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 The Knight

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AuthorMessage
Silent Night
Silent Legionnaire
Silent Legionnaire
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Posts : 1163
Join date : 2010-04-19
Age : 25

RPG character
Name: Zack Wylder
Code Name: Silent Night
Villain or good guy?: Neutral

PostSubject: The Knight   Sat Jan 14, 2017 2:57 am

"A killer's work is never done."

The Knight

(Image under commission. Will post once it's finished.)

«««IDENTITY»»»

Full Name: REDACTED
Nickname(s): N/A
Codename: The Knight
Alias(es): None known
Age: 24
Race: Augmented human
Alignment: Chaotic Good


«««PHYSICAL DESCRIPTION»»»

Hair Color: Brown
Eye Color: Hazel
Gender: Male
Height: 5’ 11”
Weight: 1165 lbs, without plating, 1665 lbs with plating.
Other Traits:
The Knight wears a set of black cargo pants, combat boots, and a skin tight black sleeveless vest. His chest, forearms, lower face, thighs, shins, and upper back are covered by specially made plates created specifically for his use. They are detailed below. See also, “Shield of the Knight.”
Beneath his faceplate, his mouth is permanently twisted into an eerily wide grin. This grin remains, even if he is asleep or unconscious. He has olive skin that is laced with scars, and his hair is wild and unkempt. Occasionally, he slicks it back against his skull to cut whatever ponytail can be formed. As such, his bangs are extremely long, and his hair gets progressively shorter as it nears the back of his head.


«««SKILL SET»»»

Powers
The Knight's Armor: L.A.W.'s chief experiments have not only been with human testing, but they have extended to every possible aspect of weaponization - humans, animals, aliens, metahumans, plants, and even various elements. Through their research and experimentation  L.A.W. has created what they believe to be the ultimate or final element: A metal alloy kept so far under lock and key that even it's name is classified at a such a level that very few even know of. Since they created it, L.A.W. has repeatedly discovered new properties of this alloy that merit further investigation. The Knight's Armor is the latest weapon L.A.W. has crafted with this unique alloy, utilizing everything they knew about it as of the completion of Project: Knight.

The Knight's Armor was implanted beneath his flesh, between the epidermis and outer, or longitudinal, muscular layer. In addition, it has been wired into his nervous system. As such, it cannot be taken from him. It is composed of interlocking rings that slide over one another in order to keep from prohibiting his movements. There is no point in his entire body not protected by this system, however this is as detrimental as it is beneficial.



Primary power: The Knight’s Armor: This armor conveys extreme durability at the cost of elemental vulnerability, the extent of which is detailed under weaknesses: Elemental Superconductivity. While the Knight’s Armor does nothing to protect against shockwaves such as those generated by explosives, it is effectively impervious to any physical attacks not made from the same metal. This ability is achieved through the armor itself and is not an actual power. As such, it cannot be copied or stolen by abilities or effects that copy powers.


Sub power: Magnetic Field: The primary focus of the Project: Knight was not only to create the perfect stealth operative, but to create a weapon that made use of the most recently discovered property of the alloy: when exposed to electrical impulses such as those found in the human nervous system, the alloy becomes magnetic. The intensity of the impulse could change the polarity of the magnetic field projected by this alloy, and the strength of the impulse could alter the strength of the magnetic field. As the Knight's Armor is wired into his nervous system, not only can he feel through it but he can make any part of his body magnetic by concentrating on it. As such, he must be able to concentrate or otherwise focus to use his magnetic field. The strength of his magnetic field depends on how hard he concentrates, however while he has achieved a degree of control between reversing his polarity and manipulating multiple parts of him at the same time, he is the magnet - in the end he cannot choose what is affected and so during a fight objects in the surrounding area tend to randomly move around. In addition, his ability to move objects is equal to six times his ability to physically move the object: ie, as he is slightly stronger than most people and can dead lift roughly 300 lbs, meaning he can move roughly 1800 lbs magnetically, however the closer to his limit he gets, the harder it is to move the object just as it is with physically picking something up, and if he were to push himself too far he could potentially suffer a fatal hemorrhage in the brain. In addition, he uses this ability to more or less negate the effect of the weight of his armor on himself (though his weight still applies to whatever he's on unless he is using the technique described in Weakness: extreme density) as well as keep his exterior armor on his body. He has done both of these for so long that they have become second nature to him, he does so in the same manner that he regulates his own breathing and heart rate, like any other person. This ability is achieved through The Knight’s Armor and is not an actual power. As such, it cannot be copied or stolen by abilities or effects that copy powers.

