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Taco Since: Jan, 2001
#1: Jul 28th 2017 at 12:27:49 PM

KNIGHTCORE

Since before time was counted, the Knights have been the valiant warriors and dastardly villains that changed the very face of the Realms! Literally, actually. Clown Knight had beef with Bear Knight, Clown Knight beat him up, and suddenly the Forest Realm of Bear Knight became the Clown Party Carnival Realm of Clown Knight. But then the Animal Order shows up and all Clown Knight has to defend his claim is himself, Mime Knight, and Jester Knight, the Order of Mirth. So of course the upstart goons get trounced and the Realm returns to normal in a matter of days and the various squires and peasants of the realms get back into their regimen and stop partying.

You see, Knights are not precisely human anymore. Nor are they vassal warriors in service to a liege, but some are landed, and many do belong to Orders! Knights are more than that, embodiments of ideals—though some may say gimmicks. Each knight has their own unique helmet, and to have it removed is the greatest dishonor. The Knight lives and dies with their helmet. To remove a helmet voluntarily, though and expose one's face to another person is the greatest sign of intimacy and trust. Alternatively, removal of the helmet is retirement, and often the helmet is passed on to some young Squire to become the next in that line. Demon Knight II is one such knight who wears his lineage proudly.

From the relative calm of recent years enters an incitement to conflict—many are blaming Insight Knight and Incite Knight for it: Cash Knight is offering a million gold pieces to whomever manages to impress him, however they deem that possible. Cash Knight is known to be a bit bloodthirsty though, so we all know how that's really gonna go down. Grudges will be settled, Realms will be claimed, Orders will be forged! It's time for the Knight Fight!


So that's the sort of pitch I have for this RP. Little bit of Shovel Knight, little bit of Lucha Underground, and rooted in a pitch for a setting from this tg thread from a couple months ago. So the tone we're going for is goofy tongue in cheek melodrama. Another touchstone as far as tone, if not content, is the Yakuza series. Um, unless you play Yakuza Knight, I guess. I'm also aiming for "loosely directed sandbox." Characters are of course going to have drives and feuds and their own motivations, but people who actively go out of their way to stir things up and do cool shit are also in line for a reward from Cash Knight. I encourage players to build heat and connections between one another but I'll throw out some plot hooks and NPC's too if necessary. If y'all want "neutral ground" or otherwise to not only move around on the turf of another PC, feel free to also make up a Realm when necessary.

The world I'm leaving similarly vague. In a direct pull from Lucha Underground, space and time follow the rules of drama and plot over """physics.""" The Realms of the knights are themed in broad terms and drastically reconfigure themselves for whatever Knight or Order currently holds them. In the case of Orders, the theme of the Order, not the individual Knight, determines the nature of the Realm, though Knights in Orders can also totally just own their own Realm too. Borders between the Realms similarly configure to whatever is most convenient or, alternatively, whatever will cause the most conflict. There are normal people in the Realms, but they generally fall into either the broad categories of Squires, your support teams or your minions or whatever, or Peasants, the average people who don't have helmets and live normal lives, generally treated well by all but the cruelest knights.

Character sheet is right here. Forum code for it's here. In the name of High Ridiculous Drama, I want to also encourage you guys to connect your characters and plot outside the game to instigate maximum bullshit.

  • Name: All names are formatted as [Theme] Knight. Real names are 100% optional and discouraged from ever being used.
  • Age:
  • Gender: There is no divide between "knights" and "dames" or whatever, Knightness transcends gender and "Knightess" doesn't sound too good when it's a noun and not a title.
  • Appearance: Make sure to get mad descriptive with your helmet, it's a bit of a cornerstone for your character and people are going to see it more than their actual face.
  • Personality:
  • Abilities: Super Weight 3 is probably the cap here. Powers should center on a Knight's theme; I'd recommend having both regular-use abilities and maybe a signature finishing move or two to convey the proper tone. Superhuman physicality on level with like, Captain America or Kamen Rider, and the ability to recover from basically any injury after a good (K)night's sleep are standard for basically all, but going above and beyond or going similarly below that baseline in favor of the arcane arts or whatever is fairly common.
  • Assets: In addition to the gear your character carries, if your knight is part of an Order or owns a Realm, put it here and describe it. Standard for all Realms is of course at least a half dozen different arenas to do battle in and standard to basically all Orders is a hall where the Knights may gather.
  • Biography: Many Knights just seem to emerge from the ether or congeal off of walls, with little origin other than being "from parts unknown" or from some specific Realm at best. Some used to be Squires or Peasants that either built themselves up or were handed the title of an older Knight, but if they did you still never refer to that Knight's old name. In general try to focus more on their career moving forward as a Knight, though obviously younger Knights will have shorter careers in that regard.
    Accepted Characters 

edited 30th Jul '17 9:00:04 PM by Taco

Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#2: Jul 28th 2017 at 1:01:33 PM

Question! Is this going have like a general Middle Ages time frame or is it more open? Like, can there be a Pizza Knight, or Bike Knight?

"What a century this week has been." - Seung Min Kim
Taco Since: Jan, 2001
#3: Jul 28th 2017 at 1:17:01 PM

Knights determine the relative tech level of them and theirs, and the kind of wackiness I want to go for here means that anachronisms are coming thick and fast. Bike Knight, Gun Knight, Robot Knight, whatever you want you go for it.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#4: Jul 28th 2017 at 5:45:47 PM

  • Name: Lock "LOCK KNIGHT" Knight
  • Age: Very old. Probably.
  • Gender: Male
  • Appearance: Standing at about 7'3" in armour (not that knights have any other state), LOCK KNIGHT casts a shadow. At least, on like peasants. His armour is of dark steel, almost black in colour. Heavy chains cover most of it, with padlocks picking up the remaining slack. Even the helmet, normally the image of how a knight presents oneself, is covered in chains and padlocks. It's kind of shocking he can even see through that mess. His weapons are his fists, his chains, and the padlocks both on his body and those he conjures.
  • Personality: LOCK KNIGHT is a very boisterous character (as most knights are). He is vaguely sinister but not in a way that implies he's actually got any real evil goals. He just likes being a bit of a dick sometimes. LOCK KNIGHT also has no indoor voice; some sort of capitalization fastener must have broken in his throat.
  • Abilities:
    • Padlock Creation: LOCK KNIGHT can lock objects together using padlocks he conjures out of nothing. By holding two things together, one in each hand, and pushing them together he can create a lock that keeps them together.
    • See Through Locks: LOCK KNIGHT can peer through even the smallest of keyholes in a lock and have perfect vision of what is on the other side.
    • Improve Locks: LOCK KNIGHT strengthens locks just by being around them. This is both to being destroyed or being unlocked. They aren't invincible or un-unlockable, just more difficult than they usually would be. His padlocks, in particular, are pretty durable.
    • THE LOCK KNIGHT HEADLOCK: THE LOCK KNIGHT HEADLOCK is a grappling maneuver that is very difficult to break. This is effected by his 'Improve Locks' ability.
  • Assets:
    • Lock Realm: The former domain of Fright Knight. LOCK KNIGHT just sorta materialized there and scared Fright Knight so bad they had a heart attack and died. He's just sorta living there now because why not, right? Shit's locked. (LOCK KNIGHT also cannot go back there because he doesn't have a key.)
    • More Padlocks Than Thought Knightly Possible
    • A Single Combination Lock: LOCK KNIGHT forgot the combination.
  • Biography: LOCK KNIGHT showed up one day, unannounced and uninvited. He has since been living his life the same way. Upon hearing that Cash Knight was starting a league, he was heard saying: "I GOT THAT SHIT ON LOCK!" and charged out of Lock Realm, forgetting all his keys in his other suit of armour. He is hoping to get revenge against his eternal nemesis, Key Knight, who has defeated him every time they have fought, in combat or otherwise.

edited 28th Jul '17 7:43:56 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Kepler-7 A Squid Since: Apr, 2015 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
A Squid
#5: Jul 29th 2017 at 1:40:36 PM

Name: Scarecrow Knight

Age: ??? Well, he's been active for a long time now.

