Difference between revisions of "Crono Arinborn"

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{{Infobox Character
 
{{Infobox Character
 
|name=Crono Arinborn
 
|name=Crono Arinborn
|image=[[File:CronoArinborn.png |280px|]]
+
|image=|image= [[File:1321399776_l.jpg |300px|]]
|age=21
+
|aka=Chosen of Kemmessur
|japaneseva= Nakamura, Yuuichi
+
|age=22
|relatives=Chronus and Sonya Arinborn (Father/Sister)
+
|japaneseva=Nakamura, Yuuichi
|series= Original
+
|relatives=Chronus and Emilia Arinborn (deceased)
|player= Crono
+
|series=Nexus(Original)
 +
|player=Crono
 
}}
 
}}
 
*Name: Crono Arinborn
 
*Name: Crono Arinborn
*Age: 21
+
*Age: 22
 
*Sex: Male
 
*Sex: Male
*Birthday: May 15th  
+
*Birthday: May 15th
*Parents: Chronus and Emelia Arinborn
+
*Parents: Chronus and Emilia Arinborn
**Place of Birth: Malaith
+
**Place of Birth: Royalesia(Nexus)
**Nationality: Malaithian
+
**Nationality: Royalesian
**Specialty: Engineering, Acrobatics
+
**Specialty: Swordplay, Divine magic (Paladin)
**Hobbies: Violin, Archery
+
**Hobbies: Swordplay, Music, Adventure Books, ballroom dancing
**Likes: Swordplay, enjoying quiet study
+
**Likes: Enabling others, A Good Challenge
**Dislikes: People taking things for granted
+
**Dislikes: Abuse of innocence, 'Hopeless' situations
**Favorite Food: Strawberries
+
**Favorite Food: Beef stew
**Least Favorite Food: Peaches
+
**Least Favorite Food: Anything spicy
 
**Favorite Music: Classical
 
**Favorite Music: Classical
**Favorite Sport: Tennis
+
**Favorite Sport: Fencing
**Most Valuable Possessions: Equipment from home, Mother's pendant
+
**Most Valuable Possessions: Lightbringer (Great Weapon), Holy Symbol of Kemmessur
**Level of Education: Morven University Masters (Computer Science, Electrical Engineering)
+
**Level of Education: Paladin's Order (Reading, basic math, law and politics)
 
**Seiyuu/Voice Actor: Nakamura, Yuuichi
 
**Seiyuu/Voice Actor: Nakamura, Yuuichi
  
 
*Physical Stats
 
*Physical Stats
**Height: 5'10"
+
**Height: 5'11"
**Weight: 181
+
**Weight: 180 lbs
**Eyes: Blue
+
**Eyes: Sharp Blue
**Hair: Blond, ruffled
+
**Hair: Ruffled, Blond
 +
**Special: Blade-given scar down his backside
  
 
= Appearance =
 
= Appearance =
Crono is a fairly average looking young man on the surface, blue eyes and blond hair trickling to his ears. Beneath any apparel, however, shows both growth and strain upon his body, relentless in all his fields. Unusually thin when younger, Crono’s form now is honed to a precision to compensate for his lack of an imposing body type. He tends to wear broad, waving pants tucked into leather worker’s boots so that his movements are never restricted to tight leggings. His tops changes to whatever is appropriate, often a fairly elaborate looking green vest, claiming it was standard attire from home, and defaults to an nonrestrictive tank-top when all else fails so he can work.
+
A healthy, honed figure that appears more agile than bulky. Tends to have soft, unconcerned expressions. Hair is well trimmed but left free and ruffled.
  
 
= Personality =
 
= Personality =
Crono's schedule on his home left nearly zero time for social outings. As a result, he's extremely humble, having little conscious measure of his own talents against others and defaults most of his behaviors on just being polite to a fault. The former also gives him a very weak sense of humor, often letting sarcasm or jest slip right over him until he's more familiar with any given party.
+
Crono is a driven, confident youth with the prowess to back it up. He often enjoys a good challenge, and is not afraid to put a strong foot forward to overcome anything. Contradicting this, however, he rarely acts for the sake of the limelight, preferring that his actions enable others when feasible. This follows from his pious beliefs, worshiping a deity whose domain is based around 'Hope', enjoying nothing more than granting hope to others in situations that are bleak, even those mundane.
  
 
= Background =
 
= Background =
Crono’s father was one of the planet’s most renowned scientists, creating many of the more modern aspects of life enjoyed. Being the son of his father, Crono was schooled strictly and had many expectations coming from the man. Crono excelled vastly beyond most students his age, but strained under the pressure and eventually rebelled from his father’s wishes, joining the populations Peacekeepers in an effort to become what he saw as the opposite of his father. He now balances a tight schedule of study at the world capital's most prestigious school, while taking one on one martial lessons from a reputable trainer, while still finding the time to work on a team of Peacekeepers as a fledgling officer.
+
Crono was born Royalesian, to Chronus Arinborn, one of the High Templars of Kemmessur. Crono followed closely in his father's footsteps in this regard, becoming a Knight of the Never-ending Stride, until a dispute over the arrival of Sirus Irons and his collection of Great Weapons caused a rift between the pair. Circumstances boiling from that lead Crono to a swift departure from the order, but not his faith. Since then, he has been a wandering beacon of Hope for those he's come across.
  
