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Darkblade 10 | Fury 10 | Arcanist 1 | Guardian 3 | He/Him/His
Identity: Emo-Himbo Dark Knight
Theme: Justice
Origin: Kastria
Dexterity: d6
Insight: d6
Might: d12
Willpower: d10
HP: 87/99
MP: 79/79
IP: 3/6
Defense: 13
Magic Defense: 9
Initiative Modifier: -3
Fabula points: 1
Heartbreaker - Heirloom Waraxe - ACC: [MIG+MIG]+1, DAM: HR+18+5+(10 if in crisis) physical, “Hammerspace” storage ability
Voidheart Plate - Heirloom Runic Plate DEF: 11, MD: +1, Immune to Shaken
Bezoar Amulet (Immune to Poison status)
Runic Shield (+2 Def / +2 MD)
Cinder - Terrestrial Transport (200z), Shadowfyre Equus - a magical horse (non-combat) made of black flame (non-damaging, just super cool)
Zenit: 870
Heart of Darkness - Once/scene on entering crisis, choose a creature that you don't have a bond towards. Create a bond of Hatred towards that creature.
“You! You're the reason for my pain!”
Agony 5 - After you deal damage to one or more creatures, if you have a Bond towards at least one of those creatures, you may recover 10 Hit Points and 10 Mind Points.
“Justice! Justice will keep me going… forever!”
Shadow Strike 3: Action: roll Might, lose that much HP. If not downed, you may perform a free attack dealing extra damage equal to SL+# rolled as Dark (can't be changed)
“EXPERIENCE THE PAIN OF MY LOSS!”
Dark Blood - As long as you are in CRISIS, you have Resistance to Dark and Poison damage.
“Your darkness cannot overwhelm mine!”
Indomitable Spirit 4 - When you spend one or more Fabula Points, choose one: you recover [SLx5] Hit Points or [SLx5] Mind Points or recover from a single status effect of your choice.
“My pain hasn't stopped me, what makes you think you can?!”
Withstand (1) - When you perform the Guard action, if you choose not to provide cover to another creature, you recover Hit Points equal to [SL, multiplied by the highest strength
among your Bonds] and choose Might or Willpower: you treat the chosen Attribute as being one die size higher (up to a maximum of d12) until the end of your next turn.
“I… will…not… fall!”
Adrenaline (5) - As long as you are in Crisis, you deal 10 extra damage (be it with attacks, spells, Arcana, items or any other method).
“Pain is what powers me now!”
Monkey Grip - Equip Heavy weapons in one hand
Protect - When another creature is threatened by an attack, spell or other danger, you may take their place (any Checks that are part of the danger will be performed against you; you may declare the use of this Skill before or after the Checks have been made). If the danger already affected you, it affects you twice (resolve both instances separately); you also cannot protect multiple creatures from the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.
Bind & Summon - You may use an action and spend 40 Mind Points to summon an Arcanum you have bound.
Powerful Strikes - +5 Damage
Defensive Mastery (2) All damage you suffer is reduced by 2
Nuvonia (Hatred/Distrust)
Fynn (Affection/Loyalty)
Janjagre (Affection)
Mackelless (Admiration)
Justys (Hatred)
Baby (Hatred)
Arkyn was a young member of the Kastrian Order of Dawn, an honorable order of knights created to serve not the nobility, but all Kastrian citizens. While serving as a squire under Knight Illustria, Arkyn met and fell in love with Justys, another new squire.
Arkyn and Justys were eventually Knighted. Soon after, Nuvonia attacked and defeated Kastria in the “Two Day War”. A big part of their success was the betrayal by a small group of Dawn Knights, including Justys, which caused the destruction of the ancestral hall of the Dawn Knights, the Dawnhold, and every knight within. Arkyn was not present in the Dawnhold during its destruction (he was compassionately helping Fynn in an unrevealed story bit) but arrived shortly thereafter and somehow became the wielder of Heartbreaker – a fallen/angry version of the Dawn Knight's artifact weapon.
Filled with the power of his fallen order, Arkyn attacked the Nuvonians in a rage. He took many out and caused Justys (and her cronies/boss?) to flee but he was eventually overwhelmed. Held for execution, he was freed by his old friend Fynn who snuck him onto their skyship and fled Kastria.
At one point during his days as a squire, Arkyn met the Pirate Queen Red Marg, and learned that while they were a pirate they had an honor of their own sorts, and actually understood “justice”. This encounter helped keep him from a one-note idea of how justice works and while he will never truly sully his own sense of honor, Arkyn understands that not everyone needs to be a shining beacon of virtue to be someone he can work with.
Arkyn is young, stupid but principled, and passionate. He is quick to anger but his principles (and recent depression) keep him in check, though this often results in verbal outbursts while maintaining his cool physically. Knight Illustria spent a lot of time teaching him to be quiet but recent events have undone much (but not all) of that successful training. Arkyn regularly communicates his feelings in battle with “emo” battlecries (See Skills above)