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Tiffany Korta

Valkyrja

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Valkyrja

Valkyrie III

Power Level: 12 (180/180PP)

Unspent Power Points: 0

Trade-Offs: -1 Attack / +1 Damage

 

In Brief: Ancient Valkyrie returns to the modern world.

Catchphrase: Af Ásgarðr skínandi gestgjafi!

Theme: Immigrant Song

 

Alternate Identity: Bobbi Takhi Foster (Secret) / Sanngriðr "Very Violent"

Birthplace: Yarmouth, Nova Scotia, Canada

Residence: Norumbega, Arcadia, Nova Scotia, Canada

Base of Operations: East Coast of Canada and America

Occupation: Doctor

Affiliations: Acadian First Nation

Family: Valarie Foster (Mother), Barbera Foster, Sian Foster, Samantha Foster, Anna Foster (Sisters)

 

Description:

Age: 26 (DoB: May 8th 1993) / As old as the first battlefield

Apparent Age: early 30's as Valkyrha

Gender: Female

Ethnicity: Indigenous Canadian (Mi'kmaw) / Asgardian

Height: 5'7" / 6'3"

Weight: 130 lbs / 210 lbs

Eyes: Brown

Hair: Black

 

 

When Bobbi becomes to Valkyrja her features shift to become a merger of Sanngrispacer.pngðr and Bobbi features, and at a squint someone in the know might see those of the Umkoomeeskw sprinkled in there. Sanngriðr’s original physical appearance has been lost thanks to her time spent in Valkyrjasvefn, not that she seems to care as she vastly prefers her current form and would keep it even when separated from Bobbi. Whilst her voice is deeper and more bombastic it has a qualities of the local accent, with the occasional slip into to more Nordic tones when she becomes more excitable.

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Hrímvörður the magical Asgardian armour has also been suitably effected by the imagination of Bobbi rather than the armour worn by at the time it appears as the full plate worn by medieval knights. As befits armor forged by the dwarves of Niðavellir the armor is as light as cloth and allows Valkyrha the full range of movement. More traditionally Norse is the sword she carries, Hrímbíta, in style looking similar to there designs. This is even though traditionally they didn‘t make swords in its size, being as tall as Valkyrja herself. The sword magic means it glows with a faint blue-white light when Valkyrja wills it so.


 

History:

A tale know to only a few in Asgards tells of a journey to the New World from Greenland, well before that embarked on by Lief Erikson. The journey was by the storngest of all warrior of the country, as order by The All-father himself to investigate the tales of a place told by the Greenland Inuit to the Norse settlers that they shared there new home with. Amoung the men going Viking there was also Sanngriðr a Valkyrja sent to help defend the Norsemen and explore this new land. Though the journey was short it was harrowing with the ship going far from shore and ending the journey well off course with the little craft landed at the southern point of what would one day be called Newfoundland.

 

Whilst the relieved Norsemen offered prayers to the gods and began to set up a camp, unbeknownst to them they were being watched by the local inhabitants of the land, the Mi'kmaw people. Worried about these strangers they fetched the protector of the land, Umkoomeeskw a woman empowered by the spirits of the land. With her protection the Mi’kmaw went to meet these strange newcomers to this land.

 

Stories differ as to who started what but Sanngriðr and Umkoomeeskw began to bicker and then fight. This was no ordinary moral fight, for both were creatures of magic, they struggled for three days and nights and devastated a vast area of forest around them. Then finally exhausted the two heroes declared the fight a draw and after joyous celebration to two retreated to negotiate a peace.

 

The negotiation took several day, and it rumoured that the two women did more than just talk, but in the end the two swore a pact. There would be a peace among the two groups and to seal the deal Sanngriðr would bind herself to her Great Sword, Hrímbíta, to act as a guardian until a time she was need by a daughter of the frost.

 

The sword was place under a Runestone that told the tale in of the encounter and placed where the battle had taken. Then when the winter was over the Norsemen returned to Iceland and the place was forgotten about for many centuries. Over the intervening centuries others came and settled the land building all across Newfoundland, including the town of Norumbega near where the Norsemen had once been and Hrímbíta now sat beneath a Runestone. And whilst thing weren’t always perfect a fragile peace always seemed to be hold around the town between the local and the newcomers.

