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Cubismo

Ms. Thursday (PL 10/11)

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Ms. Thursday 
Power Level: 10/11 (165/168)
Trade-Offs: -2 Attack/+2 Damage (Strike), +2 Attack/-2 Damage (Blast) 
Unspent Power Points: 3


In Brief: She's the bastard daughter of Thor and a rebellious punk-maiden of Asgard.

Catchphrase: "Djevelen tar deg!"

Theme: Enslaved - Loke


Alternate Identity: Astrid "Thursday" Torsten 
Identity: Secret
Residence: Claremont Academy
Birthplace: Risør, Norway
Occupation: Claremont Student, Musician 
Affiliations: Claremont Academy, The Aesir
Family: Thor Odinson (Father), Cathrine Torsten (Mother), Numerous other Aesir gods and goddess.
 
Description:
Age: 17 (DoB: January 19th, 2002)
Gender: Female
Ethnicity: Norwegian/Asgardian
Height: 6 Ft. (180 cm.)
Weight: 150 lbs. (113 kg.)
Eyes: Grey
Hair: Red

 

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Physical Appearance

Astrid takes after her father, possessing the same fiery red hair and fierce grey eyes as the God of Thunder's. From her mother she inherited a row of freckles that are scattered across her cheeks and nose. Having had a rough and tumble childhood, Astrid has always been in decent shape, but her training in the practice yards of Asgard have made her athletic and honed. Similarly, while Astrid always been tall, discovering her heritage has strangely caused her to go through an abrupt growth spurt. 

 

Although she’s just itching to be a heroine, Astrid doesn't possess a really possess a superhero costume and prefers her causal wardrobe to classic spandex. She nevertheless does make an effort to at least have the image of a thunderbolt somewhere on whatever clothing she wears when she goes into a fight. Her favorite "battledress" and the closest thing she does have to a superhero costume is a rune-inscribed black-leather jacket with a large stylized thunderbolt symbol on the back.

 

While Astrid has a notable Norwegian accent, its tinged by her travels across Europe, and recently the United States. It's not uncommon for her to pepper her sentences with not only her home country's slang but that of other countries she's visited. She has a brash and straightforward way of talking that can be intimidating when she's in a rage. When she's acting as an agent of Asgard she plays up the warrior princess shtick, ironically mimicking a hero from a medieval play and throwing out "nays" and  "thines" for the hell of it.

 

History

Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget. While her childhood wasn't perfect it was mostly a tolerable one. Her mother loved her and while her father was a distant man who would disappear for months at a time he did always come back eventually. That was until he didn't. When that happened, everything changed. Her mother fell into a long depression and once she started using alcohol to self medicate things only got worse from there. 

 

When her mother wasn't blaming Astrid for her father leaving, she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her. At first, she tried to find her father whenever she did, but as Astrid got older the futility of chasing a man she barely remembered and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out would-be rockers that she would see performing in bars whenever she runaway to a large town.

 

This cycle of running away and crashing with friends, only to come back for one reason or another, came to an abrupt and tragic end when her mother suddenly died in a car accident during a thunderstorm while she was looking for her. Filled with grief and guilt over not resolving her differences with her mother, and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far and became deadly. Fortunately for her, a valkyrie came to Astrid’s rescue and whisked away to Asgard.

 

The valkyrie was sent by none other than Thor, the God of Thunder, who turned to her long lost father. He explained that the father she knew was just one of his many mortal avatars, created to circumvent a Pact that prevented the gods from directly interfering with humanity at their fullest power. By doing so he could return to his favorite hobby of quietly slaying monsters that threatened the world. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her even knowing that such a union could not last. When Astrid's mother dead, the Odinson thought it necessary to finally intervene in his daughter’s life again and instruct her in the ways of the Aesir. 

 

While his explanations didn't do much to calm or convince her, Astrid did accept her father’s offer to let her live in Asgard to hone her suddenly developing powers. After going though some Asgardian battle training, Astrid returned to Earth so that she could finish her education. Given that she was a bonafide demigoddess the only the place that could possibly finish her training was a certain school in the US of A.


Personality & Motivation

Rebellious, bold, impulsive, stubborn, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death and the revelations about her father's true nature have prompted a positive change in her though. While still prone to brashness, she has learned to rein in a lot of her worse impulses and think things through. Her new responsibilities have also given her a sense of direction and purpose that was non-existent beforehand. 

 

Interests-wise, Astrid has a semi-ironic thing for 80s American pop culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her cool rocker girl mystique she has a wide-eyed love of obscure folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well.  


