diplomatique: cap: <user name=soaringuniverse site=tumblr.com> (Default)
lord ♙ larsa ferrinas solidor. ([personal profile] diplomatique) wrote2012-10-14 05:13 am

♙ exsilium application.

» PLAYER INFORMATION
Player NAME: Nai
Personal JOURNAL: [personal profile] bicarbonate
IM & SERVICE: AIM; sariegospace
Player PLURK: [plurk.com profile] foodiehipster
Current CHARACTERS: Riku | Kingdom Hearts

» CHARACTER INFORMATION
Character NAME: Larsa Ferrinas Solidor
Canon & MEDIUM: Final Fantasy XII; video game.
Canon PULL-POINT: Post-game.
Character AGE: 12.
Character ABILITIES: (Please note: Larsa's abilities are not explicitly stated in game like the other characters, and thus, there's no way I can neatly explain what he's capable of. What I describe below is what I can imagine and glean from the way he fights and supports as a Guest, how the Licence Board works, and how he fights and supports in the International Zodiac version.)

Larsa's primary weapon is the rapier Joyeuse. It is a one-handed blade, used primarily for thrusting through an opponent. His secondary weapon is the Swordbreaker; it is a parrying dagger that's used specifically for breaking or disarming an opponent. Larsa uses these both in tandem, but points his Joyeuse at his enemy first.

Larsa's nonviolent (ish) problem solving should be given mention; Larsa solves problems that were never in his plans before by thinking quick on his feet. Very rarely does he solve them by actually attacking; the only time he's done this is with Vayne as a last resort, after the full game was nearly over. The first time such an action was noticeable was when he was cornered by Balthier and headhunters came to attack their group. Instead of just standing there, Larsa chucked his manufactured nethicite at the lead headhunter to dizzy him so they could make a quick getaway. The second time would be after he turned his sword on Vayne, to save everyone--he uses the same nethicite to absorb Vayne's magickal swords. Both times, he does nothing violent (at least, not to draw blood).

Initially, without any weapons, Larsa's base stats boast that his magic power is slightly stronger than his attack (which isn't so with a weapon equipped). This would likely mean that he is something of a jack of all trades--he can both cast magicks and fight.

This thought is supported in the International Zodiac version of FFXII; Larsa is shown to have Cure, Poisona, Vox, Blindna, Cura, Aqua, Balance and Bubble. These magicks, however, are not in a neat little line on the Licence Board (the green checkmarks denote the actual canonical abilities Larsa has in-game. The blue question marks show the most likely path as to how he got to those green checkmarks in the first place--and because to go forward, you have to purchase the licence, it's kind of impossible to go all the way down half of the board without acquiring any other licence besides the canonical Time Magick 4. and there's no indication as to what Larsa's job is in the International version, so I default to the all-in-one Licence Board), so to have those magicks available, Larsa would also have had to have a few others that I'll outline in the actual list/magic explanations. (These not-quite-canon-but-logically-included magicks will be denoted with an asterisk). Same goes for some of the equipment, technicks, and accessories he has, and FFXII's limit break system (Quickenings). Larsa should, theoretically, have all of these, even if he doesn't make liberal usage of them.

WHITE MAGICKS
Cure: Restore a small amount of HP to one ally.
Blindna: Remove Blind from one ally.
Vox: Remove Silence from one ally.
Poisona: Remove Poison from one ally.
Cura: Restore HP to all allies in range.
Raise: Revive one KO'd ally.
Stona: Remove Stone/Petrify from one ally.


BLACK MAGICKS
Water: Deal water damage to one foe.
Aero: Deal wind damage to all foes in range.
Fire*: Deal fire damage to one foe.
Thunder*: Deal lightning damage to one foe.
Blizzard*: Deal ice damage to one foe.
Fira*: Deal fire damage to all foes in range.
Thundara*: Deal lightning damage to all foes in range.
Blizzara*: Deal ice damage to all foes in range.


TIME MAGICKS
Bleed: Heavily damage one foe over time.
Balance: Area damage equal to difference in caster's current and max HP.
Disable*: Prevent all foes in range from taking action.
Reflect*: Cause magicks to be reflected from one ally.
Break*: Turn one foe to stone after a short time.
Warp*: Banish all foes in range.


ARCANE MAGICKS
Death: Reduce one foe's HP to 0.
Bubble: Double max HP of one ally.
Decoy*: Cause one ally to be the target of all foes.
Drain*: Transfer HP from one foe to the caster.
Syphon*: Transfer MP from one foe to the caster.
Vanish*: Render one ally invisible.
Darkra*: Deal dark damage to all foes in range.


