Kelpie

The Kelpie is a form of intelligent, aquatic seaweed that is able to alter its form to resemble a woman, or a green Hippocampus.

Species Name: Kelpie, Seaweed Ladies

In the last days of Atlantis, an enormous amount of magic was expended during its final invasion. Vast devastation was wrought on the known world, with forests blazing up, and islands sinking into the sea. Eventually Gaea became aware of the savage conflict. Shocked by the destruction, she gave sentience to a grove of trees (the original Throne of Trees). For thousands of years they acted as guardians of the earth and all the different forms of life which inhabit it. But the Parliament only existed in the Grove of Serenity, in between space and time. There were human agents who could act on their behalf in our world, and of course the elementals, but the Infernal forces seemed to be gaining ground. Eventually the decision was made to seed Earth with a new race; a sentient plant life. The Kelpie are an offshoot of that seeding.

Type: Humanoid Caulerpa

Physical Traits: Kelpies in their true form are indistinguishable from normal seaweed. As a humanoid female and a Hippocampus she appears green.

Height: 5-7 ft

Weight: Varies upon form

Abilities: Kelpie in any form can dive down to a maximum depth of 20 metres per CON and can see in low light with absolute clarity at a distance of 60 feet. When prey is detected (males only as a Kelpie’s charm doesn’t affect females), the Kelpie alters her shape and attempts to lure her prey in. Kelpie have 3 forms; seaweed, a green humanoid female and a green Hippocampus.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Kelpies reproduce asexually. They increase in size to seven feet, then break into two to four independent Kelpies. Kelpies can do this as often as once a month if victims are plentiful and they haven’t been fed on too much by local fish.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: The character produces his food photosynthetically by absorbing nutrients from the water and atmosphere and using sunlight to make them into energy and tissue. They suffer D6 extra damage when attacked with weapons employing fire or cold. Complete nourishment for a day can be achieved by floating on top of the ocean for an hour during which it can't move. In addition they need three hours of bright sunlight or six hours of dim sunlight.

Lifespan: 200 years.

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. When a humanoid male approaches, the Kelpie reshapes itself into the form of a woman. Although the result is a grotesque mockery that is 95% delectable in daylight, the Kelpie can enhance its deception through magic. The Kelpie can charm with a -2 penalty to the victim’s saving throw. The Kelpie’s charm works only against humanoid males. If the victim fails the saving throw, he perceives the Kelpie as the most desirable woman that he can imagine. He leaps into the water, intending to hold or possess the Kelpie. The Kelpie then wraps itself around the charmed man, who happily drowns as he tries to breathe water. Victims suffer 2D10 points of damage each round until they either die, surface for air, or are protected from drowning. The Kelpie then takes the body back to her lair, where it is consumed. Even if the Kelpie cannot reach its victim, the man will swim toward her and drown himself. If the victim is able to breathe water, he does not drown. Drowning-immune victims still happily entwine themselves within the Kelpie’s embrace. Kelpies are confused by such occurrences; they do not attempt to negate such protection and may actually welcome their victim’s continued activity.

Kelpies are normally found in the ocean waters. Kelpies are usually found within the top 100 feet of the ocean. Kelpies are very adaptable and may make their home in any body of water, even artificial or subterranean ones.
While in humanoid form, they are able to walk on dry land for up to 1-3 hours. If they are encountered on land, they may still try to charm men. Such victims are of course safe from drowning, at least for the moment. They accompany, carry, and protect the Kelpie. Kelpies have no defenses against fish, and other aquatic grazers, who perceive them as seaweed to be eaten.

Government: Tribal

Population: 4,216,350

 

Creating a Kelpie character

Step 1: Age
Determine your character's age. Roll D20 x10 years. If older than 100 you need to determine which years you have been present in. Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 3: Skills

Initially skills may be chosen as normal but may only be selected from the Roman Era pool, other skills may be chosen later but modern ones would require someone to train the character.

Step 4: Abilities

All Kelpies gain all the following free;

Triple Form - Kelpie have 3 forms; seaweed, a green humanoid female and a green Hippocampus. She can change forms once per minute.

Additionally Kelpies start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Kelpies can establish telepathic communication with any small or normal sea animals within line of sight if she does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
She can communicate to the creature that she desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further she can then recruit this animal as an ally. Once she does so she permanently psionically links with the animal turning it into a familiar. At any point she may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Natural Chameleon 5 Using this ability within the ocean the Kelpie can blend into and render himself nearly invisible so long as he remains still. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Natural Heal 5 A Kelpie can heal at phenomenal rates whenever in an undersea forest area. She must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Sense 5 The character always knows exactly where she is on the planet, even when underground. She can also sense what weather is approaching one hour per WIS ahead of time.
Natural Sight 5 The character can see heat images and traces the same way as thermo optic equipment can see invisible lifeforms by their heat. Further she can also see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays. All equal to normal sight range. 
Natural State 5 Kelpies are able to meld with any undersea forests or corals, effectively becoming one with it. In this state she is aware of any activity within its vicinity. She may also enter into a state of suspended animation while doing this.
Plant Empathy 5 Kelpies can establish telepathic communication with any plant within line of sight if she does nothing else in the round. No minimum INT required. This has the following benefits:
She can alter the plant, giving it intelligence. It will answer any of his questions. Further she can then recruit this plant as an ally. Once he does so he permanently psionically links with the plant turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. She can have one ally per 5 WIS.
Spellcast 10 Faerie and Elemental Earth magic only but she is bestowed with all the spells within those spheres.

Kelpies can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM.

 

 

Races