Talonknight: Difference between revisions
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<big>'''<span style="color:#FFD700;">Vehicles:</span>'''</big> | <big>'''<span style="color:#FFD700;">Vehicles:</span>'''</big> | ||
[[File: | [[File:NBArbaRW.jpg|200px|right|thumb|<font color=#0000>Nightbird MK V w/ the Arbalest MK II</font>]] | ||
'''<span style="color:#FFD700;">Nightbird MK I to VI:</span>''' The talon-mobiles have been a staple of the TalonKnight's arsenal of tools since the industrial revolution. As this era's TalonKnight, Tripp has updated the talon-mobiles with the Nightbird series (currently onto Mark V), adding modern day enhancements for modern day crimefighting. The Nightbird MK V's top speed is around 250 mph, powered by a 1,200 horsepower (combined) twin turbines. Fully armored and armed with a combination of lethal and non-lethal weapons, the Nightbird allows TalonKnight to fight modern supervillains on equal footing. '''The current iteration is the Nightbird VI after the V was destroyed in a battle with ther alien overlord [https://fbsa.homecoming.wiki/wiki/Global_Defense_Force#ch1| Conqueror] in 2022.''' | '''<span style="color:#FFD700;">Nightbird MK I to VI:</span>''' The talon-mobiles have been a staple of the TalonKnight's arsenal of tools since the industrial revolution. As this era's TalonKnight, Tripp has updated the talon-mobiles with the Nightbird series (currently onto Mark V), adding modern day enhancements for modern day crimefighting. The Nightbird MK V's top speed is around 250 mph, powered by a 1,200 horsepower (combined) twin turbines. Fully armored and armed with a combination of lethal and non-lethal weapons, the Nightbird allows TalonKnight to fight modern supervillains on equal footing. '''The current iteration is the Nightbird VI after the V was destroyed in a battle with ther alien overlord [https://fbsa.homecoming.wiki/wiki/Global_Defense_Force#ch1| Conqueror] in 2022.''' | ||
[[File:TK Strix v1.jpg|200px|left|thumb|<font color=#0000>Strix Series Interceptor</font>]] | [[File:TK Strix v1.jpg|200px|left|thumb|<font color=#0000>Strix Series Interceptor</font>]] |
Revision as of 01:54, 6 May 2024
Ninjitsu
Physical Mastery
In the early 11th Century, a young squire and his master were sent by the Knight's Templar to search for the "Holy Grail" during the Crusades, driven by their belief that it would aid them in liberating Jerusalem and spreading their faith. As time passed and their mission grew increasingly disillusioning, the band of once noble knights succumbed to corruption and abuse of power, except for the squire and his master. Their breaking point came when they encountered a fabled village known for its dense population of desert owls, considered a symbol of bad luck in Middle Eastern culture.
Conflict erupted between the knights and the villagers, leading to pillaging and chaos. However, the young squire and his master could no longer tolerate the atrocities committed by their comrades. They took a stand and joined forces with the oppressed villagers, fiercely driving the rogue knights away. The battle was fierce, and sadly, the master met a fatal fate. In his dying moments, he elevated the young squire to knighthood, passing on his noble legacy.
Grateful for his valor and aid, the villagers guided the newly minted knight to a hidden cave within a mystical mountain, rumored to be where the elusive "Holy Grail" was located. Gravely injured, the weary knight was placed on an altar where the villagers performed a ritual using an ancient totem called The OwlSpark to miraculously heal his wounds. During his healing, the young knight experienced a profound vision—a majestic black owl hovering over him, hooting with an air of wisdom and vigilance. This owl, known as "al-Sada," symbolized the avenger, empowering him to bring justice upon those who have been wronged.
Awakening from his healing trance, the knight found himself fully restored but haunted by the enigmatic presence of the owl. Seeking answers, he consulted with a wise shaman who explained the significance of his vision. He had been blessed by al-Sada, chosen to carry out the mission of avenging the oppressed and bringing evildoers to justice.
Grateful for his second chance and deeply committed to his newfound purpose, the young knight embraced his destiny as the TalonKnight—the embodiment of justice and vengeance. With the power of the Owlspark flowing through him, he pledged to protect the innocent, fight against corruption, and strike fear into the hearts of those who would harm the weak and defenseless. Guided by the legacy of his master and the spirit of al-Sada, the first TalonKnight emerged, forever committed to upholding justice and maintaining the balance between light and darkness.
