- LandidStarter Member
- Joined : 2015-06-20
Posts : 3
Landid Stari [Human, 4-3]
Sat Jun 20, 2015 5:36 pm
» Name: Landid Stari
» Titles: Viscount of Aylen's Peak, Playwright, Whip Master
» Age: 22
» Gender: Male
» Affiliation/Rank: Rogue
» Appearance Description: Landid is a human male who stands roughly 6 ft 2. He has long auburn hair and brown eyes. The beginning of a beard covers his face in stubble. He muscle is well defined due to years of training and fighting. He wears a simple linen shirt covered by chain mail as well as a green cloak and a tabard inscribed with ancient writing. His pants and boots are both made of leather. He often has a grin or smirk or smile on his face making those the most popular expressions he makes.
» Appearance Picture:
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» Personality: Landid values his friends and family and will never betray them, preferring to keep them close. He trys to fit into society best he can and will always keep his word. He is quick witted and captivating and has an uncanny ability to know more than what he should. He uses this to be constantly a step ahead of his foe or to bring them towards his side. He considers his community in his daily life, using his wealth to help those who are less fortunate, and will take actions to aid others in time of crisis even if risky or unprofitable to do so. Overall he believes everyone should be treated fairly and kindly and feels guilt if he performs a wrongdoing. He will actively seek to right his wrongs. He supports his nation and follows the law when it is advantageous to do so, but is willing to break the law to do the right thing. He likes to laugh and is good to have around due to the stories he tells and the entertainment he brings.
» Likes: steak and potatoes, whiskey, helping others, gambling, the arts, and pretty lasses.
» Dislikes: Vampires, demons, snobby nobles/rich people, those who follow fanatical beliefs, those who would limit the rights of or harm others. Oh and did I mention vampires?
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» Background:
At the young age of 7 Landid's father died during war and his mother killed herself soon there after. About a month or so later, the government seized their home and left Landid and his brother on the streets. Even though they live on the streets, there are still odd jobs that need to be done, so Landid works to feed himself and his brother. A few years pass and during a regular delivery some music draws Landid to the local tavern. He enters the bar and listens to the music before the room suddenly erupted with activity.
"A simple lad with exquisite tastes." The man said as he noticed the young boy who remained in the tavern. It was oddly quite since no less then 5 minutes ago the room was livid with noise and drink, but that is what happens when petty thief's attempt to steal a lone travelers purse. A quick pass by, acting as if drunk, the would-be thief bumped into the man and excused himself, then quickly regained his composure and slinked towards the exit. All the heads in the tavern quickly turn as a crack rings out and the thief stumbles to the ground in pain and shock. The man whom the thief tried to rob was standing, holding a long and thin leather cord which then ignited and began to radiate heat. "My purse if you please." he said as he beckoned towards the thief. The thief remained on the floor, not able to comprehend what he is seeing. He snaps to his sense and scrambles out the door, as do most of the patrons who do not want to deal with the guard. Another crack and a second later the purse was in the man's hand without the man taking a single step. "Your eyes, fascination fills them. Would you like to do what I do and know what I know?"
With accepting that offer, Landid began training to be proficient with spoken and written word, various instruments, and a few flashy and exotic weapons such as the falcata, rapier, and whip. His brother found his training to be disdainful and useless, so he left to travel the world. Landid took special interest in the whip even though it may not deal a lot of damage, instead it had a more flashy use. Disarming, tripping, and repositioning enemies sent crowds into uproars of approval and so Landid left his teacher to explore the world. In a land far to the north east during a seemingly normal performance duel a man died. Even though he was armored and whips tend not to be able to break through such, a closer inspection found the armor to have been sundered and his clothes soaked in blood. Landid returned to his home town of Aylens Peak feeling a bit down on his luck. Aylens peak didn't have any arena combat so he tried to create plays, musicals and operas, but even if he created an amazing piece of art the nobility had no funding for the arts for one of common birth, so he played at taverns and gambled to earn enough to live.
