Narel of Arthedain
Character Name: Narel of Arthedain
Alternate Identities: Firestar
Player Name: JJ Moore
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
22 DEX 10 36 22 13- OCV 7 DCV 7
22 CON 10 24 22 13-
18 BODY 10 16 18 13-
28 INT 10 18 28 15- PER Roll 18-
23 EGO 10 26 23 14- ECV: 8
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
8 PD 4 4 8/13 8/13 PD (0/5 rPD)
8 ED 4 4 8/13 8/13 ED (0/5 rED)
4 SPD 3.2 8 4 Phases: 3, 6, 9, 12
10 REC 8 4 10/20
50 END 44 3 50/150
50 STUN 39 11 50
6" Running 6 0 6"/16"
2" Swimming 2 0 2"/4"
4" Leaping 4 0 4"/24" 177 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Fire Ball!" (Usually followed by everyone on his team running.)
EXPERIENCE POINTS
Total earned: 500
Spent: 500
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 850
MOVEMENT
Type Total
Run 6"/16"
Swim 2"/4"
H. Leap 4"/24"
V. Leap 2"/12"
Flight 8"
Gliding 10"
Tunneling 7"
DEFENSES
Type Amount
Physical Defense 8/13
Res. Phys. Defense 0/5
Energy Defense 8/13
Res. Energy Defense 0/5
Mental Defense 0
Res. Mental Defense 0
Power Defense 20
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels:
+4 with the Strike of Eldarion
+4 with Fire Bolt
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 DNPC: Wife, Nekoru 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
20 DNPC: son, Blaze 11- (Incompetent)
25 Berserk: If Neko or Blaze Attacked: Uncommon, go 14-, recover 8-
20 Psychological Limitation: Over-protective of Family (Common, Total)
20 Psychological Limitation: In Love With Nekoru (Common, Total)
20 Psychological Limitation: Curious (Very Common, Strong)
20 Social Limitation: Public Identity Very Frequently, Major
10 Reputation: Powerful Mage, Almost Always (14-) (Known Only To The Magic World)
10 Vulnerability: Cold-based Attacks: 1 1/2 x STUN Common
150 Total Disadvantages Cost

Character Name: Narel of Arthedain
Alternate Identities: Firestar
Player Name: JJ Moore
SKILLS
Cost  Name
0 Acting 8-
2 Animal Handler (Equines) 13-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 15-
3 Conversation 13-
3 Deduction 15-
3 Linguist
2
1) Language: LS: Aduniac (Completely Fluent, w/Accent)
2
2) Language: LS: Duneal (Completely Fluent, w/Accent)
1
3) Language: LS: English (Westron) (Fluent Conversation)
2
4) Language: LS: Quenya (Completely Fluent, w/Accent)
4
5) Language: LS: Runes (Imitate dialects; Literacy)
1
6) Language: LS: Signaling (Fluent Conversation)
3
7) Language: LS: Sindarin (Idiomatic, native accent)
25 Magic Research 26-
25 Magic Skill 26-
8 Musical Instrument Familiarity (Wind Instruments) 17-
3 Paramedics 15-
8 PS: Flutist 17-
4 PS: Mage 14-
3 Riding 13-
3 Scholar
4
1) KS: Air Magic 17-
2
2) KS: Chess 15-
2
3) KS: Circle Lore 15-
2
4) KS: Cookery 15-
4
5) KS: Courts of Ardor 17-
2
6) KS: Demon/Devil Lore 15-
2
7) KS: Dragon Lore 15-
4
8) KS: Earth Magic 17-
4
9) KS: Elemental Magic 17-
2
10) KS: Famous Mages 15-
4
11) KS: Fire Magic 17-
2
12) KS: Herb Lore 15-
4
13) KS: Illusion Magic 17-
2
14) KS: Items of Power 15-
2
15) KS: Magic Rituals 15-
2
16) KS: Music 15-
2
17) KS: Racial History 15-
6
18) KS: Spell Research 19-
2
19) KS: Symbol Lore 15-
2
20) KS: Transporting Magic 15-
2
21) KS: Warding Lore 15-
2
22) KS: Water Magic 15-
2
23) KS: Weather Watching 15-
3 Scientist
2
1) SS: Alchemy 15-
2
2) SS: Philosophy 15-
2
3) SS: Psychology 15-
3 Shadowing 15-
11 Sleight Of Hand 17-
11 Stealth 17-
3 Streetwise 13-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Underground) 15-
3 Tactics 15-
3 Teamwork 13-
0 TF: Carts/Carriages, Equines
3 Tracking 15-
3 Traveler
2
1) AK: Anduin Valley 15-
2
2) AK: Arda 15-
2
3) AK: Arthedain 15-
2
4) AK: Dol Amroth 15-
2
5) AK: Forenost Erain 15-
2
6) AK: Linhir 15-
2
7) AK: Mirkwood 15-
2
8) AK: Rivendale 15-
2
9) AK: San Francisco 15-
2
10) AK: Umbar 15-
1 Weapon Familiarity: Staffs
32 +4 with All Combat
15 +3 with Knowledge Skills
303 Total Skills Cost
PERKS
Cost  Name
20 Base: The Wild Hunt Base
15 Money: Filthy Rich
3 Well-Connected
8
1) Contact: Elrond of Rivendale (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
8
2) Contact: Galadriel of Lorien (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
8
3) Contact: Gandalf the Grey (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
62 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Time Sense
15 Combat Sense 15-
30 Danger Sense (general area, out of combat) 18-/15-
5 Eidetic Memory
53 Total Talents Cost
 
POWERS
Cost  Power END
120 Archmage Magic: Magic Power Pool, 100 base + 20 control cost, Only for spells he has studied or created (-1/4); all slots Cannot wear armor or carry heavy burdens (-3/4), Gestures (-1/4), Incantations (-1/4)
