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Aeldenaren Magic System (Revisited)


Killer Shrike

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Here is a sample high-powered Aeldenaren:

Combat Information Page

Character Name: Nyomar Llwydocaled

Alternate Identities: Haelfinan Willcrafter

Player Name: NPC

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
8 STR 10 -2 8/18 11- / 13- HTH Damage 1 1/2d6/3 1/2d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
12 CON 10 4 12 11-
14 BODY 10 8 14 12-
15 INT 10 5 15 12- PER Roll 16-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
20 COM 10 5 20 13-
             
             
2 PD 2 0 2/11   2/11 PD (0/9 rPD)
2 ED 2 0 2/11   2/11 ED (0/9 rED)
5 SPD 3.3 17 5   Phases: 3, 5, 8, 10, 12
4 REC 4 0 4  
24 END 24 0 24  
24 STUN 24 0 24    
10" Running 6 8 10"    
2" Swimming 2 0 2"    
1 1/2"/0 1/2"" Leaping 2 0 1 1/2"/3 1/2" 99 Total Characteristics Points
attachment.php?s=&postid=277624
EXPERIENCE POINTS
Total earned: 200
Spent: 200
Unspent: 0
Base Points: 50
Disad Points: 150
Total Points: 400
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 1 1/2"/3 1/2"
V. Leap (1") 0 1/2"/1 1/2"
Teleport 5" [10" NC]
APPEARANCE
Hair Color:   Gold
Eye Color:  Violet
Height:  6' 0"
Weight:  100 lbs
Description:
Haelfinan are superbly graceful and exquisitely beautiful as a rule. They are equally as likely to favor archery or Aeldenari Magic, with many of their number mastering both.