Gender: Male.

Appearance: He wears a loose chainmail armor, tight fit and a dull greenish color. He also wears leather gloves, black (little bits of hay stick out of the opening for whatever reason). His helmet/mask is (apparently) made of a burlap like substance, with a large scar of a smile stapled close with metal thorns, even through his gold lower jaw. There's a few splashes of red on it (claims it's blood, but never browns, so most people think it's just paint of some sort). The opening of his helmet is fastened tight around his neck with a very tight-looking short rope. The bottom jaw of the helmet/mask is instead made of gold, not burlap stuff. The eye sockets look like buttons, but he can still see out of it.

Personality: Well, he's not nice, to put it one way. He's a dick, to put it another. He loves to mess with people, purely because his abilities allow it. He often can be found messing around with other Knights, and arbitrarily switches sides all the time in conflicts. He also likes scaring people and gloating. Hobbies include crocheting, making scarecrows, and taking long walks on the beach. Hates crows with a fiery passion. God, crows are the worst.

Abilities:

•Duplicate - Can create up to 3 clones of himself. His clones are very singleminded and not too bright, but bright enough to trick most people.

•Vanish - He can vanish. Poof.

•Teleportation - It's all in the name.

•Spooky Hands - His touch induces severe shock in victims. His main weapon.

•Desert Eagle - Bet you weren't expecting that, motherfucker.

Assets: •Scarecrow Realm - A Realm of dark purple, where it's always night and there are fields of corn as far as the eye can see. Very peaceful. Has one beach, with black sand. Has nine arenas for anyone's use, arranged according to north, north-east, east, south-east, etc. And one in the middle. The middle one is his home stadium and is laid out like a maze.

•Walking cane - no specific purpose. He just likes it. It's white.

•Desert Eagle - A single gun he hides on his person. For emergencies/crows. No one ever expects it for some reason.

Biography: Some say he used to be a scarecrow and came to life. Some say he is a deranged man who thinks he's a scarecrow. Some say he was an amnesiac who stole some raggedy clothes and worked his way up the ladder. Scarecrow Knight also says all those things. Don't listen to Scarecrow Knight. He's a dick. Either way, he's not telling. Why is he doing now what he's doing now? Only two things are absolutely certain about Scarecrow Knight: He's a huge douche and he hates those god awful crows.  He managed to set a whole murder of crows on fire once. He considers it one of his crowning achievements.

edited 29th Jul '17 1:41:15 PM by Kepler-7

guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#6: Jul 29th 2017 at 3:37:10 PM

  • Name: Sun Knight
  • Age: 21
  • Gender: Male
  • Appearance: Full golden form-fitting armor with a white and red cape. The Helmet itself is a smiling gold mustachioed face with several red spikes radiating off it.
  • Personality: Sun knight is an optimist who always helps other friendly knights and serves the ever driving force of JUSTICE!!! Despite that he's recent to the position and is thus boisterous and arrogant to everyone around him.
  • Abilities: While he is skilled with his trusty mace his true skill is with his own hands and feet, being a blistering hand to hand combatant.
    • Sunshine: Sun knight can make balls of condensed light and heat about the size of a tennis ball. They work as normal sunlight would and he can throw them as projectiles that cause small explosions
    • Heroic backlight: A hero always has dramatic lighting.
    • Healing: It's not very strong, only accelerates natural healing but sometimes your friends need patching up
    • Shining Justice: A powerful finishing move, starts with a rushing elbow to stun the opponent, followed by rapid-fire fisticuffs and ends with a sunlight empowered upper cut that send the target flying.
  • Assets:
    • Sunny: A mace. well made, the head looks like a smiling and friendly sun.
    • The Shining Realm: It's a lovely country, on a mountain above the clouds, they get light even on rainy days usually.
  • Biography: Sun Knight is technically Sun knight the fourth. The title is one passed down by the princes of the Shining Realm so they can spend some time out in the world as a Knight Errant and training before they return to the Shining Realm and take up rule as the Sun King. Sun Knight only recently got promoted from Sun Squire and so has only recently descended to the world below the clouds.

edited 30th Jul '17 9:24:01 AM by guyshane

-dramatic music ensues-
Taco Since: Jan, 2001
#7: Jul 29th 2017 at 4:39:28 PM

LOCK KNIGHT, Scarecrow Knight, and Sun Knight all look fine to me.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#8: Jul 29th 2017 at 5:36:14 PM

Boy, this concept sure gives me a hell of a lot ideas. I'll get back to this.

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#9: Jul 29th 2017 at 6:44:09 PM

Definitely intrigued. Let me get back to you. Right now all I have is a name and a couple of vague ideas. The name? Night Knight.

Trump delenda est
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#10: Jul 29th 2017 at 6:45:51 PM

I have that like, tenfold. You could make an order just out of the rhyming-names Knights.

Taco Since: Jan, 2001
#11: Jul 29th 2017 at 7:08:56 PM

I am 100% all about a rhyming order of knights and was already planning to make them NPC's. Do it. Please.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#12: Jul 29th 2017 at 7:11:52 PM

I would.....But I also have a separate idea for a Knight.

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#13: Jul 29th 2017 at 7:32:32 PM

And then there were fairies. If you are interested in making a Knight of the Order of the Eternal, feel free. Just make sure they're, y'know, eternal.

