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<span style="color:#FFD700;">'''BODY TYPE:'''</span> Peak Athletic<br>
<span style="color:#FFD700;">'''BODY TYPE:'''</span> Peak Athletic<br>
<span style="color:#FFD700;">'''OCCUPATION:'''</span> Adventurer, Protector, Socialite<br>
<span style="color:#FFD700;">'''OCCUPATION:'''</span> Adventurer, Protector, Socialite<br>
<span style="color:#FFD700;">'''KNOWN RELATIVES:'''</span>Max Worthington (Father, Deceased), Margaret Worthington (Mother, Deceased), Timothy Worthington (Grandfather, Alive)<br>
<span style="color:#FFD700;">'''KNOWN RELATIVES:'''</span>Max Worthington (Father, Deceased), Margaret Worthington (Mother, Deceased)<br>
<span style="color:#FFD700;">'''SKILLS/ABILITIES:'''</span> Check Below<br>
<span style="color:#FFD700;">'''SKILLS/ABILITIES:'''</span> Check Below<br>
<span style="color:#FFD700;">'''EQUIPMENT:'''</span> Check Below<br>
<span style="color:#FFD700;">'''EQUIPMENT:'''</span> Check Below<br>

Revision as of 02:06, 17 June 2023


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Player: @Owldad

NAME: Thomas Worthington III (Secret)
KNOWN ALIASES: TalonKnight, TK
PLACE OF BIRTH: Hollownest, Unknown Location
BIRTHDATE: September 25, 19XX
AGE: 34
EYE COLOR: Brown
HAIR COLOR: Black
HEIGHT: 6'3"
WEIGHT: 215 lbs
BODY TYPE: Peak Athletic
OCCUPATION: Adventurer, Protector, Socialite
KNOWN RELATIVES:Max Worthington (Father, Deceased), Margaret Worthington (Mother, Deceased)
SKILLS/ABILITIES: Check Below
EQUIPMENT: Check Below
AFFILIATIONS: Global Defense Force, Blindsiders

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The beginning.

In the early 11th Century, a young squire and his master were sent by the Knight's Templar to search for the "Holy Grail" during the Crusades, driven by their belief that it would aid them in liberating Jerusalem and spreading their faith. As time passed and their mission grew increasingly disillusioning, the band of once noble knights succumbed to corruption and abuse of power, except for the squire and his master. Their breaking point came when they encountered a fabled village known for its dense population of desert owls, considered a symbol of bad luck in Middle Eastern culture.

Conflict erupted between the knights and the villagers, leading to pillaging and chaos. However, the young squire and his master could no longer tolerate the atrocities committed by their comrades. They took a stand and joined forces with the oppressed villagers, fiercely driving the rogue knights away. The battle was fierce, and sadly, the master met a fatal fate. In his dying moments, he elevated the young squire to knighthood, passing on his noble legacy.

Grateful for his valor and aid, the villagers guided the newly minted knight to a hidden cave within a mystical mountain, rumored to be where the elusive "Holy Grail" was located. Gravely injured, the weary knight was placed on an alter where the villagers performed a ritual that miraculously healed his wounds. During his healing, the young knight experienced a profound vision—a majestic black owl hovering over him, hooting with an air of wisdom and vigilance. This owl, known as "al-Sada," symbolized the avenger, empowering him to bring justice upon those who have been wronged.

Awakening from his healing trance, the knight found himself fully restored but haunted by the enigmatic presence of the owl. Seeking answers, he consulted with a wise shaman who explained the significance of his vision. He had been blessed by al-Sada, chosen to carry out the mission of avenging the oppressed and bringing evildoers to justice.

Grateful for his second chance and deeply committed to his newfound purpose, the young knight embraced his destiny as the TalonKnight—the embodiment of justice and vengeance. With the power of the Owlspark flowing through him, he pledged to protect the innocent, fight against corruption, and strike fear into the hearts of those who would harm the weak and defenseless. Guided by the legacy of his master and the spirit of al-Sada, the first TalonKnight emerged, forever committed to upholding justice and maintaining the balance between light and darkness.

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The legend of the TalonKnight grows.

