Kelne
| ||
name (rp world) |
Kelne (Gaera Main) | |
birthdate (birthplace) |
Tarania | |
current residence | Doma City | |
occupation | Troubleshooter (literally) | |
family | None known | |
race | Human | |
physical description | Kelne has short, fair hair, blue eyes, and stands at 6'2". His build is best described as athletic. | |
typical clothing | Kelne tends to wear practical outdoors garb, favouring a blue coat with several good-sized pockets. | |
personality | Best described as irritable and paranoid. Kelne is fully convinced that the universe is out to get him, and the balance of the evidence seems to support this belief. As a result, he spends a good deal of time coming up with ways to turn situations to his advantage. Kelne does not suffer fools gladly, and tends to judge people by their worst actions, rather than by the person as a whole. Although he does relax somewhat around friends, he never quite lets his guard down. | |
religious beliefs | Kelne tends to swear by - or at - the gods equally. While he certainly believes in the existence of higher powers, he isn't what you'd call highly religious. In fact, he'd vastly prefer a world in which they weren't quite so active. He figures mortals have quite enough to deal with without gods, demons, celestials and what have you constantly meddling in their affairs. | |
other |
Contents
Background
A newcomer to Doma City might well be forgiven for mistaking Kelne for a native. Despite his constant mutterings about the insanity of the place, and frequently mentioned desires for a vacation, he has put down solid roots. So far as his life before coming there goes, most traces of it have faded, and he seems happy to let them.
Nonetheless, those years have left their mark. Some bad experiences in his early years led him to the conclusion that strength and determination were the only means of protecting what he cared about. The ultimate failure of that attitude came with the destruction of Schere Keep and the surrounding lands, which he had set himself the task of protecting.
Embittered by this, Kelne gave up on the idea of building up anything. Let others do that, while he turned his hand to fighting fire with fire. Any who turned their hands to destroying the works of others would find themselves destroyed in turn.
The years since have been... eventful. Between the regular perils of Doma City (not insignificant in and of themselves), several trips offworld, and a tendency to work towards the destrucion of anyone who seriously annoys him, he's kept rather busy.
All this activity has, unfortunately from his perspective, earned him something of a reputation as a hero. While he firmly maintains that he's a cruel, vicious, heartless bastard and proud of it, most people who know him rather suspect otherwise.
The Minions
Perhaps the best evidence that the universe is out to get Kelne is that it has put him in charge of the Minions. In theory, they're a band of loyal followers who'll do their utmost to aid Kelne in whatever endeavour he might pursue. In practice, they're enthusiastic, but not particularly bright. Their answer to pretty well anything involves shovels and the digging of random holes. Far from being a valuable aid, they minions are a liability most of the time. Despite his best efforts, Kelne has been unable to get rid of them. The best he can mnage is to send them off on random, pointless and time-consuming tasks in order to get them out of his hair. Or delegate authority to friends, and let them keep them occupied for a while.
Despite his avowed frustration with them, Kelne does genuinely care for the Minions' welfare. He would like nothing better than for them to achieve a degree of independence, rather than looking to him for orders all the time. Granted, they often twist the hell out of those orders, but as this is unintentional, this hardly counts as self-determination.
Infinity
Quite possibly Kelne's greatest and most persistent enemy, the Infinity Corporation first came to his attention in the wake of an attempt by the shadow of Astrynax to summon Mu into the world. Kelne has been involved in fighting off them and their minions since almost the very beginning of their incursions into Gaera, a process akin to chopping the heads off of a hydra. No matter how thoroughly Infinity seems to have been destroyed, they inevitably return, set upon vengeance, the rebuilding of their power base, or simply random destruction.
Thus far, Kelne has managed to avoid death during their periodic clashes, though he is beginning to see agents of Infinity under every rock. Having concluded that he is likely to spend the rest of his life fighting them in any event, Kelne is looking at ways to go on the offensive.
The War
After returning from vacation to find that Malachias had taken over the country, Kelne spent the remainder of the war in Doma City, plotting said demon lord's downfall. He was able to successfully smuggle himself, Deeum, Choark and Ben into Doma Castle, where they set upon Mally in the throne room. Though they inflicted a great deal of damage upon him, they were ultimately forced to withdraw, with Ben dead. Still, the distraction allowed a party led by Griff to free a number of children held as hostages by Malachias.
Not content with fighting one demon lord, Kelne involved himself in the hunt for Foenix, and wound up traversing his private maze for the demon's amusement. Foenix was eventually defeated and sealed within a gem, providing Kelne with what may or may not be the last laugh.
Board RPs
Other Events
Philsys Data
Philsys Block
Kelne (Kelne)
Level 9; 3850/6250 XP | ||
Attributes
Courage: +4 |
Base AT/PA: 17/17(25) Modified for skill - 22/22(30)
|
Skills
Water magic [1] (Int/Wis/Mag) |
Spells and Techs
- [Enchanting=1]Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. In this case, any spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it. (Note that this is currently the only way in which Kelne may use magic. Spell damage is additional to weapon damage.)
- [Fire=1]Fire 1 (4 MP) - Does 8+rank*2+1d6 (24+1d6) fire damage to a single target.
- [Fire=2]Glow (3 MP ) - Causes an object to glow for rank hours, unless the caster wills the effect to stop beforehand, providing illumination equivalent to the average torch.
- [Fire=4]Fire 2 (12 MP) - Does 14+rank*4+2d6 (46+2d6) fire damage to a single target.
