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Thrude (PL11) - Amelia (Platinum)


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In Brief: Thor's daughter got her mom's hair and her dad's everything else


Character: Thrude

Power Level: 12 (Built as PL11)

Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Power Points: 175/178

Unspent Points: 3




Catchphrase: "I SHALL SMITE THEE!"

Nicknames: Trudy

Alternate Identity: Princess Thrude Thorsdottir of Asgard

Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity

Legal Status: Undocumented immigrant with no criminal record

Birthplace: Thrudvangr, Asgard

Residence: Nomadic

Base of Operations: Intergalactic

Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior

Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies)

Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased)




Age: ~2,500 (Date of Birth: ~500 BCE)

Apparent Age: 22

Gender: Female

Ethnicity: White Scandinavian

Height: 6'

Weight: 185 lbs.

Hair: Gold

Eyes: Blue


A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume.




Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa.

The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir.

But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol.

Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike.

It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe.

In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard.


She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. This would delay her final reward, but allow her to partake of Thrude's experiences in the meantime. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel.




Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome.




As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin.

As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault.

As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing.




Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use.

Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding.

Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions).

Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse.

Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally.

Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her.

Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient.

Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks.



ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16)

Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.)

Dexterity: 10 (+0)

Constitution: 30/26 (+10/+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)



COMBAT 22PP (12 + 10)

Initiative: +0 (+0 Dex)

Attack: +6, +2 Ranged (+6 Base, -4 Disability)

Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength)

Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed

Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13)



SAVING THROWS 16PP (0 + 6 + 10)

Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11

Fortitude: +10/+8 (+10/+8 Con, +0PP)

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

Will: +10 (+0 Wis, +10PP)Ultimate Save




Intimidate 12 (+20)

Knowledge (Arcane Lore) 5 (+5)

Knowledge (History) 5 (+5)

Knowledge (Theology/Philosophy) 5 (+5)

Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish)

Ride 5 (+5)

Survival 5 (+5)Track




Benefit (Status [Goddess, Princess])

Dodge Focus


Luck 3

Quick Draw

Takedown Attack


Ultimate Save (Will)





Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Blessed Weapon, Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon)


Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura)


Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind)


Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP]


Base Power: [12 + 20 = 32PP]

Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike)

Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind)

Alternate Power: [32PP] (Additional Descriptors: Ice Constructs)

Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP]


Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt)

Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP]

Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP]


Alternate Power: [32PP] (Additional Descriptors: Storm Summoning)

Environment Control 8 (5PP/rank = 40PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP]


Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge)

Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP]

Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP]

Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP]


Enhanced Constitution 4 [4PP] (Descriptors: Divine Might)


Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes)


Enhanced Strength 9 [9PP] (Descriptors: Divine Might)


Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might)


Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might)


Impervious Toughness 11 [11PP] (Descriptors: Divine Might)


Protection 6 [6PP] (Descriptors: Divine Might)


Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might)





Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP]


Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP]


Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP]




ATTACK                 RANGE            SAVE                        EFFECT

Unarmed                Touch            DC27/23 Toughness (Staged)  Damage (Physical)

Ice Construct          Perception       DC21 Reflex                 Trapped

Dropped Ice Construct  Perception/Area  DC21 Reflex                 Avoided

                                        DC26 Toughness (Staged)     Damage (Physical)

Lightning Bolt         Perception       DC21 Reflex                 Avoided

                                        DC21 Fortitude (Staged)     Drain Toughness

                                        DC26 Toughness (Staged)     Damage (Energy)

Weapon Strike          Touch +5ft       DC31 Toughness (Staged)     Damage (Energy and/or Physical)*


*Variable Descriptor



Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/178 Power Points


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