Power two: Mastery of Stealth: The Knight is a stealth operative, first and foremost. As such he is a ghost, able to slip in and out of even the highest security facilities without anyone knowing he was there. By default, The Knight’s movements and footsteps are silent to anyone without superhuman hearing. Anyone with superhuman hearing must make three times as much effort to hear his footsteps, body movements, or heartbeat as they would to hear a normal person who was making some effort to be quiet. Even at that point, anything they hear would still be extremely faint. This ability is achieved through sheer skill and is not an actual power. As such, it does not apply to anyone else the Knight may come into contact with, and cannot be copied or stolen by abilities or effects that copy powers.


Sub power: Mastery of the Self: The Knight has spent countless hours learning to control his own body. He is capable of slowing his heart rate down to approximately one beat per minute - far lower than most people could survive. When he enters this state his breathing is so slow it's almost continuous, and his core temperature drops to that of his surroundings. Because of this, he must be careful he does not use this ability in a cold enough area, as it is possible for him to freeze to death. He is even capable of movement in this state, however it must be slow and deliberate, as any exertion will raise his heartbeat. Because of this, he cannot fight while in this state. He can snap out of it instantly, but must spend a full minute composing himself without movement and without being attacked to enter it. This ability is achieved through sheer skill and is not an actual power. As such, it does not apply to anyone else the Knight may come into contact with, and cannot be copied or stolen by abilities or effects that copy powers.


Power three: Mastery of Adaptive Combat: The Knight has perfected the art of adaptability, and is capable of adjusting himself to any style of combat at a moment's notice. He is capable of using any weapon he can wield with a minimum of an above average proficiency, however he is an expert with conventional firearms and knives. He is a martial artist capable of countering any style currently known to man and is capable of analyzing and adapting to a style he wouldn't be familiar with even in the heat of combat. That being said, he specializes in and vastly prefers one style over all others: redirection. He relishes in turning his opponent's own attacks and weapons against them, and has been known to favor this style even if others would be better. This ability is achieved through sheer skill and is not an actual power. As such, it cannot be copied or stolen by abilities or effects that copy powers.


Sub power: Weapon snatcher: In tune with his preferred style of combat, The Knight specializes in using an adversary’s weapon against them. If his enemy is holding a weapon, the Knight can take it for a short time. How long he wields a stolen weapon will be dictated by either his personality or by his skill depending on the weapon itself. If the weapon is an ordinary weapon (unique or not) with no restrictions on who could wield it and it is something the Knight can physically wield, then his personality dictates that he may make a maximum of five attacks with it before he must discard it, however he may choose to do so sooner. If there is some restriction on who may wield the weapon (via enchantment, curse, possession, etc.) then the Knight may steal the weapon and make no more than a single attack with it before it must be discarded. This is due to the fact that this attack is almost always made in the same or the very next motion that saw his opponent disarmed. He is able to tell when he cannot normally wield a given weapon and as such will know if he must discard it. He does not suffer any ill effects from wielding a weapon he normally could not while using this ability, so long as the attack is made immediately and the weapon discarded. This ability also applies to weapons normally too large or heavy for him to wield so long as he can physically get his hands around it, however it only applies to weapons one category outside his limits. Meaning that he could take a sword intended for someone ten feet tall and get a single attack before he must discard it, however he could not take a weapon intended for someone the size of a skyscraper. This ability is achieved through sheer skill and is not an actual power. As such, it cannot be copied or stolen by abilities or effects that copy powers.
As an added note, this ability does not work on weapons that are a part of someone - for example, someone with a blade growing from their body or a robot whose flail is their hand. If the weapon was removed for any reason however, it would be treated as a normal weapon for the purposes of this ability and would follow any applicable restrictions. Furthermore, due to the style of combat required to make use of this technique, it is extremely commonly a counter to an attack rather than an offensive move. It can be used as part of an offensive combo, but this is less common.



Sub power: Everyone has a Weakness: In keeping with his preferred style of combat, The Knight is extremely capable at discerning and taking advantage of weak points in his opponent's physiology and armor. Be it a small chink or a cracked weld seam in a plate of armor, the side of the knee, the elbow, the wrist, or some exotic pressure point in the ribcage, The Knight is capable of finding it and exploiting it to either take his opponent's weapon or bring them down quickly. Even beings with superhuman durability have points that cause excessive pain when twisted just right, and The Knight has trained extensively to find them and use them to his advantage. No enemy is truly impervious, and The Knight has an uncanny knack for knowing just where to hit someone he otherwise couldn't hurt.