0
1) Chill the Blood: Drain 5d6 Real Cost: 22
5
0
2) Cloaking: Invisibility to Sight Group ; Can be seen in reflective surfaces (-1/4) Real Cost: 8
2
0
3) Detect Movement: Detect A Single Thing 18-/15- (Hearing Group), Increased Arc Of Perception (360 Degrees); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3
1
0
4) Dispel Magic: Dispel 13d6, One Power At A Time (+1/4) Real Cost: 22
5
0
5) Earth Passage: Tunneling 7" through 12 DEF material Real Cost: 22
5
0
6) Falling Leaf: Gliding 10"; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 4
1
0
7) Feather Foot: Flight 8" Real Cost: 7
2
0
8) Fire Ball: Energy Blast 5d6, Area Effect: Radius (+1) Real Cost: 22
5
0
9) Fire Bolt: RKA 3d6+1; Gestures: Instant Power (-1/4) Real Cost: 20
5
0
10) Fire Shield: Force Field (10 PD/10 ED), Costs END Only To Activate (+1/4), Fully Invisible (+1) Real Cost: 20
4
0
11) Fire Sight: Clairsentience (Sight Group); Limited Power: Fire to fire only (-1) Real Cost: 6
2
0
12) Flying Disk: Flight 9", Usable Against Others (+1 3/4) Real Cost: 22
5
0
13) Heavenly Bridge: Force Wall (10 PD/2 ED; 11" long and 1" tall); Horizontal Only (-1/2) Real Cost: 18
5
0
14) Hynotic Flames: Mind Control 8d6, Telepathic (+1/4); Target Must See The Flame (-1) Real Cost: 15
5
0
15) Ice Ball: Energy Blast 6d6, Explosion (+1/2) Real Cost: 20
4
0
16) Ice Glitter: Sight Group Flash 3d6, Explosion (+1/2) Real Cost: 10
2
0
17) Ice Shards: RKA 2d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) Real Cost: 27
2
0
18) Iron Will: Power Defense (20 points); Costs Endurance (-1/2) Real Cost: 7
2
0
19) Light Spell: Sight Group Images Increased Size (4" radius; +1/2); Only To Create Light (-1) Real Cost: 5
1
0
20) Lightning Bolt: RKA 1 1/2d6, Area Of Effect (10" Line; +1) Real Cost: 22
5
0
21) Long Step: Superleap +20" (4"/24" forward, 2"/12" upward) Real Cost: 9
2
0
22) Mud Trap: Entangle 3d6, 3 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) Real Cost: 20
4
0
23) Night Sight: Ultraviolet Perception (Sight Group), Usable By Others: Simultaneous Use (+1/2); Costs Endurance (-1/2) Real Cost: 2
1
0
24) Sense Magic: Detect A Class Of Things 18-/15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 8
2
0
25) Skin of Flame: RKA 1d6+1, Damage Shield (+1/2), Continuous (+1) Real Cost: 22
5
0
26) Sprint: Running +10" (6"/16" total) Real Cost: 9
2
0
27) Steal Breath: Energy Blast 3d6, No Normal Defense (+1), Continuous (+1) Real Cost: 20
4
0
28) Strobe: Drain DEX 3d6+1, Ranged (+1/2) Real Cost: 22
5
0
29) Sun Bolt: RKA 2d6+1, Armor Piercing (+1/2) Real Cost: 23
5
0
30) Wall of Flame: Force Wall (6 PD/6 ED; 7" long and 1" tall) Real Cost: 19
4
5 Bracers of Ranging: Penalty Skill Levels: +6 vs. Range Modifier with All Attacks; Independent (-2), IIF (-1/4)
10 Burning Through: Find Weakness 11- with Fire Bolt0
9 Enhanced Senses: +3 PER with All Sense Groups0
5 Wizard's Robes: Armor (5 PD/5 ED); Independent (-2), IIF (-1/4)0
Ring of the Archmage, all slots Independent (-2), IIF (-1/4)
15
1) Enhanced Endurance: +100 END
6
2) Enhanced Recovery: +10 REC
Staff of Eldarion, all slots Independent (-2), OAF (-1)
5
1) Accuracy: +4 with the Strike of Eldarion
10
2) Fire Amplifier: RKA 3d6; Linked (Fire Bolt; -1/2)
4
9
3) Fire Reflection: Missile Deflection (Any Ranged Attack), +8 OCV with Reflection, Missile Reflection; vs. Fire-based Attacks Only (-2)
0
22
4) Invulnerability to Fire: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Fire-based Attacks (-1), Cannot Move through Solid Objects (-1/2)
0
5
5) Light of Eldarion: Sight Group Images Increased Size (8" radius; +3/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Only To Create Light (-1)
0
7
6) Strike of the Staff: Hand-to-Hand Attack +6d6, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2)
0
5
7) Targeting: +4 with Fire Bolt
Wizard's Stone, all slots Independent (-2), IIF (-1/4)
1
1) Double Lifespan: Life Support (Longevity: 400 Years)
0
19
2) Enhance Attack Spells: Aid Any Attack Power 5d6 (standard effect: 15 points), Only works against an opposite Element (+0), (any Elemental Special Effect; +1/4)
0
2 Swimming +2" (2"/4" total)1
255 Total Powers Cost
EQUIPMENT
Equipment END
The Wild Hunt Comm Unit: SpockNET: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus SpockINFONET: Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18-  plus Teleporter Locator: Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0

Character Name: Narel of Arthedain
