You pledged your life to the order- now it's time to fulfill that pledge.
Since you have pledged, you have been occasionally going out and fighting the monsters. But nothing could prepare you for this. The fabrics of our realm have teared- and it's not the usual tear. Something like this hasn't been seen for millions of years, in another realm entirely.
The tear isn't a rip, or even a large hole. No, the fabric of the realm has almost fallen to pieces, leaving only a small part of it left. The Sprites are doing their best to repair it- but it's not enough. It's all up to the Knights now- all up to you to protect the world you call home.
Only you and your fellow Knights can see them- regular humans cannot. Sometimes they can take form as a human, infiltrating important places and causing destruction. They can also appear as strong storms (such as tsunamis, tornadoes, hurricanes, etc.). They often cause car crashes or mysterious disappearances.
The Sprites have been trying their darndest to recruit new Knights. Recruits are starting to pour in from the outside, adding to the number of potential Knights. However, most of these recruits will never become Knights, because they don't have the drive and determination that is such a valued quality in the order. Without the drive, you will never get to be a full Knight. You are one of the few who passed the initial tests, who got to keep their memory of the experience and become one of the Knights. Now it is your job to keep your realm safe.
Since you have pledged, you have been occasionally going out and fighting the monsters. But nothing could prepare you for this. The fabrics of our realm have teared- and it's not the usual tear. Something like this hasn't been seen for millions of years, in another realm entirely.
The tear isn't a rip, or even a large hole. No, the fabric of the realm has almost fallen to pieces, leaving only a small part of it left. The Sprites are doing their best to repair it- but it's not enough. It's all up to the Knights now- all up to you to protect the world you call home.
Only you and your fellow Knights can see them- regular humans cannot. Sometimes they can take form as a human, infiltrating important places and causing destruction. They can also appear as strong storms (such as tsunamis, tornadoes, hurricanes, etc.). They often cause car crashes or mysterious disappearances.
The Sprites have been trying their darndest to recruit new Knights. Recruits are starting to pour in from the outside, adding to the number of potential Knights. However, most of these recruits will never become Knights, because they don't have the drive and determination that is such a valued quality in the order. Without the drive, you will never get to be a full Knight. You are one of the few who passed the initial tests, who got to keep their memory of the experience and become one of the Knights. Now it is your job to keep your realm safe.
Sprites
Sprites initially appear as a ball of colored light about the size of a tennis ball, but they can take the form of any animal that could comfortably stand on the palm of a human hand. Aside from delivering the Chroma Knights their powers and informing them of their mission, the sprites keep watch for suspicious activity and report it back. They can also join the Knights on missions, scouting ahead to provide intel. They try to be helpful, but they may have individual and unique personality quirks.
Examples of creatures small enough includes songbirds, elf owls, butterflies, moths, dragonflies, mice, gerbils, hamsters, jerboas, sugar gliders, bats, turtles, frogs, and lizards.
While it is technically possible for a sprite to take the form of a fantastic creature, such as a small fairy or a miniature dragon, the idea is to blend in. Therefore, it should choose a form that can pass off as a pet or as local wildlife.
Examples of creatures small enough includes songbirds, elf owls, butterflies, moths, dragonflies, mice, gerbils, hamsters, jerboas, sugar gliders, bats, turtles, frogs, and lizards.
While it is technically possible for a sprite to take the form of a fantastic creature, such as a small fairy or a miniature dragon, the idea is to blend in. Therefore, it should choose a form that can pass off as a pet or as local wildlife.
Colors, Classes, and Powers
The color's purpose is to distinguish yourself from other Knights. There's a tattoo on your character's right hand, in the color of their choosing, and in the shape of their class symbol. The classes give different powers to your characters. For example, the Butterfly class gives the power to create illusions. Beow is a list of some sample colors but feel free to use whatever color you want. (except for any form of black or white. super light colors are fine, no gray, black, or white).
Red (#ff0000)(reserved for @PrimalOrigins)
Tangerine (#ff5c00)
Orange (#ff9100)(reserved for @Aeternum)
Gamboge (#ffc000)(reserved for @FallenTrinity)
Yellow (#ffff00)
Lime (#c1ff00)[reserved for @Kyrisse
Chartreuse (#92ff00)
Green (00ff00)
Jade (#00ffb0)
Cyan (#00ffff)
Sky (#00c0ff)
Azure (#006eff)(reserved for @Musaki Hajime)
Cerulean (#003fff)
Blue (#0000ff)
Indigo (#4e00ff)
Violet (#6d00ff)(reserved for @VampireOracle)
Purple (#9d00ff)
Plum (#c000ff)
Magenta (#ff00ff)
Fuschia (#ff0082)(reserved for @canaryrose)
Classes
Asclepian
Asclepians are healers. They tend to heal themselves quickly.
Arrow
Arrows fire small, focused attacks that have a far longer range than most others. They also have enhanced accuracy. Arrows are essentially the snipers of the knights.