Skills


Exceptional skill:Deductive reasoning: In covert operations, the most important weapon one can use is one's own mind. The Knight has honed his to a razor’s edge. He is on par with the likes of Batman in the field of deductive reasoning.


Exceptional skill:Scrounging: The Knight has always had an almost superhuman ability to make do with nothing. Despite never having an income, he is never hungry. Despite not having a home, he is never without a bed. Despite carrying only his shield as a weapon, he is never out of bullets. The Knight is almost always able to find a way to scrape together supplies.


Exceptional skill:Rapid learner: The Knight has always been quick to pick up something he doesn't know. This is a big part of what's behind his impressive adaptability. If he doesn't know how to do or use something, his intuition is usually good enough to keep him alive until he figures it out.

Physical Weaknesses


Concussive force: The Knight’s Armor does nothing to protect him from concussive forces such as those thrown out by an explosion. It is possible for his innards to be pulped with minimal damage to his exterior.


Locked in!: The Knight’s Armor cannot be removed from its host. As such, if The Knight were ever to receive internal injuries it would be extremely difficult for anyone except for the people who built him to operate on him.

Extreme Density: The alloy composing the Knight's Armor is far denser than any material humanity has previously been able to find: On one hand, it's finished form is nigh indestructible when presented with physical attacks, while on the other it is very heavy - The Knight's Armor weighs roughly 1000 lbs, which means that he is unable to swim, will likely break any unstable surface he walks across, will rapidly sink in soft terrain such as sand, cannot sprint, and usually has to take the stairs. He can mitigate this weakness by using his chest and back plates to grip onto him and essentially act as a clamp to lift him up. Alternatively, if there is any magnetic surface below him, he can push himself away from it, allowing himself temporary passage where he otherwise could not pass safely, such as soft terrain or water. Alternatively, he can use this technique to sprint for a short time. However this requires an intense amount of concentration, as he is at the upper limit of what he can lift. As such, he can maintain this technique for a maximum of 30 seconds.

Elemental Superconductivity: The primary weakness of the Knight's Armor is that the alloy it is composed of is superconductive to heat, cold, and electricity. If The Knight cannot balance his temperature, what anyone else would consider a second degree burn to the arm or leg would be a fatal wound to him as the heat (similarly, the cold) rapidly spreads throughout his body and roasts (or freezes) him to death.

For example, if a lit cigarette were pressed to an exposed piece of his armor located at his fingertip, then his entire arm would receive third degree burns and the vast majority of his chest would receive second degree burns, while the rest of his body would receive a first degree burn. Similarly  if an ice cube were pressed to the same exposed point and he was unable to warm up his body in time, he would receive frostbite to his entire arm as well as hypothermia. Similarly, a tazer to the bare chest is the equivalent of being hooked up to a car battery. Note that if an elemental attack fails to break the skin, then his skin acts as a barrier to it. This is why he doesn't die if it gets too hot or too cold outside, though this effect is far less effective when presented with electricity as flesh conducts rather than dampens it.

Furthermore, the use of his magnetic field can be overridden in much the same way as one's muscle control can be overridden via electricity. Meaning that whether a shock kills him or not, it will cause his magnetic field to spasm just like his muscles, uncontrollably pulling magnetic materials toward him (or him to the magnetic material.) He will recover from this at the same rate he regains muscle control, between less than one to two minutes after the shock has ended.


Mental Weaknesses

Madness: The Knight was a human experiment, a weapon created by L.A.W. The procedures and training he was forced to go through day after day were intended to drive him insane - L.A.W. has found that the weaker a subject's grip on reality, the more likely the subject is to submit to mental indoctrination. The Knight’s madness confers the following weaknesses and traits:

Unpredictable: The Knight’s actions rarely make sense to anyone but himself, and while this can be beneficial to him, it can also make it incredibly difficult for any allies to anticipate his actions or intentions. He may even decide to betray a supposed ally for reasons only he can fathom.


