Kenlee

she/her

Total: 150 points

Background

In western Megalos, it is rare but not unheard of for a girl-child to stand as heir to an estate. Kenlee is one such scion, but she chafes under the weight of her duty. As a mage, she was allowed to train at the Academy rather than remain in the manor with private tutors. But exposure to learning—and to the liberties of her “inferiors”—has left her dreaming of a different fate.

Kenlee wants to be a battle mage, even an adventurer, and to travel the world helping others. Her parents, naturally, would never approve of such a life.

Another thing her parents would never approve of is a relationship with Antoni. Though Kenlee has loved him quietly for years, she has never acted upon it. Instead, she treats him as a good friend and an alehouse companion.

Once, after a night of many ales, Kenlee awoke in bed with Jensen. She instantly regretted sleeping with him and now treats him with utter scorn.

As a child, Kenlee was friends with Gillaine, the daughter of a tenant farmer on her parents’ land. She was pulled away from such distractions at a young age, and she was delighted to meet her friend again at the Academy. She would like nothing more than to renew her friendship with Gillaine, but she doesn’t know how to bridge the class divide and feels bad for not sticking by her halfling friend in the first place.

Kenlee tries to be friendly with Caleb but always ends up saying or doing the wrong thing. There’s something about the young man that makes her trip over her tongue or her feet.

Kenlee and Miranda have been rivals since their first day at the Academy. Neither passes up an opportunity to toss out a biting remark or insult at the other.

Goals
  • Get Antoni to accept my feelings.
  • Make up with Gillaine.
  • Find the courage to defy my parents—or an excuse that forces me to.
Attributes
ST 10
Strength
0 points

Basic Lift 20 lbs.; Damage 1d-2 thrust, 1d swing

DX 10
Dexterity
0 points

Basic Speed 5.25; Basic Move 5

Dodge 8

IQ 12
Intelligence
40 points

HT 11
Health
10 points
HP 10
Hit Points
0 points

Reeling at 3 HP or less (half Move and Dodge)

Will 12
Will
0 points
Per 12
Perception
0 points
FP 11
Fatigue Points
0 points

Very tired at 3 FP or less (half Move, Dodge, and ST)

Languages
  • Anglish (Native)
    Anglish (Native)
    0 points

    You speak Anglish fluently, as it is the common tongue of your home nation, Megalos.

  • Elvish (Accented)
    Elvish (Accented)
    4 points

    You can read and speak Elvish well.

  • Latin (Accented)
    Latin (Broken)
    4 points

    You speak and read Latin well enough to do extended research.

Advantages
  • Appearance (Beautiful)
    Appearance (Attractive)
    12 points

    You are very good looking, giving a +4 reaction bonus from anyone who would be attracted to you and a +2 bonus from everyone else.

  • Fit
    Fit
    5 points

    You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.), and you recover FP at twice the normal rate (1 FP per 5 minutes of rest).

  • Heir (Status 3, Very Wealthy)
    Heir (Status 3, Very Wealthy)
    23 points

    You are set to inherit a title and fortune. Until then, you have half the benefits of your future wealth (included in your starting gear).

  • Magery 2
    Magery 2
    25 points

    You are a mage. This gives a bonus included in your Thaumatology skill and all spells. You may sense magic items whenever you first see them or touch them.

Disadvantages
  • Easy to Read
    Easy to Read
    -10 points

    Your body language betrays your true intentions.

  • Gregarious
    Gregarious
    -10 points

    You react to most others very positively and are miserable when alone.

  • Selfish
    Selfish
    self-control 12
    -5 points

    You are self-important and status-conscious, and spend much of your time striving for social dominance.