After a few months, it was a normal day just like any other day, at least it was until screams started coming from outside. Landid dashed out the door leaving a few coppers on the table for the innkeep. Outside, there was no immediate threat, just a few seemingly unhappy few citizens. "Our children! Taken by men wearing hooded black cloaks in the middle of the night!" one cried out. Some sort of official looking fellow asked the people some questions then called out asking for those who would follow him and save the children to step forward. Naturally, Landid was one of the first, but was soon followed by an oriental looking man, Enko, a girl, Mira, a petite women, Tamamo, a much more voluptuous women, Rin, and a wise man, Ostarian. As they went out into the wilds, the offical looking man introdcued himself as Dispariel, and was here on official business to make sure the records were up to date in the town. Mira happened to be fairly good at tracking, so we did not lose our way once. We then came upon an old castle that had been abandoned since the wife of the lord of the region turned out to be a vampire who tried to bring a reign of death and destruction upon the land. Even in the entrance to the castle loud noises could be heard coming from the floor below. We rushed down and found the riders performing some sort of sacrificial ritual on the children. We quickly slew the riders and Ostarian tried to calm the children down. He only frightened them more because for some reason he only speaks in tongues while engaged in combat and shortly there after. Rin rushed forward and exclaimed, "My brother!" as she clutched one of the children. We quickly left that accursed place after Rin's reunion with her brother. The ride back was uneventful and as we returned, we were hailed as heroes.
A rather wealthy looking man stepped forward from the crowd.
Landid greeted him, "Ah, Lord Gregor Mulsanteeris this your son?"
"Yes he is, and shes also my daughter." as he points over to Rin.
"I must thank you for returning both of them to me safely, now children, come along."
"I'll be along later." Rin replied
"Your mother will be expecting you." The lord said as he walked away with his son.
Later in the tavern the group introduced themselves more formally. Rin happened to not like her family very much, although she would not say why. After a good nights rest, they awoke to a messenger from lord Gregor Mulsanteer requesting them to attend a dinner to celebrate the safe return of his son. At the dinner, Gregor alludes to leading and funding the Lions Maw, a notorious group of scum and scoundrels. After leaving the party, the group decided to investigate the Lions Maw and discover that they are working with the black riders. A week passes uneventfully, at least uneventful until citizens started showing signs of sickness. After trying to figure out the cause, the party finds that the water supply from the main fountain in town has been poisoned. Landid and the gang go to the source of the water, which is inside the local church and discover that Lucretia is still alive and that one of the priests was aiding her and the Lord Mulsant in their devious deeds.
After dealing with the priest, the party looks to gain aid from the town officials by attending a public dinner in celebration of the new season. The party starts and is soon interrupted by an attack on the town by Lucretia and her minions. The Lions Maw help defend the town from the overwhelming numbers and Lucretia kills Gregor for his betrayal and returns to her castle after taunting the party. The party travel back to the castle and slay many of her minions and then after a long and arduous fight, Lucretia herself.
Instead of being hailed heroes of Aylen's Peak, they were hailed heroes of the Mulsant region. Landid was quickly elected as viscount due to the previous mayor being slain in the attack on the town. Landid also began to grow a beard because he was nobility now and only the nobles could have beards. Things were peacefully for about a month before Edmund Flaruos showed up. Flaruos blackmailed Dispariel into placing a claim on the crown of Lord Aramis as his bastard son by holding his sister hostage. This sparked a bloody war between the rebels and the nationalists. Seeing as the rebels were being hosted in Aylen's Peak, and that Landid was personal friends with Dispariel, Landid choose to aid them publicly in their fight. He bolstered an army and showed great prowess and effectiveness in commanding them. Morale was impeccable and loses were at a minimum. After months of battle after battle and a siege on Lord Aramis the III's castle the rebels finally were victorious.