DEFENSES
Type Amount Notes
Physical Defense 2/11 Current BODY:
Res. Phys. Defense 0/9  
Energy Defense 2/11 Current END:
Res. Energy Defense 0/9  
Mental Defense 23 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +1 with all Bows , +1 with All Combat , +3 with Long Bow
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
20 Aeldenari: EC, 60-point powers, (30 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
10
1) Bedazzle: Sight Group Flash 5d6, Personal Immunity (+1/4), AOE (6" Radius; +1 1/4) (62 Active Points); Increased Endurance Cost (x5 END; During the Day Common; -1 1/4), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
18
2) Bend Light: Invisibility to Sight, Hearing, Mental, Smell/Taste and Touch Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
2
11
3) Blinding Field: Darkness to Sight Group 5" radius, Personal Immunity (+1/4) (62 Active Points); Increased Endurance Cost (x5 END; During the Day Common; -1 1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
13
4) Force of Will: EB 4d6 (vs. ED), NND ([standard]; [Force] effects; +1), Does BODY (+1) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), No Knockback (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (uses END Reserve)
Notes: Force
6
10
5) Hawkeyes: (Total: 54 Active Cost, 23 Real Cost) +12 versus Range Modifier for Sight Group (18 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Linked (Penalty Skill Levels; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) (uses END Reserve) (Real Cost: 7) plus Penalty Skill Levels: +12 vs. Range Modifier with All Attacks (36 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 16)
6
14
6) Hypersensitive Awareness: Spatial Awareness (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+24 versus Range Modifier) (61 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; -1/4), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve)
6
20
7) Personal Wards: FF (9 PD/9 ED/5 Flash Defense: Hearing Group/5 Flash Defense: Sight Group) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Hardened (x2; +1/2) (66 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
3
16
8) Riftstepping: Teleportation 5", x8 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (62 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
2
17
9) Seeming: Shape Shift (Sight, Mental, Hearing, Smell/Taste and Touch Groups, any shape), Makeover, Costs END Only To Change Shape (+1/4) (59 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
5
10
10) Will-surgeon: Healing BODY 6d6 (60 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, throughout (1/2 DCV; -1/2) (uses END Reserve)
6
15
11) Willsword: HKA 2d6 (2d6 / 2 1/2d6 w/STR) (vs. PD), Reduced Endurance (1/2 END; +1/4), Lingering up to 1 Minute (+3/4) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
2
17
12) Worldwarping: Major Transform 4d6 (Anything into anything) (60 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
24 Aeldenari: Endurance Reserve (170 END, 7 REC) (24 Active Points)
Haelfinan Package
6
1) Archers Strength: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only to Offset STR Min of Bows (-1), No Figured Characteristics (-1/2)
5
2) Haelfinan Eyes: Nightvision
10
3) Haelfinan Mind: MD (23 points total) (20 Active Points); Only vs Sleep/Charm Effects (-1)
12
4) Haelfinan Senses: +4 PER with all Sense Groups
10
5) Tireless Running: Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running
7
6) LS (Longevity 1600 Years; Sleeping Character does not sleep)
265 Total Powers Cost
EQUIPMENT
Equipment END
Long Bow: HEAVY (2D6+1), 2 handed, -6 to Conceal, Puncturing: +2 OCV to hit; +2 damage per die vs Chain Armors (up to the total DEF of the armor); -2 OCV to Block with' Launcher (175"); Readied: Takes 1/2 Phase Action to Load/Ready weapon
TALENTS
Cost  Name
1 Aeldenari Gift: Gift of Commanding
Notes: This Gift gives Aeldenari the power to control the minds of any sentient creature or create nightmares and hallucinations capable of inflicting real harm upon the victim. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Mental Illusions, Mind Control, and with GM's discretion BOECV Entangles.
1 Aeldenari Gift: Gift of Decieving
Notes: This Gift enables the Aeldenari to fool the senses of others. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Images and Invisibility
1 Aeldenari Gift: Gift of Depriving
Notes: This Gift gives Aeldenari the power to deprive others of their own senses. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Darkness and Flash.
1 Aeldenari Gift: Gift of Effecting
Notes: This Gift allows the Aeldenari to affect other living creatures directly. They can heal any living thing or sap the essences of life from them. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Drain and Healing.
1 Aeldenari Gift: Gift of Killing
Notes: This Gift gives Aeldenari the power to inflict direct harm upon the people and world around them. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Energy Blast, Hand Attack, Hand Killing Attack, and Ranged Killing Attack.
1 Aeldenari Gift: Gift of Knowing
Notes: This Gift gives an Aeldenari the capacity for vast mystical awareness. An Aeldenari that has this Gift may purchase Powers which are constructed using Clairisentience, Telepathy, Enhanced Senses, or Mind Scan.
1 Aeldenari Gift: Gift of Rifting
Notes: This Gift gives Aeldenari the power to bend Space to their will, allowing them to travel far distances in their own plane of existances and perhaps (with GM's Permission) into others as well. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Teleportation and Extra Dimensional Movement.
1 Aeldenari Gift: Gift of Shifting
Notes: This Gift gives an Aeldenari control over their own form. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Shape Shift and Multiform.
1 Aeldenari Gift: Gift of Warding
Notes: This Gift gives Aeldenari the power to erect magical barriers. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Force Field, Force Wall, and with GM's discretion appropriate Barrier-only Entangles.
1 Aeldenari Gift: Gift of Willing
Notes: This Gift enables the Aeldenari to force their will upon the world around them, changing nearly anything in the surrounding enviroment and the environment itself into anything the Aeldenari can imagine. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Change Enviroment, Transform, and appropriate Entangles.
10 Total Talents Cost

SKILLS
Cost  Name
Haelfinan Package
3
1) Haelfinan Archery: +1 with all Bows
2
2) Elven Weapons Group: WF: Blades, Bows, Haelfinan Weapons Group Discount, Spears
1
3) Language: Haelfinan (idiomatic; literate) (5 Active Points)
Light Foot Package
8
1) +1 with All Combat
6
2) +3 with Long Bow
3
3) Fast Draw 14-
3
4) Tracking 12-
26 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 DF: Aeldenari (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
5 DF: Haelfinan (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Enraged: Haelfinan Lands Are Invaded Or Despoiled (Uncommon), go 11-, recover 11-
20 Haelfinan Characteristic Maxima
20 Psych. Lim.: Arrogant (Very Common, Strong)
10 Psych. Lim.: Hates Nordmanner (Uncommon, Strong)
10 Psych. Lim.: Unforgiving (Uncommon, Strong)
10 Reputation: Aggresive Protector of Borders, 11- (Extreme; Known Only To A Small Group)
20 Susceptibility: Iron & Steel, 1d6 damage Instant and then per Minute (Very Common)
15 Vulnerability: 1 1/2 x BODY Iron & Steel (Very Common)
15 Vulnerability: 1 1/2 x STUN Iron & Steel (Very Common)
150 Total Disadvantages Cost
Height: 6' 0" Hair:  Gold
Weight: 100 lbs Eyes: Violet
Appearance: Haelfinan are superbly graceful and exquisitely beautiful as a rule. They are equally as likely to favor archery or Aeldenari Magic, with many of their number mastering both.
Personality: Nyomar is bitter, arrogant, and hates the thought of lesser beings invading his peoples lands.
Quote:"Mawruwy o'r gloch ydi, dynion!" (Roughly translated: Now is the time that you die, manling)
Background: Nyomar inhabits the Haelfinan Forests of the northlands and is one of the most vocal member of the Nuwynamadd Caleb (nu-we-NOM-ath CAW-leb; literally "Vengeance Hunt"), which is a collection of Haelfinan that bitterly work to halt the collapse of Haelfinan held lands, fighting against all comers that encroach on their demenses. Nyomar is a warleader among the Caleb and usually has many numbers of Tarbhdynion (tarv-DEEN-eon; beast men) under his command.