During the tumultuous era of the Crusades, the young knight dedicated himself to fulfilling his purpose, utilizing a hidden village – home of the Himaraat al-Noor or Guardians of the Light, as his strategic base. As his exploits spread, he became known as the "Talon of al-Sada" or the "Talon of the Death Owl" - a symbol of vengeance and justice. The mystique surrounding his persona grew with the distinctive design of his armor and cloak, adorned with owl-like motifs, further fueling the growing legend.
As the Crusades came to an end, the knight was summoned before Saladin, the newly crowned Sultan, who had caught wind of the village's secret and sought to eradicate any evidence for invaders to abuse. In a bid to safeguard the knowledge and power bestowed upon him by al-Sada, the knight and a lone Himaraat al-Noor warrior, Rashid al-Farouq embarked on a perilous journey back to the hidden mountain cave, eager to save the OwlSpark (a small totem in the crude shape of an owl) from falling into the wrong hands. With the OwlSpark in hand, the young knight and Rashid fled the Levant back to the knight’s homeland.
Assuming the name and resources of his fallen master, the knight became known as Ser Thomas Worthy, the lord of Worthy Rock. They established their base of operations within a hidden mountain cave in proximity of Worthy Rock, known as the first Hollownest, he and his loyal followers continued their noble cause, extending help to the downtrodden and vulnerable across the lands. Ser Thomas's valor and heroism were magnified as he embraced his role as the TalonKnight, an agent of justice feared by evildoers.
In time, Ser Thomas would father a son, whom he carefully trained to inherit the mantle and the blessings of al-Sada. When the fateful moment arrived and Ser Thomas fell in combat, his son William assumed the role, carrying on the legacy of the TalonKnight. The tales of their exploits echoed through the ages, with the Hollownest serving as a sanctuary and a repository of knowledge.
During the 17th century, the Worthy family made a significant decision to relocate their endeavors to the United States, embarking on a journey that would shape their future. At the time, Thomas Worthy II, the 17th TalonKnight in the family lineage, recognized the need for a fresh start and opted to change the family name to Worthington. This name change symbolized their commitment to forging a new legacy in their new homeland. Alongside their modest wealth and the promising prospects of the new land, Thomas Worthington II diligently built a substantial fortune that would serve as the financial backbone for the enduring TalonKnight tradition in the years to come. Their astute investments and resourceful endeavors ensured the continued sustenance of the TalonKnight legacy, enabling them to protect the innocent and fight against injustice in the centuries that followed.
Operating in the shadows, the TalonKnights fought tirelessly against evil, transcending time itself, from the 11th century to the modern era. The enigmatic hero left an indelible mark on history, etching his name into the collective consciousness as a timeless guardian of justice. The legend of al-Sada and the power of the OwlSpark continued to guide and empower the TalonKnight and his successors, ensuring that the legacy of vengeance and righteousness would endure. The Altar of al-Sada remained a sacred site, where the chosen champion of justice would reconnect with the divine essence and find strength to face the darkest of adversaries.
- "Birds of omen, dark and foul, Night-crow, raven, bat and owl, Leave the sick man to his dream - All night long he heard your scream."
- "Beware, beware the TALONKNIGHT! His eyes of gold a frightening sight! Turn and run with all your might! The TALONKNIGHT hunts tonight!" -18th Century Nursery Rhyme
Nestled in the outskirts of nearby Sterling Bay, Worthington Manor stood as a testament to elegance and grandeur. Within its walls, young Thomas "Tripp" Worthington III, a curious and observant 8-year-old, led a privileged life alongside his loving parents, Charles and Margaret Worthington, esteemed figures in the high society of Sterling Bay and Paragon City. However, one seemingly ordinary evening, tragedy struck as the manor was infiltrated by a ruthless gang of criminals, led by the notorious <REDACTED>, arch nemesis of the 27th TalonKnight, Tripp's Father. These malevolent intruders had discovered the Worthingtons' connection to the TalonKnight legacy and sought to eliminate them as a threat.
Realizing the imminent danger, Charles and Margaret valiantly confronted the invaders, utilizing their skills and resourcefulness to protect their beloved son. In a selfless act of sacrifice, they devised a plan to ensure Thomas's safety and preserve the TalonKnight legacy. Amidst the chaos that erupted throughout the manor, a beacon of strength emerged in the form of Alistair Montgomery, the loyal and trusted butler of the Worthingtons.
