Difference between revisions of "Freedom Phalanx"
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{{Power|[[Image:PowerPunch BoneSmasher.png|22px]]|Bone Smasher|Melee, high damage(Smash/Energy), Foe: Disorient|}} | {{Power|[[Image:PowerPunch BoneSmasher.png|22px]]|Bone Smasher|Melee, high damage(Smash/Energy), Foe: Disorient|}} | ||
− | {{Power|[[Image:PowerPunch Flurry.png|22px]]|Whirling Hands| | + | {{Power|[[Image:PowerPunch Flurry.png|22px]]|Whirling Hands|Point Blank Area of Effect Melee, Moderate damage(Smash/Energy)|}} |
{{Power|[[Image:PowerPunch EnergyTransfer.png|22px]]|Energy Transfer|Melee, Extreme Damage (Energy/Smash), Foe: Disorient, Self: -Health|}} | {{Power|[[Image:PowerPunch EnergyTransfer.png|22px]]|Energy Transfer|Melee, Extreme Damage (Energy/Smash), Foe: Disorient, Self: -Health|}} | ||
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{{Power|[[Image:EnergyAura Overload.png|22px]]|Overload|Self +Defense(all but Psionics), +Recovery, +Max Health, +Resistance(Defense Debuff), +Special|}} | {{Power|[[Image:EnergyAura Overload.png|22px]]|Overload|Self +Defense(all but Psionics), +Recovery, +Max Health, +Resistance(Defense Debuff), +Special|}} | ||
− | {{Power|[[Image:PowerBlast NovaBlast.png|22px]]|Nova| | + | {{Power|[[Image:PowerBlast NovaBlast.png|22px]]|Nova|Point Blank Area of Effect, Extreme Damage(Energy/Smash), Foe: Knockback, Self: -Recovery|}} |
{{Power|[[Image:EnergyAura Entropy.png|22px]]|Entropy Shield|Self +Resistance(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, Defense Debuff)|}} | {{Power|[[Image:EnergyAura Entropy.png|22px]]|Entropy Shield|Self +Resistance(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, Defense Debuff)|}} | ||
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{{Power|[[Image:Invisibility Stealth.png|22px]]|Stealth|Self: Stealth, +Defense(all)|}} | {{Power|[[Image:Invisibility Stealth.png|22px]]|Stealth|Self: Stealth, +Defense(all)|}} | ||
− | {{Power|[[Image:Leadership Defense.png|22px]]|Maneuvers| | + | {{Power|[[Image:Leadership Defense.png|22px]]|Maneuvers|Point Blank Area of Effect, Team: +Defense(all)|}} |
{{Power|[[Image:Temporary PVP BuffDefense.png|22px]]|Resistance|Protection against Stun, Hold, Fear, Confuse, Knockback (high), | {{Power|[[Image:Temporary PVP BuffDefense.png|22px]]|Resistance|Protection against Stun, Hold, Fear, Confuse, Knockback (high), | ||
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{{Power|[[Image:SuperStrength Haymaker.png|22px]]|Haymaker|Melee, high damage(Smash), Knockback|}} | {{Power|[[Image:SuperStrength Haymaker.png|22px]]|Haymaker|Melee, high damage(Smash), Knockback|}} | ||
− | {{Power|[[Image:SuperStrength HandClap.png|22px]]|Hand Clap| | + | {{Power|[[Image:SuperStrength HandClap.png|22px]]|Hand Clap|Point Blank Area of Effect, Foe: Disorient, Knockback|Statesman has disoriented you with his hand clap.}} |
{{Power|[[Image:SuperStrength KnockoutBlow.png|22px]]|Knockout Blow|Melee, extreme damage (Smash), Foe: Hold|Statesman has hit you with a knockout blow. You are held.}} | {{Power|[[Image:SuperStrength KnockoutBlow.png|22px]]|Knockout Blow|Melee, extreme damage (Smash), Foe: Hold|Statesman has hit you with a knockout blow. You are held.}} | ||
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{{Power|[[Image:SuperStrength Hurl.png|22px]]|Hurl|Ranged, high damage(Smash), Foe: Knockback, -Fly|}} | {{Power|[[Image:SuperStrength Hurl.png|22px]]|Hurl|Ranged, high damage(Smash), Foe: Knockback, -Fly|}} | ||
− | {{Power|[[Image:SuperStrength FootStomp.png|22px]]|Foot Stomp| | + | {{Power|[[Image:SuperStrength FootStomp.png|22px]]|Foot Stomp| Point Blank Area of Effect Melee, moderate damage(Smash), Foe: Knockback|}} |
{{Power|[[Image:SuperStrength_KnockoutBlow.png|22px]]|Hammer of Justice|Melee Area of Effect, High Damage(Smashing), Foe: Knockback|Statesman calls upon the power of the gods to strike down upon you.}} | {{Power|[[Image:SuperStrength_KnockoutBlow.png|22px]]|Hammer of Justice|Melee Area of Effect, High Damage(Smashing), Foe: Knockback|Statesman calls upon the power of the gods to strike down upon you.}} |
Revision as of 17:36, 15 April 2007
Overview
The Freedom Phalanx is a signature hero group led by Statesman.