 
= Skills =
 
= Skills =
 
'''Physical Skills''':
 
'''Physical Skills''':
*Alertness: +3 (Very Good)
+
*Alertness: 4
*Athletics: +5 (Amazing)
+
*Athletics: 5 (+6 Graceful)
*Stealth: +2 (Good)
+
*Stealth: 2
  
 
'''Social Skills''':
 
'''Social Skills''':
*Subterfuge: N/A
+
*Subterfuge: 1
*Streetwise: +1 (Novice)
+
*Streetwise: 2
*Intimidation: N/A
+
*Intimidation: 3
*Leadership: +2 (Good)
+
*Leadership: 4
*Expression: +1 (Novice)
+
*Expression: 3
*Etiquette: +1 (Novice)
+
*Etiquette: 3
*Performance - Violin: +3 (Very Good)
+
*Performance: Violin: 4
 +
*Performance: Singing: 2 (+4 w/ Soothing Voice)
 +
*Performance: Juggling, Pen Tricks: 4
  
 
'''Mental Skills''':
 
'''Mental Skills''':
*Computers: +5 (Amazing)
+
*Computers: 0
*Investigation: +2 (Good)
+
*Investigation: 2
*Medicine: +1 (Novice)
+
*Medicine: 2
*Law: +2 (Good)
+
*Law: 3
*Occult: N/A
+
*Occult: 4
*Politics: +1 (Novice)
+
*Politics: 3
*Science: +5 (Incredible)
+
*Science: 1
*Technology: +5 (Amazing)
+
*Technology: 1
  
 
'''Other Skills''':
 
'''Other Skills''':
*Driving: +1 (Novice)
+
*Driving: 0
*Survival: +1 (Novice)
+
*Survival: 2
*Empathy: N/A
+
*Empathy: 3
*Animal Ken: -1 (Abysmal)
+
*Animal Ken: 2
  
 
= Special Abilities =
 
= Special Abilities =
'''''Dual-Bladesman (and other CQC)'''''
+
=='''Paladin of Kemmessur'''==
 +
Crono was brought up as a knight in the Order of the Never-ending Stride, in worship of Kemmessur. Kemmessur is a deity who, above all else, defies the idea of 'hopeless' situations. His paladins seek to protect those who cannot protect themselves, especially when concerning their abuse or unfair treatment of higher authority. Kemmessur's worshippers believing in inspiring those around them - not to the paladin, but invoking a belief in themselves. Crono's personal training from this come below.
  
Crono was trained under the Malaith’s star duelist, Shenhale Marcuth, in his unique style of double long-blades, staves, and hand-to-hand combat. For his swords, the focus is upon an unorthodox use of balance, compensating the weapon-choices obvious barriers of mobility by familiarizing one’s self with the center point of the blades. Thus the wielder is able to let force do much of their dirty work. It isn’t uncommon for Crono to simply ‘let go’ of his blade at the right time in a strike only to gather it from its new toppling trajectory a moment later in a violent swing. His staff work is similarly focused on preserving and abusing momentum from strike to strike, remaining fluid, while his hand-to-hand combat is focused around submissions and defensive movements that abuse over-commitments on enemy strikes.
+
'''Divine Abilities''' - Powers granted to Paladins of Kemmessur's Faith, each limited by their spiritual prowess (these all cost mana, just as his spells do, giving him a limited pool of resources).
*''Reversal'' - Under Marcuth's style, a wielder is taught how to confidently release grip of a weapon mid-contention, allowing one to reverse their hold on their weapon. By doing so, a parry can become a reverse-grip slash, a fumble into a sudden thrust, etc. (Special: When Crono succeeds an opposed weapon-based CQC check by 3 or more, a free counter-strike is allowed).
+
*'''Lay on Hands''' - The paladin has the ability to cure wounds in a warm light and touch. Effective only on the living.
 +
*'''Purge Ailment''' - The paladin has the ability to purge magic debuffs and poisons, but cannot intervene on natural disease.
 +
*'''Turn Undead''' - The paladin has the ability to stagger, drive back, or crumble undead (depending on the strength of the creatures and their numbers). Requires his holy symbol.
 +
*'''Bless Water''' - The paladin has the ability to turn water into Holy Water, which stings undead and evil entities like acid, and can slow/counter necrotic/death like effects when consumed. Also very refreshing!
  
 +
'''Divine Spellcasting''' - Spells under Kemmessur's Domains (these all cost mana, just as his divine abilities do, giving him a limited pool of resources).
 +
*'''Endure Elements''' - Protects a touched target, allowing them to exist comfortably in hot or cold environments for several hours. Can be re-cast. Minimal effect at best on elemental attacks. Not too taxing spread across a party, don't spend all your mana casting this on a small army.
 +
*'''Shield Other''' - Absorb half the damage of a chosen target (the target still receives the other half). Enchantment persists until willfully broken. Crono must be in reasonable range of his target (not hanging in the back of combat). If he and his target are both struck by the same AoE, he receives 1.5x the damage.
 +
*'''Daylight''' - 60-ft. radius of bright light, cancels out magical Darkness, causing the area to be filled with natural light. Can be cast upon an object and carried. Creatures that are impacted by sunlight (ex: vampires) act as though struck by mild rays.
 +
*'''Kemmessur's Arrow''' - An arrow of crackling electricity that can be thrown a medium distance, or fired from a bow at its usual range. Can be used as an attack or a beacon. When used to attack, strikes with the strength of a magically imbued arrow as electric/magic instead of physical damage. When fired overhead, it will burst in the sound of thunder and lightning will take the shape of the holy symbol of Kemmessur - either at maximum distance or when striking a ceiling. This symbol will harm nothing, but is bright and obvious, lingering for a couple minutes.
 +
*'''Challenge(Taunt)''' - Choose a target, and challenge them bring the fight to you. Upon a successful rolloff, creatures compelled must meet the challenge, or suffer weakness until the time of conflict is over, or until they choose to meet said challenge. Weakness ends if Crono chooses to retreat, bound to meet the challenge himself. Foes that are compelled by this challenge understand its effects and the consequence of ignoring it. This can influence less powerful minds (i.e, Mooks) to focus their attacks and ire on Crono. Sometimes, more powerful minds (i.e., bosses) may be affected (GM's discretion), but those with a clear focus, goal, or otherwise 'programmed' mindset may be able to resist the urge to attack him, or any others.
 +
*'''Martyr's Bargain''' - Sustain through immense damage and hold it for up to two rounds after as though untouched. Cannot be used twice in succession - if attempted, the former damage immediately triggers. This damage cannot be reduced in any way from outside source, and is not subject to current circumstances. Also, if the damage sustained would be immediately lethal to Crono, he reaches his limit and the spell fails.
 +
*'''Ritual of Retribution's Path''' - Using a piece of or a possession of a target the paladin has previously encountered, the paladin gains a divine insight of the shortest path to their target, at a cost. While they maintain a vague sense of their target, so too does the target maintain a vague sense of the paladin, able to prepare for their coming. While it may be cast, this effect does not cross the boundaries of dimensions, as Crono has no meaningful way to translate 'direction' across such borders, coming into effect only once he and the target are once again on the same dimension. It's possible for this effect to fade with time (GM's discretion), and those with the proper tools may find ways to dispel it.
  
