Formerly worked around Albert Rallus and the M.A.I. experiments

Opening the archive

Opening the archive
Dr. Marvelous
Malevolus Krane is the M.A.I. transmutationist and opportunistic expert witness whose old void research now shapes Maine, Arthur, Hollow, and the Gravenhurst legal crisis.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Malevolus Krane is the M.A.I. transmutationist and opportunistic expert witness whose old void research now shapes Maine, Arthur, Hollow, and the Gravenhurst legal crisis.
Formerly worked around Albert Rallus and the M.A.I. experiments
then mishandled and hoarded void energy.
Arthur connected Krane's failures to Maine
the variants
Stormcall fallout
and the current Act 5 crisis chain.
Reached Maine through a prison/voidling-adjacent breach and framed Maine as something he made.
Testified in Maine's trial as an expert witness
arguing Maine's power should be reclaimed.
Is pitching reputation repair through old magic items
forged Witchborn magic
and void-manifestation repair theory rather than open Castro command.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Elemental Transmutation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectElementalism
Create a harmless elemental effect within range: stir air, chill or warm an object, ignite or snuff a tiny flame, shape loose earth, move up to 1 gallon of water, or change a small sensory trace of one element into another.
Elemental Spark
Make a ranged power attack against one creature. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, or thunder damage, chosen when you use this power.
Chromatic Orb
Make a ranged power attack against one creature within range. On a hit, the target takes 13 (3d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power.
Absorb Elements
When you take acid, cold, fire, lightning, or thunder damage, gain resistance to the triggering damage type until the start of your next turn. The next melee attack you hit with before then deals an extra 1d6 damage of the triggering type.
Elemental Touch
Touch one unattended nonmagical object no larger than 5 ft. in any dimension. Change its surface property to hot, cold, damp, dry, brittle, conductive, slick, or rough for the duration.
Elemental Ward
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, reduce the damage by your INT modifier plus your proficiency bonus.
Elemental Weapon
Touch one weapon. Choose acid, cold, fire, lightning, or thunder. The weapon becomes magical, gains a +1 bonus to attack rolls, and deals an extra 1d4 damage of the chosen type on a hit.
Elemental Burst
Choose acid, cold, fire, lightning, or thunder. Energy erupts in a 15-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 23 (5d8) damage of the chosen type on a failed save, or half as much on a success.
Reactive Transmutation
When a creature you can see within range fails a saving throw against acid, cold, fire, lightning, or thunder damage, change one condition imposed by the effect to prone, pushed 10 ft., unable to take reactions, or speed reduced by 10 ft. until the start of its next turn.
Elemental Step
Teleport to an unoccupied space within range that is adjacent to fire, water, ice, stone, metal, strong wind, smoke, or an active elemental effect. One creature within 5 ft. of your arrival space takes damage equal to your INT modifier; choose acid, cold, fire, lightning, or thunder.
Conjure Elemental
Create a Large elemental spirit in an unoccupied space within range. Choose air, earth, fire, or water. When a creature enters the spirit’s space for the first time on a turn or starts within 5 ft. of it, it must make a DEX save, taking 36 (8d8) lightning, thunder, fire, or cold damage based on the chosen element on a failed save, or half as much on a success.
Elemental Suffusion
Choose acid, cold, fire, lightning, or thunder. Gain resistance to that damage type and a flying speed of 30 ft. At the start of each of your turns, creatures of your choice within 15 ft. must make a DEX save, taking 7 (2d6) damage of the chosen type on a failed save, or half as much on a success.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Headshots
Aspect
Elemental Transmutation
Institution / Faction
Road Warriors
family
Krane
unwanted maker
Maine - M.A.I.N.E.
Krane frames Maine as something he made, then uses the trial to argue Maine's power should be reclaimed.
surviving witness
Author - Arthur
Arthur explains how Krane's M.A.I. work, void hoarding, and failures connect old lab history to the current Act 5 crisis.
experiment fallout
Hollow - Alfred Rallus
Hollow/Alfred sits in the same living aftermath of Albert and Krane's body-economy research, even when Krane is not physically present.
research history
M.A.I. Projects
Krane's role in the M.A.I. experiments is the spine for Maine, Arthur, Tono, and other variant history.
court pressure
Magistrate - Verik Thorne
Thorne's courtroom gives Krane a public platform, even while the judge controls the pace and keeps the siege-trial moving.
