Kelpie (AnMehr)

Physical Attacks

*Trample: strength +65
*Kick: Strength +15
*Bite: +8 dmg
*Horn Gouge: +18, Horn imbues victim with nightmare delusions.

Vital Stats

*Regeneration: auto-regeneration, one way of being harmed, all wounds heal in three turns, cannot be beheaded or dismembered.
*Stamina: 26
*Strength: 24
*HB:  +1 combat attacks.
*HP Bonus:  +50

Defense

*One way of death: specific, gained only by experience, amputate horn at base while the horn is embedded in flesh.
*Nightmare Blood: Contact with Blood lasts 1 d6 turns and causes violent nightmare hallucinations, -1 Willpower per success, -1 courage per success, damages, -1 AR per ace per turn, blinded by visions, -1 HB per ace.  If swallowed or if blood gets into bloodstream, effects last +1 day per success, on a crit effects last +25 years per success or until cured.  If a natural crit is rolled, poison can be deadly.

Check Dice

Physical Check Dice: Strength: 24 Stealth: 12  Movement: 17  Dexterity: 17  Stamina: 26
Sensory:
  Vision: 21  Nightvision:  20  Scent:  24  Hearing:  16  Taste:  15  Touch:  13
Mental Check:
Intuition: 15  Instincts: 17 Intelligence: 19 Willpower: 16  Courage: 20  Logic:  25

Blood Attributes

*If their blood is consumed, it causes horrible nightmare hallucinations which can last for hundreds of years, and even lead to suicide.  If too much blood is consumed (8 ounces or more, a natural 20 crit) it causes death after mind is assaulted with horrifying visions.  Paralysis occurs in one half hour before death.  Death occurs in one hour.

*Nightmare Blood: Contact with Blood lasts 1 d6 turns and causes violent nightmare hallucinations, -1 Willpower per success, -1 courage per success, damages, -1 AR per ace per turn, blinded by visions, -1 HB per ace.  If swallowed or if blood gets into bloodstream, effects last +1 day per success, on a crit effects last +25 years per success or until cured.  If a natural crit is rolled, poison can be deadly.

AnMehr

Information

    Kelpies are the black versions of the unicorn but vary in many other, more subtle ways.  Namely, it can only be found in Anwnn near streams, and it is surprisingly more docile towards its own kind. Whereas the unicorn is highly territorial, and will fight other unicorns to the death, particularly rival males during the breeding months.  Kelpies live in herds and are very social, but are territorial against other creatures.   It is because of this social lifestyle that Kelpies are easier to catch, but they are very hard to domesticate unless bred in captivity. Kelpies are spirited and harder to control than even Lombras, but are excellent battlemounts because of their combative nature if they can be tamed.  Kelpies are associated with evil, because of the unpleasant preternatural attributes which they share with their demonic counterparts, such as their nightmare hallucinogenic blood, and the strange healing attributes of their severed horn.

Horn Attributes

Their severed horn can only be touched by the one who severed it without poisoning the body through the flesh.  The one who severs the horn becomes its master, called the Horn Bearer.  The horn can only be severed at the base and only then while imbedded in the flesh of the one who cuts the horn off.  The horn is an artifact and has a will of its own that is the soul of the kelpie slain by the Horn Bearer.  By use the horn can be purified and becomes a benign artifact that is no longer poisonous. 

When thrust into the heart of a wounded, poisoned, or diseased victim, the horn takes the pain, poison, illness and injury away, and passes it into the body of the horn bearer.  The illness or pain of wounds are suffered by the one holding the horn while it pierces the heart until the victim is cured.  The heart is healed and made strong when the horn is removed.  Each time the Kelpie horn is used to heal, or is used for good, it is purified by 1%, and when completely purified, it turns ivory in color and passes the power of healing by touch on to its master.  The horn itself can be used to remove impurities from drinks once purified, by touching the horn to liquid.  If the liquid is stirred by the purified horn; the purified drink heals and cures poisons, infection and disease.

The horn 'follows' the horn bearer and cannot be claimed by anyone else.  The horn master can summon the spire at any time.  If the master meets their final death, the horn disintegrates.  The purified horn can kill devils, demons, and dark gods if thrust into their heart by the horn bearer.  This is little known knowledge which no book possesses.

Horn Bearer

    The Horn Bearer is the one who killed the Kelpie and was possessed by its spirit.  The Kelpie's soul possesses the horn as well as the horn and grants its bearer sole command of the horn's powers.  The horn follows the Horn Bearer whether they want the horn or not.

Artifact Horn

    Info: the spire is black and possessed by the soul of the kelpie.  Because it is highly poisonous it is dangerous to others to leave it lying around.  The spire feels very warm to the Horn Bearer unless it is drained of power.

    Poison by Touch: poison bypasses horn master.  Poison acts on intentions of one contacting the horn, therefore poison can be mild (punishing curiosity to teach a lesson) to deadly (greed or murderous intentions).  The Horn Bearer alone can cure the poison using the spire to do so.  Effects of poison vary according to its judgment.

    Healing Properties: It must be thrust into the heart of the one who is being healed, whereby the horn absorbs all wounds, poisons. disease, and infection.  All pain and feelings of sickness are passed on to the horn bearer during this process.  The heart is healed and strengthened when the spire is removed.  The healing process is done when the spire grows cool to the touch and its sheathe burns hotly.  The spire is drained of power after use and must be 'sheathed' to restore its properties and to heal the horn bearer.  See below

    Sheathing the Horn: when the Horn Bearer was wounded by the Kelpie's horn while battling it, a deep, clean, open, cauterized wound was left in the horn bearer's flesh, with a thin membrane of flesh covering the puncture wound's entry.  This wound acts as a sheathe for the horn.  This wound is not at all painful or harmful until the horn bearer heals someone and drains the horn of its power, at what time the wound, called the sheathe, begins to burn.  The longer the horn remains outside of this flesh sheathe, the more horrifically the sheathe burns, calling the horn to it.  Only when the horn is sheathed in this wound does the pain begin to ebb.  An hour later the horn absorbs all of the heat and pain, and the spire's healing properties are reenergized.

Purified Horn

    Info: once the spire is purified it turns ivory white in color, until then it is black.

    Purifying the Horn: horn is purified by +1% each time it is used wisely.  If the horn is used unwisely (to resurrect or heal someone who should not be resurrected or healed, to harm the wrong figure with the horn) all purification is lost and the horn bearer suffers great pain and illness for a period of one month.  Purification must begin all over again once it is lost.  Once the spire is completely purified, by 100%, it remains purified always and cannot be defiled again.

    Healing Properties: when the spire is purified it passes the power of healing by touch on to its master.  The horn itself can be used to remove impurities from drinks once purified, by touching the horn to liquid.  If the liquid is stirred by the purified horn; the purified drink heals and cures poisons, infection and disease.



Contents by JD and Sparky © Copyright 2008