'''''Acrobatic'''''
+
=='''Disciple of Shenhale'''==
+
Outside of his duties as a Paladin, Crono was trained under a master of martial combat in Royalesia, who takes mysteriously few pupils. Its benefits are below.
Nothing shy of a friggin' monkey. Conservation of momentum and outright silly acts of balance are what Crono's all about, supplemented by his martial training in focus. Using pivot points allows him seemingly impossible twists, flips, running-along-bars, flinging himself from one grip on a wall to another, the possibilities are endless!
 
*''Light Footed'' - While many are adapt acrobats, it takes a trained mind to understand how to use it when caught off-guard. Crono knows how to keep proper balance while at the same time giving up his footing, sometimes allowing him to 'ride' heavy assaults (ex: blocked melee assaults from stronger foes) and shockwaves (ex: explosions) where he might otherwise have taken the full force.
 
  
 +
'''Shenhale Reactive Style'''<br>
 +
Crono's teachings for all his melee-combat revolve around pivot points in body and weapon, knowing that a solid parry can be shifted into an active thrust, or an over-extension can be woven into a balanced roll. This general style requires a particular deftness, and becomes particularly unwieldy under effects like magical slows or similar, forcing Crono to fall back to more mundane motions. His weapon(s) of choice like this are two swords, where as he is also versed in staves/pole-arms, and less-versed but manageable in hand-to-hand combat.
  
'''''Emergency Response Officer (Peacekeepers)'''''
+
'''Selective Sensory '''<br>
+
Given that Shenhale's teachings are made to be entirely reactive in combat, strong senses for a pupil are an absolute must. As a result of sensory training, Crono is able to 'focus' and 'ignore' selective senses at any given time. By pushing all else out, he might overhear a bird call that others loses in the wind. By pushing all else out, he might notice the smell of gunpowder on something nearly faded. When individualized like this, they near paragon-human levels, but tend to require a certain focus outside of active combat to pick up such details, and thus are useless in preventing things like ambushes unless he's strictly expecting one. '''Within combat''', by pushing away disrupted senses, Crono has a fair capability of blind-fighting (ignoring he's blind), or ignoring a ringing in his ears from flashbangs (ignoring ow my ears). This leaves him able to react more cleanly, though still at a loss of said senses.<br>
Familiar with most police concepts and equipment, as well as having the basic training required to operate most common firearms after his time as a Knight on an ERO team for the Peacekeepers. He is more talented with the use of pistols than anything, including making non-distracted use of them in tight melee combat.
 
*''Jack-of-Studied-Trades'' - While lacking in many social areas, Crono's sheer tenacity at keeping up on studies, martial practice, and officer duties has lead him to have an almost jack-of-all-trades set of knowledge. Being an ERO officer has given him generalized understanding of law, investigations, field-based medical practice, raising commands to a group of officers on a moment's instinct, and even stealthy entering for police-busts.
 
 
 
 
 
'''''Focused Senses'''''
 
 
 
From his martial studies, Crono was taught to read and rely on his physical senses heavily - even to the point of being able to focus in on one or pushing out another when too distracting.
 
*''Pointed Focus'' - When making a purposeful sensory check (eyeing the horizon, eavesdropping, etc), Crono's alertness is boosted to a +4 instead of +3. Surprised-checks (ambush, etc) remain at their usual +3.
 
*''Undisturbed'' - Due to his ability to push distracting senses away, Crono is less troubled in attacks that rely on disorientation (ex: Flashbang grenades). While still losing the denied senses, he's quickly able to adjust to his others in the pinch.
 
  
 
= Powers & Merits =
 
= Powers & Merits =
 +
=='''Chosen of Kemmessur'''==
 +
For personifying his deity's beliefs, Crono has become Kemmessur's chosen, and receives a handful of additional benefits.
  
'''''Hardened Blood'''''
+
'''Marks'''
 
+
Crono may enable one of two marks on a single individual as a free action once per combat. If he wishes to change the mark or target before combat ends, he must do so as a full round action, and the prior mark fades.
As per any fighter within the Militant Academy’s of Malaith, Crono was given the opportunity to become injected with a questionably unsafe concoction. The concoction itself, a mix of microscopic metallic shavings bound to benign bacteria that would serve as a transporting agent throughout the body. Given time to mature, the bacteria fuses with the blood, creating an effect that ‘hardens’ the blood when the muscles are flexed in certain fashion. This allows for an effect resembling synthetic muscles, in defense. By hardening the blood in the right motions, a stance becomes that much stronger without the limitations of a truly bulky body. When hes dug properly in his stance, Crono might as well be a steel pillar rising from the ground. This is not, however, a substitute for good ol’ fashion muscle in most offensive cases (he can only hold, not exert).
+
*'''Mark of Courage''' - Crono's ally is bolstered against the effects of fear and discouragement, be it magical, or simply the effect of seeing something overwhelming.
 