Cold killer: The Knight is single-minded in his quest to the point of madness. In his eyes there exist two worlds: a land of make believe where people think that the worst thing they have to fear are super villains, where they think they are safe, and the real world: a realm of horrors and shadows, where the continuation of free will hangs on the knife’s edge. Anyone who lives solely in the former world means nothing to him, and he will slaughter his way through a crowd if it is the best way to get to his objective. Because of this, he is extremely unlikely to make any permanent allies, hero or villain.


Stubborn to a fault: As stated above, the single mindedness of The Knight’s crusade is a mark of his festering madness. It would be extremely difficult to convince him to lend someone aid with something that had nothing to do with his quest. He is of such single minded determination that simply killing someone or torturing them for what he wants springs to mind long before simply helping them out and being given the bargaining chip they came to him with. He has little time for anything but his crusade, and anyone who would take his time risks paying dearly for it.

The voices! The screams!: Long ago, The Knight was forced to cast aside his humanity in order to survive. As of now, he has little to no issue with killing any given person. However this wasn't always the case. Perhaps a manifestation of his last shreds of humanity, The Knight can hear the screams of the long dead echoing about in his skull - ghosts of his past sins crying out to be avenged. In combat, they get louder, blocking his already damaged sense of logic and reason. They can drive him to a maddened frenzy where, while he fights with an almost berserk fervor, he occasionally cannot tell friend from foe (or simply doesn't care) and throws himself in combat, praying only for someone who can best him - and make the screams finally stop. Furthermore, the voices and twisted faces of those he has killed plague him whenever he tries to sleep. As such, he is incapable of gaining any real rest and only sleeps when exhaustion forces him to pass out. He has since gotten used to this cycle and is able to ward off all negative effects of exhaustion until his third(sometimes fourth) consecutive day without sleep. It is then that he tends to find somewhere to pass out.

Shattered soul: As in the mind, so too in the soul. Since The Knight’s mind is shattered, his soul is just as fractured. Interestingly, this makes it difficult for beings with the ability to do so to manipulate his mind or soul. In fact, psychics who are unaware of his past and the dangers of his mind have the potential to suffer tremendous backlash - Potentially being forced to hear the screams that echo throughout The Knight’s skull or becoming trapped in a memory, momentarily forced to live out the most horrific points in his past. However this also makes it nigh impossible for The Knight to voluntarily mentally link with anyone, and what would be beneficial psychic communication is far to garbled with haunted memories and, vengeful voices, anguished screams - all suffered by everyone joined by the mental link. As an added side effect, he is immune to mind control and extremely resistant to mind reading that is of any benefit to the reader. Furthermore, he has proven resistant to illusions and simulations, helpful or otherwise.

Equipment


The Knight’s Shield: The primary offense and defense of The Knight. The Knight’s Shield is a series of armor plates that were made specifically with him in mind. They fit his body perfectly and consist of the following:


Primary Breastplate: A chest plate that covers the vast majority of his chest, leaving only an inch around the edges of his shoulders and stopping at the upper edge of his collarbone and the lower edge of his ribcage. 75 lbs


Secondary Breastplate: A small chest plate that sits on top of the first. It is a an oval with sides that are wide enough to almost make it rectangular and sits dead center on his chest and is approximately seven inches wide and four inches tall. 25 lbs


Back plate: A matching counterpart to the large chest plate. 75 lbs


Gauntlets: Plates covering his forearms and extending to a curved point just past his elbow. Both arms are identical. 50 lbs each.


Greaves: Curved plates that cover the front of his thighs. They curve down toward his groin along his hip bone and stop halfway across his inner thigh. They reach across the same length of his outer thigh and stop an inch above his kneecap. 50 lbs each.


Shinguards: Extending from an inch above his ankle to a wicked point three inches above his knee. Each shin guard is identical and only covers the front of his lower legs, stopping on either side before it would reach his calves. Like his faceplate and unlike the rest of the plates, The Knight’s shinguards are comprised of two joined plates meeting at a harsh angle along the center of the armor piece. 50 lbs each.


Face mask: The final piece of The Knight’s Shield, his face mask is simply a wedge formed by the joining of two plates. It covers the lower half of his face from the bride of his nose to the exact edge of his jawline and stopping just before each ear. 25 lbs.