 

As Bobbi was born during the first frost of the year was given the her mother gave her the Mi'kmaw middle name of name Tahki, inadvertently fulfilling Sanngriðr’s prophecy that had been lost to the ages. Bobbi Tahki Foster was an intelligent and wilful child who from an early age had decided that she wanted to be a doctor (or an astronaut it was a split decision really), and apart from being forced to go outside with her sister (which she did enjoy) all her time was spent studying to follow her dreams.

 

Bobbi was rewarded for this hard work with a scholarship to a University of Toronto, a place that was a shock for this small town girl. Most of her time in Toronto was spent the time working her butt of to get through the seven years a medical school. Unknown to her toward the end of her studies, when she was finally about to be truly become a Doctor, archaeologist near her town discovered the fallen Norse Runestone. Days before she returned home the archaeologist uncovered the great sword Hrímbíta, still in perfect conditions after all these centuries. The uncovering of the sword however had allowed it magical nature to be obvious to unfriendly magical forces.

 

The Thule Society a mystical group who wished to dominate the Earth invaded the town of Norumbega looking to recover the sword and use the bound Sanngriðr to help then in there plans of conquest. What they didn’t count on was the returning Bobbi, looking to fight the forces who had conquered the town, who snuck into the towns meeting hall and grabbed the sword to defend herself. Being a frost born mortal she finally fulfilled the pact allowing Sanngriðr to return to Midgard by possessing Bobbi’s body. Or not exactly merge, the two became entangled becoming a completely new being the Valkyrja. Together they easily defeated the Thule Socity freeing the town from them foul influence.

 

Once the trouble Valkyrja discovered what had changed over the centuries, including the Pact that meant she could not walk on the Earth without being bound to this mortal woman. Whilst she could have chosen to return to Asgard she still felt a commitment to help this land, not just this small-town but the entire America’s. Bobbi who still had her own autonomy decided to stay in her home town and help the population by becoming a local doctor, though she was more than happy to become Valkyrja again when needed to help those in trouble.

 

 

Personality & Motivation:

Bobbi is strong willed capable woman, a skilled doctor who won’t take any guff from anyone. She despite her curmudgeon appearance she is however a very caring person, trying her best to help those in need. It helps that despite her gruff exterior she also has not a small amount of wit and charm that offsets this.

 

Valkyrja is in some way an Bobbi turned up to eleven, her manners might be less sarcastic and curmudgeonly, but she’s also a will person who will not take no for an answer when her mind is made up. She’s prone to use violence to solve her problems, though she’s careful not to harm other unless the situation truly demand it to be so. Her time among humanity has taught her to admire there heroism and deeds of bravery, she doesn’t think of Asgardians as greater being. In some ways what she’d discovered has made her think o f them in some ways superiors, or at least some of them.

 

Powers & Tactics:

Sanngriðr has been in many battles in her time, and whilst renowned for her ferocity in a fight (her name meaning Very Violent after all), she has also managed to pick up some tactics in her time.

 

If she has any fault it is that she still getting use to the modern world, and more technological technologies and tactics can sometime make her read the fight wrongly. Her armor allows her to often get away with this flaw, but she can easily be felled by a powered modern weapon or even superpowers. After all the wide variety modern superpowers didn’t exists when she was last wandering the Earth.

 

 

Power Descriptions:

Upon grasping the handle of Hrímbíta, the blade normally intangible, and willing it to be so Bobbi transforms in the Asgardian warrior Sanngriðr, also called Valkyrja. As an Asgardian her body is much stronger and more durable than a typical mortal, and whilst she does not have the normal senses of a Valkyrie she still has a vast store of knowledge as a warrior of old. To return to Valkyrja she needs to again grasp the hilt again and will herself to return to the form of Bobbi, even if separated to from the sword she is not adversely affected.

 

In addition to this she has dwarven forged magical armor, Hrímvörður, in addition to the greatsword that enables her to shrug off almost any harm that be caused by human forged weapons. Hrímbíta is also a great weapon even in the modern world and with her skill with the blade she is even able to throw it with enough great force to cause harm.

 

Complications:

Kalla á Ásgarðr: Whist long has Sanngriðr been away from her homeland she is still both a Valkyrie and an Asgardian and my be called up to do her duty to protect her kind.

