Aeron Gwynn
AKA Druid
The first thing you should know is that he absolutely hated his code name. He was bothered by the implied arrogance of proclaiming himself '
the Druid' when he was well aware that he was only
a druid, and not a particularly notable druid at that. Also there was the practical side in that, if they were supposed to use these names in combat, wasn't announcing 'hey, he can do stuff with plants and elements and stuff' perhaps not the best tactical idea ever? Still, though he always encouraged people to just call him by his real name, he didn't make any attempt to change his alias to something more clever. That would cost him later on.
The second thing you should know is, while he believed in meeting his destiny with a calm heart, he was not above giving a sigh of relief when that destiny turned out to be postponed. When he saw Seven storm away from Claremont, he truly believed that the next time he saw her would be when she returned in even greater fury, when he would have to stand his ground against a much greater magic-user than himself. That this didn't happen, and that they ended up working together to repair the damage caused when the Vengeance Spirit broke free, was a pleasant surprise. It seemed that the dark destiny he foresaw was a mirage. Or at least that it was now more distant.
He was never a member of any of the teams, official or otherwise, that came out of Claremont during his time there. Instead, he made it known that he would provide mystical assistance to any of them when necessary, and found himself called on quite a bit. He even made his services available to groups like Project Freedom when they were without mystical personnel, and apparently knew about the secret life of Dr. Metropolis long before it was discovered by his friends on the Freedom League.
When he graduated from Claremont, in 2010, he returned home to Wales by a slightly more conventional method than he'd used to travel to the United States. There he continued his studies as both a mundane student and a druid, and was genuinely surprised to learn that he'd progressed much further along his chosen path than many others, even those who, like him, had studied for much longer than a human lifetime. The Ministry of Powers sought him out to have him work for them, but while he would assist them in their investigations into phenomena in his homeland, the thought of working for them full time made him uncomfortable. Druids are supposed to be neutral, after all.
In 2013, he felt the world grow colder, and prepared for the worst. As it happened, the worst was yet to come, and before it did, he was the first mage that Zalman sought out for instruction in the intricacies of Earthly magic. Always willing to help a student, especially one whom he judged to be a potential ally against the growing darkness, Aeron spent many days working with the mage, as they discussed the distinctions between the ancient, "Atlantean" magic that Zalman sought and the relatively younger style that Aeron practiced. They finally parted as friends when Zalman determined that he needed to go deeper than Aeron was willing to go.
A few months ago, after a confrontation between Zalman and the dark druid Blackthorn which ended inconclusively, Blackthorn sought to take vengeance on the mystical support system that Zalman had claimed to represent. He could have chosen many targets, from all over the world, but the arrogance of the one called
Druid particularly offended him, and so Aeron became his first target. Zalman arrived just in time to recover Aeron's form from the lake where he'd been drowned, a death from which his powers would not allow him to recover. He has since been more successful in protecting his other friends, but has not yet been able to achieve either justice or vengeance on Blackthorn himself.
The third thing you should know is, there will be a reckoning.
Aeron Gwynn -- PL 10
Abilities: STR 3 |
STA 6 |
AGL 2 |
DEX 4 |
FGT 6 |
INT 1 |
AWE 4 |
PRE 4
Powers: Magic (Array: Ranged Damage 10, AP: Comprehend Animals, Languages, Plants 6, AP: Summon Animated Plants 6, Controlled, Mental Link, Variable Type, AP: Burst Area Selective Cumulative Affliction 4 [Resisted and Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree, AP: Ranged Burst Area Affliction [Resisted by Fortitude; Impaired, Disabled, Unaware], Limited to Hearing, AP: Accurate Extended Teleport 10, Limited to Extended, Medium [plants], AP: Environment 9 [2 points of effect], Variable [weather], AP: Environment 4 [4 points of effect], Variable [weather]),
Natural Ruggedness (Immunity 4 [cold, disease, heat, poison]; Protection 4),
Pass Without Trace (Movement 1 [trackless]),
Sixth- And Seventh-Senses (Senses 3 [acute mystical awareness, direction sense]),
Strength of the Earth (Immortality 1, Limited if separated from the ground),
Wildshape (Variable 6, Limited to animal traits).
Advantages: Diehard, Fearless, Language (English, [Welsh is native]), Ritualist.
Skills: Expertise: Magic* 8 (+12), Expertise: Nature 8 (+9), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Magic 5 (+9), Treatment 7 (+8), Stealth 4 (+6).
* Based on Presence.
Offense: Initiative +2, Unarmed +6 (Close Damage 3 or by Wildshape Damage effect), Levinbolt +9 (Ranged Damage 10), Plant Control -- (Burst Area Affliction 4, Resisted by Damage), Thunderclap (Ranged Burst Area Fortitude 10).
Defense: Dodge 8, Parry 10, Fortitude 8, Toughness 10, Will 12.
Totals: Abilities 60 + Powers 77 + Advantages 4 + Skills 22 + Defenses 20 = 183 points.
Complications: Responsibility--Motivation. Heeds Omens. Stubborn.