- [Fire=8]Firestorm (54 MP) - Deals 16+rank*4+2d6 (46+2d6) points of fire damage to all within a 15 foot radius of the caster (Including the caster, if not protected).
- [Ice=1]Ice 1 (4 MP) - Does 8+rank*2+1d6 (20+1d6) ice damage to a single target.
- [Ice=4]Ice 2 (12 MP) - Does 14+rank*4+2d6 (38+2d6) ice damage to a single target.
- [Lit=1]Lit 1 (4 MP) - Does 8+rank*2+1d6 (22+1d6) electric damage to a single target.
- [Lit=4]Lit 2 (12 MP) - Does 14+rank*4+2d6 (42+2d6) electric damage to a single target.
- [Water=1]Aqua 1 (4 MP) - Does 8+rank*2+1d6 (10+1d6) water damage to a single target.
- [Fire=1]Flame defense (6 MP) - Target reduces the damage of fire-based attacks by 50%.
- [fire=6]Fire Ward (10MP) - Target is immune to fire-based attacks.
- [Paranoia=6]Paranoia Strike - Given his general outlook on life, Kelne actually expects people to attack him out of nowhere, and is ready for them if they do. If subjected to a surprise attack, Kelne makes a paranoia check (equivalent to an observation check), at a difficulty determined by the GM. If successful, he will get a preemptive strike (with dagger or pistol if no weapon is already drawn).
- [Parry=2]Block (4 TP) - Allows parry/dodge attempts against all attacks for one round (not just the first)
- [swords=4]NINJA STAB (6TP) - With a shout of SILENT LIKE THE NINJA! Kelne utilises the inevitable distraction to stab at a vulnerable spot on the enemy. If the stabbing attack hits, it inflicts double damage.
- [fire=6, ice=6, lit=6]Antipode (30MP) - does 20+(lowest)rank*5+3d6 (50+3d6) combined fire, ice and lightning damage.
- [Swords=4]Counter (6 TP) - (Parry/10) chance of counter-attacking after any physical attacks for 1 round.
- [swords=10]Full Defense (8TP) - Combines the effects of Block and Counter.
- [Ambush=2, Stealth=2]Spring Trap (8 TP) - If given time to prepare before combat, up to 3 party members (chosen ahead of time) may add their stealth and Agi ratings to any attack rolls in the first round of combat.
- [Innate]Glare (2 TP) - Target must pass a courage check (difficulty 10) or lose its opportunity to attack this round.
- [Enchanting=2, Weapon=2]Imbue (2TP) - Kelne may enchant a weapon (at the appropriate MP cost) and make an attack as a single action.
- [Enchanting=2]Imbue Aura (5 MP) - This enchants any item with a magical aura that has no immediate functional benefit (no combat bonuses or other improvements). However, this aura responds to magic and astral scanning as an ordinary aura would, and thusly, can be used to fool less skilled mages, creatures who are attracted to magical items, etc. Items enchanted with this spell can be moved with the Astral spell "Astral Throw."
- [Enchanting=4]Dispel Enchantment (10 MP) - Attempts to forcefully dispel magical enchantments of various types.
- [Enchanting=6]Imprint Aura (15MP) - As per imbue aura, but may be used to imprint a copy of an existing aura on an object. To all intents and purposes, the aura appears exactly the same as the original to astral sight, and can be made to overlay a person's aura, functioning as an astral disguise. However, the caster must be either intimately familiar with the aura in question, or have access to it during the casting.
- [Enchanting=6]Give Voice (10 MP) - When cast on an inanimate object, this spell enables it to speak, though it does not necessarily make the object intelligent (although it could).
- [Enchanting=8]Animate Object (24 MP) - This spell gives life to an inanimate object of a reasonable size (nothing larger than roughly the size of a car). Animated objects usually cannot speak (unless a separate spell is cast to allow them to) and are usually quite unintelligent--they have roughly the intellect of a golem, only understanding simple commands. Many animated objects can be used as sentries or for combat, and objects such as animated ropes, cords, rugs, carpets, bedsheets, etc. may make use of grappling or choking attacks as appropriate. Animated objects with wheels are able to move farther than objects without wheels in the same time period.
- [Enchanting=8]Strip Enchantment (20 MP) - Attempts to forcefully dispel magical enchantments of various types, but adds a +10 bonus to do so.
- [Enchanting=10]Channel - An extension of the basic Enchant Item spell, this allows Kelne to enchant objects with the spells of others (given their cooperation). However, this is a rather difficult process. Both participants must pay the full enchanting cost of the spell, and for anything lasting more than an hour, the cost is doubled. This effect may be reduced by a reduction in the power of the spell, keying it to activate only in certain circumstances, or setting limits on the frequency of its usage.
- [Mental=2]Guarded Telepathy (0 MP out of combat, 2 MP in combat) - Forces any prying minds to overcome the user's abilities in order to listen in on a telepathic conversation. In order to listen in, the listener must make a Telepathy skill check roll vs. the Telepathy skill check roll of the original telepath.
- [Mental=3]Breach Mind (12 MP) - Allows Kelne to read a person's mind, or 'listen' to relayed thoughts, if they fail a spell resist check or a Telepathy check (use whichever check is greater).
- [Mental=4]Guard Thoughts (10 MP) - Helps prevent outside listeners from breaking in on telepathic conversation, providing extra "shielding" (a bonus to all Telepathy checks to prevent intruders) equal to rank+2.