Powers & Tactics
Hit the bad guys with Þórrklubba until they give up or go unconscious or splat. That's Astrid primary tactic, and it usually works, but when separated from her weapon she typically relies on her fists to pummel or grapple whatever gets in her way in the meantime. Though she went through martial training in Asgard and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid’s fighting style mostly takes after her experience with schoolyard brawls in that she is by no means above headbutts, groin attacks, eye-poking and anything else associated with street fights. She cares very little for "honorable" combat. 

 

Power Descriptions

As the demigoddess daughter of almighty Thor, Astrid possess many of the superhuman physical traits that are common to Asgardians. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a giant over her head without strain and pulverizing villains with only her bare hands. She’s likewise extremely durable, resisting attacks that would outright kill a normal human and doing little worse for wear. Naturally, Astrid shares the Aesir's natural immunities to cold, disease and poison.

 

Along with her inborn gifts, Astrid wields Þórrklubba, a warclub forged by the legendary dwarven weaponsmiths, Eitri and Brokkr. Þórrklubba is a magical weapon and as such can call upon the primordial forces of the firmament: striking foes with bolts of lightning, summoning icy rainstorms, and allowing Astrid to fly at high speeds. Þórrklubba also gives Astrid the ability to teleport short distances in flashes of multi-colored lightning.

 

While a devastating weapon, Þórrklubba looks from a distance like a normal metal baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by silver Nordic runes that lightly cackle with static energies. When not in use Þórrklubba can be glamoured and take the form of a small hammer amulet.


Complications

Reluctant Agent of Asgard (Responsibilities): As the child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir (and their interests) whenever they need something done on Midgard regardless of her own thoughts on the matter. GM Suggestion: You can give Astrid a Hero Point whenever her obligation to the Aesir forces her to pick between her duty to the gods and her own personal desires, beliefs or morals.

 

Proud Nazi Puncher (Temper): Beyond the obvious reason of them being genocidal morons, Astrid despises Nazis due to their constant attempts to exploit the power of the Aesir. She's also peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene. She’ll go into a rage whenever she confronts villains that share their genocidal and supremacist ethos. GM Suggestion: Grant Astrid a Hero Point if this single-minded rage impairs her ability to focus on protecting civilians caught in the cross-fire. 

 

Black Sheep of the Aesir (Prejudice): Astrid has an fraught relationship with her father and much of the rest of the Norse pantheon. Her father’s excuses for why he left has never satisfied Astrid, and she partially blames him for her mother's death. Conversely, the Asgardians consider Astrid to be a bastard and an example of Thor’s foolish dalliances. To them, she’s a useful agent on Earth and not much else. GM Suggestion: Have beings associated with the Norse gods treat at Astrid with disdain or distrust. Give her a Hero Point if this prejudice inconveniences her in some meaningful way.  

 

Violence Is The Best Answer (Temper): She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to solving problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. GM SuggestionGrant Astrid a Hero Point if her punch first, ask questions never mindset disadvantages her or turns a situation that could have been handled diplomatically into a needlessly violent one.

 

Just a Punk Kid (Status): Astrid is still technically a minor and is therefore bound to certain legal restrictions that can be obstructive to her superhero duties. GM Suggestion: Feel free to give Astrid a Hero Point if her legal status somehow interferes or impairs her ability to act as an independent superhero.

 

Abilities: 16 + 4 + 20 + 2 + 2 + 4 = 48PP
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: 30 (+10)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 14 (+2)

Combat: 24PP
Initiative: +6
Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base)
Grapple: +16/+21 (+8 Melee Atk, +8 Strength, +5 Super-Strength)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -7


Saving Throws: 6 + 7 = 13PP
Toughness: +10 (+10 Con; Impervious 5)
Fortitude: +10 (+10 Con)
Reflex: +8 (+2 Dex, +6)
Will: +8/+12
[Lionheart] (+1 Wis, +7) 

 

Skills: 56R = 14PP
Bluff 4 (+6, +10 Attractive)

Diplomacy 0 (+2, +6 Attractive)

Intimidate 12 (+14)

Knowledge (Arcane Lore) 4 (+5)

Knowledge (Art) 4 (+5)

Knowledge (Theology and Philosophy) 4 (+5) 

Language 4 (Danish, English, Old Norse, Norwegian (Native), Swedish) 

Notice 4 (+5)

Perform (Singing) 8 (+10) 

Perform (Stringed Instruments) 8 (+10) 

Sense Motive 4 (+5)


Feats: 16PP

All-Out Attack
Attractive 

Benefit (Asgardian)
Dodge Focus 6

Improved Initiative

Interpose
Lion Heart 

Luck 2

Power Attack
Takedown Attack 


Powers: 28 + 3 + 5 + 2 +  12 = 50PP

 

