Profile
PROFILE
NAME: Drakma Draan
AGE: 45
GENDER: He/him (cis male)
HEIGHT: 188 cm / 6ft2
SEXUALITY: Gay
PLACE OF BIRTH: Lumiose Village
CURRENT RESIDENCE: Corviknight castle
STATS
RANK: Knight
ABILITY: Poison point
WEAPON: Rapier
HP: 25
ARMOR TYPE: Corviknight robes (+1 to MIND)
STR: -2
DEX: 3
CHA: 4
MND: 3(4)
REC: -2
PERSONALITY
PERSONALITY: Drakma is a polite, well-kept and somewhat refrained personality who emanates endless patience in both body language and behavior. Getting him to raise his voice is a near impossible endeavor, and he rather treats those who garner his disdain with cold sarcasm and passive-aggression, believing that dry remarks are a more cutting weapon than any sword.
Despite the dry politeness, there’s a certain charm to him, something about his well-maintained front that is all lukewarm chuckles and intelligent turns of words. However, though his personality is inviting, there’s a snake in the garden. Drakma has a tendency to spot the people who benefit him, and then slithers into their lives, making any compromises he deems fitting in order to become their most trusted ally… anyone else who doesn’t benefit him or meet his narrow criteria of respect? Well, he will play nice, but he will always treat them as secondary.
Under the controlled surface Drakma is deeply passionate and, at worst, an incredibly obsessive personality who has a tendency to spiral into long periods of self-neglect, pushing onwards with an endless tunnel vision. Despite his intelligence, Drakma simply cannot see anything outside his goals, and when his careful calculations are made moot, he easily loses his composure and is prone to rash decisions.
for all his shortcomings, Drakma is nothing if not adaptable. While he fears losing control of the given situation, he tends to land on his feet.. and even if he doesn’t, he will limp on with a broken leg…or one leg. Nothing in this world or the one beyond can truly go against his greatest strength - his neverending spite.
LIKES: Sandalwood smell and incense, scribing, glass window paintings, early morning mist
DISLIKES: Cold weather (makes his bones ache), ink on his fingers, explaining things multiple times
HISTORY
Drakma comes from one of the original families that helped run the church of Xerneas around which the village of Lumiose built itself. He and his twin brother, Drohir, were both raised to become priests for the god of life, but Drakma lacked the desire to follow the path of a man of cloth, seeing it restrictive. Of course, the influence of the position could not be denied, but Drakma craved for a more tangible power to wield.
Instead, when the mysterious knight arrived at the village and offered her knowledge to its people, Drakma took his chances and began to train under her, making a great show of giving up the cloth to become a defender of the people. His brother, much to Drakma’s chagrin, also followed the path of knighthood. This led to fierce competition and resentment between the two – they’d never gotten along well, and Drakma saw this as yet another attempt from Drohir to one up him. Still, they both became talented knights in their own regards, some of the first of many.
Drakma’s life changed after an expedition to the Fairy Wilds. It was early in the knight order’s existence and before any voyages to the area were deemed too dangerous to undertake. The expedition undertaken by Drakma and his team of five other knights, including his brother, was one of the leading reasons why the place became forbidden territory – all the other knights, Drakma’s brother, and almost all of Drakma’s pokemon were wiped out by the fairies. Drakma was somehow spared, crawling out of the deceptive meadows delirious from fever and with only one leg to stand on. Some whisper that he left his brother behind and survived only by sacrificing him, but such talk has grown quiet after it became apparent that Drakma didn’t take well to such rumors.
After this, Drakma began to focus more on researching pokemon training rather than active field duty. He began to scribe Technical Manuals (TMs) to document different fighting techniques and started to tutor pupils in the art of sword fighting and pokemon combat, but unlike the official knight instructors, he is far more selective and plays favorites (or, should your parents have the money for it, he’s willing to look past any perceived talent or lack thereof).
Despite the harrowing experience in the Wilds, Drakma has for years harbored an obsession towards the place… and fae pokemon, as well. His current team has been built with the sole purpose of exterminating faeries, and even if he keeps being denied, he keeps making requests for further expeditions… enough to cause gray hairs on poor Alder Montgomery.
AEGEA | GOLURK | DEFENDER | N/A
ABILITY: IRON FIST. Iron Fist causes the power of affected punching moves to increase by 20%.
MOVES
OPHELIA| GOOMY | CHARMER |
ABILITY: GOOEY. When a Pokémon with this Ability is hit by a move that makes contact, the Speed of the attacking Pokémon is decreased by one stage.
MOVES
BION | TOGEKISS | SCOUT |
ABILITY: SUPER LUCK. The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
MOVES
PELAGIUS | SCOLIPEDE | FIGHTER |
ABILITY: POISON POINT. Contact with the Pokémon may poison the attacker.
MOVES
SERAPION | HONEDGE | ROGUE |
ABILITY: NO GUARD. The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
MOVES
POKEMON 6 | SPECIES | CLASS | N/A
ABILITY: describe the effects of the ability
MOVES