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
Basic Lift 20 lbs.; Damage 1d-2 thrust, 1d swing
Basic Speed 5.25; Basic Move 5
Dodge 8
Reeling at 3 HP or less (half Move and Dodge)
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.
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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
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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.
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FitFit5 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).
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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).
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Magery 2Magery 225 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
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Easy to Read
Easy to Read-10 points
Your body language betrays your true intentions.
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Gregarious
Gregarious-10 points
You react to most others very positively and are miserable when alone.
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Selfish
Selfishself-control 12-5 points
You are self-important and status-conscious, and spend much of your time striving for social dominance.
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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
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Current Affairs (Politics) 12
Current Affairs (Politics)1 point
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Brawling 12
Brawling4 points
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Innate Attack (Projectile) 12
Innate Attack (Projectile)2 points
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Public Speaking 11
Public Speaking1 point
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Research 11
Research1 point
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Savoir-Faire 12
Savoir-Faire1 point
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Staff 12
Staff8 points
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Tactics 11
Tactics2 points
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Thaumatology 11
Thaumatology1 point
Includes +2 from Magery.
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Wrestling 12
Wrestling8 points
Spells
- Clumsiness 11
ClumsinessRegular1 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
BalanceRegular1 pointDuration: 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 EarthRegular1 pointDuration: PermanentCost: 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 FireArea1 pointDuration: 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 StoneRegular1 pointDuration: PermanentCost: 3/cubic yard (minimum 3)
Turns an item of earth or clay into hard stone.
- Grace 12
GraceRegular2 pointsDuration: 1 min.Cost: 4 for every point of DX increas (max. 5); same to maintain
Raises the subject’s DX temporarily.
- Fireball 13
FireballMissile4 pointsTime 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 FireRegular2 pointsDuration: 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
ItchRegular1 pointDuration: Until subject takes a turn to scratchCost: 2
Causes the subject to itch fiercely in a spot of the caster’s choice.
Resisted by HT.
- Lend Energy 11
Lend EnergyRegular1 pointDuration: InstantCost: Any
Restores the subject’s lost Fatigue Points, at an energy cost to the caster.
- Seek Earth 11
Seek EarthInformation1 pointTime 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 EarthRegular1 pointDuration: 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 FireArea2 pointsDuration: 1 min.Base cost: 2; half to maintain
Control the shape of any flame.
- Spasm 12
SpasmRegular2 pointsDuration: InstantCost: 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 MissileMissile2 pointsTime 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