  • Name: Fairy Knight
  • Age: 637
  • Gender: Female
  • Appearance: Standing only around 3 feet tall, she is cloaked head to toe in beautiful, flowing green armor seemingly made from overlapping leaves, though it is as strong if not stronger than plate steel. Two enormous, beautiful butterfly wings that shimmer in a rainbow of colors extend from her back. Her helm is pink, shaped like a rose and has no obvious eye or mouth holes, but she can still see, speak, breath, and even eat while wearing it.
  • Personality: A very calm, almost lazy person. Having held her position for so long, Fairy Knight is greatly amused by the haughtiness of younger Knights. She tries at times to be helpful, offering advice or tips, sometimes sarcastically. She means well, however, and will heal and protect those in need.
  • Abilities:
    • Magic Shield: She can produce flower-shaped barriers around her body. She can make up to a dozen at once that are each the size of a normal shield, or combine them into one big one up to 12 feet across.
    • Healing: Fairy Knight projects a soft light from her hands that stops pain, heals injuries, and cures disease in anyone she touches. Lesser injuries and minor illnesses will be healed instantly. More serious injuries will heal faster and heal over time even if they normally wouldn't (e.g. a missing limb) and more deadly diseases will become less likely to be fatal, and the body's ability to fight disease is greatly increased. Maintaining contact for longer will increase the healing speed even further, but she only actually needs to touch them once for this effect to take place. Fairy Knight herself naturally heals faster than others and is resistant to disease.
    • Fae Thorns: From anywhere on her body, Fairy Knight can produce thorny vines which act like whips covered in sharp daggers. She can cover herself in them for protection, or use them to attack. The more vines she produces, the shorter each vine will be. With only one vine, the maximum reach it has is about 15 feet.
    • Flight: She has wings. Fairy Knight can flit about like a hummingbird, moving quite quickly for short distances, but her wings are meant for distance flying, so to travel she has to go at a slower pace and rest fairly often.
  • Assets:
    • Bloomplate: Her armor regenerates if damaged. So long as her helmet is intact, it takes no more than 24 hours to replicate the entire suit of armor from her neck down.
    • Whistleblade: A green longsword made of a blade of grass, stronger than steel and sharper than obsidian. If broken, the sword will slowly regenerate until it is whole again. Like with her armor, it takes 24 hours to replace the entire blade from the hilt up.
    • The Realm of the Fair Folk: A mystical forest realm, shared by the Order of the Eternal. Those who try to delve into the forest will invariably get lost and find themselves outside again, unless they seek a challenge, in which case they will be brought to one of the deep woods arenas. It is said only those of the Order can ever find the Grand Court that serves as the meeting hall of the Fair Folk.
  • Biography: For as long as there have been Knights, and possibly longer if you ask them, there have been the Eternal Ones. Fairy Knight, along with Changeling Knight, Elf Knight, Troll Knight, and Gnome Knight, make up what they claim is the oldest Order in the land. No one knows their motivations, mostly because they don't really have any, instead they just get bored with the whole 'living forever' thing and decide to mess with people. This Fairy Knight is actually the second to have the position - the previous one was bored of his role and gave up his helmet to her for no apparent reason. She grew into the role and now is amused by all the young idiots who vie for the riches that Cash Knight offer. Perhaps she'll try for the money herself, or maybe she'll just help the other Knights crash and burn. You never can tell with fairies...

edited 30th Jul '17 8:53:34 AM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
FergardStratoavis Lizard Metabolism from Ye Olde Worlde (Less Newbie) Relationship Status: Cast away
Lizard Metabolism
#14: Jul 30th 2017 at 3:54:00 AM

I am doing the thing.

  • Name: Tank Knight
  • Age: Nobody knows. As far as detractors say, old enough to start rusting.
  • Gender: Warmachine
  • Appearance: Nobody had seen Tank Knight in the flesh, so most just recall its tank itself, a thundering appliance of destruction larger than a manticore and full of deadly weaponry. The person in the hatch is a decoy dummy; usually it's locked anyway.
  • Personality: Despite a common belief that Tank Knight is like a ponderous giant that dislikes movement and speaks in a languid tone, his personality is closer to a giant fresh awake and rampaging through the countryside. Hot-blooded, reckless and quite bloodthirsty, Tank Knight seeks out enemies to engage in honorable combat (that being blowing them up to God Knight's realm; it is his idea of honorable combat). He has little patience for things like maidens, realms, the peasantry; and while he doesn't really hate them, they tend to get in the way of his way of life. Due to his unique fighting style, he's also a dirty stinking cheater. It's still honorable, after all, as long as you're the only one to talk about your exploits.
  • Abilities:
    • Tank Goodness - He's a tank. Duh. Tank Knight's state-of-the-art steamroller is a formidable warmachine. Its thick plates protect it from mundane weaponry and offensive magic and it boasts a total of five cannons (the front main cannon and four side cannons; the rear ones are placed on rotating turrets and can act as a reasonable anti-air defense too). Its additional armaments include the Dozer Blade to level any troublesome obstacles in its way and the Hellchimney which can fire off fumes of choking smoke and flaming shrapnel. The cannons are further supported by headlights. Powered with the Lavabreach Coal that Tank Knight gets from his ol' buddy Miner Knight, it can move up to 20 kilometers per hour. Tank Knight is the only one driving his warmachine and steers it with but a thought thanks to...
    • ...Mechanical Synapse - It is not an exaggeration to say that Tank Knight is his own tank. He has never been seen leaving the damn thing, thanks mostly due to this marvelous ability. One could say he is his tank's nerve and immune system; he steers it accordingly, repairs damage inflicted upon it without actually leaving the machine and never, ever leaves it. Nobody knows how Tank Knight survives sitting in there 24/7 and nobody questions it for too long to keep their sanity intact.
    • Weakness to Knights - For inexplicable reasons, the plate Tank Knight's tank is made of resists attacks made by fellow Knights that less effectively. While it is still a tank to deal with, even Cave Knight with his dumb wooden mace could breach it if he wailed on the machine for long enough. I suppose it explains Tank Knight's pragmatic approach.
  • Assets:
    • Tank - Duh.
    • Decoy Dummy - Said to be Tank Knight's only companion - which speaks volumes of Tank Knight's mental health, really - it's a dummy put up at the entrance hatch to act as a bait. Thanks to the blessed materials it was made with, Decoy Dummy will always regenerate back to normal as long as the smallest bit of it remains intact. It also serves another purpose; whenever Tank Knight has to do business that doesn't include blowing things up or running them over, Decoy Dummy acts as his envoy to perform groceries, carry messages etc. Since it's still a dummy, it doesn't talk much and gesticulates a little stiffly, but it can write in neat Helvetica.
      • Monkey Wrench +3 - And whenever Decoy Dummy has to actually bean someone over the head, that is its weapon of choice. Deals bonus damage to warmachines such as siege towers, catapults and toasters (Toaster Knight is still uppity about last year).
  • Biography: Back in a day, peasantry would tell tales of a steel beast that roared like a dragon and wrought havoc and destruction wherever it went. Only recently was this "creature" confirmed to be a marvelous warmachine. Obviously, that rose the interest of its driver, for though it did wreck havoc and destruction, it was usually to destroy a graver threat (collateral damage be damned). Such is the way of Tank Knight, the enigmatic madman behind the wheel that rides through the realms, blows up whatever is deemed a local menace to the society - be they monsters, bandits or tax collectors - and leaves shortly after. Nobody had ever seen Tank Knight in person, not even the few people he considers his friends. He claims that he will only leave the confines of his steed, realm and armor all at once in the time of Tankocalypse, a dreadful event prophesized in a... few hundred years. How old is that man/woman/machine/kobold? Anyway, the whole thing with Cash Knight's tournament? Tank Knight was just passing through and thought that this kind of event will attract not just Knights, but a whole lot of weird monsters he hadn't killed yet. Gotta fill out the trophy room with the heads of Rainbow Wyrm and Mildly Moldy Maneater, among other exotic creatures, you know.

