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Fenris Wulf, The (PL12 NPC, Tier 1)

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[floatr]Fenris_Wolf_%28The%29.jpg[/floatr]Character Name: The Fenris Wulf

Power Level: 12 (250PP)

Tradeoffs: -2 Attack / +2 Damage (Bite)

In Brief: A wild monster from Norse mythology.

Alternate Identities: Fenrir, Vanagandr, The Winter Wolf, The Dire Wolf

Identity: Public (Fenris makes no attempt to hide his identity, but the general public is not in universal agreement regarding his status as the actual mythological figure)

Birthplace: Jotunheim (Earth-Prime)

Occupation: Harbinger of The Apocalypse

Affiliations: The Jotnar

Family: Loki (Father), Angrboda (Mother), Hel (Sister), Jormungadr (Brother), Sleipnir (Half-Brother), Narfi (Half-Brother, Deceased), Farbauti (Paternal Grandfather), Laufey (Paternal Grandmother), Helblindi (Paternal Uncle), Byleistr (Paternal Uncle)

Age: Incalculable (several thousand Earth-years at least)

Apparent Age: 2

Gender: Male

Species: Canis Lupus (Albino)

Height: 17ft at the shoulder

Length: 32ft from snout to buttocks, +10ft tail

Weight: 16 tons

Eyes: Blue

Fur: White

Description: The Fenris Wulf is winter incarnate. His fur shines like pearls over skin the color of bleached bone, allowing him to blend nearly seamlessly with the snow that covers his favored habitat. His flesh is like ice to the touch. Clouds of mist emanate from his eyes and his jaws with every breath, no matter how cold the surrounding area. The three rows of razor-sharp teeth lining those jaws glisten like porcelain swords. He stands taller than three men at the shoulder. His stride stretches longer than a city bus. Despite his lupine anatomy, he can speak as well as a person, but only as a conscious choice; his reflex is to express himself with the growls, whines, and barks of his fellow wolves. But unlike his mortal kin, when he growls, windows rattle, pools ripple, and the blood of the humans unfortunate enough to hear it runs almost as cold as the blue blood in the Fenrir's own veins.

Power Descriptions: Fenris is a divine being of pure cold. The ravages of winter do not harm him; they invigorate him. When he beckons, sleet and snow fall to cover the ground where his colossal feet tread. He can spew forth a cone of frost-breath that turns the very air itself into blocks of solid ice, either to entrap his foes or to alter the terrain of the battlefield to suit his own needs. That breath can flash-freeze solid steel, rendering it as brittle as wet tissue paper in seconds. His powerful jaws and razor-sharp teeth can bite through concrete like it was cheese, and his massive frame can knock aside cars and trucks with the same ease that a human toddler knocks aside toy blocks. He shares the keen senses of his lupine brethren, and he is surprisingly agile despite his bulk; he can outrun a racecar, or leap hundreds of feet into the air. Although his hunger is never-ending, Fenris cannot die of such petty mortal concerns as starvation.

History: The great fen-dwelling wolf is one of three children begat by Loki and the giantess Angrboda. Prophecies of doom surrounded their births, and so the Aesir took the foul abominations away from Jotunheim, the realm of the giants, seeking to deny the Jotnar these weapons of destruction and ruin. Odin cast Hel into the formless chaos of Niflheim, from which she carved out a world in her own image, a world of the dead. Jormungandr, the great serpent, was thrown into the oceans of Midgard. Fenris, the Aesir brought to Asgard, to raise as their own. But Fenris could not be tamed, and his all-consuming hunger could not be sated.

