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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)
	

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Player Name: Eternal Phoenix

Character Name: Lady Alchemist

Power Level: 8 (145/145 PP)

Trade-Offs: +2 Attack, -2 Damage; +4 Toughness, -4 Defense

Unspent PP: 0

Progress towards Bronze: 0

 

In Brief: World’s Finest Chemist does superhero work on the side.

 

Residence: London, England

Base of Operations: London, England

Catchphrase: “Everything is chemistry!”

 

Alternate Identites: Morgan Knight

Identity: Public

Birthplace: Cardiff, Wales

Occupation: Chairman of the Board (Knight Chemical Solutions), Professional Chemist, Professional Adventurer

Affliations: The Ministry of Powers, Knight Chemical Solutions

Family: Parents (deceased); Sir Randall Knight (husband); Jessica Knight (oldest daughter); Sophie Knight (youngest daughter); Daniel Cross (adopted son)

 

Age: 40

Apparent Age: early 30s

Gender: Female

Ethnicity: Caucasian

Height: 5’ 5”

Weight: 115 lbs

Eyes: Hazel

Hair: Reddish Brown

 

Description: Morgan Knight is a middle aged Welshwoman. She isn’t by any means unpleasant to look at, but she does tend to blend in with the crowd. Normally, she always looks like she’s just gotten out of bed. Pajamas, no makeup, and nothing done with her wild, frizzy hair. However, she can dress up for board meetings and look quite nice. As Lady Alchemist, she’s wearing her Alchemist Coat, and the accompanying boots, goggles, gloves and sweet tricorner hat. The coat and hat are a dark blue, with gold stitching. The trim and cuffs are white lace. The hat routinely has a feather in it. The boots are shiny black, with the same gold stiching. The gloves are off-white, with the very same gold stitching.

 

History: Morgan Knight is a legitimate genius. Lifted herself up by her own bootstraps from a blue collar existence in Cardiff. Her teachers couldn’t believe it. She learned everything at a rapid pace, and asked for more.  Her classmates couldn’t believe it. She pulled up the grades of whoever asked for her tutoring. She more or less single handedly brought up a stellar intellectual generation. Calling her a nerd wasn’t a insult, but a statement of fact. She was the pride of all Cardiff, and eventually all of Wales. And then she discovered Chemistry. She was 12, a junior in high school. A lifelong love was born.

 

It is, in fact, safe to say that Morgan loves chemistry more than her husband. She blew through three different universities’ chemical programs, and then started a company. Which then failed horribly, because Morgan does not have the proper temperament for good business management. Company number two was sputtering along when she met Sir Randall Knight. Or rather, a business rival attempted to have the small thorn in his side destroyed, and the fourth Knight (still finding his feet after the death of his father) saved her life. And a second lifelong love was born.

 

The second company lost too much in the attack, and sadly died. The third one, however, fueled by what was left of the Knight fortune (not to mention Randall’s wisdom in hiring a proper business manager), exploded. Knight Chemical Solutions became of the fastest rising specialist corporations on the planet. The children were born, Jessica and Sophie. And then, a bit tired of seeing her poor husband come home battered half of the time from his Knight work (and also seeing a lovely advertisement opportunity), Morgan took up superhero work alongside him. Now when he comes home battered, so does she.

 

Today, Knight Chemical Solutions is one of the largest companies nobody’s ever heard of, really. Because they don’t make many things you’ll find in a supermarket or electronics store. They do, however, manufacture most of the chemicals that make the existence and goods of each store possible. The construction and energy industries in particular are heavily dependent on Knight Chemical’s products to keep functioning. However, there isn’t an industry on earth that doesn’t use something Knight Chemical makes. And everything Knight Chemical makes was designed or personally approved by Morgan Knight, the World’s Finest Chemist. In recent years, they’ve even expanded into biotechnology. Morgan swears up and down she’ll lick the regeneration causing cancer problem any day now, and in the mean time you darlings go ahead and enhance your biochemistry. Great for weight loss, free diving, and mountain climbing. Ah, but don’t drink two. That’ll kill you, and in quite a messy fashion. And she just had the carpets cleaned.

 

Personality & Motivation: Morgan is a mad chemical scientist, minus the actual insanity. She routinely forgets to bathe, eat, and even sleep while working on something new. And she’s almost always working on something new. She’s absentminded to a fault and beyond. Her memory is almost perfect, but it is filled to capacity to chemical and chemical related knowledge and associated information. There are days when it takes her a second to remember her own name. Despite (or perhaps because of?) all that, she has a generous and optimistic heart. Her compassion knows no bounds, and her sense of justice is a mighty, mighty thing indeed. Now if only she would remember to wear pants when not in the lab Randall would be a deliriously happy man.

 

Power Descriptions: Morgan has no superpowers of her own. Instead, she has used her vast chemical and chemical related expertise to build (okay, grow) a really cool set of boots, coat, hat, gloves, and goggles. She carries a large satchel full of chemical grenades she throws for various (usually not directly damaging) effects. And lastly, she carries a tranquilizer rifle of her own design.

 

Like her husband, Morgan’s biochemistry has been enhanced. She has less need for food and air than a normal woman, and is more internally stable.

 

 

Powers & Tactics: Lady Alchemist specializes in non lethal takedowns, going around directly damaging her opposition. Her tranquilizer rifle is does just that, fire tranquilizer rounds designed to put down normal humans quite quickly. Her chemical grenades follow a similar philosophy, with adhesive, shock gel, or hallucinogenic fumes. She does have an acid grenade, but generally reserves it for getting through barriers.