 

Nyomar is a little over a thousand years old, and has seen the Nordmanner grow in strength and fears that his people are doomed to attrition, but is determined to not let it happen on his watch.

Powers/Tactics: Powerful Willcrafter.
Campaign Use: Healfinan are very rare, appearing only in small pockets in the deep forests of the World of San'Dora, or on distant islands. They have a dire sensitivity to ferrous metal, which encourages them to avoid proximity to the races of Var and Men, who favor Iron based equipment.
Character created with Hero Designer (version 2.25)
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And of course, Ayden:

Combat Information Page

Character Name: Ayden Hrædaled

Alternate Identities:

Player Name: Kristin Molle

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
12 STR 10 2 12/18 11- / 13- HTH Damage 2d6/3 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
12 CON 10 4 12 11-
12 BODY 10 4 12 11-
11 INT 10 1 11 11- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
11 PRE 10 1 11 11- PRE Attack: 2d6
12 COM 10 1 12 11-
             
             
2 PD 2 0 2/5   2/5 PD (0/3 rPD)
2 ED 2 0 2/5   2/5 ED (0/3 rED)
5 SPD 2.5 25 5   Phases: 3, 5, 8, 10, 12
4 REC 4 0 4  
24 END 24 0 24  
24 STUN 24 0 24    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2"/3" 57 Total Characteristics Points
attachment.php?s=&postid=277652
EXPERIENCE POINTS
Total earned: 14
Spent: 7
Unspent: 7
Base Points: 50
Disad Points: 110
Total Points: 167
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"/3"
V. Leap (1") 1"/1 1/2"
APPEARANCE
Hair Color:  Red
Eye Color:  Indigo
Height:  5' 7"
Weight:  150 lbs
Description:
An outsider might recognize Ayden as Machtig purely for the red hair on his head. Of course, that same figurative outsider would stand Ayden next to most other clans of his nation, and likely declare him a rather fetching young girl. Compared to the towering Ulthferen, Ayden’s 5 foot 7 inch frame is a mere sapling, and his lithe, wiry build weighs less than half one of the massively built Wundvolding or Huarthmunn. Aelfing blud of generations past gives his features a delicacy as well, with sculpted cheeks, a pointed chin, and a finely shaped nose free of the disfigurement of brawling. Thin lips seem perpetually pursed in an expression of disintrest. His brows are thin and arched above indigo eyes, a deep almost canny blue that almost subsumes the purple hint in them. Ayden’s ears have a bit of of an upsweep to them, though nothing that could be called ‘pointed’, and tend to protrude visibly through his hair when its left hanging. Which is rare, when working; he’s kept it long, which is impractical, and the straight fine hairs are the brilliant reds of copper and sunset. Much safer tied back with a leather thong and covered with a simple cloth scarf. The wiry build implies speed rather than strength, most of his muscles are in the arms and shoulders of an archer. But despite this physical unimpressiveness, he carries himself with a confident air, if aloof.

