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Sample Aeldenari: Ayden Hrdaled |
Sample Aeldenari: Nyomar Llwydocaled |
Aeldenari (ALE-din-NAR-ee) run the gamut of
abilities, and many use their special Gifts to enhance their abilities in
the line of work of their choice, and thus they are an extremely diverse and
capable bunch. An Aeldenari can be literally anything, and their spectacular
Powers make them notable, capable, and often times even dangerous. |
Focus |
Compared to other Professions Aeldenaren
emphasize unique personal abilities that augment, enhance, and expand their
capabilities in interesting and unusual ways. |
A player can expect their Aeldenari
character to develop in just about anyway they please, limited only by the
selection of Gifts the player chose to invest in during Character Creation
and how many points they want to split between Aeldenaren Powers and other
abilities. |
Means to Power |
Aeldenaren are born with their Gifts, but
their Powers are individual expressions and can be highly unique to each
character. Typically an Aeldenari has some defining focus or concept
separate from their Aeldenaren abilities, and their selection of Powers act
to augment, complement, and extend that focus. For instance an Aeldenaren
warrior might use Powers from the Aeldenaren Gifts of Shifting, Resisting,
and Affecting to enhance their martial prowess, while an Aeldenaren thief
might use Powers from the Aeldenaren Gifts of Deceiving and Rifting to
further their capabilities in that line of work. |
CASTING
MODEL |
Aeldenaren do not cast "Spells", they
simply have innate Powers that they activate at will (pursuant to any
initialization Limitations that the player has chosen to place on their
character's Powers). |
The Restrictions relevant to Aeldenaren
Powers are discussed in the
Aeldenaren System
document. |
LEARNING AELDENAREN POWERS |
Aeldenari don't think of
their Magic abilities as "Spells", they see them as expressions of
their various Gifts, with individual abilities
being merely an application of a particular Gift. For an Aeldenari to
develop a new Power they simply must pay character points to purchase the
applicable Power Construct. |
Aeldenari have no need of an instructor, but a mentor can
help steer an Aeldenari in the right direction, making them aware of uses for their
Gifts that they haven't thought of themselves. |
If an Aeldenari has
sufficient character points to purchase a new Power Construct and they have the
appropriate Gift to allow it, they may add the Power at any time (pursuant
to GM veto as usual of course). |
AELDENAREN GIFT EXTENSION PACKAGES |
An Extension Package is
provided for each Basic Gift, with the Access Talent of the Gift
and a basic Power common to Aeldenari with that Gift, however
they are entirely optional. |
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A player can opt to just pay
one point for Gifts that they would like their character to
have, ignoring the Extension Packages altogether. |
OPTION: CLOSED SYSTEM |
This option is not in effect
in my campaigns |
Some GM's might prefer to limit
Aeldenari characters to prepackaged Powers. In that case, the GM
should assemble a list with the Powers they feel are appropriate
to their campaign and make them available to their players. |
In such a scenario each Power
or set of Powers could be presented via a set of Extension
Packages. |
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AELDENAREN RELATIVE STATUS |
What exactly indicates "Master" Aeldenari
status might vary from setting to setting, or even from region to region
within the same setting, and overall capability as an Aeldenaren is
difficult to measure, and in many ways is unimportant. |
Generally speaking, since Aeldenari are not really
"Spellcasters", and each Aeldenari's development is more a process of
individual growth than an objectively measured pursuit, there is no concept
of mastery among them. Rather, they think in terms of potency and potential.
An Aeldenari with all twelve Gifts would be considered to have vast
potential, while an Aeldenari with only three Gifts, but several high
Active Point Powers would be considered very potent. |
From an Active Points perspective, Aeldenaren Powers
tend to have a range between 30 and 90 Active Points, with abilities with
more than 60 Active Points being noteworthy, and abilities around and above
90 Active Points being very impressive. Additionally most Aeldenaren Powers
have -1 total Limitations or less; more limited abilities are less
impressive or respected. |
ENDURANCE RESERVES |
Aeldenari may use a Magic Endurance Reserve; in fact it
is generally expected that they will. However, if an Aeldenari does use an
Endurance Reserve they must
define all of their Aeldenari Powers as using it, and no other abilities may use
it. The Standard "May Use Either Personal END or END
Reserve" +1/4 Advantage may be taken on individual Powers if desired. |
Aeldenari are limited in the number of Character Points
they can spend on their Endurance Reserves by the following formula, which
is fairly generous. |
Scaling Capacity Point Cap = Total Character Points / 15 |
EXAMPLE: A Character with 250 total points
could spend up to 17 of those points on a Aeldenaren Endurance Reserve. This
could consist of 100 END and 7 REC or 160 END and 1 REC or anything in between
with a Real Cost of 17 points or less. |
MAGESIGHT |
Aeldenari may not take the Mage Sight Talent
as described in Fantasy HERO for 5th Edition, or an equivalent ability to make it easier for them to
sense and interact with Magic unless they have the Gift of Knowing, in
which case they have whatever sort of Enhanced Sense they desire. |
LONGEVITY |
During Character Creation
an Aeldenari character may take Life Support (Longevity) up to any level
the GM allows (including none). |
DISTINCTIVE FEATURE |
Aeldenari have a recognizable aura that is detectable by
those with appropriate senses. Aeldenari should take the following
Disadvantage. |
DF: Aeldenari (Not Concealable; Always Noticed and Causes Major Reaction;
Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) |
Disadvantage Value: -5 points |