+
*'''Mark of Determination''' - Crono's ally is bolstered against the wears of combat. Pain is less deterring (to an extent), and allies receive a minimal healing over time to keep up with minor scuffles in sustained combat.<br>
'''''Natural Learner'''''
+
<br>
 
+
'''Reach of Enablement''' - Crono selects one ally, and suffuses himself upon said ally. This transference converts into the target's primary source of power, be it mana, chi, chakra, or just plain stamina, bolstering their usual strength of attacks. Crono must maintain focus upon his ally for as long as he wishes to empower them.<br>
Social or not, Crono loves to learn, and is naturally adapt at applying common sense to anything that he can treat as a physical problem. He's exceptionally quick at understanding new ideas, picking up new technology, or anything he can properly study.
+
'''Higher Gaze''' - By being touched as a chosen, Crono gains a view of more aetherial forces around him. He can sense magic (magic over there, this sword is magic), but he has far more difficulty discerning its nature than a practiced magi. It is also from this that he can see ghosts ([Medium]).<br>
 +
<br>
  
 
+
'''Danger Sense - Divine Warning(3):''' A divine flash warns Crono. A successful Alertness roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens...<br>
'''Lightning Calculator (1):''' You have a natural affinity for numbers. +1 bonus when relevant.
+
'''Graceful (2):''' You are extremely agile and delicate in your movements. +1 Bonus on all Athletics rolls.<br>
 
+
'''Medium (2):''' As a paladin respecting life, Crono is in touch with life and afterlife. He has the ability to see and interact with ghosts. Sometimes, the Restless may seek him out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.<br>
'''Catlike Balance (2):''' Difficulties for balance-related Athletics rolls are at -1.
+
'''Soothing Voice (2):''' Crono has a soft voice for a soft boy, at heart, and was raised among well-to-do. When using your voice (speeches, singing, poetry), you get a +2 Bonus on Social rolls. When making casual conversation, +1 Bonus.<br>
  
 
= Unique Items =
 
= Unique Items =
'''''Microfiber Boots and Gloves'''''
+
'''[http://gubaba.org/mi2/wiki/images/c/c3/Lightbringer.png The Shining Rays of Hope, the Heavenly Blade That Soars to the Moon, the Flame that swallows Darkness - Crono Arinborn's Lightbringer, the Rise of the Sun (link)]'''<br>
 
+
A Great Weapon, forged in the power of Nexus' leylines. It's biggest set-apart of other Weapons is that it seems to have become regarded as an artifact to Kemmessur, and allows Crono a particular connection to his deity's energy. The wielder is able to encompass the blade of Lightbringer in a golden-hued, vigorously pulsing flame, which adds fire and holy damage to his assaults. This flame can be extended and used in several varieties listed below.<br>
These allow resistance to vertical surfaces without the true restriction of adhesion. An average user may scale walls with both boots and gloves at roughly the speed one would expect of a cliff side with proper grips, and boots alone allow for impressive cling-and release wall acrobatics. Built into his Peacekeeper uniform.
 
 
 
'''''Born Industries All-Tool'''''
 
 
 
A modified version of the popular Born Industries compact model, it much resembles a Swiss Army knife with a diverse set of tools one could need on the fly. These devices include - a spot welder, wire cutters, small reel of copper wire, small jaws-of-life opener, knife, adjustable-head screwdriver, and a lock pick.
 
 
 
'''''Long Fall Boots'''''
 
 
 
Created in response to losing many of his usual possessions, Crono has designed spring-and-support based boots which, when activated, allow him to spring-jump higher than a normal human (about the height of a one-story building), and land safely from increased impact of even higher (about five stories or so before the impact becomes potentially damaging). This functionality is allowed by use of high-tension springs and retractable knee-to-ankle supports that trigger on certain motions of the user. Nothing of these boots looks out of the ordinary until either is triggered. The sole of the boots may also be combined with Microfiber Boots above.
 
 
 
'''''Collapsible Unobtainium Staff'''''
 
 
 
Another work created in response to losing his prior possessions, Crono has designed a simple but well-crafted spring-expanding staff. A support built into the staff's frame, recycled from material from his swords, makes the staff itself exceptionally sturdy and nearly impossible to cut through in brief combat. Despite the spring-expanding nature, the staff actually remains expanded due to locking it in place - allowing the spring itself to be weak and collapsible again quickly with basic pressure when unlocked. Able to fit neatly on his belt when collapsed.
 
 
 
'''''Translation Bracelet'''''
 
  
Provided by the Mage Guild of Ylisstol, this bracelet allows Crono to speak and write other languages than his own. It is magical in nature.
+
==Holy Flame Shaping==
 +
*'''Heavenly Wave''' - With focus and the sweep of a sword, the flame on the blade arcs out in a cleaving projectile. On connection, it washes the target in holy flames while impacting forcefully. Can be created roughly the height of a person in a normal sweep, but with extended focus and time, can be made larger.
 +
*'''Fiery Ward''' - Rather than firing a projectile out of the flames, the flames can spill over an area in place with a slash, serving as a ward against oncoming attacks. Quite effective against magic, pushing back in astral force, less effective against physical objects (as though the objects just run into a wall of flame).
  
