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Ayden Hraedaled


d4 (+1 PP)
Destiny Child
Weird Woodsy Warrior



Total Advances: 114

Plot Points


Advances: 0



Advances: 36



Advances: 19




Ayden Hraedaled

Ability Sets

Aelfing Archer

Senses: d12
Invisibility: d10
Transmutation: d10
Ranged: d12
Reflexes: d12
Leaping: d8

SFX: Druidic Blessing Of Spring Breezes: You may add Leaping at no cost on a reaction even if surprised.

SFX: Gift of Knowing: You may spend one (1) Plot Point to add Senses (or step up if already in your pool) and reroll all dice on a reaction.

SFX: Gift of Willing: Step up and double your Transmutation effect die for one action, then step back your Transmutation trait. Recover by activating an opportunity or during a Transition Scene.

SFX: Gift of Deceiving: Spend one (1) Plot Point to add a Figment to the current Scene. The Figment takes the form of an illusion of a living creature affecting normal sight, hearing, and smell. This Figment can move around independently of you and appear to take actions; however it has no effect beyond tricking people. Attempts to see thru the illusion are resisted by your Tier + Psyche + 2d6. An attack against or attempt to touch the Figment will dispel it, as will the end of the Scene. You can dispel the Figment at will.

SFX: Double Shot: You may step down and double Ranged on an attack, and keep an additional effect die for one additional target.

SFX: Deadly Shot: On a successful Ranged attack that inflicts Body Trauma you may step up the target's Body Trauma by one step.

Advances: 52


Aeldenaren [  ][  ][  ]

The Aeldenaren Vocation allows the following special Exploits:

  • Exploit: You may double your Psyche trait on an action or reaction if using an Aeldenari Ability Trait.
  • Exploit: If you rolled a 1 on an action or reaction when using an Aeldenari Ability you may reroll that die; it does not count as an opportunity if you do.
  • Exploit: If you are in the scene you may step up your Ego Stress die multiple times to step down any effect die just rolled in this scene the same number of steps before it is applied; if you step it down below d6 there is no effect.
  • Signature Exploit: You may double an Aptitude trait die for one action or reaction.
  • Signature Exploit: You may step down your own Ego Stress by two steps or your own Ego Trauma by one step.
  • Signature Exploit: If you have not gone yet this turn, you may assert yourself to be the next person in the initiative order.

Archer [  ][  ][  ]

The Archer Vocation allows the following special Exploits:

  • Exploit: If a target is deemed to be a bit too far away to attack with a bow, you can attack them anyway.
  • Exploit: With access to materials, during a Transition Scene you may produce a full quiver of extra fine arrows. You gain the Asset 'Special Arrows: d8'; you can give this Asset to someone else to use.
  • Exploit: If attacking with a bow and arrow you may add a d8 to your dice pool and if succesful you may step up your effect die.
  • Signature Exploit: If attacking a target who is not yet aware of you with Ranged, step up the highest die in your dice pool before rolling.
  • Signature Exploit: If you are sneaking into position to attempt to snipe someone and fail a roll to avoid detection you may reroll.
  • Signature Exploit: If you rolled for a Ranged attack, before your opponent makes a reaction roll you may reroll your attack.
  • Signature Exploit: If Ranged is not shut down you may eliminate an NPC opponent in your Scene with a Tier three steps or more below yours.

Survivalist [  ][  ][  ]

The Survivalist Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you may find enough food and water to sustain a small group of travellers for a day.
  • Exploit: You may step up and double Awareness when taking an action or reaction related to tracking or hunting.
  • Exploit: You may step up and double Finesse when sneaking around in the wilderness.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Signature Exploits Advances: 7


Sneaky Bastard

By inclination and profession you prefer to remain unheard and unseen...with or without reason.


The first time in a session when you startle someone by approaching unnoticed.

+1 Plot Point

The first time in a session someone attempts to spot or hear you and fails to do so.

+1 Plot Point

The first time in a session when you successfully attack an opponent from surprise.

+1 Plot Point


You take pride in your marksmanship and enjoy demonstrating your shooting skill and accuracy.


The first time in a session you make a successful Ranged attack.

gain a Exploit invocation

The first time in a session you make a Ranged attack that takes an opponent out of action.

gain two (2) Exploit invocations

When you use your marksmanship to get the killshot on a priority target (at least a mini-boss, or a significant monster).

gain one (1) Advance, gain two (2) Exploit invocations, then retire this Milestone Set and choose another one


Ayden was a playful and strong-willed toddler, quick to learn when it suited him, 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 tools and decorations into Other Things would generally stir his parents up into an entertaining frenzy.

The Druid Targon recognized the depths of Ayden's potential early and immediately felt that this boy had a destiny. Everafter he acted as a distant monitor of Ayden's development, stepping in when Ayden's parents found the difficult child almost too much to manage, granting wisdom and counsel to insure that when the time came Ayden would be ready to be of service to his fate.

Eventually Targon took Ayden to visit the Aelfing enclave hidden within the lands of the Faendradi clan and made some pact with the fickle fey to take in Ayden to be trained in the proper use of his Aeldenari gifts. But Aelfing are inscrutable; rather than rush themselves to spend time with a quickly-growing young mortal magic was applied to slow time for Ayden. A full century passed while Ayden was among them, but he only aged a decade.

In his century among the Aelfing Ayden learned much about the nature of his powers, and refined them. He also learned how to dissapear from sight and to sense the unseen. He also learned elfy woodcraft and archery, the ways of stealth, and how to track a quarry.

Returning home Ayden found little had changed among his people's culture...but they were much reduced in number. Not due to war, nor famine, nor disease...rather his people were simply fading out. The Druid Targon had passed away while Ayden was among the Aelfing, but his successor was waiting for Ayden with a revelation; the council of Druids had come to the divine realization that Ayden was to be one of a prophesied group from an ancient lore known as the Nine Arrows, and was needed to go on a Great Faring. Surely this must be the destiny Targon had forseen?