How do lizards fly?
KR_Vandal Since: Jun, 2014
#15: Jul 30th 2017 at 6:10:42 AM

Name: Trench Knight

Age: There is always a Trench Knight. This one seems to be quite young, though.

Gender: Male

Appearance: A rather simple set of dark green armor, much-repaired and aesthetically mud-splattered, and festooned with straps and pouches. His boots are tough and hobnailed, while his helmet is unique that it incorporates a kettle helm and a gas mask.

Trench Knight himself stands at 6'1 and is among the heavier knights because of his gear and the make of his armor.

Personality: In a word, keen. A very dutiful and stubborn knight, though prone to bouts of child-like behavior. He is very insistent on the comforts of his scheduled breaks and can be grouchy when interrupted.

Abilities:

  • Slow and Sure: Trench Knight moves fast on paved roads, but is slower when he deviates. However, such is the make of his armor and training that he is never slowed in muddy and cratered terrain or terrible weather conditions. When he stops and braces himself, he is almost impossible to knock down. Unfortunately, given the heaviness of his plate, he often has to turn around if tapped on the shoulder.

  • Healthy as a Horse: Something about his upbringing has given Trench Knight such amazing stamina and durability. Combined with his armor, he is very resistant to attacks such as those that poison, bleed, or blind.

  • Dig In, Lads: Trench Knight is surprisingly adept at on-the-spot fortifications such as trenches. Given time, they grow while things such as sandbags, duck board, barbed wire, and revetments can even appear in his trenches.

  • Break The Line: Not a flashy fighter, Trench Knight prefers to wear down opponents through sheer toughness and persistence. But never let it be said that he squanders the initiative. Once per combat, Trench Knight stomps forward and shoves into his opponent with his full weight. In the ensuing clash, he hits his opponent in what he believes is the weak spot with either his trench hammer or his canister gun.

Assets:

  • Weaponry In battle, he carries a tower shield, a customized warhammer known as a trench hammer, and a strange firearm known as a canister gun.

  • Assorted Gear Bedroll, matches, food supplies, tea pot, etc. It seems that Trench Knight is never left wanting, so long as he has his trusty backpack.

  • Kitchener the Trench Pup Every Trench Knight has a faithful companion! Kitchener is a farm collie pup who resides in a spare helm dangling from Trench Knight's back. A boon companion with a clever nose and a sense of duty to match his master, Kitchener wears his own version of the Trench Knight helm and a matching foul weather cloak.

  • The Realm Ever since Smog Knight, Mud Knight, and Stink Knight claimed a realm of their own, there seem to be a great number of huge Tommy-helmed gentlemen who have heeded the call of agriculture and moved into Farm Knight's sunny and pleasant Realm. It is a coincidence that the pungent kingdom and the pastoral lands happen to share a border.

Biography: No one knows where exactly the first Trench Knight came from. Some say they were descended from Stone or Iron Knight during their legendary match against the slippery Mud Knight. Others say they were formerly the villainous Smoke Knight or poor Shell Knight who disappeared after a run-in with Tank Knight. Then there are the brothers Beer and Story Knight who postulate that Trench Knight might even be descended from the renowned Shov-Spade Knight.

But all that matters is that once Cash Knight put up his prize and Incite Knight did his thing, Trench Knight has begun to wander the countryside, dispensing his own kind of patient but powerful justice!

edited 30th Jul '17 9:17:01 PM by KR_Vandal

tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#16: Jul 30th 2017 at 6:32:12 AM

Okay, here goes somethin':

  • Name: Night Knight
  • Age: Hard to tell
  • Gender: Male. Probably
  • Appearance: Tall and wrapped in a dark cloak and hood with only occasional glimpses of helmet, armor or bright, glimmering starlike eyes showing from within. Dark leather pants and boots. And by dark, I don't mean black. Rather his cloak and clothes are made of continually shifting shades and patterns of blues, blacks, greys and purples with starlike white sparks sometimes showing up then vanishing. Always speaks in a whisper.
  • Personality: Best summed up as mysterious. What exactly he wants or will do at any given time seems to be in constant flux. The only apparent constant is that he does not like Sun Knight.
  • Abilities:
    • "The Enveloping Dark": Can issue a solid mass of darkness from within his cloak that can grab hit and engulf things. Things that are engulfed will eventually reappear in a random place.
    • "Dimming of the Light": While he can't cause complete darkness he can cause the light in an area to dim to a point where you can make out general shapes but not fine details. Conversely he can also make complete darkness into the equivalent of a full moon on a clear night.
    • "Shadow Travel": Can walk into and out of shadows and dimly lit places. Yes, this includes your shadow.
    • "Spooky Whispers": Can make you almost hear things. The audio equivalent of seeing things out of the corner of your eye, turning and nothings there. Very creepy and disconcerting.
  • Assets:
    • Night Realm: A place where it's always night time and lit only by stars and a moon that is always a crescent. A place where there are always thing moving just at the edge of your vision and then disappear when you look straight at them. A place that always just plain feels creepy. Very few people go there. Except Goths and Emo Kids. They love it.
    • Cats: Is followed everywhere by a clowder of from 4-12 black and grey striped cats which may or may not help him depending on their moods. They are cats after all.
  • Biography. One day he and his Realm just 'appeared. No one knows from where or can remember what Realm was there before.
  • The Night Cloak: The cloak he always wears from which the enveloping dark comes. Also can transform into a pair of bat wings that let him fly.

edited 30th Jul '17 4:18:32 PM by tricksterson

Trump delenda est
FerrousMaelstom Since: Apr, 2016 Relationship Status: Drift compatible
#17: Jul 30th 2017 at 1:01:33 PM

  • Name: Rabbit Knight
  • Age: Barely an adult.
  • Gender: Normally referred to as male but nobody's sure.
  • Appearance: Rabbit Knight's armour is a mix of plate and chain mail, curiously coloured a light brown and with the plates textured to resemble fur. On the end of his legs are two curled springs, built into the boots, both boots and gauntlets are shaped to resemble rabbit paws and a small tail pokes out the back. He's fairly short, except for the huge ears on his helmet; the helmet itself, apart from the extra-wide visor, is shaped just like a rabbit's head, complete with a big nose and floppy ears. In a few places, little tufts of fur seem to poke out from between the gaps.
  • Personality: Rabbit Knight is generally cheerful and hyperactive, just dashing around all over the place with a smile somewhere under that helmet. He rarely stays in one place for long, so has no interest in a realm of his own. He's also pretty friendly, generally willing to form alliances and help others out but he also maintains his happy demeanor even if in the middle of combat and genuinely trying to take down an enemy.
  • Abilities:
    • Super Agility Rabbit's Knight agility far surpasses the other knights. He can run and jump great distances even when clad in full armour. Particularly, his springs allow him to take a massive jump and land safely.
    • Enhanced Senses Like a rabbit, he has a wider field of vision, better hearing and an excellent sense of smell.
    • Claws He has sharp claws (whether they are part of his gauntlets or his own anatomy is unclear), good for fighting and for digging.
    • Carrot summoning If he is on sufficiently fertile land, he can cause carrots to grow at rapid speed. He can also control these carrots, causing them to harden into projectiles and shoot out of the ground at rapid speed. With enough time, he can also regenerate the Taproot Slicer out of normal carrots.
  • Assets:
    • Taproot Slicer The Taproot Slicer is a large weapon formed from a giant carrot hardened into still-delicious metal. It starts as a lance but can shed its exterior to become a sword (the lost mass returns to edible carrot form).
    • Snowball Snowball is a white, incredibly fluffy rabbit. She follows him around constantly, so he now insists that she, despite being an entirely normal rabbit, is his squire. Understandably, she stays out of fights and will often nibble a carrot on the sidelines.
  • Biography: Rabbit Knight claims he was an orphan raised in the wild by a colony of rabbits but most are skeptical of this story. He's pretty new to the scene regardless, and his inexperience can show. For now he simply wanders the land, finding entertainment and leaving carrots in his wake.