Each plate of The Knight’s Shield is comprised of the same alloy as the Knight's Armor, however each is a single plate rather than interlocking rings. Each plate is coated in a textured black substance, leaving only half an inch of the metal itself exposed on the outer edge of the outside of each piece. In addition, the edge along the center of his shinguards is also exposed in this manner. These exposed edges are razor sharp and are The Knight’s primary offense. Aside from the obvious offensive capability, The Knight’s Shield has two primary abilities:



Elemental Absorption: The Knight’s Shield was created in an attempt to mitigate his primary weakness. While by no means a perfect solution, they do increase his survivability against elemental attacks. The black material coating his Shield is the polar opposite of the alloy it coats. It provides absolutely no damage resistance whatsoever against physical attacks, however it is capable of absorbing almost any level of heat, and does not conduct electricity. The level at which the material failed to absorb heat was far beyond human levels of survivability, meaning that the wearer would suffer fatal burns from the surrounding air before the material would fail to absorb heat. As cold is merely the absence of heat, the material does little to stop the cold. The material has very limited self regenerating capabilities, and will eventually repair any slashes, scratches, or holes that it may suffer, however a single bullet hole can take upwards of a day to repair.


Magnetic Attunement: Made from the exact same batch as the Armor, the Knight’s Shield has been completely attuned to his magnetic signature. As long as he is in contact with it, any piece of the Knight’s Shield is treated as a part of the his own body for the purposes of his magnetic field. Any magnetism applied to a given piece of this armor will remain until changed by The Knight himself. This can be used to leave traps for unsuspecting foes either in preparation for an ambush or in combat, however this ability can only affect someone made of or equipped with magnetic materials.

«««CEREBRAL PROFILE»»»

Personality
Often subject to erratic behavior, The Knight has been known to attack people seemingly at random before vanishing like a ghost in the wind. While it would be far more logical for a stealth killer to strike at night when his target is alone, asleep, or otherwise off guard, he has been known to attack in broad daylight, appearing seemingly out of nowhere to capture or kill his target before disappearing back to wherever he'd come from. To protect his remaining sanity and to trick his creators into believing they'd succeeded in creating the perfect weapon, he abandoned his humanity. As such, The Knight comes off as cold and soulless more often than not. However from time to time he shows the lingering traces of humanity left within him. The Knight believes that anything worth fighting for is worth dying for. As such, anyone willing to fight is willing to die and there is absolutely nothing wrong with killing them. His attitude towards his opponents commonly reflects this, however it is possible to earn his respect and even his admiration. Certain people are a waste of flesh, but others would be even more wasteful to kill.

Likes
Beef jerky
Determination
Silence
The feeling of bone breaking
Surprising people
Children - the only truly innocent
Blood spatter in the moonlight


Dislikes
Heroics
The government
Authority
Bananas
Old people
Fat people
Idiots
Computers


Habits/Hobbies


Nervous Pacing: The Knight tends to get jumpy and twitchy if he's out of leads and isn't actively on a mission. He's been known to pace back and forth, muttering about his crusade. This seems to help him think however, and many a breakthrough would be mistaken by others for a breakdown.


Sharper Image: The Knight has a habit of sharpening things. Doing so to his Shield’s edges accomplishes nothing, so he sharpens whatever he happens to be idly holding at the moment.


Over Excitement: In the extremely unlikely scenario that The Knight makes a friend, he will commonly spew random tidbits of his work and experiences with such excitement that they may be mistaken for gibberish. This is very likely a side effect of long term isolation.


«««PERSONAL BACKGROUND»»»

Family Members: None living
Place of Origin: REDACTED
History


The Knight's past is horrific, tragic and bloody. As a child, he was chosen by L.A.W. to be the next in their line of experimental weapons utilizing their alloy. As such, The Knight was a cut above the rest later on.

Prior to becoming The Knight, he and his family were hunted down by an operative referred to as the Bishop. Whether or not he used more force than he was ordered to is unclear, but the Bishop gunned down his family and slaughtered everyone on the entire street, including the boy who would become The Knight. Though that boy died that day, his soul was forcibly kept within his body by a meta known only as Eternal. The child was offered a choice: Join a secret military project, or die. He was merely an eight year old child. He didn't want to die.

The boy was given a minute dose of a modified serum that had first been tested on a previous experiment - an operative known as the Rook. The serum promoted rapid growth. However it had been perfected in the decades since it had first been tested, and where the Rook was transformed into a gigantic hulking brute without a mind, The boy was given the body of a young man. After months of physical therapy to deal with the agony such a transformation and get used to having a completely different body, he was taken in for surgery.

