Name:
Ghell-Pei “Kelpy” Wujing
Age:
34 years, though it’s hard to tell how old they are sometimes.
Bloodline:
Lassa 80%
Sol 20%
Appearance:
A gloomy creature, a dark turquoise with blue, silvery strands crawling across their skin almost like veins. They have long, ink-black kelp as hair. The horns seem to curl from the top sides of the head over the kelp hair and to the back of the skull. The horns have a similar appearance to driftwood, though mostly kept within the bush of the seaweed.
Physique:
They have a very thin and wiry physique. Also, kelp for hair, not sure what physique that entails. But due to the fast growth they tend to slouch a bit as they walk.
Abilities:
Gravity Manipulation (Water) - Can resist high pressure around the body up to 200 ibs, body becomes more malleable. Can place up to 200 ibs of gravitational pressure on medium to small area within sight when touching it. (-5 Stamina per 10 minutes after activation. Only affects small to medium sized parts when touching it up to one foot in radius.)
Liquid Manipulation (Water) - Can mentally control a medium to small area of liquid within sight up to the consistency of fresh blood, able to levitate it and throw it up to 130 MPH. (-5 Stamina per activation and -1 stamina per minute for continuous use.)
Water Healing - Can rapidly heal when the wound is under water. (Reduces wound level per 5 minutes. Major Wound-Wound-Minor Wound-No Wound.)
Water sensing - Can sense the location of a large body of water up to a mile away.
Underwater detection (Electric)- Can detect the electrical signals of living creatures in the same body of water up to 30 feet away. (-5 Stamina per activation, -1 Stamina per 10 minutes of continuous use.)
Fast Swimmer - Can swim up to 30 mph in water.
Water walking (Water) - Can walk on water freely.
Water Breathing - Can Breath underwater without issue.
Resistance to electricity - Reduces the negative effects of raw electricity. (Reduce Physical Electric ER against this character by 20.)
Spells:
Water Ball (Evocation/Water) - Can conjure a ball of water from their palms up to 130 MPH. (-5 Soul per activation.)
Pet:
Faction:
Therosi
Job:
Kelpy is a scholar of medicine.
Experience:
Having grown up as the youngest sibling at the tail end of a failing family business, Ghall-Pei saw most of the family fortune start to disappear as they grew up. Spurring them to take initiative early in their childhood. Using deceit and trickery to try and keep hold on the thinning funds slipping between the fingers of their less frugal family. Having to anonymously turn in their uncle for a share of the bounty.
Eventually paying off the law from the family's reckless sadism became too much and they escaped. Moving across the continent and wanting to let them kill themselves or each other.
After moving they met up with their old alchemy teacher in northern Taeria, a partial Nayu named Alexandra. Who they managed to convince to continue their studies.
At some point Ghall-Pei started dabbling in their ability to manipulate not just water but all kinds of liquid, which came to a head when they used their own blood to pick the lock Alexandra used to trap them in the cellar for experimentation. Ghall-Pei managed to poison their former teacher via a gas leak, obscuring them having ever even lived on the premises, and left.
Though after leaving they found themselves in partial debt to the ones Alexandra worked with. A hidden group of butchers and murderers called the Therosi. Ghall-Pei saw potential in the seemingly discordant organization, thinking with hubris that through elevating through their trust they could make an effective underground market. At least some of the body parts have to be useful, don't they? If not they’ll at least make money off of some shady people that probably deserve to get scammed.
Having joined that organization, Ghall-Pei now make their way over to the second shadiest place in the world, Nero.
Motivation:
Kelpy wants personal safety and calm, which they believe can only be truly acquired through control.
Birthplace:
Born in the oceanic parts of Taeria.
Extra Info:
I imagine they have some sort of mask or what have you, like reverse scuba gear. Due to the whole no air breathing thing. Also they look pretty sad at all times despite an optimistic outlook.
Items:
20 bronze pieces
2 Rubies
20 Gold Coins
10 Silver Coins
Portable Lab - A 6 x 6 x 4 small box capable of holding vials, a few liquids and a few other necessities for potion making. Folds and unfolds allowing a small lab wherever the user is.
Rebreather - A device that allows water breathers a constant supply of water to breathe even on land. (Water tank holds water for 10 hours before refill.)
Therosi Robe - A red hooded robe that is often worn by Therosi initiates. (Reduces Light and Divine ER against the wearer by -10. Increases Dark and Divine ER of the wearer +10.)
Blood Moon Necklace - A flat circular bloodstone sits on this jewelry. Acts as Proof of Therosi membership. (+5 Dark & Divine ER.)
Soul: 25 Stamina: 28
Max Wounds: 5
Affinity Element: Water/Light
Schools: Evocation 6, Abjuration 4, Conjuration 3, Enchantment 6, Transmutation 2, Divination 1, Illusion 1
Weakness- Wind 3/ Off-Balance, Fire 3/ Dehydration, Insect 2/ Feeding,
Resistance- Water 8, Earth 2, Electricity 5, Dark 1, Poison 1, Ice 2, Blunt 1, Telepathy 1, Plant 1
Fire: 0
Water: 60
Wind: 0
Earth: 13
Light: 25
Dark: 20
Divine: 0
Chaos: 0
Insect: 10
Electric: 33
Striking: 6
Spirit: 0
Telepathy: 12
Plant: 17
Ice: 3
Blunt: 2
Poison: 0
Steel: 0
Soul: 30 Stamina: 33
Max Wounds: 6
Rewards!!
x7 Ruby, x80 Gold Coins, x30 Silver Coins (270G)
Item
Ritual Crimson Dagger (Steel) - A dagger made of mysterious steel. Its essence hues with a dark pulse and is often used by Therosi when conducting rituals. Drains the blood it touches and can later be used to write crimson carvings into objects. (Can be used to make blood ritual runes for casting.)
Spell
Blood Ritual Rune (Dark/Divine) - Conjures where the user wishes a blood ritual of various sizes with complete glowing red runes that meet the requirements for blood ritual spells. (-8 Soul. Can only be runes the user has entirely memorized. Runes can only be 3 feet to 6 inches wide. Can only be conjured within sight up to 15 feet in radius.)
Ability
Blood Moon Link (Dark/Divine/Telepathy) - Allows one to be momentarily gifted with exact knowledge of a blood ritual for casting.
Rituals of Choice
-Water Spout Ritual (Chaos/Water) - A ritual that conjures powerful jets of water that can push 300ibs from it once completed.
New Training Missions Unlocked!
Therosi Master Plasma (Mission 1)- Complete your first Mission for Master Plasma directly and defeat at least 1 enemy while doing so.
-Training Rewards-
+1 Total Wounds
+5 Soul / Stamina
+5 Water/ Divine / Chaos / Dark Typing
+5 Blood Ritual Rune radius,
-5 Bloodline Ability Cost
-19 Gold