Many times, the gods tried to bind him, and many times, he broke free. Finally, the Aesir appealed to the dwarf runesmiths, who forged Gleipnir, the unbreakable chain. Unsure of their ability to subdue the great wolf in combat, the gods tricked Fenris. They claimed that they sought only to test the strength of the dwarven shackles. Suspicious of their claims, Fenris agreed to be bound by Gleipnir, but only if one of the Aesir would place their hand in the great wolf's mouth, as a show of good faith. Without hesitation, the mighty warrior-god Tyr laid his hand to rest between the wolf's mighty jaws. The shackles snapped shut, followed swiftly by the wolf's teeth. Tyr's hand was lost, swallowed by Fenris, but the wolf was finally subdued. The mighty dwarven chains were lashed to a colossal stone as large as a mountain, and that stone was dropped into the deepest of lakes, and in those crushing depths the doom of the world was held at bay.

It was the trickster Loki who once again defied his blood-brother's will, sneaking into the Fenrir's prison and setting him loose upon the world once again. It was mighty Thrude of the Valkyries, granddaughter of Odin One-Eye, who tracked down the fell beast, and it was Thrude who was trapped with the great wolf when Loki bottled the pair for his own purposes. Fenris and Thrude stalked and fought each other for centuries in that interdimensional prison where time had no meaning. When that deceptively humble clay jar was broken upon the streets of Freedom City, the greatest city in all of Midgard, in the 2011th year of the Common Era of the Gregorian Calendar, both Fenris and Thrude were released to continue their battle in the modern world. The time he spent imprisoned weakened Fenris, leaving him a shadow of his former glory. But to the mortals, he is still Death on four legs.

Personality & Motivations: Fenris hungers. He hungers for meat, for blood, for death and destruction. He lives to hunt, to kill, and to eat, and he will never stop. But despite his single-mindedness, it is folly to underestimate the great wolf. For he possesses both the cunning and ferocity of his lupine brethren, and the reasoning and intellect of a man, if not the ambition. His strength can be yoked to a greater cause, so long as he is offered the chance to hunt, or to wreak vengeance upon the gods, who, trembling in impotent terror before his magnificence, dared cast him and his into oblivion.

Abilities 1 + 8 + 6 + 0 + 4 + 6 = 25PP

Strength: 35 (+12), 60 Lifting (Heavy Load: 50 tons)

Dexterity: 18 (+4)

Constitution: 28 (+9)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Combat 16 + 32 = 48PP

Initiative: +4

Attack: +4 (+8 Base, -4 Size), +10 Melee, +12 Unarmed

Grapple: +36

Defense: +12 (+16 Base, -4 Size), +6 Flat-Footed

Knockback: -18

Saving Throws 0 + 6 + 6 = 12PP

Toughness: +12 (+9 Con, +3 Protection)

Fortitude: +9 (+9 Con, +0)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+2 Wis, +6), +12 vs Fear

Skills 80R = 20PP

Acrobat 11 (+15)

Climb 8 (+8)

Intimidate 11 (+14, +20 Growth)

Languages 8 (Danish, English, German, Gothic, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish)

Notice 13 (+15)

Stealth 16 (+20, +8 Growth)

Swim 0 (+0)

Survival 13 (+15)

Feats 29PP

Acrobatic Bluff

Attack Focus (Melee) 6

Attack Specialization (Unarmed)

Environment Adaptation (Ice/Snow)

Fearsome Presence 12

Improved Critical (Bite) 2

Lion Heart

Move-By Action


Takedown Attack 2


Powers 4 + 4 + 1 + 27 + 37 + 5 + 20 + 3 + 3 + 6 + 4 + 8 + 4 = 126PP

Comprehend 2 (Animals 2 [speak To, Understand]) [4PP]

Concealment 2 (Infravision, Extras: Duration [Continuous], Flaws: Permanent) [4PP]

Concealment 2 (Normal Vision, Extras: Duration [Continuous], Flaws: Limited [ice/Snow], Partial, Permanent) [1PP]

Frost Breath 12 (24PP Array, Feats: Alternate Power 3) [27PP]

  • Base Power: Environment Control 10 (Cold [Extreme, 1 minute], Hamper Movement [1/2], Visibility [-4 Notice/Search], 1 mile radius, Extras: Independent, Flaws: Range [Touch], Feats: Slow Fade 4 [1 hour]) [24PP] (Snow Storm)