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#18: Jul 30th 2017 at 3:11:32 PM

Here we gooo! Technically, this is two characters, but they're basically joined at the hip, in terms of partnership and friendship- and neither is particularly efficient without the other, meaning that they'll probably never be seen apart.


Name:

Drake Knight; also known as “that guy you talk too if you want someone dead or captured.” Also known as “dirty bounty hunter calling himself a Knight.” His black dragon companion is named Arravelia.

Age:

Drake Knight appears to be rather young for a knight. He showed up and claimed a realm about four years ago, and he wasn’t quite old than; although he hasn’t revealed his true age, most estimate him to be around twenty or such. His draconic partner Arravelia is a young adult by draconic standards- a measly fifty years old.

Gender:

Drake Knight is male. Presumably. His constant companion Arravelia is female, although the pair hold no romantic attraction to each other- after all, they are different species.

Appearance:

Drake Knight wears a suit of light scale-mail, crafted from shedded black dragon-scales, which makes it almost as effective as plate, while allowing him to move, jump, and tumble effectively. He wears red and black robes over his armor, although he usually lets them fall when in battle. Drake Knight’s helmet is- you guessed it- designed to look like a dragon head. Made for him by a skilled draconic smith, it is made out of a red and black metal, with ridged straight horns jutting out of the top-back of the helmet. It is carved to appear to be made out of overlapping plates similar to dragon-scale, although the whole thing is one big helmet. In his left hand, he wields a short-medium length chain with a vicious hook attached to the end; in his right, he holds a vicious looking war-axe that looks like its used for more than chopping wood.

Arravelia is a young black dragon, a bit larger than a war-horse when her wings are folded. Two smooth red horns adorn her head, and her jaws are filled with even white teeth. Her eyes are a dark red, although they usually aren’t quite as sinister looking as the color would suggest. Her tail tapers off to a whip-thin end, and a row of spines run from the nape of her neck to the tip of said tail, with a gap between her wings; her claw-tips are also a dark red. Her body is covered in overlapping black scales.

Personality:

Drake Knight is surprisingly eloquent. He loves backhanded compliments, veiled threats, and is happy among backstabbers and thieves. He honestly feels a bit uncomfortable when dealing with loyal and friendly people- mainly because it makes him like them. However, if you manage to make him your friend or ally, you’ll have gained a steadfast follower that you can call on if you really need him.

Arravelia is a different side of the same coin. She’s brutally honest, and very, very loyal- to her friend Drake Knight, of course. She makes no pretenses to her nature, and is very casual about mentioning draconic customs that humans or other sapient creatures might not enjoy.

Abilities:

Hook and Axe: Wielding such simple weapons may seem to be below a Knight, but in Drake Knight’s hands, a hooked chain and axe are brutally effective. Using the former to trip and drag opponents closer to him, he employs the latter to finish off knocked-down enemies.

Aerial Bombardment: Shouting out for aerial support, Drake Knight signals Arravelia to blast an area with a gout of flame, incinerating vegetation and wooden materials, and often setting enemies ablaze. The black dragon in question, however, can’t breathe fire like this more than about three times without rest.

Draconic Duo: Alone, Drake Knight isn’t a very powerful foe. But with Arravelia, the duo becomes a force to be reckoned with; although she doesn’t usually take to the ground to fight, she can act independently of her friend, and will occasionally serve as a distraction or an extra pair of eyes. Likewise, Drake Knight assists her in combat and in political matters. When performing what could be considered a finishing move, Arravelia tends to swoop down and slam the offender with a powerful blow that sends them flying.

Retreat!: Sometimes, the best thing you can do is run. Leaping onto his companion, the duo attempt to flee at high-speed- discretion is the better part of valor, after all.

Assets:

Drake Armor and Helm: Rather self-explanatory. Drake Knight wears his armor with pride- after all, the draconic scale-mail was made by him and Arravelia, and the helmet just looks plain cool. Both protect him from attacks, and let him move quickly.

Hooked Chain and War-Axe: A pair of weapons that are exactly what they sound like, both made out of steel.

Saddle and Saddle-Bags: A specially designed saddle situated between Arravelia’s wings, which allows Drake Knight to ride Arravelia without shredding his legs on her scales, or falling off. It has a couple of saddle-bags attached, which he uses to carry things.

Money: The pair work for coin, after all. While they aren’t rich, Drake Knight has a sizable amount of gold saved up. Technically it’s also Arravelia’s money, but she isn’t good at handling coin, so…

Biography: Drake Knight’s backstory is almost unknown; according to him, he was a peasant who met a dragon, and that’s all he’s willing to tell anyone. Arravelia is also tight-lipped about her backstory; what little she’s shared indicates that she was thrown out of her nest to starve because she was small. Somehow, the two became Bounty Hunters, traveling the land and bringing down criminals… and people that others had designated as targets.

The pair are mostly neutral in terms of alliances and friendships with other Knights; Drake Knight got his chain and hook from Lock Knight, and regards him as an acquaintance and a possible friend. Arravelia briefly met Fairy Knight, but it wasn’t that pleasant of a meeting. Outside of that, neither of them know much about the other Knights.

Wooze looks at Glass with a 'please take her away' look
RomanianInquisitor Is this your power, Yagami? from Spring, Texas! Since: Apr, 2013 Relationship Status: Maxing my social links
Is this your power, Yagami?
#19: Jul 30th 2017 at 8:22:58 PM

LET'S GOOOOOOO

  • Name: Hype Knight

  • Age: Old Enough! (31)

  • Gender: Male

  • Appearance: An appearance almost as loud and bombastic as he is, Hype Knight wears a well maintained suit of armor with a silver shine, the nicks and scrapes of battle having been buffed out by attentive hands. To catch attention and assure all eyes are on him, Hype Knight has decked out his armor with decorative, and some would say garish, cloth that he freely burns in the middle of a fight to excite the crowd; usually this takes the shape of scarves and anything that streams or flaps behind him. Never capes though, even he has limits. The cloth is usually the the opposite color of his opponent. H

  • Personality: Enthusiastic is one way to describe him. Bombastic, easily Excited and so on are others. Hype Knight is a man of simple things. He lives for the excitement, he thrives on the highs and lows of the crowd, for that is his life. When the Mood is High, he feels ecstatic, when it's down he feels an ever pressing need to get everyone's spirit back up. He himself refuses to acknowledge ever being in low spirits, after all, it's his job to cheer everyone up, so he hardly has time to waste on feeling down!