Butterfly
The special powers of the Butterfly class are primarily visual. They may have the power to magically disguise themselves or to create diversionary illusions.
Cartesian
They can move objects with their mind, communicate telepathically, see current events going on in other places, or even teleport.
Individual Cartesians may have a limited ability to see other places and excellent teleportation skills, or they may have an excellent ability to see others places and limited teleportation skills, or they may have a mediocre ability to see and teleport. They cannot have excellent abilities to see and teleport.
Hammer
Hammers have enhanced strength and durability. Their special power is a short-ranged, yet powerful energy blast.
Croscope
Croscopes can make objects smaller or larger. The more practice they have at it, the more extensive the effect can be and the longer it can last. A newbie Croscope can make a human about 1/6th his or her original height or enlarge a piece of gravel to the size of a medium-sized watermelon for about five minutes.
Shield
Shields do exactly what their name suggests: create shields that deflect or absorb attacks. This power actually has incredibly diverse applications - they can learn to bounce attacks back, and experienced Shields can even bisect solid objects by creating a shield through them.
Individual Shields may be excellent at reflecting or bisecting, or mediocre at both, but they cannot be excellent at both.
Temporean
The Temporean Class's powers relate to time - they can see into the future, see past events, or even stop, manipulate, or travel through time itself. (Time travel is limited to up to 72 hours into the past or future, and is not a power that new or inexperienced knights have.)
Individual Temporeans may have an excellent ability to travel through time and a poor ability to see through time, or a poor ability to travel through time and an excellent ability to see through it, or a mediocre ability to travel and a mediocre ability to see. They cannot be excellent time-travelers and seers.
Asclepians are healers. They tend to heal themselves quickly.
Arrow
Arrows fire small, focused attacks that have a far longer range than most others. They also have enhanced accuracy. Arrows are essentially the snipers of the knights.
Butterfly
The special powers of the Butterfly class are primarily visual. They may have the power to magically disguise themselves or to create diversionary illusions.
Cartesian
They can move objects with their mind, communicate telepathically, see current events going on in other places, or even teleport.
Individual Cartesians may have a limited ability to see other places and excellent teleportation skills, or they may have an excellent ability to see others places and limited teleportation skills, or they may have a mediocre ability to see and teleport. They cannot have excellent abilities to see and teleport.
Hammer
Hammers have enhanced strength and durability. Their special power is a short-ranged, yet powerful energy blast.
Croscope
Croscopes can make objects smaller or larger. The more practice they have at it, the more extensive the effect can be and the longer it can last. A newbie Croscope can make a human about 1/6th his or her original height or enlarge a piece of gravel to the size of a medium-sized watermelon for about five minutes.
Shield
Shields do exactly what their name suggests: create shields that deflect or absorb attacks. This power actually has incredibly diverse applications - they can learn to bounce attacks back, and experienced Shields can even bisect solid objects by creating a shield through them.
Individual Shields may be excellent at reflecting or bisecting, or mediocre at both, but they cannot be excellent at both.
Temporean
The Temporean Class's powers relate to time - they can see into the future, see past events, or even stop, manipulate, or travel through time itself. (Time travel is limited to up to 72 hours into the past or future, and is not a power that new or inexperienced knights have.)
Individual Temporeans may have an excellent ability to travel through time and a poor ability to see through time, or a poor ability to travel through time and an excellent ability to see through it, or a mediocre ability to travel and a mediocre ability to see. They cannot be excellent time-travelers and seers.
Common Powers
*Basic Energy Shot: Exactly what it sounds like. This would essentially be the pistol to the Arrow's sniper rifle or to the Hammer's battering ram.
*Induce Prosopagnosia: Nobody, except other Chroma Knights, will recognize their faces when suited up, which will generally prevent them from being recognized by humans in most cases. Mind you, they can still be recognized if they're not careful - if someone they know spots them wearing that one-of-a-kind custom pendant, sees that weird-shaped scar they got in a childhood accident, or recognizes unique speech patterns, then they'll start making the connection.
*Unfilmability: Chroma Knights will not photograph or film properly when they're suited up. Pictures or videos will turn out wonky, blurry, or badly-lit no matter what the lighting conditions were or what camera settings were used. However, Chroma Knights shouldn't get cocky and think they can get away with anything - there are other ways to place a person at the scene of a crime.
*Strength/Agility Boost: Chroma Knights have a slight strength and agility boost.
Gear
The gear that Chroma Knights wear are only to be worn during battle. They activate several of the common powers, such as Unfilmability and Induce Prosopagnosia. The gear is in their color (different shades if you'd like) and has their symbol somewhere on it.
Feel free to go all out on this one- plates of armor, Viking outfits, and even (muhahaha) magical girl outfits. You know, if you're into that kind of stuff. Feel free to design your own, find a picture, or use a generator.
Feel free to go all out on this one- plates of armor, Viking outfits, and even (muhahaha) magical girl outfits. You know, if you're into that kind of stuff. Feel free to design your own, find a picture, or use a generator.