TECHNICKS
Shades of Black: Cast a random black magick on one foe.
Telekinesis: Deal ranged damage with melee weapon.
Revive*: Fully consume user's HP, reviving and fully restoring HP of one KO'd ally.
Gil Toss*: Throw gil, damaging all foes in range.
Numerology*: Deal damage that increases with successive hits.
Sight Unseeing*: Unleash an attack only available when Blind.
Bonecrusher*: Consume HP to reduce the HP of one foe to 0.


QUICKENINGS*
Ethereal Crest: "Peace shall reign in Ivalice." Level 1 Quickening. Two white orbs float high beside Larsa, before separating into four. He speaks, and drags his foot in an arc and swings a hand down, causing the orbs to multiply again and pelt down on the target.


Character HISTORY: History link @ FFwikia.
Character PERSONALITY: Larsa Ferrinas Solidor is a war orphan. He, however, is not one at the start of his story, but at the end.

He may not be able to understand the wonder of life, at merely twelve years old, carrying the weight of a nation on his shoulders--but he does know the frailty of it, having lost his father, brother, and his two most trusted mentors in the near-war between Archadia and the Dalmascan Resistance. At the start of his story, Larsa is headstrong in a deeply responsible way--he has his goals and dreams in mind and he takes care to try and make as little suffering come of it by researching and scrutinizing each detail. Much of his role with the main party is as a guest, steering them in several directions.

Larsa may be young, but he shows maturity far beyond his years. His vocabulary is astounding and he acts like an adult rather than a child. Instead of catching up with lessons and other children (he presumably has no friends, as he is surprised and confused when Vaan refers to Penelo as "a friend") he instead insists on speaking to his brother and father about the politics of the country which he likely will never rule. Instead of demanding to be heard when brushed off, Larsa researches constantly and breaks away from his protective guardians many times to try and counter war advancements with pure logic. He never resorts to childish measures--in fact, it can be said that Larsa does not know how to be a child in the first place. Though his ideals are optimistic in light of his time, he pursues them with intelligence and takes the high road often, if not always. He chooses to be quick-thinking and always ahead of the game instead of letting things be done for him, and letting his hand be held through every single moment of the game. The almost-adults, Penelo and Vaan, act more like children than Larsa does, often joking around with each other.

Penelo: Don’t encourage him.
Vaan: C’mon. I’m not that bad, am I?
Penelo: I’ve got a good feeling...
(Larsa laughs)
Vaan: Larsa, please. This is serious.
Larsa: Oh. Oh, I’m--I’m sorry.
Penelo: Don’t be, Larsa. Someone’s got to put him in his place!


Even when his plans fail and he's forced to see the needless carnage his brother brings upon the neighboring nation of Damalsca, he does not react with anger--simply disappointment. Larsa knows how to handle his emotions like an adult and is rational in doing so. He shows no signs of stereotypical childishness in this: perhaps the only signs of innocence are the ideals he so strives towards and the awkwardness he has with anyone who is not quite an adult.

Along that vein, Larsa's intelligence is something to take note of, as well. He commonly provides background information for the party and the player to take note of; he rarely speaks without giving something away about Ivalice's history or the history of Archades, or something that went on in the war.

Balthier: They say he's been helping the Resistance.
"Lamont"/Larsa: They say many things.
Balthier: You're certainly well-informed. Who did you say you were again?


He's very bright and retains information quickly; not only that, but he knows how to use it at a split second. He's a problem solver extraordinaire--some people might even say that, with due training, he can become quite a Chessmaster. He always seems to have several backup plans, if the way he throws himself into getting to the bottom of manufactured nethicite and the way he quickly goes from freely accompanying Ashe to Mt. Bur-Omnisece to suggesting they take him as their hostage.

Larsa also tends to operate on good faith in others. He deeply believes that people will do the right thing; he is deeply disappointed when things don't turn out as they seem, but it doesn't seem to change his ideals any. When Vaan refers to Penelo as "a friend", he walks out of the Lhusu Mines to see her and immediately asks that a room be made for her so he can keep her safe and out of harm's way. He listens to Vaan and takes Penelo on as a friend and a protectee without a second thought. After all, if she's a friend to Vaan, she can be a friend to him, too, can't she? When Vayne brings Gabranth before them and commands him to follow Ashe and her party, to make sure she isn't going to lead war against Arcadia, he immediately puts faith in Ashe and Gabranth. He trusts that his protector will not strike her based on his experiences alone; he expects and hopes that he will steady his sword and show him that peace can be brought. Along with Gabranth, from the very start, Larsa has an enormous amount of faith in Vayne, his elder brother. His elder brother who killed his two older brothers on the whim of his father. His elder brother who killed their father. Larsa likely knows all of this has happened but still, unbroken, believes that Vayne can choose between right and wrong when it comes down to it. He does not give up; he merely becomes more and more direct with Vayne as time goes on, as far as to tell him that he is wrong and that he makes decisions on simple assumption.