Alternate Identities: Firestar
Player Name: JJ Moore
APPEARANCE
Hair Color: Auburn
Eye Color: Hazel
Height: 5' 7"
Weight: 165 lbs
Description:
Narel is a small, thin man with deep auburn hair and intense hazel eyes. His face is narrow and sharp featured but well put together. At all times, save in bed with Neko it is assumed, he is dressed in the flame red robes of a Fire Mage. He never carries a backpack and rarely even a pouch at his belt as heavy objects, particularly metals, tend to foil his magic. Neko has taken to hiding his pointy red hat as she thinks it clashes terribly with his hair. She has been trying out different hats over the last few month but as yet she has found none that satisfy Narel. When he goes out, he always manages to find his hat no matter where she hides it.
BACKGROUND
Narel and his 'brothers and sister' were all born on the same day in a small village in Arthedain on the world of Arda. It was the time of the Great Plague and within days all but five small babies where dead. A dwarf, traveling from the Lonely Mountain to Ered Luin found the children and took them to the House of Elrond were prophesy proclaimed them the savior of the Sun and the Moon. Early on they began their training for the great task they had ahead of them and by their late teens they had embarked on the Quest that they would finish in nearly fifty years. Narel has always been considered the 'eldest' of the five and as such tends to think of himself in charge.
Oddly enough, Narel is part of Ghost Archer's past, or rather his parents'. One of the members of the Courts of Ardor was Rilia, the Lord of Fire and Ghost Archer's future mother. When the final battle came it was Narel that stood alone against Rillia and her demon slave Lesh-Y. It was with the help of the Staff of Eldarion that Narel overcame first Lesh-Y and, after an hours long battle, Rilia, leaving the demon dead and the woman mind-blasted. Narel took the injured Rilia far from the Court, into the depths of the mountains of Ered Luin. There he stayed with her as she slowly became once again functional in all ways but her magic and memory. When he was satisfied she could survive on her own, he left her and did not find out for many years that she had been discovered by a passing group of adventurers and taken to wife by the horseman Joram. Ghost Archer, called Cufaen on that world, came to him and without explaining who he was, cultivated the friendship of the Company as the five had been known. After many years with them, Archer at last explained that he was the son of Rilia the sorceress and for a moment the Company believed he had come to avenge his mother but Lauresul knew Archer's heart and gathered him to her breast and proclaimed him brother to the Company. All have long been as family since then and so when Archer came to Narel for help in a matter on his name world, the Fire Mage, still a single man, readily agreed to travel the Road with Archer and aide him.
At first the trip was reckoned to be for the duration of Archer problem but the excitement of a new world, a world of marvelous science, caused the Mage to consistently delay his return to Arda. It was when Narel met Neko, all knew his home would forever be the Manor of the Wild Hunt. Now he spends his time on research and Neko with occasional forays into teaching his magic to Archer's sister, the Fire Witch. He has become settled at last, giving up his long journey through life for the comfort of family.
POWERS/TACTICS
Narel is a master of Fire Magic and is frighteningly good with it. He does tend to get a little over zealous at times and has been faced with charges of arson more than once but never even brought to Justice since he is a very scary archmage. His favorite method of travel is his 'Flying Disks' which allows him the ability to transport large numbers of people. The Staff of Eldarion does nothing but enhance his power as a mage and to see him batting fire attacks back at a dragon is a sight to behold. He is magical item rich but even without them he is formitable.
PERSONALITY/MOTIVATION
Narel has seen and done literally earth shaking things and after nearly 50 years of questing to destroy the Courts of Ardor, he wishes nothing more than to settle down and study. He is quiet and intense with a twisted sense of humor only Neko seems to understand. In battle he is impulsive and hot-headed as one would imagine a Fire Mage to be.
CAMPAIGN USE
DESIGN NOTES
Created: Wed, 25 Sep 2019 10:23:39

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