  • Abilities:

    • Bring The HYPE: As a dual member of the Order of Emotion and Order of Promotion, Hype Knight Lives and Breathes on the Atmosphere of the Crowd. If they are down, he feels a foreign power filling his body and pushing him to fight harder for the crowd, to hype them up and make them scream in excitement. The amount of Hype he is generating is shown by the intensity of the fire burning on the cloth he wears on his armor.

    • HYP Er Beam: By channeling the Crowd's Energy and Excitement, Hype Knight can fire a large beam of energy from his hands that can potentially devestate his enemies, if it catches them unawares that is. Only ever uses it as a finisher, to generate the Maximum Excitement.

    • Back To Rise: When the chips are down, when the task seems impossible, when victory seems to be slipping away; only then does Hype Knight truly shine. The Possibility of (don't call it) a Comeback pushes him to fight even harder than before, nearly doubling his efforts and attributes so that he can try his heart out for that Legendary Match Steal. He won't always win, but it's the effort that matters, truly! For some reason, if he's been on a recent losing streak, the effects of this seem to further increase.

  • Assets:' Hype Knight carries with him a pair of shields that mount on his arms and combine with his gauntlets to create a weapon suited to attacking and defending. You know, just one without any range. He can channel the Hype he has Generated into his weapons to strength them, letting him Bring The Pain as well as the Hype. Since his range is so short, he has to maneuver around and try to get in on his opponents who almost all have greater reach than he, but that's fine. When he does get in, it should only serve to make things more exciting, no?

    • Hype Knight is part of both the Emotional Order, lead by Stoic Knight, and the Order of Promotion, lead by Media Knight; as such he is loosely trusted by those in both, but this bothers him very little. Instead, he routinely invites other Knights to his Territory to participate in whichever party he's throwing at the time. Why does he throw the party? Why not? Hype Knight's domain is actually underground, in a specially built cavern that is perfect for the acoustics and lighting he wants for both his parties and his fights.

  • Biography: As a Young Man, Hype Knight dreamed of becoming a fighter in a Tournament. He didn't care if he won or lost, he merely wanted to hear the crowd cheering his name, hell, even his opponent's name. The dream of being on that stage, surrounded by screaming fans was more than enough to motivate him into pursuing his dream of being a Knight of the People, perhaps even a Champion of them too.

edited 30th Jul '17 8:23:24 PM by RomanianInquisitor

"I am nature's weapon. You are unfit to carry on your species, and I shall ensure that you do not do so!" - Charles Darwin, XCOM Sniper
Taco Since: Jan, 2001
#20: Jul 30th 2017 at 8:44:17 PM

Fairy Knight, Tank Knight, Trench Knight, Night Knight, Rabbit Knight, Drake Knight, and Hype Knight are all cleared to go.

With all these signups all of a sudden I'm gonna actually launch the RP soon I think. This won't close signups but I do think we have sufficient numbers for a good start. No guarantees on when right now but I'll let folks when the time approaches.

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#21: Jul 30th 2017 at 11:55:05 PM

I'm going to forgo my many many name-rhyme Knights for this guy.

  • Name: Astroknight [shorthanded as 'Astro' when informal]
  • Age: Early 20's-ish, at least
  • Gender: Who knows?
  • Appearance: Astro is perhaps one of the more normal-sized Knights, being at an average 5-and-a-half feet tall and with a slimmer build. Their apparel is an odd space suit/knight armor hybrid (Spight Suimor?): a sturdy set of armor befitting a knight with the maneuverability and general Aesthetic™ of a space suit. The Helmet is a round dome with a single viewport on the front, so dark that only the whites of Astro's eyes can be see; it's so echo-y that it distorts Astro's voice into ambiguity. A lazy man's rendition.
  • Personality: Astroknight is a very driven Knight. Goal-oriented. Task-focused. If there's something that needs to be done, Astro will do it, no if, and, or but. This can make them a stubborn individual, fixated on what needs to be done to consider anything else for long. Of course, one facet of a personality does not a person make (well, ok, sometimes there are those Bit-Knights but they don't count). Astro is a loyal Knight, faithful to those who align with them, be they fellow Knight, lowly Peasant or inconsequential Termite. Astro is extremely cordial to everyone - yes, everyone - and has a childish demeanor that betrays their otherwise adult mindset. Long story short: Astroknight is weird.
  • Abilities: The only true power Astroknight possesses is the ability to change their own density. They can make themselves heavier or lighter with a casual thought, as well as all the other mumbo-jumbo that comes with a term like "density". Note: Extreme excess or lack of density may affect Astroknight's personal gravitational pull; too dense and Astro gets their personal orbit, too undense and they might just start floating off the face of the planet.
    • Finishing Move; Meteor Plummet!: Astroknight increases their density to extreme levels while airborne, plummeting from the sky at incredible speeds! Power varies by height.
  • Assets: Being a Knight of science and technology, Astroknight has many tools at their disposal, to more than make up for their relative lack of physical prowess.
    • Utilities:
      • Jetpack: Affixed to the back of Astroknight's armor, the Jetpack is a simple box-shaped device with three conical jets sticking out from the bottom - one main thruster and two smaller ones. Using this, Astroknight does not adhere to the laws of gravity, and can freely shoot about to their heart's content. It can fly up to the speed of a small biplane.
      • Oxygen Tank: Slotted in the center of the Jetpack (and serving as its main fuel source), the Oxygen Tank is simple: it lets Astroknight breathe oxygen. Not entirely useful on its own, but very handy due to the turbulent life of a Knight. Can be easily refilled due to the abundance of air.
    • Weapons:
      • Astro-Blastro: A specialized handheld raygun that fires crimson laser bolts. They really pack a punch! Note: Real lasers have no mass for them to punch with.
      • Crescent Sword: A standard silver sword made for common Knightly duties, with a slightly curved blade and an impeccable sheen.
    • Realm & Order:
      • Astroknight's Realm is The Compound, a sprawling futuristic hub of progress. Along with the many houses and entertainment venues are large collections of identical test buildings. In these collections, the residents of The Compound are put through the multitude of tests and training courses required for, you guessed it, space travel. Psych evaluations and therapy, physical training and stress testing, higher education, The Compound does everything in its power to help and prepare its residents for space. Why? Well...
      • In the dead center of The Compound (it moves whenever the Realm expands or shrinks), is one singular, all important facility: the Launch Bay. All of The Compound is focused on one thing and one thing only - to build an immense rocket ship and to shoot off into the stars! The ship is massive in size, a veritable beacon of The Compound, and it's still being built, upgraded and tested to this day. Once it, and all the inhabitants of The Compound, are prepped and ready beyond doubt, it will blast off to new heights.
      • Astroknight is a member of the Technological Order, a group of Knights whose machinations are machine-inclined. Astro is also affiliated with a lesser Order (more of a League) of air-themed Knights.
  • Biography: Where Astroknight came from is irrelevant. To the world, Astroknight was another Knight that cropped up from parts unknown. What set them apart from others, however, was what their plan was as a Knight: "To the Stars and Beyond!" That creed was Astroknight's mission in life; space and the unexplored, expanded universe was an untapped world of potential, fit for any Knight to cultivate and flourish. Astroknight wanted nothing more than to colonize that vast abyss. Their dedication to an admittedly awesome-sounding idea brought in many willing followers, and thus Astroknight's Realm, The Compound, was born. Over the years, The Compound has successfully launched numerous test ships in its pursuit. Not all of these tests successfully ended, of course - the ones that weren't lost to the orbit fell right back down to the planet, probably causing massive casualties (at least once the test rocket spun right around and crashed with the ground!) Yet, after a much more hopeful bouts of tests, it was time to set sail. The massive half-built rocket stands proud in the center of The Compound, its crew and passengers eagerly preparing for the maiden voyage, and Astroknight is prepared to do anything to complete it. TO THE STARS AND BEYOND!