During the years of the crusades, the young knight did his best to fulfill his purpose, using the village as his base of operations. His legend grew as "al Sada" or "Death Owl", the soul of a murdered crusader who had not been avenged taking out anyone who would present themselves as a threat to the village. The way his armor and cloak was fashioned only helped fuel the growing myth. At the end of the crusades he was called to the presence of Saladin, the newly crowned sultan. Saladin had heard the rumors of the village, and ordered the young knight and the village executed, to cover up the secret of the lake. The knight managed to escape however, and along with a handful of villagers, was able to set sail for the young knight's home land. With them, they took a small glowing rock from the cave that gave the lake it's properties, hoping to keep it out of the wrong hands.

The knight took on his masters' name and assets, calling himself Ser Thomas Worthy, lord of Worthy Rock. Thomas and his followers set up their base-of-operations, and he continued his life's purpose from Worthy Rock, helping those in need far and wide. His legend grew, especially after he freed a fishing village from the Creed Pirates, led by their Captain, Chivalrous Creed. He made numerous enemies in his quest to protect the innocent, almost dying several times. Eventually, Thomas would sire a son, whom he'd train to take over the mantle. When Thomas was fatally wounded in combat, his heir, William would take over, with the blessing of "al Sada" being passed onto him.

This practice of passing the mantle from father to son help grow the mythology of the TalonKnight, with his enemies believing he was immortal and un-killable. The legends from the crusades would be passed down, and would help fan the rumors that the TalonKnight was indeed a vengeful soul of a murdered crusader.

The TalonKnight operated in the shadows, thwarting evil wherever it was present, from the 11th Century, all the way to modern times.

"Birds of omen, dark and foul, Night-crow, raven, bat and owl, Leave the sick man to his dream - All night long he heard your scream."
- Sir Walter Scott, inspired after being saved by the TalonKnight.


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"Beware, beware the TALONKNIGHT! His eyes of gold a frightening sight! Turn and run with all your might! The TALONKNIGHT hunts tonight!" -18th Century Nursery Rhyme

Thomas “Tripp” Worthington III grew up a happy child in peaceful times, unbeknownst to him the legacy of his family. His father was Maxwell Worthington, CEO of Worthy Consolidated and his mother Margaret was a socialite from an equally wealthy family.



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All business.. 60% of the time, everytime.
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Thomas Worthington III, or Tripp is either loved or hated by the general public and media for his reckless antics and turbulent "relationships" (not really). However, there is more to his personality than just "Billionaire Philanthropist/Playboy" and "Relentless Vigilante". The first is the cliched "Billionaire Philanthropist/Playboy" persona that Tripp plays so well. The TalonKnights have built centuries worth of adversaries, amassing an impressive rogues gallery. Part of what makes him so effective is that his enemies believe he is "immortal" or the same man, essentially making him "un-killable" after all these years, not knowing the mantle is passed on from generation to generation. Tripp insists on acting like an "irresponsible, arrogant buffoon" so that others stay away from him, and not learn his secret legacy. This not only protects those he cares about from being targeted, but also preserves and protects the mythos that the previous TalonKnights built by not risking exposure in any way. A TalonKnight is always taught that "the tighter the circle, the less casualties there will be".

As TalonKnight, Tripp is focused, business-like, and sometimes hard to be around. Being prepared at all times and minimizing the risks to himself and those close to him are high priority when Tripp formulates a contingency. He is most comfortable being in control, and seeing others stray from his "battle plans" and "contingencies" will make him lose sleep and mildly irritate him (although he most likely won’t voice it). Tripp is a perfectionist, and will strive to get things done as efficiently and effectively as possible. He understands that he cannot control all situations, so instead he prepares endlessly, almost giving himself migraines going meticulously through every scenario. Tripp is also unreasonably brave and strong-willed, willing to put his life on the line to save the lives of others, not caring if he gets hurt or killed. His commitment to the mission of the TalonKnight is extremely unhealthy, even bordering on obsession.

To those close to him he can seem distant and cold, yet he still tries to be polite (as he can be). His business-like demeanor is almost unsettling, but he tries to offset it with dry and sarcastic humor (which backfires most of the time).


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Born for this.