Device 6 ("Þórrklubba") (30PP Container; Hard-to-Lose; Feats: Indestructible, Restricted 2 [Only Ms. Thursday], Subtle 1 [Can Transform into a Hammer Amulet]) [28PP] (Divine)

 

Flight 3 "Flaugun!" (Speed: 50 MPH / 500 Ft. Per Move Action) [6PP] (Divine)

 

The Powers of Þórrklubba (20PP Array; Feats: Alternate Power 4) [24PP] (Divine)

 

Base Power: [15 + 5 = 20PP]

Strike 4 (Feats: Affects Insubstantial 2 [Full Power], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Cold, Lightning]); Extras: Penetrating 4) (Divine)

 

Dazzle 10 (Affects: Auditory; Flaw: Range [Touch]) (Divine, Sound)

 

Alternative Power: [20PP] “Leiptr!" 

Blast 8 (Feats: Accurate 2, Indirect 2 [Any Point, Directed Away]; Extras: Area (Targeted, Burst: 40 Ft. Radius); Flaws: Action [Full]) (Divine, Electricity)

 

Alternative Power: [20PP] “Veðr!"

Environmental Control 4 (Cold 2 [Extreme], Distraction 2 [DC 10], Hamper Move 1 [50%], Range: 40 Ft., Radius 50 Ft.; Extras: Independent (+0), Selective Attack; Flaws: Action [Full Action]) (Divine, Weather)

 

Alternative Power: [20PP] "Skykkr!"

Stun 8 (Feats: Accurate 2, Affects Insubstantial 2 [Full Power](Divine, Electricity)

 

Alternative Power: [20PP] “Fara!"

Teleport 5 (500 Ft. [Move Action], 5 Miles. [Full Action], Feats: Change Velocity, Easy, Mass Progression 2 [500 lbs.], Turnabout; Extra: Accurate) (Divine)

 

Immunity 3 "Asgardian Resistance" (Environmental Cold, Disease, Poison) [3PP] (Asgardian Physiology, Divine)

 

Impervious Toughness 5 "Asgardian Durability" [5PP] (Asgardian Physiology, Divine)

 

Super-Movement 1 “Summon the Bifröst!” (Dimensional: Asgard) [2PP] (Asgardian Magic, Divine)

 

Super-Strength 5 "Asgardian Might" (+25 STR Carry Capacity, Heavy Load: 14.7 tons; Feats: Super-Breath, Thunderclap) [12PP] (Asgardian Physiology, Divine)

 

Drawbacks: 0 = -0PP

 

DC Block  

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed (+8)

Touch

DC 23 Toughness

Damage (Physical)

Blast 8 (+12)

Burst Area: 40 Ft.

DC 23 Toughness

Damage (Divine, Electricity)

Strike 4 (+8) + Dazzle (+8)

Touch

DC 27 Toughness

+ DC 20 Reflex/Fortitude

Damage (Divine, Physical) + Deafened
(Divine, Sound)

Stun 8 (+12)

Touch

DC 18 Fortitude

Dazed/Stunned/Unconscious
(Divine, Electricity)

Super-Breath

Cone Area: 80 Ft.

DC 18 Reflex

Trip (Wind)

Thunderclap

Burst Area: 40 Ft.

DC 18 Reflex

Deafened (Sound)

 

Totals: Abilities (48) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (16) + Powers (50) - Drawbacks (0) = 165/168 Power Points

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The Hammer array is missing its pp/dp cost, though I believe the math does work out.

 

Looks like Thursday's bought Environmental Control 6, not 4; the cost on this array slot also needs adjusting, since you haven't bought 20pp worth of powers here. (It's legal to buy less than the slot's budget, of course, but the final cost should be noted for good bookkeeping; the sheet template has examples of how this can be done.)

 

'Accurate' on Teleport is not a ranked extra; it should be noted simply as 'Accurate', not 'Accurate 5'.

 

The Immunity should note that Ms. Thursday is immune to environmental cold, not the cold descriptor.

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@Fox

 

Should be good now.

 

I didn't realize that Independent was a +0 modifier. Fixed the wasted points situation by getting Selective Attack and lowering Hamper Movement to one. Should come out to 20. 

Edited by Cubismo

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Good catch; I'd briefly forgotten how Environmental Control's odd pp/rank effects work. Nothing more here.

 

APPROVED!

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Sorry for the hitch.


For the non-Device/straight magical powers, I recommend adding a second Descriptor, this can be Asgardian Physiology, or perchance some catchall like Prowess.

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