DEFENSES
Type Amount Notes
Physical Defense 2/5 Current BODY:
Res. Phys. Defense 0/3  
Energy Defense 2/5 Current END:
Res. Energy Defense 0/3  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +1 with All Combat , +4 with Long Bow
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
9 Druidic Gift of Spring Breezes: Gliding 10", combat acceleration/deceleration (+1/4) (12 Active Points); May Not Gain Altitude (-1/4)
Elvenblooded
3
1) +1 PER with all Sense Groups
2
2) Archers STR: +6 STR, Reduced Endurance (0 END; +1/2) (9 Active Points); Only to Draw Bow (-2), No Figured Characteristics (-1/2)
12 Aeldenari: EC, 30-point powers, (15 Active Points); all slots Concentration (1/2 DCV; -1/4)
11
1) Bend Light: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
3
4
2) Hypersensitive Hearing: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (32 Active Points); Activation 13-, Jammed (-1 1/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Sense Affected As More Than One Sense [Hearing] (-1/2), Concentration (1/2 DCV; -1/4), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve)
3
5
3) Arrows from Twigs: Minor Transform 3d6 (Small wooden objects into Arrows) (30 Active Points); Requires A Weaponsmith Skill Roll (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
3
8
4) My way: Major Transform 2d6 (Anything into anything) (30 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
3
4
5) Hawkeyes: (Total: 36 Active Cost, 9 Real Cost) +8 versus Range Modifier for Sight Group (12 Active Points); Increased Endurance Cost (x5 END; -2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Linked (Penalty Skill Levels; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) (uses END Reserve) (Real Cost: 3) plus Penalty Skill Levels: +8 vs. Range Modifier with All Attacks (24 Active Points); Increased Endurance Cost (x5 END; -2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 6)
15
10 Aeldenari: Endurance Reserve (90 END, 1 REC) (10 Active Points)
68 Total Powers Cost
EQUIPMENT
Equipment END
Long Dagger: LIGHT (1D6), 8 STR Min, 1 handed, -2 to Conceal; Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with, Stabbing: If Attack roll made by half, Attack is Double Penetrating, Hurled: May be thrown; Range Based On Strength
Long Bow: HEAVY (2D6+1), 2 handed, -6 to Conceal, Puncturing: +2 OCV to hit; +2 damage per die vs Chain Armors (up to the total DEF of the armor); -2 OCV to Block with' Launcher (175"); Readied: Takes 1/2 Phase Action to Load/Ready weapon
Leather: Armor (3 PD/3 ED) (9 Active Points); OAF (-1)
Notes: Double DEF vs Fire and Explosions
PERKS
Cost  Name
1 Status: Thegn (Machtig)
1 Total Perks Cost
TALENTS
Cost  Name
1 Aeldenari Gift: Gift of Decieving
Notes: This Gift enables the Aeldenari to fool the senses of others. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Images and Invisibility
1 Aeldenari Gift: Gift of Knowing
Notes: This Gift gives an Aeldenari the capacity for vast mystical awareness. An Aeldenari that has this Gift may purchase Powers which are constructed using Clairisentience, Telepathy, Enhanced Senses, or Mind Scan.
1 Aeldenari Gift: Gift of Willing
Notes: This Gift enables the Aeldenari to force their will upon the world around them, changing nearly anything in the surrounding enviroment and the environment itself into anything the Aeldenari can imagine. Having this Gift enables an Aeldenari to purchase Powers which are constructed using Change Enviroment, Transform, and appropriate Entangles.
3 Absolute Range Sense
6 Total Talents Cost

