City's three-hundred and eighty-third year had slid into its third month without much incident. The few rumbles in January and February had been largely relegated to within the super-set, the first anniversary of 2013's tragic event had come and gone with somber remembrances, and the world's far-off turmoils seemed especially distant as snow blasted through New Jersey, few things seeming as important as the by now much-loathed storm. But there were always those looking to exploit the misfortune of the innocent, and the icy march of winter did little to deter them. Luckily, there were also those willing to step forward and defend the guiltless, and a little snow didn't stop them either. Polarity, Solvrytter and Nevermore had found a good waiting place on their roof, between two mighty fans whose housing blocked the howling north wind and stood tall enough to catch most of the snow that didn't blow over it, leaving a more or less bare and windless spot. The rooftop business wasn't particularly necessary, most Freedonians and foreigners huddling by without the customary glances up, but tonight was their first one out as a group. That and the area along the river had become a bit of a trouble-spot. Rumors had spread about a gang with unusually advanced technology on the edge of Bayview. There weren't many of them, but their mark, a sleek stylized silver dragon, was spreading quickly, and the scorches on walls and loss of power on streets during their most recent fights with the encroaching Los Diabolos Rojos were making them an increasingly dangerous nuisance. That would have been reason enough for the new generation of supers to be there, but it wasn't the only reason. Headmaster Summers had mentioned at his and Aleksander's last meeting that while self-sufficiency was important, every crime-fighter needed allies. He'd dropped a casual hint about two students Nevermore might want to get to know, and while he didn't openly condone them testing themselves in the real world he did say it would be a shame if evil went unchallenged... They had been waiting almost an hour, and there was still no sign of the Dragons.
  3. OOC thread for A dark avenger of the night, a knight from another world, and a lightning-flinger deal with some chivalric shenanigans.
  4. Friday, February 7th 11:00 PM Sleep did not come easily to Gunnar. He generally stayed up as late as he dared, reading or studying, then slept fitfully. This night, however, he found no reason to continue trying. So, he headed out of the dorm, downstairs, and prepared himself to go out patrolling. To see the city at night, and hopefully test his mettle against some unsavory folks. So he stood, breath hanging in the air, staring out into the city under cover of darkness. Steeling himself against whatever horrors a late night patrol could inflict upon him on this strange, alien world.
  5. OOC thread for this; '?do=embed' frameborder='0' data-embedContent>>
  6. January 31st, 2014 12:30 PM Gunnar stepped onto the Claremont Academy campus and glanced around. He had a bag slung over his shoulder. He wore a warm coat, with a black t-shirt, dark blue jeans, a braided leather belt and a pair of work boots. He had already had a full tour of the facilities. Already signed up for classes, already done the legwork. He even had stuff moved into his new room. He'd even heard he'd have a roommate. All he had to do yet was actually move in. It was evident to anyone who saw him that the cold didn't bother him very much. One of the roughest winters they'd had in a while, and the young man seemed barely fazed. He wasn't planning on introducing himself around, but Gunnar was always taught to be polite.