With unwavering loyalty, Alistair swiftly took charge, guiding Tripp to a secret sanctuary within the manor while skillfully orchestrating the unfolding of Charles and Margaret's plan. Engaging in a fierce battle, Charles and Margaret fought valiantly against <REDACTED>, utilizing their combined talents and the limited resources at their disposal. Yet, despite their courageous efforts, they were ultimately overpowered by the ruthless tactics and superior numbers of their adversaries. In their final moments, Charles and Margaret shared heartfelt words with Tripp through a secure communication device, expressing their unwavering love and hope for him to continue their legacy as the next TalonKnight, protecting the innocent and fighting against evil and injustice. To keep the legacy of the TalonKnights secret and to defeat <REDACTED> and his gang, Charles and Margaret had set the Mansion to self-destruct: preserving the secret of the TalonKnights and while also defeating their invaders.
The tragic event was all over the media, but was covered up by the Worthington family resources, with reports varying about what really happened that night: ranging from a drunken orgy gone wrong, to a rival-sponsored hit on the CEO of one of the countries’ largest conglomerates, Worthy Consolidated. Recognizing Alistair's unwavering loyalty and commitment, Robert Worthington, Tripp's grandfather, entrusted him with the care and training of their young ward, while he came out of retirement to take on the mantle of TalonKnight while Tripp was being prepared for the role.
Alistair became more than a butler; he became a confidant, mentor, and guide for Tripp. Within the hidden sanctuary of the TalonKnights, the Hollownest, Tripp found solace, protection, and the beginning of his training to accept the powers of the Owlspark. Under Alistair's guidance, he honed his physical and mental abilities, delving into the rich history and values of the TalonKnight legacy. Through rigorous training, Tripp gradually accepted the immense responsibility of the Owlspark, developing his own unique set of skills while enhancing his strength, speed, and agility.
As he embraced his destiny, Tripp adorned the iconic TalonKnight suit, symbolizing his unwavering commitment to protect the innocent and stand against the forces of evil. His parents’ tragic deaths served as a constant reminder of the darkness he must face and his unwavering pursuit of justice. Throughout his journey, Thomas and Alistair shared a deep and unbreakable bond, founded on their shared loss, purpose, and determination. Together, they embarked on a path fraught with challenges, ready to confront the darkness that threatened their city and uphold the legacy entrusted to them.
Thomas Worthington III, or Tripp is a polarizing figure in the eyes of the general public and media, often depicted as a reckless playboy with turbulent relationships. However, behind this facade lies a multifaceted personality that transcends the labels of "Billionaire Philanthropist/Playboy" and "Relentless Vigilante."
The first layer of Tripp's persona is the cliched "Billionaire Philanthropist/Playboy" image he meticulously cultivates. This carefully crafted persona serves a crucial purpose in the world of the TalonKnights, an ancient lineage of protectors with a long history of adversaries. Throughout the centuries, the TalonKnights have amassed an impressive rogues gallery. It is Tripp's deliberate choice to behave like an irresponsible, arrogant buffoon, a facade designed to deter others from delving into his secret legacy. This intentional act of self-sabotage not only shields his loved ones from being targeted but also safeguards the rich mythos that the previous TalonKnights have meticulously built. By avoiding any unnecessary risks that may expose his true identity, Tripp upholds the principle ingrained in every TalonKnight's training: "the tighter the circle, the fewer casualties there will be." The tragic death of his parents also serves as motivation to safeguard his identity at all costs.
In this enigmatic dance of personas, Tripp walks a tightrope, balancing the preservation of his family's legacy with the protection of those he holds dear. Behind the scenes, he embraces the responsibilities bestowed upon him as a TalonKnight, dedicating himself to the timeless pursuit of justice and safeguarding the innocent. While the public may perceive him as an eccentric billionaire with a penchant for indulgence, Tripp's true purpose lies hidden beneath the surface, ensuring that the legacy of the TalonKnights endures and that darkness is met with unwavering resolve.