'''''Aerich Arylle Longswords'''''
+
==Light of Hope==
 
+
The pinnacle of connection between Crono, Kemmessur, and Lightbringer, a light of hope engulfs Crono, giving him variably enhanced strength, speed, stamina, and magic across the board. The key word is variably. In granting this purest connection, the effect follows the purest rules. While Crono may always summon the light provided he has the strength, Kemmessur's power is meant to answer situations that are hopeless - not those poorly handled or ambitious. As a result, Crono has the potential to meet dramatic circumstances, but is weighed in against the strength of his allies around him, the strength of his foes before him, and the aggression by which he has pushed the assault. The power to aid those that need it, and the possibility to fall to overconfidence. While he needn't always hold Lightbringer to maintain this, he must at least have it on his person to bring it forth initially. The intensity of his appearance may change based on the severity, though ultimately, the Light of Hope is limited by Lightbringer's ability to channel Kemmessur's energies, capping him at a certain point of strength (not a SSJ).
A pair of non-magical but well crafted longswords, taken by Crono from Chill Point.
 
 
 
'''''Elven Garb'''''
 
 
 
Two pairs of fancy elven garb.
 
 
 
'''''Ylisstol Violin'''''
 
 
 
A white-coated, well crafted instrument made in Ylisstol.
 
 
 
'''''Dragon Gold'''''
 
 
 
77.5 dragon gold
 
  
 
= Items Of Note =
 
= Items Of Note =
 
+
'''Mithril Chain Shirt (see character picture)'''<br>
'''''Mementos of Home'''''
+
A durable, impossibly light chain shirt, prioritized on remaining light and loose than constricting in any way.<br>
 
+
'''[http://gubaba.org/mi2/wiki/images/6/6f/Symbol_of_hope.jpg Holy Symbol of Kemmessur (link)]'''<br>
Crono possesses a number of technological items from home that are far beyond what the current realm would consider normal. These will need deconstructing, but give Crono access to a limited supply of recycled materials for simpler works.
+
A thin chain of darksteel with the silver emblem carved out from it - the symbol of Kemmessur, God who champions Lost Causes. Without this, Crono has no focus through which to '''Turn Undead'''. The symbol has several meanings - half a bird with wings expanded, showing the freedom of man. Half a shield, to defend those who find their hope lost. Half a helmet with gazing eye, showing the resolve of men ready to stand for the right cause. Each half, for even with wings, shield, and armor, it is the heart that pushes the man forward - Kemmessur can offer the tools, man must offer the heart to make the image complete.<br>
 
+
'''[http://gubaba.org/mi2/wiki/images/c/c7/Darkwood_bow.jpg Darkwood Bow (link)]'''<br>
'''''Peacekeeper Uniform'''''
+
A sleek and small bow for quick shots. Very sturdy thanks to the material, while remaining light. Doesn't have the longest of range.<br>
 
+
<br>
An almost elaborate looking white-and-blue leather attire that marks his status as a police officer on his home, this uniform holds much sentimental value to Crono, but also has been personally fitted for comfort during combat.
+
*Eternal Flower - A single red rose that never wilts, which smells like cheeseburgers. Given to him by the ghost of the inn as a proof of her power.
 
+
*Popular Culture - A set of items borrowed from Seiya Sumeragi to familiar with modern pop culture. The intent is to learn enough to understand the Pillar Men's references, allowing him to fight at their level. Includes movies, music, and novels.
'''''Mother's Necklace'''''
+
*Flip Lighter - A lighter taken from Zebra in The End after the boy's involvements with Pergolesi activities. The token allows Crono the Rites of Retribution, should the boy ever find himself on the wrong path again. For the children.
 
+
*Fractured Mask - Pieces of a mask taken from Asher after his temporary defeat in Mission 264, for use in the Rites of Retribution should his activities arise again.
Entrusted to him by his father, this is a silver chain and decorated silver pendant that once belonged to Crono's mother. Though carefully tucked away, Crono is rarely without this. This may be mistaken for a Holy Symbol by those of assuming nature.
 
  
 
= Weaknesses & Flaws =
 
= Weaknesses & Flaws =
'''''Weakened Heart'''''
+
'''Otherworldy Taint - Chosen (2):''' Crono's bond to his god is obvious to many creatures sensitive. To magic senses, his aura shines, and to other creatures, his faith glows. Those wary of the pious may judge him well before hearing his words, and those who wish to consume a true touch of divinity may find him quite the tasty target.<br>
 
+
'''Phobia - Airships (1):''' It's not the skies, no. Crono loves a good wyvern or gryphon. But who could ever trust a chunk of metal to sail through the winds? Any air born vessel gives Crono a distinct shiver, giving him -1 to rolls while on board in motion.<br>
Crono suffers from the very same trouble that took his mother at an early age - a rare condition that gives him a frail heart. Measuring his own limits is crucial to his long-term well being, and in moments of particular duress, his heart can lose control of its sense of urgency, causing his adrenaline to pump long after its needed, often outright crippling him.
+
'''Dark Secret(1):''' Crono inherited Lightbringer by way of his father's murder, and worse, his old Order believes him to be the culprit. This is a secret he holds with shame, as they were circumstances he fled from.
 
+
<br>
 
+
'''Divine Infraction (Weakness):''' Being a paladin is not always the easiest road. Men are made to love and care, shaped by the experiences around them. Biased. Kemmessur is a particular deity, and while his faith blurs between the lines of lawful at times, there are more subtle decisions which may impact a paladin of Kemmessur. Crono may be judged and lose his paladin potentials should he ever kill out of hate, or dismiss innocence out of focus of another. GM's discretion to challenge when this may arise. To regain his standing, Crono must go on a quest of atonement (I will always have one prepared for players, in case GMs don't want to be hassled with running this).<br>
'''''Malaithian'''''
+
'''Struggles of the Heart(Weakness):''' Crono was born into a genetic defect from his mother's side that, at times, causes heart palpitations under considerable duress. As an adventurer, Crono has learned to calm himself through most emotions, but at times becomes overwhelmed by circumstances, becoming physically crippled in the process. Oddly, due to this being a state of subtle emotions, this tends to manifest more as a habit over time outside of combat than one in the throbs of adrenaline.
 