The celebration was short due to Flauros accessing an ancient artifact deep down in the sub levels of the castle. This was his real reason for starting a war. With these artifacts he released an ancient demon named Apocalypse into his body. Once Landid and his party found out about that, they reformed with Dispariel this time and set off to destroy the demon. Apocalypse left a trail of destruction in its wake making it easy to follow. Towns were devastated by lesser demons that Apocalypse wrought upon them but solving those would not solve the bigger threat, so they rode on past the screams and the death.
Finally the party intercepts the demon and engages it in combat. Mira and Ostarian were slain within the first minutes of the fight leaving Rin, Tamamo, Dispariel, Enko, and Landid to fight. Even with the deaths of their comrades, Landid was able to inspire the party to swallow their fear and fight on because the fate of this battle and possibly the world now lies in their hands. The battle raged on for what seemed like hours, but was only 10 minutes at most. The party was left victorious although not without great sacrifice. The death of Mira and Ostarian as well as Tamamo succumbing to her wombs left the party wary.
Beaten and battered, the remaining members collected the bodies of their friends and comrades and started towards Aylen's Peak. As they traveled, they were offered to stay in manors and mansions but they journeyed on. Finally. reaching the castle again, they knew their work was not finished, and so they searched for the artifacts for hours, eventually finding them. One was an ornate golden arch that was smooth and had very little detail. Landid approached the arch bewildered and stuck his hand through. He felt a jerking sensation and was launched back against the wall, knocking him unconscious. When he awoke, the artifacts were gone and so were his friends. He walked back up to the entrance hall of the castle, pushing past velvety barriers. In the main hall he saw people wearing unusual and strange clothing, with objects in their hands that lit up and flashed. The room grew silent as Landid and the crowd gave each other strange looks, both looking out of place in their own perspective. He quickly went outside and saw what looked to be flying carriages that did not use any sort of beast of burden. In the distance he saw a town that by no means could be Aylen's peak.
"Well my boots were made for walking, and I guess thats just what they'll do"
and so Landid began to walk.
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Powers
» Chi Powers:
Countersong - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to negate a single power within 60 feet of him when sung and 120 feet when played. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a good night's rest is required to recover from the fatigue.
Fascinate - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows Landid to enthrall a group of people up to 5 people, forcing them to sit and watch quietly as long as it is maintained. The range is 90 ft when sung and 180 ft when played. If the target cannot hear the performance then it has no effect. Obvious threats break this effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Suggestion - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows Landid to suggest up to 5 already fascinated people to take a course of action. The suggestion may only be two sentences long. The more reasonable the suggestion sounds, the more likely the person will do it. he range is 90 ft when sung and 180 ft when played. If the target cannot hear the performance then it has no effect. Obvious threats break this effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Inspire Courage - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to make his allies more courageous in battle. This courage allows them to hit their foes more frequently, deal slightly more damage, and take more damage themselves before biting the dust. The range is 100 ft when sung and 200 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Inspire Competence - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to make him or his allies more likely to succeed at a task. The range is 70 ft when sung and 140 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Soothing Performance - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to heal his allies much faster and must be played for 5 minutes before healing begins. The range is 50 ft when sung and 100 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
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See Skill Sheet for More Information
General Skills
Durability: Master/Advanced/Adept/Beginner
General Speed: Master/Advanced/Adept/Beginner
Strength: Master/Advanced/Adept/Beginner
Weapon Skill: Master/Advanced/Adept/Beginner
Will Skills
Willpower/Determination: Master/Advanced/Adept/Beginner
Mental Deduction: Master/Advanced/Adept/Beginner
Pain Endurance: Master/Advanced/Adept/Beginner
Focus: Master/Advanced/Adept/Beginner
Chi Skills
Geppo: Master/Advanced/Adept/Beginner
Vindeca: Master/Advanced/Adept/Beginner
Tekkai: Master/Advanced/Adept/Beginner
Yang Surge: Master/Advanced/Adept/Beginner
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» Roleplay Sample:
"I have nothing against nobles," Landid said, straightening his cloak. "I just don’t fancy being one myself."
"Why is that, then?"