edited 31st Jul '17 3:58:50 PM by TruthHurts22

SmallishGiraffe Since: Apr, 2017 Relationship Status: Drift compatible
#22: Jul 31st 2017 at 6:36:31 PM

  • Name: Starry Knight
  • Age: Sure, why not? Most things do.
  • Gender: What's it to ya, punk?
  • Appearance: Hey, guess who looked up a chart naming all the parts of a full set of plate mail armor and is going to describe every piece in obnoxious detail. You don't actually have to bother guessing. It's me, bro.

Starry Knight isn't nearly as graceful or beautiful as her name might suggest to someone who's never met her. There are paintings around the assorted Realms of a woman named "Starry Knight," often only showing her helmet-less silhouette behind a gauzy curtain, with the Starry Knight helmet set out on a table in plain view. The woman in these paintings was tall and powerful, with long hair and a sharp chin.
The new Starry Knight is nothing like her mother. She is short and fat, tough as nails and not as prone to bouts of madness.
Her armor beneath its decorations is dark gray beaten steel. A high, simple gorget, attached to pauldrons large enough to conceal the arms of a person who regular swings a hammer two-thirds the size of their own body for a living. The bolts that hold the pauldrons to the breastplate are shaped like four-pointed stars, each one brass and shining.
Starry Knight's arms aren't as heavily armored, in order to give her more range of motion vis-a-vis swinging a massive fucking hammer, but she still wears leather splint rerebraces to protect her biceps, and these are stamped with lines of alternating circles and four-pointed stars. Between her rerebraces and vambraces are padded cloth couters to protect her elbows, made of several layers of thick backwoven cotton in navy blue and gold stripes. Her vambraces are leather like her rerebraces, but with stripes of steel sewn into the leather to protect her forearms and the backs of her hands. On the back of each hand is set a steel eight-pointed star, polished to a mirror finish that can be used both to backhand the shit out of somebody and, in an emergency, reflect sunlight into an opponent's eyes.
The most valuable item of clothing Starry Knight owns is a navy blue silk scarf embroidered with golden and silver stars. She never wears it into battle, but when on parade it can always be seen adorning her waist. Below it hangs a Roman-style tasset comprising of leather scales, each one bolted to the next with a brass four-pointed star. These are to protect her thighs from things she doesn't want touching them, like swords and straying hands. Beneath the tasset she wears dark brown linen breeches, and her knees protected by steel eight-pointed poleyns that look a little bit like a skateboarder's kneepads and are held up with buckled straps. Thick leather boots decorated with alternating horizontal rows of decorative leather knots and four-pointed brass bolts. Steel sabatons on her feet complete the look.
Now, last but not least, is Starry Knight's helmet. It's pretty much a really normal-looking knight's helmet, with the rounded top and sharp steel jawline. The visor is attached to the head with lighter steel and brass bolts, one on top of another, to form a silver-and-brass eight-pointed star. The crest is three-pointed, curving backwards like a wave, and embellished with a galaxy of miniscule brass, steel, and silver stars.

  • Personality: Gruff, brash, and extremely sensitive to questions about her personal life. Starry Knight takes threats to her physical safety more lightly than most people might, but threats to her honor and reputation extremely seriously.
    Until fairly recently, Starry Knight had been seriously anti-technology. She grew up in a strictly traditional household with none of the modern gadgetry currently spreading in other Realms. Her mother regarded it as a curse and the way of weaklings, to rely on such things like crutches, and wouldn't allow anything more modern than a water-powered butter churn in the house.
    Looking back, Starry Knight thinks that she would give just about anything — anything — to go back in time to change her family's mind about technology or strike out on her own to a more technologically advanced Realm to bring back something that could've cured her mother's illness.

  • Abilities: Can swing a giant hammer without difficulty. Seems to have super-hearing in matters of people talking shit about her behind her back, and a mysterious sudden deafness when confronted with someone telling her to do something she doesn't want to. In addition...
    • Star Light, Star Bright: Starry Knight glows dimly in darkness, a trait known to run in the ruling bloodline of her Realm. The light peeks through the cracks and crevices in her armor, and although it is too dim to be seen in the daytime, it is bright enough at night to find a path by.
    • How I Wonder Where You Are: After years of training and lonesome wayfinding, Starry Knight has developed the undeniably uncanny but not necessarily Knightly skill of being able to say with a high degree of accuracy at any given time how far away she is from locations she has previously visited. It doesn't work if the Realm containing the location tends to shift its geography, although she might be able to find her way back to where the place was the last time she visited. This power also weakens the farther away she is from the location she's trying to find, although she almost always at the very least has an idea of which cardinal direction she needs to travel in to get there.
    • Hey, Diddle, Diddle...: The key to this power is a family secret, one of the Starry heirlooms passed from generation to generation ever since the days of the Great Celestial Alliance between the Moon, Star, and Sun Knights of ancient days. Starry Knight was never granted full access to this ability, given that her training was cut short by her mother's sudden illness, and of course nobody in recent times has been able to replicate the legendary tale of Cow Knight jumping from one end of the Moon Realm to the other, but Starry Knight can still jump pretty high when she needs to.

  • Assets: A massive hammer named The Club of Orion. Starry Knight is also a member of the small but not-entirely-forgotten Order of Observation, along with a handful of other cosmos-themed knights. She could call on her family name for help if she felt like it, sure, of course she could, she could do that whenever she wanted, she just doesn't feel like it right now. Or ever. Shut up, it's none of your fucking business.

    She is now the sole heir of the Starry Realm, a small fiefdom of never-ending darkness where the full moon always shines and every constellation in the sky can be found if one only knows the right name to call it by. Each of the dozens of hills in the Realm is topped with an observatory, the largest and most lavish of which adorns the tallest tower of Starry Knight's own manor. In the low valleys between the hills sit deep, still, midnight-reflecting lakes, out of which lucky starfishers may sometimes snare the light of the farthest heavens.
    The landed family of the Starry Realm has never been much for newfangled technology or modern advancements, especially that which comes from charlatans claiming to possess "new" or "updated" star charts. Stars and cosmic bodies don't come and go from the sky, willy-nilly. What kind of world would we live in if we had to see a different moon every night, or a different constellation every season? Absurdity and poppycock, all of it.