Determination is a trait that is not just Larsa's--it also runs with Vayne, and they both serve as foils to each other in their near-blind determination. Larsa never gives up trying to convince Vayne to consider peace; Vayne never gives up trying to make Larsa see that force is necessary. Larsa's faith in his beliefs leads him to fight against his brother when he can no longer stand to watch everything burn; his steadfast determination lets his choice switch from family to ideals.

Vayne: Observe well, Larsa. Watch and mark you the suffering of one who must rule, yet lacks the power.
Larsa: No. No, Brother. I will not. Though I lack your power, I will still persist.


In a last ditch effort to keep his friends safe, he has to fight against Vayne to keep peace, in the most base of forms. Previously, Larsa has exhausted every other source possible--Bhujerba, Jahara, Mt. Bur-Omisace, and Bahamut are the four places where Larsa thought he'd be able to bring his brother to see the possibility of peace, and when each fail, he has no other choice. In a twist of fate, the same faith in his own beliefs that's made Vayne kill their father and brothers has lead Larsa to fight against him. This is likely what makes Larsa himself so dangerous: he could easily be Vayne. If his ideals were skewed and he didn't listen to others, wasn't open to others, he would be exactly that.

If House Solidor was a House of knights, Larsa would uphold their morals well. His first and foremost ideal to carry out is to make peace between all nations and prevent any war from breaking out. He honestly believes that Vayne will do so, but in his words, there carries a promise that he, if not his brother, will carry out that promise to keep Dalmasca safe. In that, he exudes the honor that is needed in House Solidor, as its name has been tarnished over the years with malicious grabs of power. He wants to clear his family's name and constantly does things in the name of House Solidor rather than himself.

Larsa: Listen to me. The men of my family, we are taught to place the needs of others before those of our own. I will see that you are kept from harm. It is my duty to House Solidor.
Penelo: But how--how can I trust you?
Larsa: Because I give you my word. My brother would do no less.


It is one thing to simply say this and not act on it: however, Larsa repeatedly keeps not only Penelo, but the entire party safe. Upon the Leviathan, he gives her a piece of manufactured nethicite; eventually, it comes into play on the Bahamut, and as it's given back to Larsa, he is able to nullify a particularly lethal attack of Vayne's. Though not particularly right, he continues to defy rules to try and reach his ideal of peace. He is likely not supposed to be out on his own hanging around sky pirates and supposedly-dead princesses and soldiers, but he does so.

Speaking of what he isn't supposed to do: Larsa and authority seem to have a love-hate relationship in that Larsa is polite and likely respectful of anyone in power... but he repeatedly breaks free of his consorts and guards. From the first time that we meet him on Bhujerba, the camera sidles over to see a group of guards searching for him, who Larsa visibly plans to avoid. When the party encounters Lady Ashe on the Levanthian, Larsa is alone when he approaches; despite the airship having Judge Ghis as its commander and having guards all over the place, he has obviously broken free of whoever's supposed to be taking care of him. How or why is not elaborated on, but with no signs of a struggle, he likely just sneaked away. Upon meeting the party in Jahara, though his plans are spoken of between Drace and Gabranth, Larsa is again unaccompanied and is awaiting an escort to bring him to Mt. Bur-Omisace--at least, he was, until the party showed up. He doesn't even know the party is going to be there, if we can go by the surprised and happy look on his face when he finds them. Thus, there's a strange relationship between those who guard Larsa and Larsa himself; while he appreciates their work and even cares for them deeply (and they most often care for him deeply in turn) he will set himself free of their watch, and they will most likely be frustrated when he's suddenly nowhere to be found. Larsa is hardly ever 'found'. He merely returns to his protectors of his own volition.

And such, brings us to our last and probably, next to his determination, his most lethal point: Larsa is so very underestimated. For good reason, really: he wears clothes that are a little too big on him, he still looks fairly childish and is polite above all else. He is honorable, he is kind, gentle, and does not engage in cruelty easily. His fighting style is reminiscent of fencing; most of the spells he has are curatives. He's twelve and under the watch of two (or more) Judge Magisters. Obviously he is a boy that is coddled and can be easily manipulated, right? Wrong.