Landid sat for a moment. Why was it? Finally, he looked down at his foot then replaced his boot. “It’s boots.”
"Boots?" Setalle looked confused.
"Boots," Landid said with a nod, tying his laces. "It’s all about the boots."
"But—"
"You see," Landid said, pulling the laces tight, "a lot of men don’t have to worry much about what boots to wear. They’re the poorest of folks. If you ask one of them ‘What boots are you going to wear today, Mop?’ their answer is easy. ‘Well, Landid. I only have one pair, so I guess I’m gonna wear that pair.’"
Landid hesitated. “Or, I guess they wouldn’t say that to you, Setalle, since you’re not me and all. They wouldn’t call you Landid, you understand.”
"I understand," she said, sounding amused.
"Anyway, for people that have a little coin, the question of which boots to wear is harder. You see, average men, men like me…" He eyed her. "And I’m an average man, mind you."
"Of course you are."
"Bloody right I am," Landid said, finishing with his laces and sitting up. "An average man might have three pairs of boots. Your third best pair of boots, those are the boots you wear when you’re working at something unpleasant. They might rub after a few paces, and they might have a few holes, but they’re good enough to keep your footing. You don’t mind mucking them up in the fields or the barn."
"All right," Setalle said.
"Then you have your second best pair of boots," Landid said. "Those are your day-to-day boots. You wear those if you are going over to dinner at the neighbors. Or, in my case, you wear those if you’re going to fight. They’re nice boots, give you good footing, and you don’t mind being seen in them or anything."
"And your best pair of boots?" Setalle asked. "You wear those to social events, like a ball or dining with a local dignitary?"
"Balls? Dignitaries? Bloody ashes, woman. I thought you were an inn-keeper."
Setalle blushed faintly.
"We’re not going to any balls," Landid said. "But if we had to, I suspect we’d wear our second best pair of boots. If they’re good enough for visiting old lady Hembrew next door, then they’re bloody well good enough for stepping on the toes of any woman fool enough to dance with us."
"Then what are the best boots for?"
"Walking," Landid said. "Any farmer knows the value of good boots when you go walking a distance."
Setalle looked thoughtful. “All right. But what does this have to do with being a nobleman?”
"Everything," Landid said. "Don’t you see? If you’re an average fellow, you know exactly when to use your boots. A man can keep track of three pairs of boots. Life is simple when you have three pairs of boots. But noblemen… Gregor claims he has forty different pairs of boots at home. Forty pairs, can you imagine that?"
She smiled in amusement.
"Forty pairs," Landid repeated, shaking his head. "Forty bloody pairs. And, they aren’t all the same kind of boots either. There is a pair for each outfit, and a dozen pairs in different styles that will match any number of half your outfits. You have boots for kings, boots for high lords, and boots for normal people. You have boots for winter and boots for summer, boots for rainy days and boots for dry days. You have bloody shoes that you wear only when you’re walking to the bathing chamber. Enko used to complain that I didn’t have a pair to wear to the privy at night!"
"I see… So you’re using boots as a metaphor for the onus of responsibility and decision placed upon the aristocracy as they assume leadership of complex political and social positions."
"Metaphor for…" Landid scowled. "Bloody ashes, woman. This isn’t a metaphor for anything! It’s just boots!"
Setalle shook her head. “You’re an unconventionally wise man, Landid Stari.”
» Titles: Viscount of Aylen's Peak, Playwright, Whip Master
» Age: 22
» Gender: Male
» Affiliation/Rank: Rogue
» Appearance Description: Landid is a human male who stands roughly 6 ft 2. He has long auburn hair and brown eyes. The beginning of a beard covers his face in stubble. He muscle is well defined due to years of training and fighting. He wears a simple linen shirt covered by chain mail as well as a green cloak and a tabard inscribed with ancient writing. His pants and boots are both made of leather. He often has a grin or smirk or smile on his face making those the most popular expressions he makes.