  • Biography: The current Starry Knight took over care and control of her mother's estates some years ago when a tragedy struck the family, a fast-acting and mysterious illness that claimed the health of the former Starry Knight. She hasn't been seen since, as the disease so severely wracked her body that she can no longer be allowed outside her ancestral manor. Starry Knight II now takes care of the family's money and reputation, guarding them with her very life.

edited 3rd Aug '17 10:42:38 PM by SmallishGiraffe

sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#23: Jul 31st 2017 at 11:38:22 PM

  • Name: Witch Knight
  • Age: Looks young enough to be asked for an ID whenever she wants to buy drinks
  • Gender: female
  • Appearance: It's a typical floppy, black witch outfit, instead of cloth, its made of layered metal painted black. Including her helmet, it's a witch hat thats still somehow floppy and light to wear despite being metal and the brim so big that it covers her face at any angle.
  • Personality: She's cheerful and upbeat, mainly because she's just happy to be able to practice and experiment with magic owing nobody else's happiness. However, she can also be selfish and vicious, especially in the name of magic and discovery, but she's not inherently evil.
  • Abilities:
    • Flight: Yes, Witch Knight can fly around classic witch style, except instead of a broom, she rides a sword. Of course, she rode it on broad side way up.
    • Elemental Magic: the basic stuff, fire, water, electric, ice, comes in bolts and sprays. She also use that same sword as a wand. She can also turned that sword wand into an elemental sword, fire sword, ice sword electric sword, you name it, she could probably do it!
    • Transformation Magic: Cats, preferably but Witch Knight can also transform into other animals.
    • Potion Making: Witch Knight could probably whip up some good health potion. She's also damn good at making bone broth.
  • Assets:
    • Lives in a forest: Like any other witches who want to do their work alone, she lives in a humble shack in the middle of the forest. She havent actually checked if the forest was part of any territory or realm but she doesnt care that much.
    • Swand: its a sword, no, its a wand, no its a swand! Witch Knight's own creation. Well, the magic part, that is. She bought that sword for about 100 bucks at some town's Blacksmith shop. It can cast magic! It can cut! Herbs and enemies alike! It can also fly, independently or under the Witch Knight's bum!
    • Mini cauldron: Of course Witch Knight has an actual full-sized cauldron at home but you could never be sure when your want of herbalmancy crops up again. Besides, it can be a good purse when Witch Knight goes out shopping or as a buckler when she got attacked or as a mini-cannon for...reasons.
  • Biography:
    • Some say Witch Knight was a result of an experiment in creating 'naturally born' knights that seem to be popping up everywhere. Others say that it was the wage mage who was tired of the corporate lifestyle and decide to go full insanity by knighting herself. Still others are theorizing that Witch Knight is the creation of Gods. Whatever it may be, or whatever story your bards felt like telling you, it does not change the fact that she's here to further the advancement of magic. Whether it being for the good of the world or her own amusement is up to one's perception.

edited 1st Aug '17 6:09:49 AM by sgtpendulum

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
BluBeriPi done w ur shit Since: Feb, 2013
done w ur shit
#24: Aug 1st 2017 at 7:30:51 AM

  • Name: Power Knight
  • Age: IRRELEVANT
  • Gender: Female
  • Appearance: Power Knight's helmet reflects her position and even her personality - a simple, Y-shaped barbute made of blackened steel, it lacks any ostentation or decoration. Instead, it proclaims to all: you come at the queen, you best not miss. Her blazing gold eyes are often the last thing many see before taking a long trip to slumberland. She wears a massive grey fur mantle over a simple set of blackened steel plate armor, and she tends to be the biggest person in the room.
  • Personality: Power Knight's personality all seems to depend on whether you're seeing her in her official capacity or not. In battle, particularly at the top of her Tower of Power, she is a cold, unstoppable crushing all challengers. However, when not in the ring, she is rather affable - she knows that she's likely the most powerful Knight in the room, and doesn't have to worry about saving face or getting attacked. In either mood, however, it is vital to note that she does not seek fights, as plenty enough end up finding their way to her.
  • Abilities:
    • Extreme Power - When it comes to outright strength, few match her, and none can beat her. Much the same can be said of her durability. To challenge Power Knight in a physical contest of any sort is rather foolish; and yet, so many challengers try.
    • Power Overwhelming - An odd facet of her abilities, Power Knight is able to brute force a surprising number of things, including ones she really shouldn't be able to, like magic. One of her most famous feats in her long long history was punching a bolt of lightning out of the sky.
  • Assets:
    • The Tower of Power - A long long time ago, in an event lost to history and told only in legend, near the beginning of the world, Power Knight burst onto the scene, and quickly went about forging her mega Realm. Rapidly conquering six Realms additional to her own, she stacked them one on top of each other by hand, forming the Tower of Power. Each of the six subordinate Realms are ruled by their own Knight, but each owes fealty to Power Knight. She, in turn, rules from the topmost Realm in the tower. What's interesting about the Tower of Power is the turnover rate - anyone can challenge their way up the tower, beating the ruling Knights to take their place. Once one has beaten and claimed Realm Six, they get the right to challenge Power Knight. None have won. The various Realms of the Tower of Power are often crawling with landless Knights, all hoping to make it big and secure their own Realm, challenging each other, as well as the incumbent Knights, not to mention the countless Squires hoping to seize a Helmet in battle.
    • The Realm of Power - The topmost level of the Tower of Power, this Realm is Power Knight's alone. It consists of a ring of idyllic farmland arranged in a circle around a terrible, brooding mountain, its top cleanly sliced off to form a level battlefield, where Power Knight meets her challengers.
    • The Order of Power - This Order of seven Knights consists of the various Knights in control of the Realms of the Tower of Power, led by Power Knight. Beyond being a sort of ruling body for the Tower, they don't do much as a single unit. Rare is the fight that requires the entire Order of Power to roll out, but when they do, it is the stuff of legend.
  • Biography: Power Knight emerged onto the scene when the world was younger and wilder, forging her Tower of Power. Ever since, she has fended off all comers, staying at the top of the game. When not destroying challengers, Power Knight has been seen wandering the various Realms of the world. Some of the truly foolish have thought to ambush her away from her Realm, in some misguided notion that she would be weaker away from her home territory. These fights, she hates; when she's not in the ring, she doesn't want to rumble. In recent years, those who pay close attention have noticed a certain weariness lurking behind her eyes. She's getting tired, not physically, but emotionally. Day in and day out, the wear and tear of all this fighting down the years has taken its toll. In certain circles, the rumor is that unless something new and exciting happens in her life, Power Knight might just do the unthinkable - retire.

edited 1st Aug '17 7:52:34 AM by BluBeriPi

Taco Since: Jan, 2001
#25: Aug 1st 2017 at 5:22:23 PM

All above seem solid, rock on yo. I've got an OP going but scheduling concerns, a new helljob, and a headache may delay it. In the meantime I wanna ask for like, Collusion. PM me, send me a Discord message at Taco#5141, any secrets or plotlines you wanna pitch me lemme know. To get shit moving faster I also wanna ask if anyone wants a scene for their PC to incite shit in the OP. Again, PM it to me and I'll throw it up there. You know, tournaments or Knights holding debates or something.


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