
"If I understand aright all that I have heard,' he said 'I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will. This is the hour of the shire-folk, when they arise from their quiet fields to shake the towers and counsels of the Great. "
Elrond Half-Elven - PL 9
Abilities
Strength 2, Stamina 4, Agility 5, Dexterity 7, Fighting 5, Intellect 8/6, Awareness 9, Presence 5
Advantages
Animal Empathy, Attractive, Benefit 3: Lord of Imladris, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Eidetic Memory, Equipment 5, Extraordinary Effort, Improved Critical: Spear, Improved Defense, Improved Initiative, Inspire, Inspire, Languages 2, Leadership, Luck, Luck, Seize Initiative, The Art
Skills
Athletics 5 (+7), Close Combat: Spear 2 (+7), Expertise (AWE): Artistic 8 (+17), Expertise (AWE): Survival 7 (+16), Expertise (PRE): Harp 6 (+11), Expertise (PRE): Oratory 8 (+13), Expertise: Arcane 8 (+16), Expertise: Civics 8 (+16), Perception 8 (+17), Persuasion 10 (+15), Treatment 6 (+14)
Powers
Beleriand Armor: Protection 4 (Removable, +4 Toughness; Impervious [2 extra ranks])
Elven Magic
• Animal Communication: Communication: Mental Area Communication 1 (Linked; Area; Limited: Animals) + Comprehend: Comprehend 2 (Linked; Animals - Speak To, Animals - Understand)
• Animate Water: Create 7 (Volume: 125 cft., DC 17)
• Element Control: Shapeable Area Element Control 7 (Element: Water, 3 tons; Shapeable Area: 30 feet, cubic)
• Elvish healing: Healing 4 (Action: move, Energizing, Restorative, Stabilize)
• Foresight: Senses 4 (Precognition; Custom: +5 bonus to Precognitive checks)
• Illusions *: Illusion 7 (Affects: Three Sense Types - Visual & Hearing, Area: 125 cft., DC 17)
• Mending: Transform 5 (Affects: 1 Thing > 1 Thing - Broken to Unbroken, Transforms: 25 lbs., DC 15; Affects Objects Only)
• Sway Emotions: Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception)
• Telepathy: * Communication: Mental Communication 3 + Mind Reading: Mind Reading 5 (Linked; DC 15)
Sanctum: Rivendelll: Variable 5 (Check Required 5: DC 15 - Expertise: Magic, Limited: to the confines of Rivendell; Quirk: DC is 20 if your trying to duplicate damaging effects)
Sindarin Elf
• Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep)
• Elven Senses: Senses 3 (Awareness: Magic (mental), Awareness: Evil Creatures (mental), Extended: Vision 1: x10)
• Light Footed: Movement 2 (Sure-footed 1, Trackless: Vision 1)
Vilya, Ring of Air (Removable)
• Boost: Broad Simultaneous Weaken 4 (Affects: Magic, Resisted by: Will, DC 14; Broad: Air Magics, Simultaneous)
• Second WInd: Immunity 5 (Fatigue Effects; Limited - Half Effect)
• Thoughtful Inspiration: Enhanced Trait 6 (Traits: Intellect +2 (+8), Advantages: Inspire, Luck)
Equipment
Spear, The last homely House
Offense
Initiative +9
Boost: Broad Simultaneous Weaken 4, +5 (DC Will 14)
Grab, +5 (DC Spec 12)
Mending: Transform 5, +5 (DC Dog 15)
Mind Reading: Mind Reading 5 (DC Will 15)
Spear, +7 (DC 20)
Sway Emotions: Affliction 7 (DC Will 17)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)
Complications
Fame: Elrond is counted among the very wisest of men upon Middle Earth.
Relationship: Elrond bore two twin sons (Elladan and Elrohir); and a daughter (Arwen).
Languages
Adunic, Elvish, Westron
Defense
Dodge 7, Parry 5, Fortitude 7, Toughness 8, Will 11
Power Points
Abilities 86 + Powers 81 + Advantages 28 + Skills 26 (76 ranks) + Defenses 7 = 238
Builders Notes:
Sanctum: Rivendell. This ability allows a person who has tuned themselves in, with a particular place. Has the ability to subtly manipulate the area around them with the Magic of Middle earth. Though a difficult process at best, save for the most strong. This power can manipulate "Environmental/Nature" effects with a Magic Descriptor. Attempting to use it to damage others, can never be "Direct" and is much more difficult to pull off. Examples include:
• Raise/Disperse a fog.
• Control/Strengthen/Diminish Wind.
• Make undergrowth inhibit movement.
• Raise/lower water.
• Cause Flood.
• Improve/Worsen Weather.
Powers marked with a * are Air Magic.