» Appearance Picture:
- Spoiler:
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» Personality: Landid values his friends and family and will never betray them, preferring to keep them close. He trys to fit into society best he can and will always keep his word. He is quick witted and captivating and has an uncanny ability to know more than what he should. He uses this to be constantly a step ahead of his foe or to bring them towards his side. He considers his community in his daily life, using his wealth to help those who are less fortunate, and will take actions to aid others in time of crisis even if risky or unprofitable to do so. Overall he believes everyone should be treated fairly and kindly and feels guilt if he performs a wrongdoing. He will actively seek to right his wrongs. He supports his nation and follows the law when it is advantageous to do so, but is willing to break the law to do the right thing. He likes to laugh and is good to have around due to the stories he tells and the entertainment he brings.
» Likes: steak and potatoes, whiskey, helping others, gambling, the arts, and pretty lasses.
» Dislikes: Vampires, demons, snobby nobles/rich people, those who follow fanatical beliefs, those who would limit the rights of or harm others. Oh and did I mention vampires?
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» Background:
At the young age of 7 Landid's father died during war and his mother killed herself soon there after. About a month or so later, the government seized their home and left Landid and his brother on the streets. Even though they live on the streets, there are still odd jobs that need to be done, so Landid works to feed himself and his brother. A few years pass and during a regular delivery some music draws Landid to the local tavern. He enters the bar and listens to the music before the room suddenly erupted with activity.
"A simple lad with exquisite tastes." The man said as he noticed the young boy who remained in the tavern. It was oddly quite since no less then 5 minutes ago the room was livid with noise and drink, but that is what happens when petty thief's attempt to steal a lone travelers purse. A quick pass by, acting as if drunk, the would-be thief bumped into the man and excused himself, then quickly regained his composure and slinked towards the exit. All the heads in the tavern quickly turn as a crack rings out and the thief stumbles to the ground in pain and shock. The man whom the thief tried to rob was standing, holding a long and thin leather cord which then ignited and began to radiate heat. "My purse if you please." he said as he beckoned towards the thief. The thief remained on the floor, not able to comprehend what he is seeing. He snaps to his sense and scrambles out the door, as do most of the patrons who do not want to deal with the guard. Another crack and a second later the purse was in the man's hand without the man taking a single step. "Your eyes, fascination fills them. Would you like to do what I do and know what I know?"
With accepting that offer, Landid began training to be proficient with spoken and written word, various instruments, and a few flashy and exotic weapons such as the falcata, rapier, and whip. His brother found his training to be disdainful and useless, so he left to travel the world. Landid took special interest in the whip even though it may not deal a lot of damage, instead it had a more flashy use. Disarming, tripping, and repositioning enemies sent crowds into uproars of approval and so Landid left his teacher to explore the world. In a land far to the north east during a seemingly normal performance duel a man died. Even though he was armored and whips tend not to be able to break through such, a closer inspection found the armor to have been sundered and his clothes soaked in blood. Landid returned to his home town of Aylens Peak feeling a bit down on his luck. Aylens peak didn't have any arena combat so he tried to create plays, musicals and operas, but even if he created an amazing piece of art the nobility had no funding for the arts for one of common birth, so he played at taverns and gambled to earn enough to live.
After a few months, it was a normal day just like any other day, at least it was until screams started coming from outside. Landid dashed out the door leaving a few coppers on the table for the innkeep. Outside, there was no immediate threat, just a few seemingly unhappy few citizens. "Our children! Taken by men wearing hooded black cloaks in the middle of the night!" one cried out. Some sort of official looking fellow asked the people some questions then called out asking for those who would follow him and save the children to step forward. Naturally, Landid was one of the first, but was soon followed by an oriental looking man, Enko, a girl, Mira, a petite women, Tamamo, a much more voluptuous women, Rin, and a wise man, Ostarian. As they went out into the wilds, the offical looking man introdcued himself as Dispariel, and was here on official business to make sure the records were up to date in the town. Mira happened to be fairly good at tracking, so we did not lose our way once. We then came upon an old castle that had been abandoned since the wife of the lord of the region turned out to be a vampire who tried to bring a reign of death and destruction upon the land. Even in the entrance to the castle loud noises could be heard coming from the floor below. We rushed down and found the riders performing some sort of sacrificial ritual on the children. We quickly slew the riders and Ostarian tried to calm the children down. He only frightened them more because for some reason he only speaks in tongues while engaged in combat and shortly there after. Rin rushed forward and exclaimed, "My brother!" as she clutched one of the children. We quickly left that accursed place after Rin's reunion with her brother. The ride back was uneventful and as we returned, we were hailed as heroes.
