Ayden Hrædaled 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13/19 12- / 13- HTH Damage 2 1/2d6/3 1/2d6 END [1]
23 DEX 10 45 23 14- OCV 8 DCV 8
18 CON 10 16 18 13-
18 BODY 10 16 18 13-
18 INT 10 8 18 13- PER Roll 16-
14 EGO 10 8 14 12- ECV: 5
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
16 COM 10 3 16 12-
5 PD 3 2 5/8 5/8 PD (0/3 rPD)
5 ED 4 1 5/8 5/8 ED (0/3 rED)
6 SPD 3.3 37 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 7 2 8
36 END 36 0 36
40 STUN 34 6 40
9" Running 6 6 9"
2" Swimming 2 0 2"
2 1/2"/1" Leaping 3 0 2 1/2"/3 1/2" 161 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 9" [18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"/3 1/2"
V. Leap (1") 1"/2"
EXPERIENCE POINTS
Total earned: 350
Spent: 350
Unspent: 0
Base Points: 50
Disad Points: 110
Total Points: 510
APPEARANCE
Hair Color:  Red
Eye Color:  Indigo
Height:  5' 7"
Weight:  150 lbs
Description:
Aelfing blud of generations past gives his features a sharp delicacy, 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 alien indigo eyes that proclaim his heritage more than anything else.

Ayden’s ears have a definate upsweep to them, though they are not actually sharply pointed like a true Haelfinan's, and tend to protrude visibly through his hair when it is left hanging. His straight fine hair is the dark reds of sunset, and is usually worn tied back in a warriors knot. His wiry build implies speed rather than strength; most of his few visible muscles are in the arms and shoulders of an archer. But despite this physical unimpressiveness, he carries himself with a confident aloof air and moves with a stealthy grace and sureness that most warriors recognize as a sign of dangerous agility.

Ayden Hrædaled 
 
DEFENSES
Type Amount Notes
Physical Defense 5/8 Current BODY:
Res. Phys. Defense 0/3 (18)
Energy Defense 5/8 Current END:
Res. Energy Defense 0/3 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (40)
TACTICS
* In combat go invisible and shoot arrows
* Use Snare and Personal Snare to gain combat advantage
* Use superior senses to best advantage
* Use Transform creatively
* Use Extra SPD wisely
COMBAT INFORMATION
OCV: 8 DCV: 8
Combat Skill Levels:
+1 Overall
+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

Ayden Hrædaled 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Aelfingblooded
9
1) +3 PER with all Sense Groups
0
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)
30 Old Blood Power: Endurance Reserve (200 END, 10 REC) (30 Active Points)0
15 Aeldenari: EC, 30-point powers
7
1) Arrows from Twigs: Minor Transform 3d6 (Small wooden objects into Arrows) (30 Active Points); Requires A Weaponsmith Skill Roll (-1/2), No Range (-1/2) (uses END Reserve)
3
15
2) My way: Major Transform 2d6 (Anything into anything) (30 Active Points) (uses END Reserve)
3
11
3) Personal Snare: Entangle 3d6, 5 DEF (40 Active Points); Double Endurance Cost (-1/2), Only Occurs Outdoors (-1/2), Cannot Form Barriers (-1/4) (uses END Reserve)
4
10
4) Snare: Change Environment 2" radius, -2 DCV, Costs END Only To Activate (+1/4), Selective Target (+1/2) (26 Active Points); Only Outdoors (-1/2) (uses END Reserve)
2
12
5) False Images: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (2" radius; +1/4), +/-2 to PER Rolls, Alterable Size (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (uses END Reserve)
8
30
6) Sensebender: Invisibility to Sight, Hearing, Touch and Smell/Taste Groups , No Fringe (45 Active Points) (uses END Reserve)
4
11
7) Farsight: Clairsentience (Sight Group), Discriminatory, Mobile Perception Point (can move up to 12" per Phase) (35 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) (uses END Reserve)
3
6
8) Hawkeyes: (Total: 36 Active Cost, 10 Real Cost) +8 versus Range Modifier for Sight Group (12 Active Points); Increased Endurance Cost (x5 END; -2), Costs END (Only Costs END to Activate; -1/4), Linked (Penalty Skill Levels; 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), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 7)
15
22
9) Hunter of Minds: Mind Scan 6d6 (Human class of minds), +5 ECV, Cumulative (72 points; +3/4) (70 Active Points); Extra Time (1 Minute, Only to Activate, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Does Not Provide Mental Awareness (-1/4) (uses END Reserve)
7
21
10) Hunter of Thoughts: Telepathy 6d6 (Human class of minds), Cumulative (72 points; +3/4) (52 Active Points); Increased Endurance Cost (x2 END; -1/2), Does Not Provide Mental Awareness (-1/4) (uses END Reserve)
10
11
11) Hypersensitive: Spatial Awareness (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range (37 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Concentration (1/2 DCV; -1/4), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve)
4
10 Druidic Gift of Spring Breezes: Gliding 8", Usable As Leaping (+1/4) (10 Active Points)0
12 Combat Luck (6 PD/6 ED)
234 Total Powers Cost
BELONGINGS
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 Strength0
Long Bow: HEAVY (2D6+1 / 4d6+1 with Deadly Blow), 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 weapon0
Leather: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (-1/2)
Notes: Double DEF vs Fire and Explosions
0

