04-12-2015, 03:40 PM
![[Image: latest?cb=20130404221242]](http://vignette3.wikia.nocookie.net/nameofthewind/images/5/58/Kvothe-_Lute_%26_Seicere.jpg/revision/latest?cb=20130404221242)
Character name: Kvothe, son of Arliden.
Also known as: Kote, Reshi, Maedre, Dulator, Shadicar, Lightfinger, Six-String, Kvothe the Bloodless, Kvothe the Arcane, Kvothe Kingkiller.
Character source: The Kingkiller Chronicles
Character history:
[spoiler]
Within the world of Temerant Kvothe was born to Arliden and Laurian, leaders of an Edema Ruh troupe under the patronage of Baron Greyfallow. His early education is spotty and eclectic, his teachers being troupers and travellers. This changes when his troupe picks up an arcanist named Abenthy. Meeting Abenthy would be considered a pivotal moment in Kvothe's life, as during his first encounter with the arcanist, he witnesses him call the name of the wind. This ability sparks his interest and ultimately leads him to the University. Abenthy introduces Kvothe to a variety of subjects such as Sympathy, Chemistry, Rhetoric, and Arithmetic in preperation for his admittance to the University. Abenthy eventually left the troupe, much to Kvothe's dismay. It is shortly after Abenthy's departure, Kvothe's troupe are brutally murdered by the Chandrian. An event that substantially effects the young Kvothe's mind. After the horrific discovery and subsequent encounter with Cinder and Haliax, he flees into the nearby woods with nothing but his father's lute. He then spends nearly half a year recovering, completely alone. It is during this time he learns to play the lute so well he can conjure specific feelings and images with the notes. He is eventually forced to leave the forest when too many of his lute strings break and after days of walking, and a little help from a humble farmer named Seth, he reaches Tarbean.
On Kvothe's first day in Tarbean his father's lute is broken when he is robbed, and beaten by street urchins. After this incident he intends to go home with Seth, but instead becomes lost in the city missing his chance. Over the next three years he is forced to beg and steal simply to survive. Kvothe learns the in's and out's of being a street urchin, in most cases by hard lessons. Eventually he meets an old man by the name of Skarpi who tells him the story of Lanre and Myr Tariniel the later of which results in Skarpi being arrested by the Church of Tehlu for heresy. After this occurance Kvothe decides to leave Tarbean and seek admittance into The University. While traveling in the caravan he meets a women named Denna for the first time who would play a major role in his life.
In a series of events that would become legend Kvothe is not only accepted into the University but has the masters pay him to attend, and manages to enter the elite Arcanum within just three days. He is reunited with Denna, visits Trebon in search of the Chandrian, is raised to the rank Re'lar, and is brought up against the iron law. During this exciting time Kvothe is whipped a total of nine times but by using a drug known as nahlrout he endures it without crying out or bleeding which resulted in him earning the name "Kvothe the Bloodless".
While at The University Kvothe studies a multitude of subjects but his main focus are: Artificing, Medica, and Naming having already largely grasped the practice of Sympathy during his time with Abenthy although he does attend the class "Advanced Sympathy" taught by Master Elxa Dal. Unrelated to his studies during this time he also gains his Talent Pipes, which are a mark of a musicians talent, at an elite musical instituation known as The Eolian; which during his testing one of the strings on his seven-string lute is sabatoged and broken but he finishes the song regardless earning himself the nickname "Six-String".
After a few years of study at The University Kvothe is unable to attend further due to his poor financial situation but finds a position working as a covert musician for Maer Alveron, the second most powerful noble in the Kingdom of Vintas after the King of Vintas himself. During his many tasks performed for Maer he meets and befriends Tempi, an Adem mercenary, and begins to learn the Adem's languages, customs, and fighting philosophy. On the way back from destroying a bandit camp, Kvothe's group come upon the Felurian, a fatally seductive fae creature. Kvothe willingly follows her all the way into fae, leaving his companions behind. Catching her, she puts Kvothe through an experience that only a fae whom's every legend speaks of her seducing human men with her beauty, inevitably to either kill them through sexual exhaustion or by driving them insane.
Singing to her afterwords, Kvothe uses his knowledge of naming he barters with Felurian and they come to an agreement that if she frees him, he will write songs about her beauty and sexual prowess. They also agree that Kvothe will eventually have to return and be Felurian's lover until he dies. Even freed Kvothe spends a great deal of time with Felurian in the Fae and she teaches Kvothe many things, including information about the Creation War, the moon, and the shaper who stole it. She eventually desires to create Kvothe a cloak called a Shaed, which helps him hide better. She allows him to follow her into the fae and collect the darkness she must weave together, however, when it comes to the actual creation of the cloak, she sends Kvothe away. Shortly afterward he leaves the Fae and meets up again with his comrades who say he has been missing for three days despite it seeming a year worth of time to Kvothe.