A rather wealthy looking man stepped forward from the crowd.
Landid greeted him, "Ah, Lord Gregor Mulsanteeris this your son?"
"Yes he is, and shes also my daughter." as he points over to Rin.
"I must thank you for returning both of them to me safely, now children, come along."
"I'll be along later." Rin replied
"Your mother will be expecting you." The lord said as he walked away with his son.
Later in the tavern the group introduced themselves more formally. Rin happened to not like her family very much, although she would not say why. After a good nights rest, they awoke to a messenger from lord Gregor Mulsanteer requesting them to attend a dinner to celebrate the safe return of his son. At the dinner, Gregor alludes to leading and funding the Lions Maw, a notorious group of scum and scoundrels. After leaving the party, the group decided to investigate the Lions Maw and discover that they are working with the black riders. A week passes uneventfully, at least uneventful until citizens started showing signs of sickness. After trying to figure out the cause, the party finds that the water supply from the main fountain in town has been poisoned. Landid and the gang go to the source of the water, which is inside the local church and discover that Lucretia is still alive and that one of the priests was aiding her and the Lord Mulsant in their devious deeds.
After dealing with the priest, the party looks to gain aid from the town officials by attending a public dinner in celebration of the new season. The party starts and is soon interrupted by an attack on the town by Lucretia and her minions. The Lions Maw help defend the town from the overwhelming numbers and Lucretia kills Gregor for his betrayal and returns to her castle after taunting the party. The party travel back to the castle and slay many of her minions and then after a long and arduous fight, Lucretia herself.
Instead of being hailed heroes of Aylen's Peak, they were hailed heroes of the Mulsant region. Landid was quickly elected as viscount due to the previous mayor being slain in the attack on the town. Landid also began to grow a beard because he was nobility now and only the nobles could have beards. Things were peacefully for about a month before Edmund Flaruos showed up. Flaruos blackmailed Dispariel into placing a claim on the crown of Lord Aramis as his bastard son by holding his sister hostage. This sparked a bloody war between the rebels and the nationalists. Seeing as the rebels were being hosted in Aylen's Peak, and that Landid was personal friends with Dispariel, Landid choose to aid them publicly in their fight. He bolstered an army and showed great prowess and effectiveness in commanding them. Morale was impeccable and loses were at a minimum. After months of battle after battle and a siege on Lord Aramis the III's castle the rebels finally were victorious.
The celebration was short due to Flauros accessing an ancient artifact deep down in the sub levels of the castle. This was his real reason for starting a war. With these artifacts he released an ancient demon named Apocalypse into his body. Once Landid and his party found out about that, they reformed with Dispariel this time and set off to destroy the demon. Apocalypse left a trail of destruction in its wake making it easy to follow. Towns were devastated by lesser demons that Apocalypse wrought upon them but solving those would not solve the bigger threat, so they rode on past the screams and the death.
Finally the party intercepts the demon and engages it in combat. Mira and Ostarian were slain within the first minutes of the fight leaving Rin, Tamamo, Dispariel, Enko, and Landid to fight. Even with the deaths of their comrades, Landid was able to inspire the party to swallow their fear and fight on because the fate of this battle and possibly the world now lies in their hands. The battle raged on for what seemed like hours, but was only 10 minutes at most. The party was left victorious although not without great sacrifice. The death of Mira and Ostarian as well as Tamamo succumbing to her wombs left the party wary.