He was kept awake and fully conscious while he was skinned alive by a team of doctors, all deaf to the child's cries for help, for them to stop, them finally for death. After each plate was wired into his nervous system, he was finally allowed a moment's respite while the plastic surgery team prepped his old skin as well as synthetically grown flesh. At this point he had been strapped to a table and operated on for 14 hours with no end to his agony.

After he was finished, he was allowed to recover with only intense physical therapy to learn to move in his new body. Three months later, he was thrown into the first phase of L.A.W.'s process for weeding out the failures. The experiments were forced to fight one on one to the death. At first the boy refused. He was tortured for his disobedience and informed that the others would die regardless - there would always be someone else to take his place. He could either be tortured to death, making his feat of surviving up to this point completely worthless, or he could go out and fight. Once again, he chose to live.

For three years, he watched as bodies, many of them mere children, were dragged away, their blood splattered across his body. Then one night as he sat in his holding cell, he was approached by a boy named Craig. The brutal conditions in L.A.W.'s training grounds were designed not only to turn children into killers, but they were designed to drive them insane. Each and every experiment who had survived to this point had developed some form of madness. The boy who would become The Knight was already hearing the screams that haunt his mind to this day, and Craig was no exception.

Craig's madness manifested in a powerful paranoia. Craig was convinced that "they" were always gunning for him, and as the future Knight had gained a reputation as the most unbeatable contender out there, Craig sought him out to use him as a bodyguard. His would be ally was no idiot, and knew this the moment Craig approached him, but he so desperately wanted a friend. Equally fierce however, was his determination to end this senseless slaughter. The boy reasoned that he would have to get further inside the program to achieve this, and the best way to do so was a show of “loyalty.” He snapped Craig's neck and informed his handlers that the other boy’s paranoia had caused him to turn from the cause and to conspire to destroy the facility. He was reprimanded for killing without orders to do so, but commended for his loyalty. It wasn't long before his plan succeeded. The future Knight was transferred to the next stage.

At this stage, there was a legend whispered among the experiments  The room. The door at the end of the hall. The nightmare of many, the aspiration of some, and worship to others. When an experiment's name was called, the door would open, and the orderlies would come forth. Some strode in willingly, others were dragged kicking and screaming. No one ever came out except the orderlies. No one knew what happened behind that door, but any experiment who crossed its threshold was never seen again.


As he was a special case, it was three long months before he was assigned his first teammate - A young man named William. Outside of combat, William was very proper. His manners and suit jacket were all at odds with his surroundings. But in combat, he was exactly the opposite, laughing as he sprayed his foes with gunfire from his Famas, shaking his stark white hair from his eyes as he made their corpses dance. The next was a young man named Terry. The boy found that he genuinely liked Terry. Not because he desperately wanted a friend, but because Terry made him laugh. That was Terry's madness: He saw the world as his own paradise, where there was no killing, no violence, no hatred. Everyone was happy and laughing, and there was no pain or sadness. He was so very trapped in his own world that he turned homicidal whenever anything threatened it, using his Glock 17 to methodically remove anyone who didn't follow his idea of the world.

Finally, there was Amy. The boy didn't know how he felt about Amy. He knew he was her friend and she his, but there was something different  He couldn't stop thinking about her, and fighting alongside her was somehow different than fighting alongside Terry and Will. Unlike Terry and Will, Amy was exactly the same outside and inside of combat: Dark, rarely speaking, never laughing. Where Terry tried to stop the fighting, The Knight cracked jokes, and William laughed hysterically, Amy licked the blood from her KA-BAR and prowled for a new victim.

Over the next five years, The boy led his team to victory after victory. The fights were no longer to the death, but now to first kill - the first team to lose a member lost the fight, and were usually tortured and starved as punishment. The boy’s team became legendary: they were the only ones never to lose a member. Eventually they became so tightly knit that it was rumored that they were telepathic  Perfectly anticipating each other's moves. Outside of combat, they were the perfect vision of Terry's world, and even Amy almost smiled on occasion. Then everything changed. L.A.W. decided that it was time to finalize Project: Knight.

As he was called to the room, the boy enacted a plan of his own. For years he had been tossing around the idea of escape, but it had always seemed too impossible to even try. However now was the perfect opportunity to ensure that he wouldn't become a slave. Throughout his time at L.A.W., while a successful combatant and an impressive stealth operative, Project: Knight had been considered a failure: He had never exhibited the magnetic properties that L.A.W.'s scientists hoped he would. In truth, he had long ago discovered this ability, but had managed to keep it from everyone, including his own team. He had practiced in secret until he was finally ready.