 
Hey Crono - I'm not sure that's the local language here. Hope you figure something out fast! The language of Crono's home is much closer to the elven tongue of certain worlds (GM's discretion for when this is relevant. Attempting to translate elven tongue between styles may also cause him to sound broken to them).
 
 
 
 
 
'''Mistaken Identity (1):''' Who is that strange blond haired swordsman?
 
 
 
'''Nightmares (1):''' Crono is often plagued by nightmares when in restless state, often unable to convince himself to relax when continued duties away the next morning. A particularly bad night may cause you to have a -1 penalty on all rolls.
 
 
 
'''Compulsion - Fix all the TVs (1):''' Crono has a hard time keeping personal balance, and trusting certain responsibilities to others. You might need to roll (Diff 6) to resist this, or become insistent that he can handle it.
 
 
 
'''Inferiority Complex (1):''' No matter what you do, by your standards, it's just not good enough. In situations requiring you to take charge and strut your stuff, any roll you make is at -1 Penalty.
 
 
 
= Gallery =
 
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= NPC(s) to go with char =
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Kemmessur to be detailed
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==Gallery==
! Ready!
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<gallery>
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File:Crono_tea.jpg|Crono enjoying a giant adventure novel.
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[[Category:Characters]] [[Category: Crono's Characters]]
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[[Category:Characters]]
 

Latest revision as of 07:03, 10 February 2016

Crono Arinborn
1321399776 l.jpg
A.K.A. Chosen of Kemmessur
Age 22
Voice Actor Nakamura, Yuuichi
Relatives Chronus and Emilia Arinborn (deceased)
Series Nexus(Original)
Player Crono
  • Name: Crono Arinborn
  • Age: 22
  • Sex: Male
  • Birthday: May 15th
  • Parents: Chronus and Emilia Arinborn
    • Place of Birth: Royalesia(Nexus)
    • Nationality: Royalesian
    • Specialty: Swordplay, Divine magic (Paladin)
    • Hobbies: Swordplay, Music, Adventure Books, ballroom dancing
    • Likes: Enabling others, A Good Challenge
    • Dislikes: Abuse of innocence, 'Hopeless' situations
    • Favorite Food: Beef stew
    • Least Favorite Food: Anything spicy
    • Favorite Music: Classical
    • Favorite Sport: Fencing
    • Most Valuable Possessions: Lightbringer (Great Weapon), Holy Symbol of Kemmessur
    • Level of Education: Paladin's Order (Reading, basic math, law and politics)
    • Seiyuu/Voice Actor: Nakamura, Yuuichi
  • Physical Stats
    • Height: 5'11"
    • Weight: 180 lbs
    • Eyes: Sharp Blue
    • Hair: Ruffled, Blond
    • Special: Blade-given scar down his backside

Appearance

A healthy, honed figure that appears more agile than bulky. Tends to have soft, unconcerned expressions. Hair is well trimmed but left free and ruffled.

Personality

Crono is a driven, confident youth with the prowess to back it up. He often enjoys a good challenge, and is not afraid to put a strong foot forward to overcome anything. Contradicting this, however, he rarely acts for the sake of the limelight, preferring that his actions enable others when feasible. This follows from his pious beliefs, worshiping a deity whose domain is based around 'Hope', enjoying nothing more than granting hope to others in situations that are bleak, even those mundane.

Background

Crono was born Royalesian, to Chronus Arinborn, one of the High Templars of Kemmessur. Crono followed closely in his father's footsteps in this regard, becoming a Knight of the Never-ending Stride, until a dispute over the arrival of Sirus Irons and his collection of Great Weapons caused a rift between the pair. Circumstances boiling from that lead Crono to a swift departure from the order, but not his faith. Since then, he has been a wandering beacon of Hope for those he's come across.

Skills

Physical Skills:

  • Alertness: 4
  • Athletics: 5 (+6 Graceful)
  • Stealth: 2

Social Skills:

  • Subterfuge: 1
  • Streetwise: 2
  • Intimidation: 3
  • Leadership: 4
  • Expression: 3
  • Etiquette: 3
  • Performance: Violin: 4
  • Performance: Singing: 2 (+4 w/ Soothing Voice)
  • Performance: Juggling, Pen Tricks: 4

Mental Skills:

  • Computers: 0
  • Investigation: 2
  • Medicine: 2
  • Law: 3
  • Occult: 4
  • Politics: 3
  • Science: 1
  • Technology: 1

Other Skills:

  • Driving: 0
  • Survival: 2
  • Empathy: 3
  • Animal Ken: 2

Special Abilities

Paladin of Kemmessur

Crono was brought up as a knight in the Order of the Never-ending Stride, in worship of Kemmessur. Kemmessur is a deity who, above all else, defies the idea of 'hopeless' situations. His paladins seek to protect those who cannot protect themselves, especially when concerning their abuse or unfair treatment of higher authority. Kemmessur's worshippers believing in inspiring those around them - not to the paladin, but invoking a belief in themselves. Crono's personal training from this come below.

Divine Abilities - Powers granted to Paladins of Kemmessur's Faith, each limited by their spiritual prowess (these all cost mana, just as his spells do, giving him a limited pool of resources).

  • Lay on Hands - The paladin has the ability to cure wounds in a warm light and touch. Effective only on the living.
  • Purge Ailment - The paladin has the ability to purge magic debuffs and poisons, but cannot intervene on natural disease.
  • Turn Undead - The paladin has the ability to stagger, drive back, or crumble undead (depending on the strength of the creatures and their numbers). Requires his holy symbol.
  • Bless Water - The paladin has the ability to turn water into Holy Water, which stings undead and evil entities like acid, and can slow/counter necrotic/death like effects when consumed. Also very refreshing!