Legacy Crimefighter: Tripp Worthington comes from a long line of crime fighters, with knowledge and experience spanning over centuries. With each TalonKnight new knowledge and technology is passed on, eventually compiling various techniques and methods of crime fighting. Groomed from a young age, Tripp developed and honed his crime fighting skills through regular lessons with his grandfather, and other tutors, making Tripp the perfect weapon in the war against the world's evil.

Excellent/Skilled Combatant: The TalonKnights have developed a systematic fighting art only taught to heirs of the mantle. The unnamed combat art used by TalonKnights can be described as a combination of holds, strikes, and complex locks to disable and (when necessary) kill foes. Developed through centuries of experience, the 17th TalonKnight described the fighting form as "a combination of Boxing, Japanese Judo, and Shaolin-inspired Kung-Fu". Tripp employs this fighting style daily, adding some modern martial arts to his fighting style, such as Brazilian Jiu-Jitsu and Combat Sambo. TalonKnights are also well versed in the use of combat arms, being able to use various ranged weapons (bows, rifles, throwing projectiles, etc.), and melee-based weapons (swords, knives, etc.) with equal effectiveness.

High-Level Strategist: Tripp has been trained in numerous forms of combat strategy, studying classical warfare philosophies and historical war scenarios since he was a child. Always taught to see the "big picture" and the "end game", Tripp uses the vast contingencies and protocols the TalonKnights before him have put in place to his advantage. Although impossible to be prepared for every eventuality, Tripp "cheats" by manipulating situations to his advantage, surprising his enemies and presenting the illusion of having foreseen the eventual actions of his foes.

Keen Analytics/Deductive Reasoning: Although not the best in the world, Tripp has a vast network of detectives and experts from around the globe at his disposal, most are contacts his predecessors have made. He uses this network to piece together clues and data to be able to solve even the most complicated of cases. His cowl constantly streams data to "A.R.C.H.I.", which in turn is passed onto his contacts, who help him piece together clues and scenarios to help solve crimes. Due to constant exposure to detective work with some of the best detectives in the world, over time, Tripp's own deductive reasoning and crime solving skills have been honed, even solving a couple of cases on his own.

Skilled Driver/Pilot: Tripp pilots numerous vehicles. He is skilled enough to maneuver whatever vehicle is at his disposal as if it were an extension of his body. Part of his training as a TalonKnight involved Tripp piloting and studying schematics of vehicles, as his mentors felt that it was an essential part of being the TalonKnight. Since he cannot fly, or run with superspeed, vehicles are a key part of the TalonKnight's arsenal, therefore, being a skilled pilot or driver is definitely a must.

Keen Intellect: Constant study and thirst for knowledge has assisted Tripp in developing his intelligence/IQ. Tripp is competent in basic sciences such as physics, chemistry and biology. Knowledge in these fields help him troubleshoot his equipment, as well as develop formulas and antidotes for situations that require it. He is also a capable engineer, with skills varying from troubleshooting of the "A.R.C.H.I." system, to hacking computers during missions and operations.

Peak Physical Condition: Tripp was raised from a young age using a specialized diet and exercise regimen developed by the 9th TalonKnight during his stay in Japan, and has been used by other TalonKnights since its inception. The diet and exercise regimen have helped Tripp and previous TalonKnights develop muscles and dexterity comparable to an Olympic-level athlete. Their diet helps develop strong bones and muscles, while also making the immune system stronger, increasing the dexterity, immunity and recovery capabilities of the human body. Meanwhile, the exercise regimen develops high-level flexibility, peak human strength and endurance, allowing the TalonKnight to perform certain movements the average human being can't. It is necessary to prepare the body to accept “the blessing” bestowed upon new TalonKnights when they take up the mantle.

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Things we need to work on.

Only Human: Despite being equipped with cutting edge technology and having centuries worth of crimefighting knowledge at his disposal, Tripp is still extremely mortal. Unlike most of his peers, he does not possess super powered abilities or skills, making him susceptible to metahuman/extra-human attacks. Without his armor he is also vulnerable to attacks just like a normal human and can be mortally wounded. Over time, his body will break down from the continuous rigors he puts his body through, eventually having to retire from the mantle of TalonKnight.

Overconfidence: Because he’s trained from a young age, and studied the teachings of the TalonKnights before him fanatically, Tripp has come to be very confident in his abilities. This in turn has led to becoming confident to the point of arrogance, sometimes getting himself into situations beyond his capabilities. This, combined with his lack of social skills (prideful, distant) has led to many sticky situations in the past.