History
The Freedom Phalanx was founded on July 4, 1932. The founding members included (in order of their appearances in Paragon City) Statesman, the Dark Watcher, Elementar, the team known as Vambrace and Maiden Justice. The name was suggested by St. John Smith (the tech and wheel-chair bound meber of the two man team Vambrace) and was quickly ratified by the others.
The group faced it first official combat on the date of Monday, July 11, 1932. This date is otherwise known as "Brass Monday".
In the 1930s, the Statesman became one of the first established heroes in Paragon City. Inspired by his example, other heroes soon emerged as well, including the Dark Watcher, the Dream Doctor, and Maiden Justice. Although each individual hero made some headway against Paragon City's criminal element, they also faced increasingly more dangerous and organized villains. The Statesman soon recognized the need to rally the other heroes into a coordinated fighting force.
In the spring of 1931, the Statesman gathered Paragon City's other heroes in his downtown apartment. "There he issued his fellow heroes a challenge: to make a difference, not only on the streets and in the city, but also around the world. Thus was formed the first worldwide hero organization; dedicated to fighting evil, injustice and tyranny wherever they might hide.
The Statesman, inspired by the shoulder-to-shoulder discipline showed by ancient Greek soldiers in the face of Persian tyranny, called his new team of heroes the Freedom Phalanx. Throughout the 1930's the Phalanx fought the good fight and cleaned up Paragon City. The city council and mayoral elections of 1936 swept a platform of pro-hero candidates that resulted in the passage of the Citizen Crime Fighting Act of 1937. This law made it legal for vigilantes to bring criminals to justice as long as they followed the same restrictions police officers use. Thus in the space of just five years the Freedom Phalanx went from an ad hoc band of would-be heroes to a legally recognized, nationally praised crime fighting organization.
Despite any public or political pressure, the Freedom Phalanx continues to battle any threat to humankind and remains "the world’s premiere independent hero organization. They still make it a firm policy to have no official ties to any government or law enforcement institution. They are one of the most open organizations in existence, allowing any would-be hero to volunteer for service with the esteemed group. Unlike other groups, the Freedom Phalanx is entirely open about everything, from its membership to its funding and current activities. This openness carries through on down to the lowest levels, where even beginning heroes must reveal their true identities and pasts to the organization and the world. The Statesman takes great pride in these 'sunshine' policies, saying they go a long way towards inspiring confidence in the Freedom Phalanx’s personnel and motives.
Members
Current Members
- Statesman (co-founder, leader)
- Back Alley Brawler
- Citadel
- Manticore
- Numina
- Positron
- Sister Psyche
- Synapse
Former Members
- Maiden Justice (co-founder)
- The Dark Watcher (co-founder)
- Elementar (co-founder)
- Team Vambrace (co-founders)
- Comet Queen
- Wavelength
- Luminary I (Retired)
- Aerofoil
- Johnny Moniker
- Arquebus
Enemy types
Heroes
Back Alley Brawler
Main Article: Back Alley Brawler
One of the most veteran heroes in Paragon City, the Brawler is in semi-retirement, training the next generation of heroes. Though he rarely goes into the field these days, his power and fighting skills are still as potent as ever.
Powers:
Jab Melee, Minor Damage (Smash), Foe Disorient
A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast.
Punch Melee, Moderate Damage (Smash), Foe Knockback
Your Super Strength Punch can deal a moderate amount of damage, but most of all can knock your opponent off his feet, unable to attack again until he stands up. Damage: Moderate, Recharge: Fast.
Hand Clap Point Blank Area of Effect, Smash, Foe Disorient, Knockback
You can clap your hands together with such force that you create a deafening shockwave.
Knockout Blow Melee, Extreme Damage (Smash), Foe Hold
You can perform a Knockout Blow on your opponent. This punch does Superior damage, and has a great chance of Holding your target. Damage: Extreme, Recharge: Slow.