SKILLS
Cost  Name
Light Foot Package
8
1) +1 with All Combat
8
2) +4 with Long Bow
2
3) AF: Light Armor Proficiency
3
4) Fast Draw 12-
5
5) WF: Common Melee Weapons, Common Missile Weapons, Sling
Elvenblooded
2
1) Weaponsmith (Muscle-Powered Ranged) 11-
3
2) CuK: Aelfing (INT-based) 11-
2
3) Language: Aelfing (basic conversation; literate)
1 Stealth 8-
1 Tracking 8-
35 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Normal Characteristic Maxima
10 DF: Aeldenari (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
5 DF: Elven-blooded (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 Phys. Lim.: Disoriented in Non-Forrested Areas; Easily Lost (Infrequently, Slightly Impairing)
10 Money: Destitute
10 Psych. Lim.: Destiny Child Syndrome (Uncommon, Strong)
10 Psych. Lim.: Ethnocentricity (Common, Moderate)
15 Psych. Lim.: Naive and Sheltered (Common, Strong)
10 Psych. Lim.: Promiscuous (Uncommon, Strong)
5 Rivalry: Professional (w Archers; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
110 Total Disadvantages Cost
Height: 5' 7" Hair: Red
Weight: 150 lbs Eyes: Indigo
Appearance: An outsider might recognize Ayden as Machtig purely for the red hair on his head. Of course, that same figurative outsider would stand Ayden next to most other clans of his nation, and likely declare him a rather fetching young girl. Compared to the towering Ulthferen, Ayden’s 5 foot 7 inch frame is a mere sapling, and his lithe, wiry build weighs less than half one of the massively built Wundvolding or Huarthmunn. Aelfing blud of generations past gives his features a delicacy as well, with sculpted cheeks, a pointed chin, and a finely shaped nose free of the disfigurement of brawling. Thin lips seem perpetually pursed in an expression of disintrest. His brows are thin and arched above indigo eyes, a deep almost canny blue that almost subsumes the purple hint in them. Ayden’s ears have a bit of of an upsweep to them, though nothing that could be called ‘pointed’, and tend to protrude visibly through his hair when its left hanging. Which is rare, when working; he’s kept it long, which is impractical, and the straight fine hairs are the brilliant reds of copper and sunset. Much safer tied back with a leather thong and covered with a simple cloth scarf. The wiry build implies speed rather than strength, most of his muscles are in the arms and shoulders of an archer. But despite this physical unimpressiveness, he carries himself with a confident air, if aloof.
Personality: Ayden is aloof and mercurial. His combination of Aeldenari gifts is very self-centered - he knows what is going on in the environment he inhabits, and can force his will upon that environment to shape it more appropriately to his desires, but his gift of deception means the truth others see is dependent his will as well. He didn’t have the ties of family growing up, national pride with his clan’s isolationism, or even the bonds of friendship. Its always been about him, though his time with the Aelfing did make him realize he’s still fairly low on the figurative totem pole. His sense of destiny does have him overvaluing his own contributions, and his confidence in his Aeldenari abilities means he doesn’t plan ahead extensively for daily matters - life or death situations, yes, because then he might die - but he probably wouldn’t even bother to think about bringing gear on a camping trip. He essentially spent a century as a boy without a family, so he isn’t accustomed to bonding, and the long boyhood of being able to fill any want with his gift contributed a Pan-ish quality. The one part of him that is most mature is his feeling of destiny to his people - though some of that is manifesting in a much less-mature desire to help personally repopulate the Faendradi. Ayden thinks very highly of himself, so of course his children would naturally be good additions. Women, especially attractive and compitent seeming women, catch his eye like the worst of lechers - he just feels justified.

 

Geas: Beware the path unfollowed.

Quote:"Uraltblut die Bogenspanner sights an arrow

Warping the weft and pulling the weaves

Days of Aelfing yore sought in furlough

Past years of strength he sought to retrieve

Turning his people from their barrow

And prevent us all from a Clan to grieve"

Background: Ayden Hraedaled remembers a time when Neirin was not Laird of the Faendradi. In another clan, this might be a bit impressive for a man who appears to be in his twenties, or might not even be worth them blinking. But the Forest Laird has led his dwindling people for over a century now, and many among their number have never known any other ruler.

 

Ayden does. And while he may not remember the politics, he remembers the way new life seemed to breathe into their forests at the change of leadership, and the way one of the soundless Gewählt came deep to their forest when Ungheuer troubled the family.

 

The blood of his own people, the Faendradi, is stronger in him than his Laird. His parents were a young couple so steeped in druidic nature-lore they wouldn’t even live in the treetop steading of Llawruchaf, though it had been generations since they had interbred with the Aelfing. Thus it was all the greater surprise when their cute red-haired son showed Aeldenari Gifts greater than his family had manifest in years. Ayden was a playful and strong-willed toddler, quick to learn if he wanted, and impossible to tempt if he didn’t - because whatever toy or treat he wanted, he would simply transform from some household object. It became his most practiced skill early on; even when he didn’t want something specifically, changing the tools and decorations into Other Things would generally stirr his parents up into an entertaining frenzy.

 

They were quickly at their wits end, all but vowing never to have a child again, when their close friend - Druid Targon - stop by to give them some counsel before making any ‘rash decisions’. He easily saw what powers Ayden had (and lost a good waterskin for his trouble), and offered to take him to visit with the Aelfing. He needed someone with similar or greater powers to teach him control - and control him - or the druid explained the boy would have a difficult time understanding the balance of nature and how he should fit into that. The druid felt this boy had a destiny, and if Ayden’s life continued to revolve so completely around himself, he may prove useless when the moment arrived.

