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Solvrytter (PL8) Thunder King (Silver)

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Player Name: Thunder King
Character Name: Solvrytter (translated to Silver Rider)
Power Level: 8 (120/122)
Trade-Offs: none
Unspent Power Points: 2
Progress To Bronze Status: 2/30

In Brief: A knight from an alternate Earth that was pulled into the Terminus after the king and his elite knights became Annihilists.

Alternate Identity: Gunnar Ornsberg (Sir Gunnar of Ornsberg Hall originally)
Identity: Secret
Birthplace: Ornsberg Hall
Occupation: Student
Affiliations: Ornsberg (Formerly), Twelve Peers of Markland (Formerly), Markland (formerly)
Family: Paternal grandparents, father, mother, three brothers, two sisters. All dead

Age: May 16th, 1998
Gender: Male
Ethnicity: Caucasian
Height: 5'8â€
Weight: 180 lbs
Eyes: blue
Hair: black

Gunnar is a man of lean muscle, somewhat hirsute despite his young age and covered in small scars. He has a pronounced nose and clear, expressive eyes that communicate a lot about his emotional state. Most of the time, he looks haunted, or angry. He has a strong chin that's covered up with a short, neatly trimmed black beard. On the whole, he looks to be at least three to five years older than he is to most.

His costume is his armor from his days as a knight. It's made with fairly advanced metallurgy, interlocking plates designed to maximize movement. Under the helm, he wears a simple mask, usually black, that serves to protect his identity should he lose his helm.

Power Descriptions:
Forsynstang is a simple spear, well made but plain. The only clues as to it's potent magical enchantments lie in the runes carved into it's ashen staff, as well as in to the head of the spear.
Jarnskurer is a large warhammer, scored with runes with a stylized bear inscribed in the side of the head. It, like Forsynstang, is built to be wielded with two hands. The head of the hammer is decorated with silver and jet.
Silverstar is the name of Gunnar's magical horse. It appears as a light gray warhorse or as a silver motorcycle, depending on what Gunnar needs it to be when he uses it.

He was born the third of seven children. He excelled in his martial training early, and was squired out to an older knight at ten years old. He learned quickly, and at fourteen, found himself helping defend his aging grandfather from bandits on the road. For his skill and bravery, he was the knighted. He proved himself a skilled fighter several more times in various points, and earned a spot as the youngest member of the Twelve Peers when Dianna Gyllenblad retired. As he was a talented swordsman, and Dianna's retirement freed up the sword Aerelys, Gunnar was given the blade as his weapon of office. He served along side eleven of the most respected and honored knights in all of Markland, who served at the command of the king himself, Oddgeir the Sixth.

Thus, at sixteen, he was Sir Gunnar of Ornsberg Hall, youngest of the Twelve Peers of Markland. He sat on the war councils of the Peers, though was expected to stay quiet and learn. The peers taught him much of the arts of war and much else. Lady Valka, one of the other knights of the Peers, taught him the ways of magic.

In September, a messenger came telling him that his aging grandfather had fallen ill. With leave from the peers and his king, he went home to visit his grandfather. However, when he got there, he discovered that his grandfather's condition recovered remarkably during his journey home, and he made his way back to the capital.

When he returned to the castle, the skies were an ominous red. He ran inside, desperate to get a grip on the situation at hand. It was there he found one of his brethren, Sorli the Gallant, laying on the floor, with spear in hand. Sorli was dead from a massive wound that crushed his armor like tin. Gunnar knew of only one weapon that could have dealt a wound like that.
The court wizard found him there, holding Forsynstang in trembling hands. The very earth seemed to shake as the most terrifying sound he'd ever heard filled the air. The wizard grabbed him by the shoulder, and pulled him to his feet.

Gunnar did not understand, could not understand. The king had betrayed them? The peers had turned to worshiping some great demon? None of it made any sense. The wizard demanded that he follow, that they, and they alone, could preserve the knowledge and history of their world. The world that was already lost to forces that were terrible beyond imagining.