Óvinur á Thule: The Thule Society wishes to capture and control Valkyrja for there own ends, and will occasional make her life more difficult. They do not know about the connection between Bobbi and Valkyrja, but if they ever did they could put Bobbi and her family in great danger.

Staðbundin Hetja: Norumbega is a small town and it's almost impossible to hide anything from the local gossip, let alone a Valkyrie and her flying horse. Most everyone in the town knows that Bobbi is Valkyrja, though few would say anything to her let alone outsiders.Still there maybe be a few that would like to use this knowledge to profit in some way...

Treysta mér at ek sé læknir: Bobbi is a Doctor and as such is bound by her oath to try and help those in medical need. Whilst Valkyrja isn’t a healer in any ways she is influenced by Bobbi’s to help the wounded and sick.

 

 

Abilities: 4 + 0 + 4 + 8 + 4 + 8 = 28PP

Strength: 14/30 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/30 (+2/+10)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 18 (+4)

Bobbi / Valkyrja

 

Combat: 10 + 10 = 20PP

Initiative: +0/4

Attack: +5/+8 Base, +6/+8 Melee, +11 Hrímbíta

Defense: +5/12 (+5 Base, +0/7 Dodge Focus), +2 Flat-Footed

Grapple: +7/+21

Knockback: -10

Bobbi / Valkyrja

 

Saving Throws: 0 + 6 + 8 = 14PP

Toughness: +2/+12 (+2/+10 Con, +2 Hrímvörður [Impervious 8])

Fortitude: +2/+10 (+2/+10 Con, +0)

Reflex: +6 (+0 Dex, +6)

Will: +10 (+2 Wis, +8)

Bobbi / Valkyrja

 

Skills: 72R = 18PP

Bluff 6 (+10)

Computers 1 (+10)

Diplomacy 6 (+10)

Drive 5 (+5)

Gather Information 6 (+10)

Handle Animal 0/6 (+4/+10)

Intimidate 0/11 (+4/+15)

Investigation 1 (+5)

Knowledge (Arcane Lore) 0/6 (+0/+10)

Knowledge (Life Sciences) 11 (+15)

Knowledge (Theocracy) 1 (+5)

Language 2/4 (English [Native], French, Miꞌkmaq / Old Norse, Danish)

Medicine 13 (+15)

Notice 8 (+10)

Ride 0/10 (+0/+10)

Search 6 (+10)

Sense Motive 3 (+5)

Survival 3/5 (+5/+10)

Bobbi / Valkyrja

 

 

Feats: 5PP

Attack Focus (Melee) 1

Contacts

Fearless

Luck 2

 

Attack Specialization (Hrímbíta) 1

Benefit (Asgardian) 1

Dodge Focus 7

Improved Initiative 1

Interpose

Minions 6

Takedown Attack 1

Bobbi / Valkyrja

 

 

Powers: 8 + 10 + 80 = 98PP

 

Hrímbíta "Frost Bite" 2 (Asgardian Great Sword, Only usable by Frost Legacy, 10PP Device, Easy to Lose) [8PP]

Environmental Control 1 (Light, 5ft radius Extra: Move Action, Continuous Duration, Flaw: Touch Range) [2PP]

Strike 3 (Feats: Affects Insubstantial 1, Extended Reach 2, Mighty, Takedown Attack 1) [8PP]

 

Hrímvörður "Frost Guard " 2 (Asgardian Armor, Only usable by Frost Legacy ,10PP Device, Hard to Lose) [10PP]

Impervious Toughness 8 [8PP]

Protection 2 [2PP]

 

Valkyrja Máttr 32 (Asgardian Alternative Form) [80PP] Asgardian Physiology

Enhanced Attack Bonus 3 [6PP]

Enhanced Constitution 16 [16PP]

Enhanced Strength 16 [16PP]

Enhanced Skills 10 (Handle Animal +6, Intimidate +11, Knowledge (Arcane Lore) +6, Language 2 (Old Norse, Danish), Ride +10, Survival +5) [10PP]

Enhanced Feats 16 (Attack Specialization (Hrímbíta) 1, Benefit (Asgardian), Dodge Focus 6, Improved Initiative 1, Interpose, Minion 6 (Frárvængr)) [16PP]