 

The parents accepted, and more eagerly than the Aelfing community. But Aelfing are fickle, so while they aceeded to the druid’s requests, they weren’t about to put themselves out doing it - rather than rush themselves to spend time with a quickly-growing young mortal, they used their magic to slow time for Ayden and Targon. Faendradi are long lived, but a full century passed, and Ayden only grew to be a ten year old boy. He learned much about the nature of his powers, and refined his favorite shape-changing trick to a well-practiced tool for making arrows. His best skill in defense came to be his ability to dissapear from sight, but close behind it was his skill with a bow - the long practices shooting at trees helped him to refine an acurrate sense of distance. As he could only use pure invisibility for a short period of time, he became familiar with stealth, and excelled at tracking - though whether his specific knowledge will translate as well outside his home forests has yet to be seen.

 

Returning home was less of a shock than it might otherwise have been - with Neirin’s unchanging ways, the Faendradi seemed to simply be there the same as they always were. Only, there were less of them now. Ayden’s druid mentor, Targon, explained this emptyness to him with this history of his people. And how the Aelfing were trying to ‘breed out’ what was still Machtig about them. That was more of a shock than seeing his parents elderly, and his younger siblings ready for children of their own. Ayden had always thought of the Faendradi as a blessed people for their union with the Aelfing! Neirin’s complacency with the decline wouldn’t do; the young Aeldenari valued his people too much to allow them to decline this way. Targon had repeated throughout his life he was destined for great things, and Ayden now felt part of that was to pass on that greatness to future generations.

Powers/Tactics: Bowman and Aeldenari.
Campaign Use: The Faendradi have always had the most contact with the Aelfing folk, and they number many Druids among them. The average Faendradi is a Ranger or Druid or a Ranger/Druid, with some commoners and the occasional Barbarian. The Faendradi are also renowned for their Skalds, who are traditionally the most talented and fairest-tongued men in the Vold. The Druids are trying to encourage growth amongst the Clan, but have barely been able to stop the downward slide. The ancestral home of the Clan is the Baumhause, an actual tree-city like those of the Aelfing in other lands.
Character created with Hero Designer (version 2.25)
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Guest joen00b

The more I read of Shrike's materials, the more I want to toss all my stuff to the side and just run a campagn in his world, lmao. The volumes that you have online are just incredible!

 

As always, mighty fine work and examples. Someday I may get focused enough to make something half this good, until then, I refer to the master and incorporate aas I can.

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Originally posted by joen00b

The more I read of Shrike's materials, the more I want to toss all my stuff to the side and just run a campagn in his world, lmao. The volumes that you have online are just incredible!

 

As always, mighty fine work and examples. Someday I may get focused enough to make something half this good, until then, I refer to the master and incorporate aas I can.

Wow; high praise -- Thanx!

 

I also collaborate, so if you've got any bright ideas, send them my way and we can rough them out into something cool and add it. ;)

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Guest Hell_spawnEod

lol im stupid

 

wow.. to me that stuff is like written in chinese or something. Im new to this fantasy stuff so i dont understand. Im not making fun of what your saying just i dont understand it. I guess you could call me a noob to this

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Guest joen00b

Ah, Spawn. See, these boards are dedicated to the (fade on) GREATEST TABLETOP ROLEPLAYING GAME EVER (fade off): The Hero System. Sometimes refered to as Champions.

 

You can check out the materials for the game itself here and materials regarding Fantasy Hero here.

 

Understandably, the character notes wouold not make sense, but to the people well versed in the game, it reads like plain english. Weird I know, but it's true. Think of it as a code, where only us super cool folks know what's going on. I've seen your other posts regarding fantasy writing, and I found building a world with history and characters helped me out a lot. The Hero System can help ya bring these ideas to life as wel.

 

Gee: a sales pitch, a welcome and a bit of flattery, am I good or what?

 

Welcome aboard, many folks here can answer any questions regarding the gaming system, Shrike alone is a veritable fountain of knowledge and he loves to share his works (much to the delight of us time crunched players). Ask around, you'll find many folks to be wise and helpful around here.

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