As TalonKnight, Tripp is focused, business-like, and oftentimes hard to be around. Being prepared at all times and minimizing the risks to himself and those close to him are high priority when Tripp formulates a contingency plan. He is most comfortable being in control, and seeing others stray from his "battle plans" and "contingencies" will make him lose sleep and mildly irritate him (although he most likely won’t voice it). Tripp is a perfectionist, and will strive to get things done as efficiently and effectively as possible. He understands that he cannot control all situations, so instead he prepares endlessly, almost giving himself migraines going meticulously through every scenario. Tripp is also unreasonably brave and strong-willed, willing to put his life on the line to save the lives of others, not caring if he gets hurt or killed. His commitment to the mission of the TalonKnight is extremely unhealthy, even bordering on obsession.
To those around him he can seem distant and cold, yet he still tries to be polite (as he can be). His business-like demeanor is almost unsettling, but he tries to offset it with dry and sarcastic humor (which backfires most of the time).
Legacy Crimefighter: Tripp Worthington comes from a long line of crime fighters, with knowledge and experience spanning over centuries. With each TalonKnight new knowledge and technology is passed on, eventually compiling various techniques and methods of crime fighting. Groomed from a young age, Tripp developed and honed his crime fighting skills through regular lessons with his Alistair and his Grandfatehr, and other tutors, making Tripp the perfect weapon in the war against the world's evil. Tripp also understands that by projecting an air of invincibility and resilience, his enemies perceive him as an immortal figure, making him seemingly unassailable. Little do they know that the mantle of the TalonKnight is passed down from generation to generation.
Excellent/Skilled Combatant: The TalonKnights have developed a systematic fighting art only taught to heirs of the mantle. The unnamed combat art used by TalonKnights can be described as a combination of holds, strikes, and complex locks to disable and (when necessary) kill foes. Developed through centuries of experience, the 18th TalonKnight described the fighting form as "a combination of Boxing, Japanese Judo, and Shaolin-inspired Kung-Fu". Tripp employs this fighting style daily, adding some modern martial arts to his fighting style, such as Brazilian Jiu-Jitsu and Combat Sambo. TalonKnights are also well versed in the use of combat arms, being able to use various ranged weapons (bows, rifles, throwing projectiles, etc.), and melee-based weapons (swords, knives, etc.) with equal effectiveness.
High-Level Strategist: Tripp has been trained in numerous forms of combat strategy, studying classical warfare philosophies and historical war scenarios since he was a child. Always taught to see the "big picture" and the "end game", Tripp uses the vast contingencies and protocols the TalonKnights before him have put in place to his advantage. Although impossible to be prepared for every eventuality, Tripp "cheats" by manipulating situations to his advantage, surprising his enemies and presenting the illusion of having foreseen the eventual actions of his foes.
Keen Analytics/Deductive Reasoning: Although not the best in the world, Tripp has a vast network of detectives and experts from around the globe at his disposal, most are contacts his predecessors have made. He uses this network to piece together clues and data to be able to solve even the most complicated of cases. Due to constant exposure to detective work with some of the best detectives in the world, over time, Tripp's own deductive reasoning and crime solving skills have been honed where he himself has become formidable.
Skilled Driver/Pilot: Tripp pilots numerous vehicles. He is skilled enough to maneuver whatever vehicle is at his disposal as if it were an extension of his body. Part of his training as a TalonKnight involved Tripp piloting and studying schematics of vehicles, as his mentors felt that it was an essential part of being the TalonKnight. Since he cannot fly, or run with superspeed, vehicles are a key part of the TalonKnight's arsenal, therefore, being a skilled pilot or driver is definitely a must.
Keen Intellect: Constant study and thirst for knowledge has assisted Tripp in developing his intelligence/IQ. Tripp is competent in basic sciences such as physics, chemistry and biology. Knowledge in these fields help him troubleshoot his equipment, as well as develop formulas and antidotes for situations that require it. He is also a capable engineer, with skills varying from troubleshooting of the "A.R.C.H.I." system, to hacking computers during missions and operations.
Peak Physical Condition: Tripp was raised from a young age using a specialized diet and exercise regimen developed by the 17th TalonKnight during his stay in Japan, and has been used by other TalonKnights since its inception. The diet and exercise regimen have helped Tripp and previous TalonKnights develop muscles and dexterity comparable to an Olympic-level athlete. Their diet helps develop strong bones and muscles, while also making the immune system stronger, increasing the dexterity, immunity and recovery capabilities of the human body. Meanwhile, the exercise regimen develops high-level flexibility, peak human strength and endurance, allowing the TalonKnight to perform certain movements the average human being can't. It is necessary to prepare the body to accept “the blessing” from the OwlSpark bestowed upon new TalonKnights when they take up the mantle. If not in peak human condition, they may not be able to withstand the ritual and risk dying whilst trying to accept "the blessing".