Hurl Ranged, Moderate Damage (Smash), Foe Knockback
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage, and can knock foes back. Damage: Heavy, Recharge: Moderate.
Foot Stomp Point Blank Area of Effect Melee, Moderate Damage (Smash), Foe Knockback
Back Alley Brawler can use their superior leg strength to stomp the ground, quaking the earth itself. This is a localized attack against everything in melee range.
Bone Smasher Melee, High Damage (Smash/Energy), Foe Disorient
A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to disorient than Energy Punch.
Total Focus Melee, Extreme Damage (Smash/Energy), Foe Disorient
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them disoriented. Due to the exhausting nature of Total Focus, recharge time is very long.
Back Alley Power Punch Melee, Point Blank Area of Effect, High Damage (Smash/Energy), Foe Knockback
A power punch attack that knocks opponents down.
Assault Toggle, Point Blank Area of Effect, Ally +Damage +Resistance: Placate, Taunt
While this power is active, you and your nearby teammates deal more damage.
Temp Invulnerability Toggle, Self +Resistances (Smash, Lethal)
When you activate this power, you become highly resistant to Smashing and Lethal damage for a short duration. Recharge: Very Long.
Unyielding Toggle, Self +Resistance (Disorient, Hold, Sleep, Slow, Knockback)
When you toggle on this power, you become Unyielding. You are resistant to all damage except Psionics, as well as Knockback, Sleep, Hold, Immobilize, and Disorient effects. However, your defiant stature means you are more likely to be hit.
Citadel
Main Article: Citadel
Citadel was the first android hero. In the initial Rikti onslaught, he took heavy damage and was almost destroyed. With Positron’s help, scientists at D.A.T.A. created a second version of Citadel using the old model’s original memory core and the remnants of a power suit, once worn by the hero Horatio. Citadel does not fully understand human ways, but he is a valiant defender of Paragon City. He has recently undergone a major upgrade to his systems.
Powers
Barrage Melee, minor damage(Smash/Energy), Foe: Disorient
Energy Punch Melee, moderate damage(Smash/Energy), Foe:Disorient
Bone Smasher Melee, high damage(Smash/Energy), Foe: Disorient
Whirling Hands Point Blank Area of Effect Melee, Moderate damage(Smash/Energy)
Energy Transfer Melee, Extreme Damage (Energy/Smash), Foe: Disorient, Self: -Health
Power Burst Close, High Damage(Energy/Smash), Foe: Knockback
Explosive Blast Ranged (Targeted Area of Effect), Moderate Damage(Smash/Energy), Foe: Knockback
Energy Torrent Ranged (Cone), Moderate Damage(Energy/Smash), Foe: Knockback
Overload Self +Defense(all but Psionics), +Recovery, +Max Health, +Resistance(Defense Debuff), +Special
Nova Point Blank Area of Effect, Extreme Damage(Energy/Smash), Foe: Knockback, Self: -Recovery
Entropy Shield Self +Resistance(Knockback, Repel, Disorient, Hold, Sleep, Immobilize, Teleport, Defense Debuff)
Resistance Protection against Stun, Hold, Fear, Confuse, Knockback (high),
Resistance to all debuffs (high)
Manticore
Main Article: Manticore
Justin Sinclair was raised in a huge mansion in the outskirts of Paragon City by his English nanny, Virginia Bowman. The sole beneficiary of a huge trust fund, Manticore received training in all manner of mental and physical pursuits, but excelled in archery. when he turned 18, Miss Bowman revealed to him his true heritage. Manticore's father had once been a costumed vigilante in England, until he and his wife died at the hands of a German villain called Protean. Deeply affected by the story, Manticore took up his father's mantle and vowed to bring the 5th Column down.