As he arrived at the wizard's quarters, he spotted Torfi, the largest and strongest of the Twelve Peers of Markland. His hammer, Jarnskurer was still dripping with the blood of the fallen Sorli. Sorli and Torfi had been close friends, but there was a madness in Torfi's eyes that Gunnar could not fathom. He took up Forsynstang and charged the man who had been his brother in arms. He did not understand the truth of the wizard's words until he saw the madness in Torfi's eyes. So, with bitter tears, Gunnar slew Torfi by pinning his body to the wall with Forsynstang. He picked up Jarnskurer from his corpse, ensuring that the betrayers of his world would not have the weapon.

The wizard had prepared a gateway to another world and the two of them planned to enter it, desperate to be anywhere other than where they were. Gunnar wanted to stay and fight, dying on his feet, but the wizard forced him through the portal anyway.

Gunnar appeared in the middle of the strangest street he had ever seen, with buildings higher than the tallest towers in Markland. The wizard had been right behind him, and all he heard were the screams that echoed in from the world he left behind.

When the authorities found a young man, dressed in armor and speaking a language none of them understood, they put him through to the proper channels. Within a few weeks, they had found an interpreter that worked with him and eked his story out of him, bit by bit. He grew to understand his new home, albeit slowly. He agreed that learning a new trade and finding a place in this new world was the best way to survive.

Gunnar does not intend to sit idle, though. He does not intend to simply take up a trade on his new home and ignore his fallen friends and family who haunt his very dreams. He intends, one day, to take the battle to the king of Markland and the Peers of Markland, and slay them all where they stand for their betrayal of their people.

Personality & Motivation:
At one time, Gunnar was a thoughtful, introspective young man who enjoyed discussion as much as he did a good brawl. He was prone to boasting and showcasing his prowess. He was capable of both great wrath and great compassion. Now, however, he is grim, serious, and driven by vengeance and a desire for justice. He cannot yet fight for those he lost, but he can fight for others. He can bring battle to evil and honor his new home by defending her.

Powers & Tactics:
Gunnar's armor and weapons are not the great magical artifacts they were back in his home world, but they are still capable of withstanding and inflicting a great deal of punishment. He has a keen mind, and would rather think ahead than charge in blindly. He favors Forsynstang in battle, because it's superior reach enables him to keep foes at a distance.
Secret: Identity. Gunnar Ornsberg is from a vague Northern European country as far as anyone knows.
Alien to Our World: Gunnar is not from Earth, and does not yet understand how things work here.
A Man of Privilege: On his world, Gunnar was a respected knight, a grown man, and a member of one of the most prestigious organizations in the land. On Earth Prime, he's a child who's not even old enough to drink.
What is that accent?: Anyone who knows their accents would completely fail to recognize Gunnar's, this may cause trouble.
Rage: Gunnar has lost his entire world, and thus hates anything to do with the Terminus. He might throw himself headlong into situations if he hears the Terminus might be involved.
A Good Day to Die: Gunnar believes it is his sacred duty to kill the King and the Peers of Markland. He does not foresee surviving the attempt. Killing his former King and the Peers is all he feels he is worthy to do now.
I Need Time: All of Gunnar's magic, while effective, requires relative peace and quiet
Needs Proper Tools: Gunnar's magic requires ritual items to perform. He's capable of performing said magic with substitutes, but a lack of any items means he can't do any magic.
Disarmed: The arsenal he wields is a hard-to-lose device, but he can be disarmed of either of his weapons individually.
Abilities: 6 + 0 + 2 + 6 + 2 + 8 = 24PP
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 18 (+4)

Combat: 6 + 8 = 14PP
Initiative: +4
Attack: +8 Melee, +3 Ranged
Grapple: +11
Defense: +8 (+4 Base, +6 Dodge Bonus), +2 Flat-Footed
Knockback: -4

Saving Throws: 5 + 5 + 6 = 16PP
Toughness: +8 (+1 Con, +7 Protection)
Fortitude: +6 (+1 Con, +5)
Reflex: +6 (+1 Dex, +5)
Will: +8 (+2 Wis, +6)

Skills: 32R = 8PP
Craft: Structural 3 (+5)
Diplomacy 6 (+10)
Intimidate 6 (+10)
Knowledge: Arcane Lore 7 (+11)
Language 4 (English, Norwegian [Native], German, French, Latin)
Perform: Oratory 6 (+10)