Only Human: Despite being equipped with cutting edge technology, having centuries worth of crimefighting knowledge at his disposal, and enhanced abilities from the Owlspark, Tripp is still extremely mortal. Unlike most of his peers, he does not possess super powered abilities or skills, making him susceptible to metahuman/extra-human attacks. Without his armor he is also vulnerable to attacks just like a normal human and can be mortally wounded. Despite the minor healing factor he gets from the Owlspark, his body is still susceptible to long term damage. Pushing himself too far and too hard will result in permanent damage, and over time, he will have to retire. He is also vulnerable to poisoning, drowning, magic and psychic attacks he isn't prepared for.
Overconfidence: Because he’s trained from a young age, and studied the teachings of the TalonKnights before him fanatically, Tripp has come to be very confident in his abilities. This in turn has led to becoming confident to the point of arrogance, sometimes getting himself into situations beyond his capabilities. This, combined with his lack of social skills (prideful, distant) has led to many sticky situations in the past.
Secretive Control Freak: Tripp’s need to be in control leads to him keeping his cards close to his chest. He feels like the less his peers know what he’s thinking/planning, the more control he has over the situation. His secretive nature ironically feeds into his trauma of losing those close to him.
Poor Social Skills: Although charming and approachable in his “Philanthropist/Playboy” persona, Tripp is far from sociable. He is introverted, quiet and prefers the company of silence. His business-like demeanor is off putting, even to the ones closest to him like his Grandfather and Monty. In reality, he was traumatized early in his TalonKnight journey, after watching his parents die at the hands of their arch-nemesis. Ever since then Tripp has had trouble getting close to people for fear they will either get hurt or suddenly taken away from him. Because of this trauma, he tends to push people away, coming across as prideful and arrogant (even his jokes don’t take well).
Obsessive Tendencies: When Tripp broods over something, the thought turns over and over in his head trying to come up with a solution or answer. Due to his extreme focus on whatever he’s brooding over, it sometimes leads to paranoia, overplanning, and contingencies that may be more dangerous than initially planned. This weakness can also be exploited because of the tunnel vision it comes with.
Aristocratic Upbringing: Tripp's "I know what's best for you" attitude stems from decades of Worthington upbringing. Having been raised generation to generation to believe that they are best equipped to help others (through their money, influence and strength as TalonKnights) has given Tripp the misconception that he knows what's best for the world and those he helps. While he means well, it comes across as unsavory and controlling to those around him. Not only that, his 'control freak' nature seeps into this ingrained attitude, alienating him further from his teammates and allies making him an easy target to isolate should a villain decide to attack.
Armor and Utility Belt:
Cowl: TalonKnight's cowl is made up of the latest in Worthy Tech, including a kevlar mesh around rigid ballistic plastics. It features built-in electronics that allow Nightvision and Infrared modes, a HUD link to A.R.C.H.I. and a comms unit for communication back to The Hollownest, The Beacon and Hall of Heroes' command center. It also features a patented noise-cancelling mechanic and microphone that can amplify whispers from a certain range, shut out external sounds and issue voice commands.
Body Armor: TalonKnight's standard body armor includes a Kevlar-weave suit with synthetic Impervium-like material that covers the vital areas of his body, and can protect him from small firearms, knife attacks and low impact projectiles. The suit is also fire resistant, dissipating heat fast. It also insulates well during extreme weather conditions.
Weighted Cape: The TalonKnight's cape have always been an integral part of the suit, it's design evolving over many decades from TalonKnight to TalonKnight. The key features of the cape is that it acts as protection to small and mid-sized automatic firearms, knife attacks and low impact projectiles. It is also fireproof to an extent, able to dissipate heat quickly and can also insulate heat quite well in extreme weather conditions. In combat, it's weighted tips can be used as a "sweeping" weapon, and also helps TK maneuver around attacks like a bullfighter. If grabbed, it can be detached quickly.