Beaten and battered, the remaining members collected the bodies of their friends and comrades and started towards Aylen's Peak. As they traveled, they were offered to stay in manors and mansions but they journeyed on. Finally. reaching the castle again, they knew their work was not finished, and so they searched for the artifacts for hours, eventually finding them. One was an ornate golden arch that was smooth and had very little detail. Landid approached the arch bewildered and stuck his hand through. He felt a jerking sensation and was launched back against the wall, knocking him unconscious. When he awoke, the artifacts were gone and so were his friends. He walked back up to the entrance hall of the castle, pushing past velvety barriers. In the main hall he saw people wearing unusual and strange clothing, with objects in their hands that lit up and flashed. The room grew silent as Landid and the crowd gave each other strange looks, both looking out of place in their own perspective. He quickly went outside and saw what looked to be flying carriages that did not use any sort of beast of burden. In the distance he saw a town that by no means could be Aylen's peak.
"Well my boots were made for walking, and I guess thats just what they'll do"
and so Landid began to walk.
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Powers
» Chi Powers:
Countersong - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to negate a single power within 60 feet of him when sung and 120 feet when played. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a good night's rest is required to recover from the fatigue.
Fascinate - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows Landid to enthrall a group of people up to 5 people, forcing them to sit and watch quietly as long as it is maintained. The range is 90 ft when sung and 180 ft when played. If the target cannot hear the performance then it has no effect. Obvious threats break this effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Suggestion - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows Landid to suggest up to 5 already fascinated people to take a course of action. The suggestion may only be two sentences long. The more reasonable the suggestion sounds, the more likely the person will do it. he range is 90 ft when sung and 180 ft when played. If the target cannot hear the performance then it has no effect. Obvious threats break this effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Inspire Courage - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to make his allies more courageous in battle. This courage allows them to hit their foes more frequently, deal slightly more damage, and take more damage themselves before biting the dust. The range is 100 ft when sung and 200 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Inspire Competence - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to make him or his allies more likely to succeed at a task. The range is 70 ft when sung and 140 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
Soothing Performance - After years of training and combat, Landid is able to harness his inner chi via specific sequences of music to provide support to himself and his allies. These sequences can be played or sung, but tend to be stronger when played. This sequence allows him to heal his allies much faster and must be played for 5 minutes before healing begins. The range is 50 ft when sung and 100 when played. If the target cannot hear the performance then it has no effect. When a performance is stopped its effects linger for 3 minutes. Playing and singing both take an effect on the body causing him to grow fatigued after 45 minutes of constantly performing. Normally a hours rest is required to recover from the fatigue.
_____________________________
See Skill Sheet for More Information
General Skills
Durability: Master/Advanced/Adept/Beginner
General Speed: Master/Advanced/Adept/Beginner
Strength: Master/Advanced/Adept/Beginner
Weapon Skill: Master/Advanced/Adept/Beginner
Will Skills
Willpower/Determination: Master/Advanced/Adept/Beginner
Mental Deduction: Master/Advanced/Adept/Beginner
Pain Endurance: Master/Advanced/Adept/Beginner
Focus: Master/Advanced/Adept/Beginner
Chi Skills
Geppo: Master/Advanced/Adept/Beginner
Vindeca: Master/Advanced/Adept/Beginner
Tekkai: Master/Advanced/Adept/Beginner
Yang Surge: Master/Advanced/Adept/Beginner
_____________________________
» Roleplay Sample:
"I have nothing against nobles," Landid said, straightening his cloak. "I just don’t fancy being one myself."
"Why is that, then?"
Landid sat for a moment. Why was it? Finally, he looked down at his foot then replaced his boot. “It’s boots.”
"Boots?" Setalle looked confused.
"Boots," Landid said with a nod, tying his laces. "It’s all about the boots."
"But—"
"You see," Landid said, pulling the laces tight, "a lot of men don’t have to worry much about what boots to wear. They’re the poorest of folks. If you ask one of them ‘What boots are you going to wear today, Mop?’ their answer is easy. ‘Well, Landid. I only have one pair, so I guess I’m gonna wear that pair.’"