  • Quirks:
    • Drinks cheap ale to appear more “down to earth”
    • Thinks she’s far more intimidating than she is
    • Calls herself “the reigning champion duelist of Arvey Academy”
Skills
  • Current Affairs (Politics) 12
    Current Affairs (Politics)
    1 point
  • Brawling 12
    Brawling
    4 points
  • Innate Attack (Projectile) 12
    Innate Attack (Projectile)
    2 points
  • Public Speaking 11
    Public Speaking
    1 point
  • Research 11
    Research
    1 point
  • Savoir-Faire 12
    Savoir-Faire
    1 point
  • Staff 12
    Staff
    8 points
  • Tactics 11
    Tactics
    2 points
  • Thaumatology 11
    Thaumatology
    1 point

    Includes +2 from Magery.

  • Wrestling 12
    Wrestling
    8 points
Spells
  • Clumsiness 11
    Clumsiness
    Regular
    1 point

    Duration: 1 min.

    Cost: 1 to 5 to cast; half to maintain (round up)

    The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

    Resisted by HT.

  • Balance 11
    Balance
    Regular
    1 point
    Duration: 1 min.
    Cost: 5 to cast; 3 to maintain

    The subject gains Perfect Balance (p. B74) for the duration of the spell.

  • Create Earth 11
    Create Earth
    Regular
    1 point
    Duration: Permanent
    Cost: 2/cubic yard to create from nothing (minimum 2); 1/cubic yard to solidify mud

    Create good, solid earth where none existed before.

  • Create Fire 11
    Create Fire
    Area
    1 point
    Duration: 1 min.
    Base cost: 2; half to maintain

    Fills the area of effect with fire that requires no fuel.

  • Earth to Stone 11
    Earth to Stone
    Regular
    1 point
    Duration: Permanent
    Cost: 3/cubic yard (minimum 3)

    Turns an item of earth or clay into hard stone.

  • Grace 12
    Grace
    Regular
    2 points
    Duration: 1 min.
    Cost: 4 for every point of DX increas (max. 5); same to maintain

    Raises the subject’s DX temporarily.

  • Fireball 13
    Fireball
    Missile
    4 points
    Time to cast: 1–3 sec.
    Cost: 1–2/sec.

    Throw a ball of fire from one hand. This has 1/2D 25, Max 50, Acc 1. Deals 1d burn per point of energy.

  • Ignite Fire 12
    Ignite Fire
    Regular
    2 points
    Duration: 1 sec.
    Cost: see below

    Produces a single spot of heat, and is used to set fire to a readily flammable object.

    Heat Cost
    Match 1
    Torch 2
    Blowtorch 3
    Magnesium 4
  • Itch 11
    Itch
    Regular
    1 point
    Duration: Until subject takes a turn to scratch
    Cost: 2

    Causes the subject to itch fiercely in a spot of the caster’s choice.

    Resisted by HT.

  • Lend Energy 11
    Lend Energy
    Regular
    1 point
    Duration: Instant
    Cost: Any

    Restores the subject’s lost Fatigue Points, at an energy cost to the caster.

  • Seek Earth 11
    Seek Earth
    Information
    1 point
    Time to cast: 10 sec.
    Cost: 3

    Tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone.

  • Shape Earth 11
    Shape Earth
    Regular
    1 point
    Duration: 1 min.
    Cost: 1/cubic yard of earth (min. 2); half to maintain (round up). ×2 for stone; ×6 for cut/worked stone

    Move earth about and shape it into any form.

  • Shape Fire 12
    Shape Fire
    Area
    2 points
    Duration: 1 min.
    Base cost: 2; half to maintain

    Control the shape of any flame.

  • Spasm 12
    Spasm
    Regular
    2 points
    Duration: Instant
    Cost: 2

    Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon).

    Resisted by HT.

  • Stone Missile 12
    Stone Missile
    Missile
    2 points
    Time to cast: 1–3 sec.
    Cost: 1–2/sec.

    Create a ball of stone and fire it from one hand, injuring anything it hits. This spell has 1/2D 40, Max 80, Acc 2. Deals 1d+1 cr per point of energy.

Gear
  • Wizard’s staff (quarterstaff enchanted with the Staff spell) set with a 10-point Powerstone