Ayden Hrædaled 
 
TRADE LORE
Cost  Name
Aelfingblooded
3
1) CuK: Aelfing (INT-based) 13-
2
2) Weaponsmith (Muscle-Powered Ranged) 13-
Charming
3
1) Persuasion 13-
3
2) Seduction 13-
Light Foot Package
10
1) +1 Overall
8
2) +4 with Long Bow
2
3) AF: Light Armor Proficiency
3
4) Breakfall 14-
3
5) Fast Draw (Melee) 14-
5
6) Fast Knock 15-
5
7) WF: Common Melee Weapons, Common Missile Weapons, Sling
Sneaky Woodsy
5
1) AK: Lands He Has Traveled Through (INT-based) 15-
3
2) Lipreading 13-
2
3) Navigation (Land) 13-
3
4) Shadowing 13-
3
5) Stealth 14-
3
6) Survival 13-
3
7) Tracking 13-
3 Linguist
1
1) Language: FAENDRADI (completely fluent; literate) (4 Active Points)
2
2) Language: HAELFIRI (completely fluent; literate) (4 Active Points)
1
3) Language: KORSPEAK (basic conversation)
0
4) Language: MACHTIG (idiomatic; literate (Varic Runes)) (5 Active Points)
1
5) Language: NORDSPRECH (fluent conversation) (2 Active Points)
1
6) Language: TRAVENSPENOVA (fluent conversation) (2 Active Points)
1
7) Language: UNDARI (basic conversation; literate) (2 Active Points)
1
8) Language: VORGAANESE (basic conversation; literate) (2 Active Points)
80 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
2 Mighty Thegn: Reputation: One Of The Greatest Heroes Of His Generation (The Machtig) 14-, +1/+1d6
Notes: After his many adventures Ayden is widely regarded among the Machtig as a legendary hero, whose name will be remembered in the sagas for many centuries to come.
2 Reknowned Scout & Sniper: Reputation: Deadly Deep Reconnaissance Scout & Sniper (Forces Of The Twenty Third Jarval-Beahan / Kor War) 14-, +1/+1d6
1 Status: Thegn (Machtig)
5 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
Aeldenari
1
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
2) 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: Clairsentience, Telepathy, Enhanced Senses, Find Weakness, Mind Link, Mind Scan
1
3) 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.
Sneak Woodsy
3
1) Absolute Range Sense
8
2) Combat Archery
14
3) Deadly Blow: +2d6 (Bows)
2
4) Trackless Stride
30 Total Talents Cost
CHALLENGES
Cost  Disadvantage
10 DF: Aeldenari (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
10 DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 DF: Elven-blooded (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima No Age Restriction
15 Psych. Lim.: Destiny Child Syndrome (Common, Strong)
15 Psych. Lim.: Determined To Reverse Course of Clan's Decline (Common, Strong)
10 Psych. Lim.: Ethnocentricity (Common, Moderate)
10 Psych. Lim.: Promiscuous (Uncommon, Strong)
10 Reputation: Aloof And Unfriendly, 11-
5 Rivalry: Professional (w Archers; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
110 Total Disadvantages Cost

Ayden Hrædaled 
 
BEARING AND DEEDS
Height: 5' 7" Hair: Red
Weight: 150 lbs Eyes: Indigo
Appearance: Aelfing blud of generations past gives his features a sharp delicacy, 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 alien indigo eyes that proclaim his heritage more than anything else.

Ayden’s ears have a definate upsweep to them, though they are not actually sharply pointed like a true Haelfinan's, and tend to protrude visibly through his hair when it is left hanging. His straight fine hair is the dark reds of sunset, and is usually worn tied back in a warriors knot. His wiry build implies speed rather than strength; most of his few visible muscles are in the arms and shoulders of an archer. But despite this physical unimpressiveness, he carries himself with a confident aloof air and moves with a stealthy grace and sureness that most warriors recognize as a sign of dangerous agility.
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.
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 2006111006)