Divine Spellcasting - Spells under Kemmessur's Domains (these all cost mana, just as his divine abilities do, giving him a limited pool of resources).

  • Endure Elements - Protects a touched target, allowing them to exist comfortably in hot or cold environments for several hours. Can be re-cast. Minimal effect at best on elemental attacks. Not too taxing spread across a party, don't spend all your mana casting this on a small army.
  • Shield Other - Absorb half the damage of a chosen target (the target still receives the other half). Enchantment persists until willfully broken. Crono must be in reasonable range of his target (not hanging in the back of combat). If he and his target are both struck by the same AoE, he receives 1.5x the damage.
  • Daylight - 60-ft. radius of bright light, cancels out magical Darkness, causing the area to be filled with natural light. Can be cast upon an object and carried. Creatures that are impacted by sunlight (ex: vampires) act as though struck by mild rays.
  • Kemmessur's Arrow - An arrow of crackling electricity that can be thrown a medium distance, or fired from a bow at its usual range. Can be used as an attack or a beacon. When used to attack, strikes with the strength of a magically imbued arrow as electric/magic instead of physical damage. When fired overhead, it will burst in the sound of thunder and lightning will take the shape of the holy symbol of Kemmessur - either at maximum distance or when striking a ceiling. This symbol will harm nothing, but is bright and obvious, lingering for a couple minutes.
  • Challenge(Taunt) - Choose a target, and challenge them bring the fight to you. Upon a successful rolloff, creatures compelled must meet the challenge, or suffer weakness until the time of conflict is over, or until they choose to meet said challenge. Weakness ends if Crono chooses to retreat, bound to meet the challenge himself. Foes that are compelled by this challenge understand its effects and the consequence of ignoring it. This can influence less powerful minds (i.e, Mooks) to focus their attacks and ire on Crono. Sometimes, more powerful minds (i.e., bosses) may be affected (GM's discretion), but those with a clear focus, goal, or otherwise 'programmed' mindset may be able to resist the urge to attack him, or any others.
  • Martyr's Bargain - Sustain through immense damage and hold it for up to two rounds after as though untouched. Cannot be used twice in succession - if attempted, the former damage immediately triggers. This damage cannot be reduced in any way from outside source, and is not subject to current circumstances. Also, if the damage sustained would be immediately lethal to Crono, he reaches his limit and the spell fails.
  • Ritual of Retribution's Path - Using a piece of or a possession of a target the paladin has previously encountered, the paladin gains a divine insight of the shortest path to their target, at a cost. While they maintain a vague sense of their target, so too does the target maintain a vague sense of the paladin, able to prepare for their coming. While it may be cast, this effect does not cross the boundaries of dimensions, as Crono has no meaningful way to translate 'direction' across such borders, coming into effect only once he and the target are once again on the same dimension. It's possible for this effect to fade with time (GM's discretion), and those with the proper tools may find ways to dispel it.

Disciple of Shenhale

Outside of his duties as a Paladin, Crono was trained under a master of martial combat in Royalesia, who takes mysteriously few pupils. Its benefits are below.

Shenhale Reactive Style
Crono's teachings for all his melee-combat revolve around pivot points in body and weapon, knowing that a solid parry can be shifted into an active thrust, or an over-extension can be woven into a balanced roll. This general style requires a particular deftness, and becomes particularly unwieldy under effects like magical slows or similar, forcing Crono to fall back to more mundane motions. His weapon(s) of choice like this are two swords, where as he is also versed in staves/pole-arms, and less-versed but manageable in hand-to-hand combat.

Selective Sensory
Given that Shenhale's teachings are made to be entirely reactive in combat, strong senses for a pupil are an absolute must. As a result of sensory training, Crono is able to 'focus' and 'ignore' selective senses at any given time. By pushing all else out, he might overhear a bird call that others loses in the wind. By pushing all else out, he might notice the smell of gunpowder on something nearly faded. When individualized like this, they near paragon-human levels, but tend to require a certain focus outside of active combat to pick up such details, and thus are useless in preventing things like ambushes unless he's strictly expecting one. Within combat, by pushing away disrupted senses, Crono has a fair capability of blind-fighting (ignoring he's blind), or ignoring a ringing in his ears from flashbangs (ignoring ow my ears). This leaves him able to react more cleanly, though still at a loss of said senses.

Powers & Merits

Chosen of Kemmessur

For personifying his deity's beliefs, Crono has become Kemmessur's chosen, and receives a handful of additional benefits.

Marks Crono may enable one of two marks on a single individual as a free action once per combat. If he wishes to change the mark or target before combat ends, he must do so as a full round action, and the prior mark fades.

  • Mark of Courage - Crono's ally is bolstered against the effects of fear and discouragement, be it magical, or simply the effect of seeing something overwhelming.
  • Mark of Determination - Crono's ally is bolstered against the wears of combat. Pain is less deterring (to an extent), and allies receive a minimal healing over time to keep up with minor scuffles in sustained combat.


Reach of Enablement - Crono selects one ally, and suffuses himself upon said ally. This transference converts into the target's primary source of power, be it mana, chi, chakra, or just plain stamina, bolstering their usual strength of attacks. Crono must maintain focus upon his ally for as long as he wishes to empower them.
Higher Gaze - By being touched as a chosen, Crono gains a view of more aetherial forces around him. He can sense magic (magic over there, this sword is magic), but he has far more difficulty discerning its nature than a practiced magi. It is also from this that he can see ghosts ([Medium]).