Feats: 14PP
Attack Focus: Melee 5
Fascinate: Perform
Challenge: Fast Startle
Improved Initiative
Luck 2
Quick Change
Takedown Attack 2

Powers: 12 + 11 + 6 + 13 = 42PP
Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (armor, magic)

Protection 7 [7PP]
Shield 4 [4PP]
Dimensional Pocket 2 (DC12, 250 lbs) [4PP]

Device 3 (15PP Container; Flaws: Easy-To-Lose; Power Feats: Alternate Power 1, Multiple Weapons 1) [11PP] (arsenal, magic)
Base: Damage 5 (Extras: Penetrating; Power Feats: Extended Reach 2, Improved Critical, Improved Trip, Mighty) [15DP] (Forsynstang)
AP: Damage 5 (Power Feats: Mighty) + Super-Strength 9 (Flaws: Limited [breaking Objects]) [15DP] (Jarnskurer)

ESP 5 (Visual and Auditory, 5 miles; Flaws: Action [Full Round, -2], Power Feats: Alternate Power 1) [6PP]
AP: Communication 10 (Mental, 200 000 miles; Flaws: Action [Move]) [5PP]

Silverstar 2.6 (13PP Container [Active, Sustained]) [13PP]
Speed 4 (100MPH, Extras: Affects Others) [8PP]
Super-Strength 2 (Heavy Load 920 lbs; Flaw: Duration [Continuous, -0]) [4PP]
Feature 1(Can appear as either horse or motorcycle when manifested) [1PP]

DC Block

ATTACK        RANGE      SAVE                        EFFECT
Unarmed       Touch      DC18 Toughness (Staged)     Damage (Physical)
Forsynstang   Touch      DC 23 Toughness (Staged)    Damage (Physical, penetrating)
Jarnskurer    Touch      DC 23 Toughness (Staged)    Damage (Physical)

Totals: Abilities (26) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (14) + Powers (42) - Drawbacks (0) = 120/122 Power Points

Edited by AvengerAssembled
June 2014
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Great character!


I cant see anything technically wrong with the crunch. However, there are two things to consider


The first is the Arsenal array. Both his mighty weapons are built fine, the issue here is AP of devices. As I understand it, APs of devices are fine in the instance of things like different suits of battle armor (although understandably with some concern if you end up with a trick for every box), in the sense that you carry one device at a time. Which would work fine for this PC if he only carried one weapon into battle (and you could have this as an easy to lose thing). 


On the other hand, having an array as hard to lose is another way to do it, as you have. However, the ruling (see link) seems to be that having a hard to lose device with different weapons in it (Such as a battle harness with a few weapons in it), could either be done as you have, without the complication bonus as you state, or, as per Kensons suggestion (make of it what you will), don't even call it a device, call it a power with "Device" descriptor, and get HP from complications if without it. 


On balance, I think you have done this in a reasonable way - I think it might be cleaner to make them easy to lose devices with Solvrytter only carrying one weapon into any scene (as if he had an arsenal of weapons in his HQ, and picks one before a fight), which would save you a few PP. 


M&M Doesn't have a neat system for this, at least as far as I can see :(


[My own preference would be to make these things easy to lose devices and have an array with each separate weapon costing 2 PP rather than 1, as it not only gives a different power, but some kind of limited "protection" against disarming and sundering]. 


Next: Looking at Silverstar (which is pretty awesome)  -  if this is a warhorse, I think it should be built as a minion/sidekick (with Morph to either a Motorcycle or "any mount", which might be more interesting!). 13 PP would give you a pretty darn good minion, or 75 PP worth of horse, which is probably enough given that the horse would have low INT, no hands disability, and few skills (the M&M core book has a PL 3 horse for just 23 PP, so I think you could easily build a sidekick at around PL 5-6 fort 75PP?)


I take the point of ease with those powers, and that kind of works if it is a spectral entity he just summons up with no independent thought, invulnerable to any attacks, etc...but you pretty much describe it as a horse, albeit with some magical qualities. 

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