When he was 18 years old, after a decade in the hellhole of L.A.W.'s training grounds, The Knight was born. At least as far as his creators knew. Unbeknownst to them, he'd long since discovered the chip they'd installed in his brain. Using his magnetic ability at precisely the moment the chip became active, he fried it without alerting the orderlies in charge of the procedure. As far as they knew, it had gone flawlessly and Project: Knight was fully online. to take the guards by surprise. He was given his first order immediately: His team. Terry, William, and his heart leaped when he thought of Amy, though he didn't understand why.


When he'd been taken, his team refused to lose him. They broke free and rampaged through the corridors and hallways, killing everyone they came across in a desperate attempt to save their friend and escape the living nightmare. The Knight was given his Shield and uniform, and sent to put them down.

As he stood before them, his teammates were elated. Their joy quickly fell to dismay as The Knight attacked. Forced to choose between everything he'd sacrificed and worked for or his only friends, The Knight cast aside his humanity. His team were hopelessly outmatched, and their desperate cries fell on deaf ears. Soon their broken bodies were scattered across the hallway. In that moment, his already fractured mind shattered, and his anguish has never faded. The Knight became an empty shell of a man. A weapon forced to banish his soul to the deepest recesses of his shattered mind.

It was not until some time later that he saw himself in a mirror for the first time. Even he does not know if it was a botched attempt at reattaching his skin, the agony of his surgery, some sort of nerve damage thanks to having his armor wired into his nervous system, or the weight of his own madness that gives him his grin, but he hates it as much as he hates himself, and has spent every day in the two years since then working to find a way to destroy L.A.W. from the inside while evading discovery as they hunt for the unknown attacker within their midst: A constant circle of cat and mouse.


Courtesy note: While I'm sure that it goes without saying, I wanted to add a note here with regards to courtesy and sub power: weapon snatcher. The ability is plainly laid out in this character profile and anyone rping with this character will be directed to it at the beginning of the thread, along with a reminder that it is there. This is done so as to make anyone interacting with The Knight fully aware of this ability. Furthermore, any action that would result in the use of this ability will be preceeded by a warning in the previous post, allowing the other rper to dictate whether or not they are willing to be affected - ie, as common sense and courtesy would dictate, this ability must follow the common courtesy rules of this forum, and cannot auto-hit.

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'Oh, and by the way, Zack, your face is perfectly normal. But to be honest, I think we have a slightly bigger problem here than your beauty issues.' - Shadow


Last edited by Silent Night on Mon Jan 23, 2017 10:15 pm; edited 1 time in total
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Bloo
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PostSubject: Re: The Knight   Sun Jan 22, 2017 9:45 am

With the weapon snatcher ability, make sure you're strict on that clause you've added at the end. And note that, while he may be a master of disarming people generally masters of specific weapons are pretty well versed in avoiding being disarmed. They have just as much right to say their character is too well versed to fall for disarming attacks. Especially if they only focus in a single weapon.

Beyond that, I want to add a drawback to the magnetic field sub power. Some sort of an activation ability. Maybe he has to put his hand on his chest or something. If he's completely immune to blunt force trauma, then he can't also have the ability to destroy restraints like handcuffs. There needs to be ways to win against him there.

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PostSubject: Re: The Knight   Mon Jan 23, 2017 10:26 pm

I added in an emphasis that he must be able to concentrate in order to use his magnetics, as well as the effect electricity has on his armor - namely that it overrides his magnetic control in the same way that it overrides his (or anyone's) muscle control. The former edit is under Sub Power: Magnetic Field, and the former is under Weakness: Elemental Superconductivity.

With weapon snatcher I will be operating on a case by case basis with the given rper to determine just how the ability will work with their character. However the limit I've set on his attacks is also supposed to be rapidly filled out - he shouldn't be holding a weapon for long. The way I see it working is that he takes it at the beginning of a post, (assuming it's okay with the other rper and the attack hits) he makes a quick attack or two, then either discards it that post or makes another attack(s) or just taunts his opponent with it before discarding it by the end of the next post. He shouldn't ever have someone else's weapon for more than a few seconds real time, unless there's some sort of story reason.

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PostSubject: Re: The Knight   Mon Jan 23, 2017 10:46 pm

Looks good. Onto your next stamp.

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PostSubject: Re: The Knight   Sat Feb 04, 2017 12:53 am


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