Drace: No matter the result, I am pleased with the young Lord's progress. I can already see the stunned faces of those mud-witted senators. The fools think a child emperor's strings easy to pull from the shadows... but they will find that Lord Larsa is no puppet.
Gabranth: Yes. The senators would be most pleased with a puppet for an emperor. Recall, Drace, how the Senate fears and despises Lord Vayne's ability? When they realize the truth, that Lord Larsa is no docile lamb to be shepherded... they will bare their teeth and devour him.


Many people believe that Larsa's idealism and willingness for peace translates to a child emperor who is not strong, trustworthy or willing to fill a role of such magnitude. They think that Larsa is a child that needs coddling, or a child that needs to be shown to "true brutalities" of life. Yet, with all the points said above, it's easy to see that those who think this don't truly know him. Larsa is determined, honorable, strong, clever--many things he should not be, at only twelve years of age. He is no puppet for the Senate. He has his own beliefs that he will not let his brother force him out of. He will take House Solidor's name and raise it high, even if it means he does the dirty work, because that's what he wants: he wants to redeem his family name and his country. He wants peace for all, and that starts with the people he knows best.

» EXSILIUM INFORMATION
Chosen WEAPON: As Larsa is fairly battle-ready coming in from his canon, there are two options I'd like to take for Larsa's "weapon"--the second substituting in for the first if the first isn't able to be played out.

1) Peaceful Field Projection. Someone breathed life and energy into Larsa's incredible will to make peace, which is his driving force. When this power activates, it conjures up a field that is circular and (at Level 1) three feet in diameter, like a bubble. It acts like a shield, and all attacks--magical, technological, physical or otherwise--are nullified while inside. No one can attack Larsa or anyone else at his side and within the projected field, and any attack launched his way would be absorbed into nothingness. The field lasts only 15 seconds (at Level 1) and has some side effects on Larsa (dizziness, lightheadedness, nausea, exhaustion) that double up the more he projects fields.

Upon levelling up, the field doubles in size. Instead of it just being three feet in diameter, it's six, and so forth. He can keep the field projected longer with fewer side effects.

2) Large-scale Healing. Larsa's alchemic and magickal abilities become supercharged. Larsa was already able to fashion his own Hi-Potions and X-Potions before, but now, he can do it quicker, and his items can actually heal more than just your basic HP. Coughs and illnesses and large wounds mend with both his magic and his potions.

Although these abilities are supercharged, they take a lot out of him. The maximum amount of potions he can make at Level 1 would be five, with five Cures/three Curas to spare. As he levels up this ability, three more items are added to his quota, as are two more magic casts. Like the previous ability, this also has Larsa suffer from some side effects if used too much or too long--dizziness and nausea and illness in his own right are some of them.

Chosen SKILLSET: Larsa is a true diplomat, to be certain. He constantly argues for peace between Archadia, Dalmasca, and Rozzaria, and does everything in his power to make that happen. He wants to be a diplomat here, as well. This, however, may or may not be possible--and he's a great fighter. If need be, he'll fight on the front lines, as well. He doesn't think himself too good for that.

Character INVENTORY: There's not a lot of Larsa could possibly carry with him.
INVENTORY:
• Joyeuse (Swords 2)
• Swordbreaker
• Chanter's Djellaba (Mystic Armor 3)
• Lambent Hat (Mystic Armor 2)
• Tourmaline Ring (Accessories 3)
• Penelo's letter


» SAMPLES
First PERSON: Ah--hello?

[ Larsa isn't quite sure how to use this, but his voice is both firm and polite, though it has a regal gentleness to it. ]

This seems to be working. [ he gives a light smile to the video, and then looks off-screen. ]

Thank you. I will repay you for your kindness if you give me time to tend to pressing matters. This should not take but a while.

[ and then, he fixes his attention to the camera once more. ]

I believe the proper greeting would be, "hello, fellow transports,", yet, that seems to be too formal for my taste.

I am [ a bit of hesitance; ] Larsa Solidor. I've just arrived here, and am looking for a companion of mine.

Five, in fact. [ there's a light, awkward smile. ] If anyone would happen to come across a man who answers to "Gabranth", or "Lord Judge Gabranth", I would appreciate being told.

[ and he plows right forward; ]

And should a man who calls himself "Vayne Solidor" approach you, be wary.

Thank you.

[ the feed cuts. ]

Third PERSON: Prose samples @ [community profile] maisondeportes.

» ADDITIONAL NOTES N/A.

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting

If you are unable to use this captcha for any reason, please contact us by email at support@dreamwidth.org