  7. Player Name: Thunder King Character Name: Solvrytter (translated to Silver Rider) Power Level: 8 (120/122) Trade-Offs: none Unspent Power Points: 2 Progress To Bronze Status: 2/30 In Brief: A knight from an alternate Earth that was pulled into the Terminus after the king and his elite knights became Annihilists. Alternate Identity: Gunnar Ornsberg (Sir Gunnar of Ornsberg Hall originally) Identity: Secret Birthplace: Ornsberg Hall Occupation: Student Affiliations: Ornsberg (Formerly), Twelve Peers of Markland (Formerly), Markland (formerly) Family: Paternal grandparents, father, mother, three brothers, two sisters. All dead Description: Age: May 16th, 1998 Gender: Male Ethnicity: Caucasian Height: 5'8†Weight: 180 lbs Eyes: blue Hair: black Gunnar is a man of lean muscle, somewhat hirsute despite his young age and covered in small scars. He has a pronounced nose and clear, expressive eyes that communicate a lot about his emotional state. Most of the time, he looks haunted, or angry. He has a strong chin that's covered up with a short, neatly trimmed black beard. On the whole, he looks to be at least three to five years older than he is to most. His costume is his armor from his days as a knight. It's made with fairly advanced metallurgy, interlocking plates designed to maximize movement. Under the helm, he wears a simple mask, usually black, that serves to protect his identity should he lose his helm. Power Descriptions: Forsynstang is a simple spear, well made but plain. The only clues as to it's potent magical enchantments lie in the runes carved into it's ashen staff, as well as in to the head of the spear. Jarnskurer is a large warhammer, scored with runes with a stylized bear inscribed in the side of the head. It, like Forsynstang, is built to be wielded with two hands. The head of the hammer is decorated with silver and jet. Silverstar is the name of Gunnar's magical horse. It appears as a light gray warhorse or as a silver motorcycle, depending on what Gunnar needs it to be when he uses it. History: He was born the third of seven children. He excelled in his martial training early, and was squired out to an older knight at ten years old. He learned quickly, and at fourteen, found himself helping defend his aging grandfather from bandits on the road. For his skill and bravery, he was the knighted. He proved himself a skilled fighter several more times in various points, and earned a spot as the youngest member of the Twelve Peers when Dianna Gyllenblad retired. As he was a talented swordsman, and Dianna's retirement freed up the sword Aerelys, Gunnar was given the blade as his weapon of office. He served along side eleven of the most respected and honored knights in all of Markland, who served at the command of the king himself, Oddgeir the Sixth. Thus, at sixteen, he was Sir Gunnar of Ornsberg Hall, youngest of the Twelve Peers of Markland. He sat on the war councils of the Peers, though was expected to stay quiet and learn. The peers taught him much of the arts of war and much else. Lady Valka, one of the other knights of the Peers, taught him the ways of magic. In September, a messenger came telling him that his aging grandfather had fallen ill. With leave from the peers and his king, he went home to visit his grandfather. However, when he got there, he discovered that his grandfather's condition recovered remarkably during his journey home, and he made his way back to the capital. When he returned to the castle, the skies were an ominous red. He ran inside, desperate to get a grip on the situation at hand. It was there he found one of his brethren, Sorli the Gallant, laying on the floor, with spear in hand. Sorli was dead from a massive wound that crushed his armor like tin. Gunnar knew of only one weapon that could have dealt a wound like that. The court wizard found him there, holding Forsynstang in trembling hands. The very earth seemed to shake as the most terrifying sound he'd ever heard filled the air. The wizard grabbed him by the shoulder, and pulled him to his feet. Gunnar did not understand, could not understand. The king had betrayed them? The peers had turned to worshiping some great demon? None of it made any sense. The wizard demanded that he follow, that they, and they alone, could preserve the knowledge and history of their world. The world that was already lost to forces that were terrible beyond imagining. As he arrived at the wizard's quarters, he spotted Torfi, the largest and strongest of the Twelve Peers of Markland. His hammer, Jarnskurer was still dripping with the blood of the fallen Sorli. Sorli and Torfi had been close friends, but there was a madness in Torfi's eyes that Gunnar could not fathom. He took up Forsynstang and charged the man who had been his brother in arms. He did not understand the truth of the wizard's words until he saw the madness in Torfi's eyes. So, with bitter tears, Gunnar slew Torfi by pinning his body to the wall with Forsynstang. He picked up Jarnskurer from his corpse, ensuring that the betrayers of his world would not have the weapon. The wizard had prepared a gateway to another world and the two of them planned to enter it, desperate to be anywhere other than where they were. Gunnar