Powers
Fistful of Arrows Ranged (Cone),
Moderate damage (Lethal)
Blazing Arrow Ranged, high damage
(Lethal), Minor Damage over Time (Fire)
Explosive Arrow Ranged (Targeted
Area of Effect), Moderate damage
(Lethal/Smash), Knockback
Stunning Shot Ranged Disorient,
Minor Damage (Smashing)
Rain of Arrows Ranged (location AoE),
extreme DoT (Lethal)
Entangling Arrow Ranged, Target: Immobilize, -Fly
Ice Arrow Ranged, Foe: Hold, -Speed, -Recharge
Poison Gas Arrow Ranged AoE, Foe: -Damage, Sleep
Acid Arrow Ranged AoE Minor DoT (Toxic), Foe: -Resistance(all), -Defense
EMP Arrow Area of Effect, Foe: Hold, Special vs. Robots, Self: -Recovery
Teleport Arrow Ranged, high damage (Lethal), Knockback
Stealth Self: Stealth, +Defense(all)
Maneuvers Point Blank Area of Effect, Team: +Defense(all)
Resistance Protection against Stun, Hold, Fear, Confuse, Knockback (high),
Resistance to all debuffs (high)
Numina
Main Article: Numina
Numina was born Tammy Arcanus, daughter of Tommy Arcanus of the Midnight Squad. Tommy delved so deeply into the metaphysical that his very being was affected, and Tammy was born with magical powers. In the 1960s, Tammy and the Midnight Squad were sent into a series of caverns surrounding the Earth’s molten core, where a Soviet villain known as the Red Threat intended to destroy the world. To save the Earth, Tammy possessed the body of the Red Threat. Her body was destroyed, but her consciousness survived, trapped within the Red Threat. During the Rikti Invasion, the Red Threat was destroyed, and Tammy’s astral form was at last free. She renamed herself Numina, and threw herself into the war against the Rikti. In the war’s aftermath, Numina uses her abilities to nurture the next generation of heroes.
Powers
Levitate Ranged, moderate damage
(Smash)
Dominate Ranged, Moderate Damage(Psionic), Foe: Hold
Total Domination Ranged (targeted Area of Effect), Foe: Hold
Telekinetic Blast Ranged, Moderate Damage (Smash/Psionic), Foe: Knockback
Will Domination Ranged, High Damage(Psionic), Foe: Sleep
Psionic Tornado Ranged (targeted Area of Effect), Moderate Damage over Time(Psionic), Foe: Knockback
Psychic Wail Close (Area of Effect), Extreme Damage(Psionic), Foe: Disorient -Recharge, Self: -Recovery
Heal Other Ally: Strong Heal, Self: Moderate Damage(Special)
Fortitude Ally: +Defense(all), +Damage, +Accuracy
Adrenaline Boost Ranged, Ally: +Endurance, +Regeneration, +Recharge, +Resistance(Slow)
Resistance Self: +Resistance(Psionic and Negative Energy)
Resistance Protection against Stun, Hold, Fear, Confuse, Knockback (high), Resistance to all debuffs (high)
Positron
Main Article: Positron
Dr. Raymond Keyes developed a high-tech battle suit that allowed him to channel bolts of anti-matter into fierce attacks. He used his powers to help defeat the Rikti, but at a terrible cost: Injuries he sustained at that time caused him to lose full control of his powers. Now, to protect others from himself, he remains imprisoned within his battle suit. He is constantly searching for a cure for his condition, but that does not stop him from contributing to the defense of Paragon City and contributing many other technological breakthroughs for the good of all.
Powers
Neutrino Bolt Ranged, Minor damage(Energy), Foe: -Defense
Irradiate Close (Area of Effect), Moderate Damage over Time(Energy), Foe: -Defense
Electron Haze Close, Moderate Cone
Damage(Energy), Foe: -Defense, Knockback
Cosmic Burst Close, Extreme Damage(Energy), Foe: Disorient, -Defense
Neutron Bomb Ranged (Targeted Area of Effect), Moderate damage(Energy), Foe: -Defense
Atomic Blast Area of Effect, Smashing
(moderate), Energy (high), Foe: Stun, -Defense
Enervating Field Ranged (Targeted
Area of Effect), Foe: -Damage, -Resistance
Lingering Radiation Ranged (Targeted Area of Effect) Foe: -Speed, -Recharge, -Regeneration
Your attack rate, running speed, and regeneration rate have been reduced by the Lingering Radiation.
Choking Cloud Point Blank Area of Effect, Foe: Hold
EM Pulse Point Blank Area of Effect, Foe: Hold, -Endurance, -Regeneration, Special vs. Robots, Self: -Recovery
Overcharge Self: +Defense(All but
Psionics), +Recovery, +Max Health, +Resistance(Defense debuff)
Resistance Self: +Resistance(Smashing, Lethal and Energy)
Resistance Protection against Stun, Hold, Fear, Confuse, Knockback (high), Resistance to all debuffs (high)
Fly Self: Fly
Positron can fly.