On their return to Severen, Tempi is confronted by other Adem soldiers and is told that he faces potential disciplinary measures for having taught his Ketan to Kvothe, a barbarian in their eyes. Kvothe elects to journey with Tempi to Haert, a city in Ademre. Upon arriving there, he learns that Shehyn, the leader of the Latantha school, has decided to test whether Kvothe is "of the Lethani." Kvothe is assigned Vashet, an experienced Adem warrior, as an instructor. After passing the test he is given the name Maedre, and the ancient sword, Saicere, which Kvothe calls Caesura. Eventually, Kvothe is accepted as being capable of learning and is considered a student of the Latantha school, and is thus free to stay and study or to go. Having unfulfilled business with Maer Alveron, he elects to leave.
Having survived the streets of Tarbean as an urchin, studied and gotten expelled at The University at a younger age than most are even considered, spent time with Felurian not only escaping with his life and sanity but also new knowledge and... skills, and trained in the art of combat with the Adem, Kvothe layed down to sleep at an inn and awoke to all white.
[/spoiler]
Stats:
ATK: 2
DEF: 2
SPD: 1
TEC: 5
Starting Proficiencies:
Physical Strength – 1000 OM
A unique proficiency, this allows characters to become proficient hand-to-hand combatants without purchasing any additional moves. It also allows for picking up heavy objects with your bare hands, strength dependent (as with your hand-to-hand strength) on your ATK stat. Once purchased, you may also purchase melee weapons as moves, or other advanced melee moves such as charged strikes.
Ranged Proficiency – 1000 OM
Allows you to purchase moves which can attack from range. For example guns, bows and long-range beam attacks.
Ranged Materialize Proficiency – 600 OM (requires Ranged Proficiency)
Allows you to create moves which summon things further than five feet from yourself. This might be a pillar of fire than erupts underneath an opponent, or a shield that can appear around one of your allies. While such moves are generally more difficult to perform at range, their usefulness cannot be denied.
Remote Control Proficiency – 600 OM (requires Ranged Proficiency)
Allows you to create moves which can be manually controlled further than five feet from yourself, such as a shifting wall of sand or flying disks of energy that obey your commands. While Ranged Materialize Proficiency is not essential for such moves, they go great together.
Starting Powers:
Telekinesis (requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Telekinesis is the ability to remotely move objects with the power of your mind. Without derivative moves, it will allow you to pick up and manipulate objects in the specified radius. The further away something is, the harder it is to manipulate. At 50% of your maximum ranges, your telekinesis will have half of its power. At your absolute maximum range (which is determined by the level of Telekinesis you have) you will only have a tiny fraction of the power that you have up-close. Moves will be required in order to do other things such as telekinetic waves that can push back enemies or deflect projectiles, or to create walls that can block moves and enemies, or to affect Primes.
Basic – 400 OM
Maximum range of ~30 meters (~100 feet)
Starting Moves:
Saicere (300 OM): Saicere, known as Caesura when sheathed, is the longsword Kvothe is given by the Adem once he becomes a member of the school. The blade is a smooth burnished grey, with a slightly extended hand guard, and is made of an unknown alloy that even The University does not know the exact properties of.
Sympathetic Binding of Parallel Motion (600 OM): Kvothe uses his Alar to create a sympathetic binding between two objects: one that he can touch and another that he can see but both must be are alike in some way. Once this binding is established movement performed on the object touched by Kvothe will be transfered to the bound object that Kvothe could see at a transference rate dependant on how alike the two objects bound are. For example: if a Kvothe creates a sympathetic link between two coins, he may move both coins equal distances by exerting force on only one. The coin that is not directly acted on by the sympathist will move with the same force and direction as the coin acted on by the Kvothe. With such a sympathetic link, however, moving one of the coins will weigh as much as moving both of the coins. However, sympathy is not perfect, and some energy is always lost in the connection. Therefore, to move both coins, the symphathist will have to use more force than it would usually take to move two coins. How alike the two objects are can be as vague as Kvothe holding a chunk of iron and attempting to move an iron sword (about a 35% transfer rate) to Kvothe holding an iron sword and trying to move another iron sword (about a 70% transfer rate) although the best transfer rates are achieved by having something that is actually part of what he is trying to move such as Kvothe having the hair of a person and trying to slam their head into the ground (about a 90% transfer rate) a 100% transfer rate can never be achieved.
I confirm that I have read and agreed to the Rules of Conduct. I have indeed read the Rules of Conduct.
