Chroma Knight Qualifications
Knights are chosen based on the following criteria.
- Mental state: The Knight must be mentally capable of carrying out xir task. The character needn't be completely neurotypical, but individuals with psychoses that make xir a danger to xirself or others or multiple systems with an uncooperative or dangerous alternate personality/personhood are right out.
- Physical state: The knight must be physically able to carry out xir task, whatever that task is.
- Ability to cooperate with others: Knights are meant to work as a team. They can have fairly independent personalities, but they must be able to cooperate with others when stuff starts going down. Narcissists and willful chronic lone wolves need not apply.
- Willingness to do the job: Sprites will not choose someone who would refuse to carry out xir task for ideological reasons. There may be hesitant knights, but there are no unwilling knights.
- Proximity to the threat: Sprites will look for those who live close to where the enemy is most active.
Also, knights can lose their powers under the following conditions:
- They become unable to carry out their duties, and there is no indication that they will be able to again anytime in the near future.
- They commit a sufficiently heinous act.
- They willingly relenquish them.
"I've told you before," the tiny lizard said, "using your powers for fun or even profit is one thing, Rick. But using them to steal from someone is unacceptable."
Rick looked at his sprite, which now reverted from its lizard form to a blue light. "It... it won't happen again," he said quickly.
"I already told you, this was your last chance."
The sprite began to hum, and a beam of light emerged from Rick's chest and went into the sprite, where it was absorbed. It was like the day he'd received his powers, only in reverse. Without another word, the sprite flew away and was out of sight in a few seconds.