Session Appearance
Act 5 Episode 9 Scene 5
06/04/2026 / Expert witness / opportunist
Session Appearance
Act 5 Episode 6 Scene 6
2026-05-14 / Creator figure / prison intruder
Session Appearance
Act 5 Episode 4 Scene 44
2026-03-12 / Void-energy hoarder / experiment corruptor
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
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This is the public profile. Private play tools stay behind character access.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Elemental Transmutation has 42 sheet-ready powers; the character sheet has 18 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki in review.
Expert witness / opportunist
Testifies that he created/modified Maine, claims voidlings could not copy Maine's powers/equipment, and argues Maine's power should be reclaimed.
Status: Publicly frames Maine as dangerous property
Knowledge: Players know Krane benefits from Maine's imprisonment and is exploiting the crisis to make his research necessary.
Creator figure / prison intruder
Appears behind a voidling creature after the birdfolk's squawking fades, looks through Maine's door slot, and says he did not make Maine to be alone.
Status: Krane reaches Maine directly in prison
Knowledge: Players know Maine's legal isolation is compromised by Krane's presence.
Void-energy hoarder / experiment corruptor
Is described through Arthur's exposition as having failed or corrupted the MAI experiment process by hoarding his own void energy rather than using enough for Albert's purposes.
Status: Krane's role in the MAI disaster clarified
Knowledge: Players know the Maine variants' origin was sabotaged by void-energy politics.
Relationships
family
Krane
research history
M.A.I. Projects
Krane's role in the M.A.I. experiments is the spine for Maine, Arthur, Tono, and other variant history.
Shared Group
Shared Aspect
No public inventory items yet.
Tags
Current state: Krane is active through testimony, research claims, prison-breach influence, and reputation repair proposals. Ideology: Bodies are systems to improve, reclaim, and reuse. Consent becomes secondary whenever Krane can call the result survival, repair, or necessity. Alliances: Road Warriors legacy, M.A.I. research infrastructure, old Albert-adjacent science, and legal access that lets him sound useful during crisis. Open hooks / secrets: His exact relationship to the prison breach, his remaining void stores, and the full list of altered subjects remain live dangers. Changed recently: Arthur's testimony and Maine's trial moved Krane from backstory architect to present-tense public threat.
Dr. Malevolus Krane testified with open contempt, claiming he helped create Maine and that the voidling/Castro could not have copied the powers and equipment placed into him. Maine cross-examined Krane, pointing out Krane's personal benefit from Maine's imprisonment and the replicability of Maine's face, body, and hex name. Channing then testified that Maine was too limited to cast Power Word Kill and supported Maine's innocence.
storyQUEST joins the road crowd toward Gravenhurst as rumors about MAINE's trial, Krane, Nora, Albert, and Castro infiltration conceal fake Rill and fake Redwave.
storyIn prison, Maine argues with Nora Rabe von Queef about lawful trial, wartime killing, Enemy, and the unresolved Albert problem.
storyMaine sees a voidling presence and Malevolus Krane in the prison dark, then refuses to engage after Krane says he did not make Maine to be alone.
storySession advances two fronts: the party enters New Goblin City through Runner Landing and black market while Maine faces Nora and Malevolus Krane in prison. New Goblin City factions clarified: Dimoggio Clan, Tech Runners, workers, Queen loyalists, and Emrites.
storyMaine brings Arthur into the safe room, where Arthur recognizes Vala and begins answering questions about MAI, Malevolus Krane, Castro, and the maze.
storyArthur ties the MAI experiments, Malevolus Krane's hoarded void energy, Act 1, Stormcall, and Enemy into one chain.
storyThis session completes the Vithyrex Maze escape and corrects prior blended summaries: Arthur gives the major MAI/Malevolus Krane/Castro exposition in the safe room, Maine reads Timonos Truthstriker’s Journal, Morgan ignores Jeff and rejoins, Ash suffers permanent max HP loss after Timonos Truthstriker crashes through, Vic escapes by ramming through a wall, and the mass portal deposits everyone at Bones’s cemetery.
storyThis session was reconstructed from the corrected 20260312 Craig transcript and should replace any prior blending of 03/12 with later Gravenhurst fallout.
aspectElemental Transmutation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupRoad Warriors currently has 3 linked character entries in the World of Jericha archive.