Landid hesitated. “Or, I guess they wouldn’t say that to you, Setalle, since you’re not me and all. They wouldn’t call you Landid, you understand.”
"I understand," she said, sounding amused.
"Anyway, for people that have a little coin, the question of which boots to wear is harder. You see, average men, men like me…" He eyed her. "And I’m an average man, mind you."
"Of course you are."
"Bloody right I am," Landid said, finishing with his laces and sitting up. "An average man might have three pairs of boots. Your third best pair of boots, those are the boots you wear when you’re working at something unpleasant. They might rub after a few paces, and they might have a few holes, but they’re good enough to keep your footing. You don’t mind mucking them up in the fields or the barn."
"All right," Setalle said.
"Then you have your second best pair of boots," Landid said. "Those are your day-to-day boots. You wear those if you are going over to dinner at the neighbors. Or, in my case, you wear those if you’re going to fight. They’re nice boots, give you good footing, and you don’t mind being seen in them or anything."
"And your best pair of boots?" Setalle asked. "You wear those to social events, like a ball or dining with a local dignitary?"
"Balls? Dignitaries? Bloody ashes, woman. I thought you were an inn-keeper."
Setalle blushed faintly.
"We’re not going to any balls," Landid said. "But if we had to, I suspect we’d wear our second best pair of boots. If they’re good enough for visiting old lady Hembrew next door, then they’re bloody well good enough for stepping on the toes of any woman fool enough to dance with us."
"Then what are the best boots for?"
"Walking," Landid said. "Any farmer knows the value of good boots when you go walking a distance."
Setalle looked thoughtful. “All right. But what does this have to do with being a nobleman?”
"Everything," Landid said. "Don’t you see? If you’re an average fellow, you know exactly when to use your boots. A man can keep track of three pairs of boots. Life is simple when you have three pairs of boots. But noblemen… Gregor claims he has forty different pairs of boots at home. Forty pairs, can you imagine that?"
She smiled in amusement.
"Forty pairs," Landid repeated, shaking his head. "Forty bloody pairs. And, they aren’t all the same kind of boots either. There is a pair for each outfit, and a dozen pairs in different styles that will match any number of half your outfits. You have boots for kings, boots for high lords, and boots for normal people. You have boots for winter and boots for summer, boots for rainy days and boots for dry days. You have bloody shoes that you wear only when you’re walking to the bathing chamber. Enko used to complain that I didn’t have a pair to wear to the privy at night!"
"I see… So you’re using boots as a metaphor for the onus of responsibility and decision placed upon the aristocracy as they assume leadership of complex political and social positions."
"Metaphor for…" Landid scowled. "Bloody ashes, woman. This isn’t a metaphor for anything! It’s just boots!"
Setalle shook her head. “You’re an unconventionally wise man, Landid Stari.”
- KakeruNise no Eiyū
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Re: Landid Stari [Human, 4-3]
Wed Jun 24, 2015 1:40 pm
Application Checklist
- Name [X]
- Appropriate Age [X]
- Gender [X]
- Appearance Present [X]
- Appearance Described in Appropriate Length OR Picture is Visible [X]
- Appearance is Not Claimed [X]
- 10 sentences for personality [X]
- History is of appropriate length [X]
- Powers are not Godmod/Overpowered [X]
- Powers are described reasonably enough [X]
- Application/RP Sample is not in First Person [X]
- Skills are not filled in (Omit if a Hollow)[X]
- RP Sample Present (Omit if this is not the first character) [X]
- RP Sample is 10 sentences [X]
Will Skills
- Willpower/Determination: Beginner.
- Mental Deduction: Adept.
- Pain Endurance: Beginner.
- Focus: Adept.
Comments/Notes: Fun App.
Tier: 4-3
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Re: Landid Stari [Human, 4-3]
Fri Nov 06, 2015 12:27 am
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Re: Landid Stari [Human, 4-3]
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