Secretive Control Freak: Tripp’s need to be in control leads to him keeping his cards close to his chest. He feels like the less his peers know what he’s thinking/planning, the more control he has over the situation. His secretive nature ironically feeds into his trauma of losing those close to him.

Poor Social Skills: Although charming and approachable in his “Philanthropist/Playboy” persona, Tripp is far from sociable. He is introverted, quiet and prefers the company of silence. His business-like demeanor is off putting, even to the ones closest to him like his Grandfather and Monty. In reality, he was traumatized early in his TalonKnight journey, after watching his parents die at the hands of their arch-nemesis. Ever since then Tripp has had trouble getting close to people for fear they will either get hurt or suddenly taken away from him. Because of this trauma, he tends to push people away, coming across as prideful and arrogant (even his jokes don’t take well).

Obsessive Tendencies: When Tripp broods over something, the thought turns over and over in his head trying to come up with a solution or answer. Due to his extreme focus on whatever he’s brooding over, it sometimes leads to paranoia, overplanning, and contingencies that may be more dangerous than initially planned. This weakness can also be exploited because of the tunnel vision it comes with. Currently, this is being amplified by Tripp/TalonKnight's exposure to an ancient golem, the Odeum.

Aristocratic Upbringing: Tripp's "I know what's best for you" attitude stems from decades of Worthington upbringing. Having been raised generation to generation to believe that they are best equipped to help others (through their money, influence and strength as TalonKnights) has given Tripp the misconception that he knows what's best for the world and those he helps. While he means well, it comes across as unsavory and controlling to those around him. Not only that, his 'control freak' nature seeps into this ingrained attitude, alienating him further from his teammates and allies making him an easy target to isolate should a villain decide to attack.


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Tools of the trade.

Cowl:

Body Armor:

Weighted Cape:

Gauntlets: Wrist HUD and control unit.

Utility Belt: Grappling Gun + Hook, Smoke Pellets, Basic Tool Kit, Med Kit, Universal Hacking Kit, Compact Escape Kit, High Density Cuffs

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Weapons:

- Hoot-e-rangs:

- Exploding Hoot-e-rangs:

- Pocket Proximity Mines:

- Compact Concussion Grenades:

- Compact Smoke Grenades:

- Caltrops:

- Combat Aerosol Sprays:


Nightbird MK I to V: The talon-mobiles have been a staple of the TalonKnight's arsenal of tools since the industrial revolution. As this era's TalonKnight, Tripp has updated the talon-mobiles with the Nightbird series (currently onto Mark V), adding modern day enhancements for modern day crimefighting. The Nightbird MK V's top speed is around 250 mph, powered by a 1,200 horsepower (combined) twin turbines. Fully armored and armed with a combination of lethal and non-lethal weapons, the Nightbird allows TalonKnight to fight modern supervillains on equal footing.

Talon Aircraft: TalonKnight maintains a squadron of aircraft ranging from the sleek and rapid interceptor style "Strix Series" to the massive cargo/personnel mobile air command "Arbalest Series". Most of his aircraft are capable of VTOL and are heavily armored. The Strix Series (MK III) is capable of dynamic camouflage - able to disguise itself as a LongBow Interceptor or Arachnos Flyer - to evade sensors and unwanted attention. TK's aircraft also maintain a highly advanced autopilot system which can respond to remote commands.

The Battlebruiser MK I to IV: A series of heavy battle suits designed to give the wearer strength, durability and flight comparable to the flying bricks (e.g. Areus) around Paragon City. Conceived due to his heightened paranoia caused by the exposure to the Odeum and getting gravely injured in the battle against Doomsday in New York, the Battlebruisers are armed with high-density synthetic impervium plates, laser canons, jet-boosters and a micro reactor to power the suits for at least a week (at full power output). Tripp is constantly improving its features to match the data that he gathers for every mission so far.


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Friends in high places.

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TalonKnight's greatest foes.

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Fun Facts about The TalonKnight.

"Viral" sighting of TalonKnight in King's Row (Tripp's first few months in the role): https://www.youtube.com/watch?v=gsuceKJvtyA


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We're shy, feel free to use them.




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