Gauntlets: The armored gauntlets protect against bladed weapon strikes through the fins present on the side of them, while also housing a small wrist HUD and control unit in the right gauntlet.
Utility Belt: Grappling Gun + Hook, Smoke Pellets, Trackers, Basic Tool Kit, Med Kit, Universal Electronics (Hacking) Kit, Compact Escape Kit, a Micro Camera, High Density Cuffs and a Rebreather that can be put on to filter out harmful poisons, toxins and gasses as well as breath underwater for up to 2 hours.
Weapons:
- Hoot-e-rangs:Shuriken like projectiles with slightly tipped edges that can be thrown at targets. Not all are designed to return like a traditional boomerang. They're sharp enough to cut rope and jumplines with effort, but designed not to penetrate too deep when thrown at organic targets (should not break bones and rupture muscles). TK has several variations including a high-impact Hoot-e-rangs which is blunt but will knock targets off balance.
- Exploding Hoot-e-rangs: This variation of Hoot-e-rangs have many applications, particularly when TK has to face off against more powerful opponents. They are shaped and function like regular Hoot-e-rangs but explode either on impact or with a timed delay.
- Pocket Proximity Mines: These compact proximity mines fit perfectly in TK's belt compartments and have a variety of use cases which range from breaching heavily armored doors and areas to disabling powerful opponents. Though compact, they pack a serious punch with a sizeable blast radius and can stick to any surface.
- Compact Concussion Grenades: Designed for crowd control mostly, these compact grenades can knock opponents down within a 5 meter radius with their sudden impact and quick flash of blinding light. Very effective for taking out large areas of hostiles. Though not deadly, they have been known to cause hospitalizations if not used in the right situation.
- Compact Smoke Grenades: A more subtle method of crowd control and also doubles as an exit strategy. When TK finds himself overwhelmed, setting off a few of these can quickly fill the area with smoke. Perfect for getting the drop on hostiles in hostage situations, or when TK needs to retreat and regroup.
- Caltrops: Traditional caltrops for slowing enemies down, on foot and in vehicles. Made with high density steel, TK always carries a set in his belt compartment.
- Combat Aerosol Sprays: A variety of compact combat-designed aerosol sprays are at TK's disposal in a fight. From knock-out sprays which can induce temporary amnesia to supercooled sprays to freeze electronics and render adhesives brittle.
Vehicles:
Nightbird MK I to VI: The talon-mobiles have been a staple of the TalonKnight's arsenal of tools since the industrial revolution. As this era's TalonKnight, Tripp has updated the talon-mobiles with the Nightbird series (currently onto Mark V), adding modern day enhancements for modern day crimefighting. The Nightbird MK V's top speed is around 250 mph, powered by a 1,200 horsepower (combined) twin turbines. Fully armored and armed with a combination of lethal and non-lethal weapons, the Nightbird allows TalonKnight to fight modern supervillains on equal footing. The current iteration is the Nightbird VI after the V was destroyed in a battle with ther alien overlord Conqueror in 2022.
Talon Aircraft: TalonKnight maintains a squadron of aircraft ranging from the sleek and rapid interceptor style "Strix Series" to the massive cargo/personnel mobile air command "Arbalest Series". Most of his aircraft are capable of VTOL and are heavily armored. The Strix Series (MK III) is capable of dynamic camouflage - able to disguise itself as a LongBow Interceptor or Arachnos Flyer - to evade sensors and unwanted attention. TK's aircraft also maintain a highly advanced autopilot system which can respond to remote commands.
The Battlebruiser MK I to IV: A series of heavy battle suits designed to give the wearer strength, durability and flight comparable to the flying bricks (e.g. Areus) around Paragon City. Conceived due to his heightened paranoia caused by the exposure to the Odeum and getting gravely injured in the battle against Doomsday in New York, the Battlebruisers are armed with high-density synthetic impervium plates, laser canons, jet-boosters and a micro reactor to power the suits for at least a week (at full power output). Tripp is constantly improving its features to match the data that he gathers for every mission so far.
- There have been 28 TalonKnights to date, with Tripp being the most recent. The list of TalonKnights are in the Secret Files section.
- Tripp prefers to be called Thomas in private.
- Tripp is a talented Pianist. He has two grand pianos in Worthington Manor. One in the music room across the study and one in the family room.
- Is a teetotaler. Can't stand the taste of alcohol.