Danger Sense - Divine Warning(3): A divine flash warns Crono. A successful Alertness roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens...
Graceful (2): You are extremely agile and delicate in your movements. +1 Bonus on all Athletics rolls.
Medium (2): As a paladin respecting life, Crono is in touch with life and afterlife. He has the ability to see and interact with ghosts. Sometimes, the Restless may seek him out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.
Soothing Voice (2): Crono has a soft voice for a soft boy, at heart, and was raised among well-to-do. When using your voice (speeches, singing, poetry), you get a +2 Bonus on Social rolls. When making casual conversation, +1 Bonus.

Unique Items

The Shining Rays of Hope, the Heavenly Blade That Soars to the Moon, the Flame that swallows Darkness - Crono Arinborn's Lightbringer, the Rise of the Sun (link)
A Great Weapon, forged in the power of Nexus' leylines. It's biggest set-apart of other Weapons is that it seems to have become regarded as an artifact to Kemmessur, and allows Crono a particular connection to his deity's energy. The wielder is able to encompass the blade of Lightbringer in a golden-hued, vigorously pulsing flame, which adds fire and holy damage to his assaults. This flame can be extended and used in several varieties listed below.

Holy Flame Shaping

  • Heavenly Wave - With focus and the sweep of a sword, the flame on the blade arcs out in a cleaving projectile. On connection, it washes the target in holy flames while impacting forcefully. Can be created roughly the height of a person in a normal sweep, but with extended focus and time, can be made larger.
  • Fiery Ward - Rather than firing a projectile out of the flames, the flames can spill over an area in place with a slash, serving as a ward against oncoming attacks. Quite effective against magic, pushing back in astral force, less effective against physical objects (as though the objects just run into a wall of flame).

Light of Hope

The pinnacle of connection between Crono, Kemmessur, and Lightbringer, a light of hope engulfs Crono, giving him variably enhanced strength, speed, stamina, and magic across the board. The key word is variably. In granting this purest connection, the effect follows the purest rules. While Crono may always summon the light provided he has the strength, Kemmessur's power is meant to answer situations that are hopeless - not those poorly handled or ambitious. As a result, Crono has the potential to meet dramatic circumstances, but is weighed in against the strength of his allies around him, the strength of his foes before him, and the aggression by which he has pushed the assault. The power to aid those that need it, and the possibility to fall to overconfidence. While he needn't always hold Lightbringer to maintain this, he must at least have it on his person to bring it forth initially. The intensity of his appearance may change based on the severity, though ultimately, the Light of Hope is limited by Lightbringer's ability to channel Kemmessur's energies, capping him at a certain point of strength (not a SSJ).

Items Of Note

Mithril Chain Shirt (see character picture)
A durable, impossibly light chain shirt, prioritized on remaining light and loose than constricting in any way.
Holy Symbol of Kemmessur (link)
A thin chain of darksteel with the silver emblem carved out from it - the symbol of Kemmessur, God who champions Lost Causes. Without this, Crono has no focus through which to Turn Undead. The symbol has several meanings - half a bird with wings expanded, showing the freedom of man. Half a shield, to defend those who find their hope lost. Half a helmet with gazing eye, showing the resolve of men ready to stand for the right cause. Each half, for even with wings, shield, and armor, it is the heart that pushes the man forward - Kemmessur can offer the tools, man must offer the heart to make the image complete.
Darkwood Bow (link)
A sleek and small bow for quick shots. Very sturdy thanks to the material, while remaining light. Doesn't have the longest of range.

  • Eternal Flower - A single red rose that never wilts, which smells like cheeseburgers. Given to him by the ghost of the inn as a proof of her power.
  • Popular Culture - A set of items borrowed from Seiya Sumeragi to familiar with modern pop culture. The intent is to learn enough to understand the Pillar Men's references, allowing him to fight at their level. Includes movies, music, and novels.
  • Flip Lighter - A lighter taken from Zebra in The End after the boy's involvements with Pergolesi activities. The token allows Crono the Rites of Retribution, should the boy ever find himself on the wrong path again. For the children.
  • Fractured Mask - Pieces of a mask taken from Asher after his temporary defeat in Mission 264, for use in the Rites of Retribution should his activities arise again.

Weaknesses & Flaws

Otherworldy Taint - Chosen (2): Crono's bond to his god is obvious to many creatures sensitive. To magic senses, his aura shines, and to other creatures, his faith glows. Those wary of the pious may judge him well before hearing his words, and those who wish to consume a true touch of divinity may find him quite the tasty target.
Phobia - Airships (1): It's not the skies, no. Crono loves a good wyvern or gryphon. But who could ever trust a chunk of metal to sail through the winds? Any air born vessel gives Crono a distinct shiver, giving him -1 to rolls while on board in motion.
Dark Secret(1): Crono inherited Lightbringer by way of his father's murder, and worse, his old Order believes him to be the culprit. This is a secret he holds with shame, as they were circumstances he fled from.
Divine Infraction (Weakness): Being a paladin is not always the easiest road. Men are made to love and care, shaped by the experiences around them. Biased. Kemmessur is a particular deity, and while his faith blurs between the lines of lawful at times, there are more subtle decisions which may impact a paladin of Kemmessur. Crono may be judged and lose his paladin potentials should he ever kill out of hate, or dismiss innocence out of focus of another. GM's discretion to challenge when this may arise. To regain his standing, Crono must go on a quest of atonement (I will always have one prepared for players, in case GMs don't want to be hassled with running this).
Struggles of the Heart(Weakness): Crono was born into a genetic defect from his mother's side that, at times, causes heart palpitations under considerable duress. As an adventurer, Crono has learned to calm himself through most emotions, but at times becomes overwhelmed by circumstances, becoming physically crippled in the process. Oddly, due to this being a state of subtle emotions, this tends to manifest more as a habit over time outside of combat than one in the throbs of adrenaline.

NPC(s) to go with char

Kemmessur to be detailed

Gallery