wanted to stay and fight, dying on his feet, but the wizard forced him through the portal anyway. Gunnar appeared in the middle of the strangest street he had ever seen, with buildings higher than the tallest towers in Markland. The wizard had been right behind him, and all he heard were the screams that echoed in from the world he left behind. When the authorities found a young man, dressed in armor and speaking a language none of them understood, they put him through to the proper channels. Within a few weeks, they had found an interpreter that worked with him and eked his story out of him, bit by bit. He grew to understand his new home, albeit slowly. He agreed that learning a new trade and finding a place in this new world was the best way to survive. Gunnar does not intend to sit idle, though. He does not intend to simply take up a trade on his new home and ignore his fallen friends and family who haunt his very dreams. He intends, one day, to take the battle to the king of Markland and the Peers of Markland, and slay them all where they stand for their betrayal of their people. Personality & Motivation: At one time, Gunnar was a thoughtful, introspective young man who enjoyed discussion as much as he did a good brawl. He was prone to boasting and showcasing his prowess. He was capable of both great wrath and great compassion. Now, however, he is grim, serious, and driven by vengeance and a desire for justice. He cannot yet fight for those he lost, but he can fight for others. He can bring battle to evil and honor his new home by defending her. Powers & Tactics: Gunnar's armor and weapons are not the great magical artifacts they were back in his home world, but they are still capable of withstanding and inflicting a great deal of punishment. He has a keen mind, and would rather think ahead than charge in blindly. He favors Forsynstang in battle, because it's superior reach enables him to keep foes at a distance. Complications: Secret: Identity. Gunnar Ornsberg is from a vague Northern European country as far as anyone knows. Alien to Our World: Gunnar is not from Earth, and does not yet understand how things work here. A Man of Privilege: On his world, Gunnar was a respected knight, a grown man, and a member of one of the most prestigious organizations in the land. On Earth Prime, he's a child who's not even old enough to drink. What is that accent?: Anyone who knows their accents would completely fail to recognize Gunnar's, this may cause trouble. Rage: Gunnar has lost his entire world, and thus hates anything to do with the Terminus. He might throw himself headlong into situations if he hears the Terminus might be involved. A Good Day to Die: Gunnar believes it is his sacred duty to kill the King and the Peers of Markland. He does not foresee surviving the attempt. Killing his former King and the Peers is all he feels he is worthy to do now. I Need Time: All of Gunnar's magic, while effective, requires relative peace and quiet Needs Proper Tools: Gunnar's magic requires ritual items to perform. He's capable of performing said magic with substitutes, but a lack of any items means he can't do any magic. Disarmed: The arsenal he wields is a hard-to-lose device, but he can be disarmed of either of his weapons individually. Abilities: 6 + 0 + 2 + 6 + 2 + 8 = 24PP Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +4 Attack: +8 Melee, +3 Ranged Grapple: +11 Defense: +8 (+4 Base, +6 Dodge Bonus), +2 Flat-Footed Knockback: -4 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +8 (+1 Con, +7 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 32R = 8PP Craft: Structural 3 (+5) Diplomacy 6 (+10) Intimidate 6 (+10) Knowledge: Arcane Lore 7 (+11) Language 4 (English, Norwegian [Native], German, French, Latin) Perform: Oratory 6 (+10) Feats: 14PP Attack Focus: Melee 5 Fascinate: Perform Challenge: Fast Startle Improved Initiative Luck 2 Quick Change Startle Takedown Attack 2 Powers: 12 + 11 + 6 + 13 = 42PP Armor Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (armor, magic) Protection 7 [7PP] Shield 4 [4PP] Dimensional Pocket 2 (DC12, 250 lbs) [4PP] Arsenal Device 3 (15PP Container; Flaws: Easy-To-Lose; Power Feats: Alternate Power 1, Multiple Weapons 1) [11PP] (arsenal, magic) Base: Damage 5 (Extras: Penetrating; Power Feats: Extended Reach 2, Improved Critical, Improved Trip, Mighty) [15DP] (Forsynstang) AP: Damage 5 (Power Feats: Mighty) + Super-Strength 9 (Flaws: Limited [breaking Objects]) [15DP] (Jarnskurer) Seidr ESP 5 (Visual and Auditory, 5 miles; Flaws: Action [Full Round, -2], Power Feats: Alternate Power 1) [6PP] AP: Communication 10 (Mental, 200 000 miles; Flaws: Action [Move]) [5PP] Silverstar 2.6 (13PP Container [Active, Sustained]) [13PP] Speed 4 (100MPH, Extras: Affects Others) [8PP] Super-Strength 2 (Heavy Load 920 lbs; Flaw: Duration [Continuous, -0]) [4PP] Feature 1(Can appear as either horse or motorcycle when manifested) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Forsynstang Touch DC 23 Toughness (Staged) Damage (Physical, penetrating) Jarnskurer Touch DC 23 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (14) + Powers (42) - Drawbacks (0) = 120/122 Power Points
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