- Has recently rebuilt Worthington Manor on the outskirts of Paragon City, on land his Mother (from the esteemed Carrington family) inherited, effectively moving it away from it's original location in the outskirts of Sterling Bay.
- Is a member of the Providence Society. His mother was a wealthy socialite with direct ties to it's Court of Suits.
- Is under pressure from Alistair "Monty" Montgomery, his loyal butler and confidant to marry and produce an heir to continue the TalonKnight legacy. Tripp is straight. Just not looking to settle. (yet.).
- Has multiple properties including a cliffside mansion beside the sea. Normally invite only, but feel free to visit OOC @ Worthyguest-24526 (Cliffside Mansion) and Worthy-27960 (Family Manor).
- His right molar is a miniature flashbang/stun grenade. It can be used to escape desperate situations when he does not have his utility belt. He recently used it in an adventure to his teammate Farside's home dimension. He learnt that it isn't effective against magical beings lol.
- The Hollownest, TK's base of operations is not located in Paragon City and can only be accessed via a network of portals that the 24th TalonKnight and Nikola Tesla developed. The portals have been upgraded since, and can teleport anything from humans to vehicles and equipment.More about the Hollownest in the Secret Files.
- There have been several iterations of the Hollownest, the TalonKnight's traditional base of operations. The original Hollownest was destroyed and abandoned when the Worthingtons moved to America during the 17th Century. Key items were salvaged and continue to reside within the current Hollownest's archives: the TalonKnight journals and the first TalonKnight's armor (which is a family heirloom within the Hollownest). The current Hollownest's location is unknown but allows access to most of the areas Tripp patrols.
- TalonKnight saved a woman in King’s Row from the Circle of Thorns. The woman turned out to be aspiring novelist Barabara Horseland, who later became famous for her “Knight” series of romance novels. Those who have read it in TK’s circle (including Monty) feel like the main character was heavily inspired by TK/Tripp. TK’s Player’s Teammates Warspite and Nitroburst helped come up with this funny little tidbit. It’s canon now guys.
- TalonKnights can be associated with the cryptid "Bird Beast". Spotted all across Europe and England in the 15th and 16th Century, and up until the 80s and 90s in Paragon City and the areas surrounding it.
- TK has a habit of going "Hn." or "Hh." alot as an expression. @Regiworld (TK's Player) is paying homage to his very first RP character back on Virtue, who was known to use the expression alot.
- TK the character draws alot of inspiration from Batman, The Phantom, Black Panther and Moon Knight. He has had several iterations, starting on Virtue when CoX was live and Champions Online. In @Regiworld's headcanon, those are multiverses where different versions of TK resides.
- Has a secret identity. Very secret. Please ignore the floating name.
- When out of costume, he's recognizable as Thomas "Tripp" Worthington III, (In)Famous Billionaire Philanthropist, President of The Worthy Foundation and Chairman of the Board for Worthy Consolidated.
- If you are a member of Paragon's High Society (e.g. an exclusive club like the Providence Society), you may know him or have met him before.
- If you follow business, or have a business, you may have run into him at an event or two. May have even dealt with his Venture Capital firm, Worthy Ventures.
- Tries to be rarely seen in the public eye, but has numerous rumors about his social life in the tabloids and gossip magazines.
- If you're a reporter, journalist or paparazzi and you'd like an interview, or picture opportunity (for whatever reason), feel free to reach TK's creator @regiworld.
- Is a legacy hero. His family has been around for centuries as The TalonKnight. This is a secret, and gives the illusion that TalonKnight is immortal/really,really old.
- If your villain is really, really old or has been around for a long time, you may have heard of the Talonknight or even fought him before and are wondering how old he really is or if he is immortal.
The Chair Proudstar | ||
The Table Areus • Citizen Thirteen • Samantha Grey • Solomon Caine • TalonKnight | ||
World Protectors Ensorcelled • Lady Vega • Nitroburst • Race Way • Samuraicon | ||
Protectors Bladewraith • Cosmic • DayDevil Golden Blizzard • Hu'Szservn • Ultigirl | ||
Reserves Atomox • Dreamslayer • Imbibe • Omnian • Psykey • Storm Shift • Warp Shift | ||
Pledges Cressida Baronia • Cosmic Quazar • Cloudstruck • Forecast Powertools • Temporalix • Tungsten Jazz |