    Alternate Power: Create Object 12 (12 5ft cubes, Toughness +12, Lifting Strength 60 [Heavy Load: 50 tons], Extras: Duration [Continuous], Flaws: Range [Touch]) [24PP] (Ice)

    Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Area [General, Cone, 120ft], Flaws: Action [Full]) [24PP] (Flash-Freeze)

    Alternate Power: Snare 12 (Extras: Area [General, Cone, 120ft]) [24PP] (Ice)

Growth 12 (Gargantuan: Attack -4, Constitution +12, Defense -4, Intimidate +6, Grapple +12, Reach 15ft, Stealth -12, Strength +24, Strength +15 [Carry Capacity], Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [37PP]

Healing 1 (Recovery +10, Extras: Action 4 [Reaction], Total, Flaws: Personal, Source ["Cold" Attacks]) [5PP] (Absorption)

Immunity 20 (Aging, Cold Effects, Life Support, Starvation/Thirst) [20PP]

Leaping 3 (x10 [Running Long Jump: 220ft]) [3PP]

Protection 3 [3PP]

Speed 4 (100MPH / 1,000ft per Move Action, Feats: Alternate Power 2) [6PP]

  • Alternate Power: Burrowing 4 (10MPH / 100ft per Move Action) [4PP]

    Alternate Power: Swimming 4 (25MPH / 250ft per Move Action) [4PP]

Strike 2 (Feats: Improved Grab, Incurable, Mighty, Drawbacks: Lethal) [4PP] (Bite)

Super-Senses 8 (Acute Extended [100ft Notice Increments] Tracking 3 Scent, Extended Hearing [100ft], Extended Vision [100ft], Low-Light Vision) [8PP]

Super-Strength 2 [4PP]

Drawbacks (-4) + (-3) + (-3) = -10PP

Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP]

Vulnerability (Fire/Heat Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

Vulnerability (Magic Effects, Frequency: Very Common, Intensity: Minor [+1 DC]) [-3PP]

DC Block:

ATTACK           RANGE         SAVE                       EFFECT

Unarmed          Touch*        DC27 Toughness (Staged)    Damage (Physical)

Bite             Touch*        DC29 Toughness (Staged)    Damage (Lethal, Physical)

Frost Breath     Touch/Area    DC22 Reflex                1/2 Effect

-Flash-Freeze                  DC22 Fortitude (Staged)    Drain Toughness

-Snare                         DC22 Reflex (Staged)       Entangled/Bound

*15ft Reach (Gargantuan Size)

Abilities (25) + Combat (48) + Saving Throws (12) + Skills (20) + Feats (29) + Powers (126) - Drawbacks (10) = 250 Power Points

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Before you ask, no, the Immunity is not a math error. He's got full Life Support (9PP), minus the immunity to Cold Environments, since he already has the full 10PP Immunity to Cold Effects. So the Life Support only costs him 8PP, +10 for Cold, +1 for Aging, +1 for Starvation/Thirst = 20PP.

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Looks solid, there's just one small thing I'd like clarification on: how do his two Vulnerabilities work together? That is, what happens when he's hit with a magical fire/heat effect?

Good question. I don't know. My best guess is that their powers would combine. So if he got hit with a rank 10 Damage effect with the descriptor "Fireball Spell," it would become rank 16 (150% of 10 = 15, +1 = 16). That seems harsh, but fair.

As he's an NPC and points don't really matter (and he can't have Complications, because he doesn't get Hero Points), the drawbacks are more for flavor than anything else. The fire vulnerability is on account of him basically being a creature of pure cold energy ("anti-heat"), the minor magic vulnerability is there for the same reason it's there on Thrude (it seemed to me like magic should be more effective against gods and monsters, like it is against Superman), and the disability is a direct port from the one the core book gives most of the animal templates.

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