Sister Psyche
Main Article: Sister Psyche
Even in her childhood, it was obvious that Sister Psyche was blessed. The tremendous scope of her mental powers was far beyond that of any hero, past or present. When the Rikti war descended, Sister Psyche knew she had to make her gift count. She did, but at a price. She exhausted her powers so thoroughly that she fell into a coma. A young heroine named Aurora Borealis offered to play host to Sister Psyche´s projected mental self. Of course, this situation could not last forever. Now back in her own body, Sister Psyche has dedicated herself to shape the tremendous gifts of the young Aurora. It´s a responsability she takes seriously, as well as a consolation for the loss of her former protege, Malaise. When the psychic link between the two women was first disrupted, Sister Psyche lost her mental control over Malaise´s dual personalities. The evil Malaise reasserted himself, and quickly made his departure. His present whereabouts are as yet unknown.
Powers
Mesmerize Ranged, moderate damage(Psionic), Foe: Sleep
Levitate Ranged, moderate damage(Smash)
Dominate Ranged, moderate damage(Psionic), Foe: Hold
Mass Hypnosis Ranged (Targeted Area of Effect), Foe: Sleep
Total Domination Ranged (targeted Area of Effect), Foe: Hold
Psychic Shockwave Close (Area of Effect, High Damage(Psionic), Foe: Disorient, -Recharge
Force Bolt Ranged, minor damage(Smash), Foe: Knockback
Power Blast Ranged, moderate damage(Energy/Smash), Foe: Knockback
Energy Torrent Ranged (Cone), Moderate Damage(Energy/Smash), Foe: Knockback
Power Burst Close, high damage(Energy/Smash), Foe: Knockback
Explosive Blast Ranged (Targeted Area of Effect), Moderate damage(Smash/Energy), Foe: Knockback
Force Shield Ally: +Defense(all)
Personal Force Field Self: +Defense, +Resistance(all)
Resistance Self: +Resistance(Negative Energy and Energy, Psionic)
Resistance Self: Protection against Stun, Hold, Fear, Confuse, Knockback (high), Resistance to all debuffs (high)
Fly Self: Fly
Sister Psyche can fly.
Statesman
Main Article: Statesman
Marcus Cole, who would eventually become Statesman, was a rogue and mercenary throughout the early part of the 20th century. During WWI, he became ill after being exposed to mustard gas. While traveling with his childhood friend Stefan Richter, Marcus discovered the Well of the Furies. Both men drank from the well and were granted incredible powers. Marcus went on to become Statesman and Stefan, Lord Recluse.
Powers
Jab Melee, Foe:Disorient
Statesman has disoriented you with his jab.
Punch Melee, moderate Damage(Smash), Knockback
Haymaker Melee, high damage(Smash), Knockback
Hand Clap Point Blank Area of Effect, Foe: Disorient, Knockback
Statesman has disoriented you with his hand clap.
Knockout Blow Melee, extreme damage (Smash), Foe: Hold
Statesman has hit you with a knockout blow. You are held.
Hurl Ranged, high damage(Smash), Foe: Knockback, -Fly
Foot Stomp Point Blank Area of Effect Melee, moderate damage(Smash), Foe: Knockback
Hammer of Justice Melee Area of Effect, High Damage(Smashing), Foe: Knockback
Statesman calls upon the power of the gods to strike down upon you.
Dull Pain Self: Heal, +Max Health
Unstoppable Self, +Res (Disorient, Sleep, Hold, Immobilize, Knockback, all damage but Psionics)
Zeus’ Lightning Bolt Ranged Area of Effect, High Damage(Energy), Endurance Drain (high)
Statesman can call upon the power of Zeus in time of need.
Resistance Smashing, Lethal, Energy (high), Fire, Cold (moderate), Negative
Energy, Psionic, Toxic (low); Resistances to all debuffs (high); Protection against Fear, Stun, Confuse, Knockback, Immobilize, Taunt (high)
Fly Self: Fly
Statesman can fly.
Synapse
Main Article: Synapse
Steven Berry was just an average man, until Crey Industries got hold of him. The Crey scientists were testing a number of radical procedures for inducing super powers. Steven was blasted with high doses of electricity for days. It amplified the electrical energy in his body, giving him the ability to harness it into super speed and electrical blasts. Synapse escaped Crey's clutches by shorting out the lab where he was kept prisoner. To this day, Crey executives deny any knowledge of the project in which Synapse was an unwilling participant.
Powers:
Associated Badges
Notes
- The Back Alley Brawler joined the Freedom Phalanx after most of the Regulators were killed in the Rikti War. His sidekick, Blue Steel now works full time for the Paragon Police Department.