Crono Arinborn

From MI2wiki
Revision as of 01:08, 10 November 2015 by Crono (talk | contribs)
Jump to: navigation, search
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: Royalsia (Nexus)
    • Nationality: Royalsian
    • 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 (+5 when eligible for 'Selective Sensory')
  • 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: 1
  • 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 trainings from this come below.

Divine Abilities - Powers granted to Paladins of Kemmessur's Faith, each limited by their spiritual prowess.

  • 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).
  • Bless Water - The paladin has the ability to turn water into Holy Water, which stings undead and evil entities like acid. Otherwise, very refreshing!

Divine Spellcasting - Spells under Kemmessur's Domains

  • 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.
  • Divine Favor - Spend a round in calling for aid under Kemmessur's watch. His or his target's next attack (choose one) is blessed with added divine guidance in insight for striking true to mark, and can only be mitigated, not avoided, assuming some reasonable chance of success prior (hitting a dodgy ninja vs trying to snipe a fly with a pistol from 50 yards away).
  • Shield Other - Take half the damage of a chosen target. Persists until willfully broken.
  • 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.
  • 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. 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.
  • Martyr's Bargain - Sustain any amount of damage and hold it for up to three 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.
  • Mark of Justice - Mark a target through divine contract that binds them to an agreement. If this agreement is broken, the mark will glow and the subject will suffer a penalty to their highest stat (strength, agility, wisdom etc) and have a small chance of being staggered (10%) in any given round of combat until the curse upon them is either purged by strong magic, or amends have been made on the prior agreement. Has a several minute cast time that involves constant contact with the subject, and thus can only be realistically cast upon one either willing or restrained. (Minor geas which can be purged by strong enough dispels, fine dropping this one pending concerns).
  • Ritual of Retribution - 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 on once again on the same dimension.

Disciple of Shenhale

Outside of his duties as a Paladin, Crono was trained under a master of martial combat in Royalsia, 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.

  • Effect: +1 Awareness on player-asked 'Awareness' checks outside of combat.
  • Effect: -2 DC on rolls involving chaos around sensory disruption in combat.

(Let me know if this is too specific, happy to just describe it in fluff and pull off mechanics from it).

Powers & Merits

Chosen of Kemmessur

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

Auras

Crono may enable one of three varying auras at a time. Meant to be sustained over a regular combat, but, becomes taxing over longer battles (fields of war, back-to-back encounters).

  • Aura of Courage - Crono and allies within range are bolstered against the effects of fear and discouragement, be it magical, or simply the effect of seeing something overwhelming. +1 to all rolls against Fear or other Loss Of Hope.
  • Aura of Determination - Crono and his allies are 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.
  • Aura 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 becomes less effective while enabling another, but such is the act of giving confidence in others.

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.

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 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.

Items Of Note

Mithril Chain Shirt A durable, impossibly light chain shirt, prioritized on remaining light and loose than constricting in any way. 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.

Weaknesses & Flaws

Flaws can go here. Balance is key! Text goes here

NPC(s) to go with char

Text goes here