 

Complications:

 

My Chemical Romance: Morgan loves chemistry. She adores it. Her own life means nothing next to the great god Chemistry. So, chemistry used for evil or simply irresponsibly is a bit of a berserk button for her. Understandably so. Additionally, she can obsess over how to counter a chemical agent used by a villain, to the detriment of actually catching the villain. A GM may award a hero point for either of these occurrences.

 

Slow Chemical: Morgan is forever experimenting in her lab. Sometimes this goes very well, and she has a new product for Knight Chemical to sell. Sometimes it goes…well, let’s just say the UK will outlaw that one next session. Sometimes she’ll be up for three days because nothing will work the way it does in her head. And sometimes things…kind of explode. The point being, Morgan does not always appear for superheroics at her best. A GM may award a hero point for applying a status effect such as Slowed, Fatigued, or Bruised at the start of a thread. Or at any time between days in a thread. Or instead of a status effect, one rank of a Uncontrolled power.

 

Familial Chemistry: Morgan is a married woman. So sometimes she must attend to her husband. She also has two teenage daughters. They need a bit more tending than Randall. But this is Morgan, so…yeah… A GM may award a hero point for familial obligations getting in the way of Morgan being Morgan.

 

Abilities: 0+0+2+14+2+2=22

 

Strength 10 (+0) (Lifting STR 20 w/ Alchemist’s Coat)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 24 (+7)

Wisdom 12 (+1)

Charisma 12 (+1)

 

Combat: 8+4=12

Initiative: +0 (+0 Dex)

Attack: +4 Base, +10 Tranquilizer Rifle

Grapple: +6; (+4 w/o Alchemist’s Coat)

Defense:  +4 (+2 Base, +2Dodge Focus, +1 Flat Footed)

Knockback: -6 (-1 w/o Alchemist’s Coat)

 

Saving Throws: 3+5+7=15

Toughness: +12 (+2 Con, +10 Protection)

Fortitude:  +8 (+2 Con, +3, +3 Enhanced Fort)

Reflex:  +5 (+0 Dex, +5)

Will: +8 (+1 Wis, +7)

 

Skills: 56 SP= 14PP

Craft (chemical) 13 (+20) SM

Craft (mechanical) 3 (+10) SM

Investigate 1 (+8)

Knowledge (life sciences) 8 (+15)

Knowledge (physical sciences) 13 (+20) SM

Knowledge (technology) 3 (+10) SM

Notice 7 (+8)

Search 1 (+8)

Sense Motive 7 (+8)

 

Feats: 14PP

Attack Specialization (Tranquilizer Rifle) 3

Benefit (Fame [World’s Finest Chemist]

Benefit 3 (Wealth

Dodge Focus 2

Eidetic Memory

Improvised Tools

Inventor

Skill Mastery (Craft [chemical & mechanical], KN ]physical science & technology)

Uncanny Dodge (auditory)

 

Powers: 20+9+24+15=68


Alchemist’s Coat (Device 5 [25 PP]; Flaw: Hard to Lose)

                Protection 10

                Sensory Shield 1 (+2 to saves against all Dazzles)

                Super Movement 3 (Slow Fall, Wall Crawling 1, Water Walking)

                Super Senses 3 (Darkvision, Infravision)

                Super Strength 2

 

Enhanced Feat (Endurance; Extra: Linked +0) + Enhanced Fort 3 (Extra: Linked +0) + Immunity 10 (Life Support, Starvation & Thirst; Extra: Linked +0; Flaw: Limited to Half Effect) (Enhanced Biochemistry)

 

Grenade Satchel  (Device 6 [30 PP]; Flaw: Hard to Lose)

Chemical Grenades (Array 12 [24 PP], Power Feats: Alternate Power 6)

Base Power: Snare 6 (Extras: General Burst Area, Backlash) (Adhesive Grenade)

                Alternate Power: Acid 6 (Extras: General Burst Area, Range [ranged]) (Acid Grenade)

                Alternate Power: Confuse 8 (Extras: Alternate Save [Fort], General Cloud Area, Secondary Effect) (Hallucinogenic Fume Grenade)

                Alternate Power: Healing 8 (Extra: Restoration) {Healing Tonic)

                Alternate Power: Stun 6 (Extras: General Burst Area, Range [ranged]) (Neural Reset Grenade)

                Alternate Power: Obscure 6 (Affects Visual and Auditory senses; Power Feats: Improved Range 2, Precise, Progression [Increase Area], Progression [Increase Range] 2; Extra: Independent) (Noise Cancelling Smoke Grenade)

                Alternate Power: Paralyze 6 (Extras: Alternate Save [Fort], General Burst Area, Range [ranged]) (Shock Gel Grenade)

 

Tranquilizer Rifle (Device 5 [25 PP]; Flaw: Easy to Lose)

                Fatigue 6 (Power Feat: Precise; Extras: Range [ranged], Secondary Effect)

 

DC Block:
	 
	Unarmed (+4 Hit, Melee, DC 15 Toughness)
	Tranquilizer Rifle (+10 Hit, Ranged, DC 16 Fort w/ Secondary Effect)
	Adhesive Grenade (Burst Area Ranged [30ft], DC 16 Reflex (Snare), DC 16 Reflex for half effect)
	Acid Grenade (Burst Area Ranged [30ft], DC 21 Toughness w/ Secondary Effect, DC 16 Reflex for half effect)
	Hallucinogenic Fume Grenade (Burst Area Ranged [30ft], DC 16 Fort (Confuse), DC 16 Reflex for half effect)
	Neural Reset Grenade (Burst Area Ranged [30ft], DC 16 Fort (Stun), DC 16 Reflex for half effect)
	Shock Gel Grenade (Burst Area Ranged [30ft], DC 16 Fort (Paralyze), DC 16 Reflex for half effect)
	 

Edited by EternalPhoenix
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