Immunity 4 (Aging, Disease, Environmental Conditions: Cold, Poison) [4PP]

Super Strength 6 (heavy load 50 tns) [12PP]

 

Drawbacks: (-3) = -3PP

Normal Identity [-3PP]

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage

Hrímbíta            Touch      DC 28 Toughness                Damage

 

Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (5) + Powers (98) - Drawbacks (3) = 180/180 Power Points

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Frárvængr

"Swift Wing"

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Frárvængr is a magnifance winged six legged horse with a deep black coloration all over. She is a good 17 hands tall (around 5ft 8in) towering over most modern horses but with a sleeker build of a racing horse rather than a stockier Shire Horse.

 

History:

One of the daughter of Skeipnir the horse names Frárvængr was one of those given to Valkyries, being given by Odin to Sanngriðr. The two of them spent many centuries roaming the battlefield choosing those warriors who would go to Valhalla. The two where well suited to each other, with Frárvængr having a fiery temper that only the ruthless Sanngriðr could tame.

 

This was part of the reason that when Sanngriðr was tasked with traveling the oceans her loyal companion was tasked to stay at home rather than following along, a stubborn horse she still followed but at a distance so her companion wouldn‘t know she was there though Sanngriðr was aware of her presence. So Frárvængr watched the battle from a distance unsure whether to intervene on her partners behalf. The last time they met was just before Sanngriðr may the peace pact, and the Valkyrie bid her friend farewell and told her not to wait for her return but to return to Asgard and find her another companion.

 

Frárvængr did not want to bond with another, but instead wandered the multiverse for a while, finding herself a world where humans didn‘t currently existed and settled down among a herd of horse becoming the matriarch of generations of winged horse that spread among the world horses.

 

When Valkyrja returned her companion sensed her return and not long after returned to her side to become her steed again, after bidding farewell to her herd her dedication to Sanngriðr being that strong.

 

 

Personality & Motivation:

Like her returned owner Sanngriðr has mellowed remarkably over the time the two have spent apart. She can still be just as obstinate and stubborn as ever, but she is also much more willing to listen to reason. And not just with Bobbi or Sanngriðr, she also has learned to enjoy the company of other humans, and despite repeatably being told otherwise by Bobbi often tries to strike up a conversation with the local population.

 

 

Abilities: 4 + 6 + 8 - 6 + 2 - 4 = 10PP
Strength: 22 (+6)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 6 (-2)


Combat: 12 + 16 = 28PP
Initiative: +3
Attack: +9 Hoof (+6 Base, +4 Attack Focus, -1 Size)
Defense: +7 (+5 Base, +3 Dodge Focus, -1 Size), +2 Flat-Footed

Grapple: +0
Knockback: -7


Saving Throws: 2 + 2 + 4 = 7PP
Toughness: +7 (+5 Con, +2 Protection)
Fortitude: +7 (+5 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 19R = 5PP

Intimidate 5 (+5)

Language 2 (Horse [Native], Old Norse, English)

Notice 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

 


Feats: 7PP

Attack Focus (Melee) 4

Environmental Adaptation (Aerial)

Fast Overrun

Fly-by Action


Powers: 11 + 4 + 13 + 4 + 2 + 3 = 37PP

 

Bifröst Travel 5 (10PP Array; Feats: Alternative Power 1) [11PP]

Base Power: Super-Movement 5 (Dimensional travel 3 (Any Dimension), Sure Footed 2) [10PP]

Alternative Power: Teleport 10 (200,000 miles Flaw: Long-Range) [10PP]

 

Flight 4 (speed 100 mph (Flaw: Power Loss (Wings bound)) [4PP]

 

Growth 4 (Large Size (Feat: Innate, Flaw: Permanent) [13PP]

 

Immunity 4 (Aging, Disease, Environmental Condition (Cold), Poison) [4PP]

 

Protection 2 [2PP]

 

Speed 3 (50 mph) [3PP]


Drawbacks: -4  = -4PP

No Hands [-4PP]



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Hoofs               Touch      DC 22 Toughness                Damage

 

Totals: Abilities (10) + Combat (28) + Saving Throws (7) + Skills (5) + Feats (7) + Powers (37) - Drawbacks (4) = 90/90 Power Points

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