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Thrude (PL11) - ShaenTheBrain (Silver)

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Player Name: ShaenTheBrain
Character Name: Thrude ("ThrOOD")
Power Level: 11 (170/171PP)
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness
Unspent Power Points: 1
Progress To Gold Status: 21/90 (Silver Status earned with ?do=embed' frameborder='0' data-embedContent>>The Scarab)
Bronze Reward: 2nd PC at PL10/150PP (This one)
Silver Reward: 7PP of Equipment for ?do=embed' frameborder='0' data-embedContent>>The Scarab, 4PP of Equipment for Thrude, 4PP of Equipment/Minion/Sidekick unclaimed

In Brief: Dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon.

Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard
Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, and they are not in universal agreement regarding Thrude's status as an actual goddess.
Birthplace: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey, USA.
Residence: Thrude: Valhalla, Asgard.  Astrid: Freedom City, New Jersey, USA.
Base of Operations: Thrude: Milky Way Galaxy.  Astrid: Freedom City, New Jersey, USA.
Occupation: Thrude: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Astrid: Former Soldier collecting disability payments, part-time Uber Driver.
Affiliations: Thrude: The Aesir, The Valkyries. Astrid: Dual-citizen of the USA and Denmark / European Union.
Family: Thrude: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiancé, Deceased). Astrid: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother).
Catchphrase: "I SHALL SMITE THEE!"

Age: Thrude: Incalculable (several thousand Earth-years at least). Astrid: 23.
Apparent Age: Thrude: 18. Astrid: 23
Gender: Female
Ethnicity: Caucasian Scandinavian
Height: Thrude: 6'0". Astrid: 5'6".
Weight: Thrude: 180 lbs. Astrid: 150 lbs.
Eyes: Blue
Hair: Thrude: Gold. Astrid: Blonde.

A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. One eye is tattooed with a black starburst, in honor of the eye her grandfather Odin sacrificed for knowledge, and in memory of the eye she temporarily lost in battle with the Fenris Wolf. 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, and anchored with plates and buckles forged of gleaming silversteel. Astrid is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her lower half.

Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and 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. Her mother’s fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her’s for the taking. Astrid shares only a fraction of that beauty. Hints of the confident, disciplined demeanor from her days of military service still linger, but they are half-buried under a shroud of subdued resentment and despair.

Power Descriptions:
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 break against her skin.

As a member of a pantheon where every god is a "god of war," Thrude has received training in hand-to-hand combat. 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, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gahnder"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple, yet ornate drinking horn. However, when its power is needed, it transforms into a massive protean 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 runes, killing words which summon lightning to crackle and frost to gleam along the edges. Hridgandr 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.

Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter 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. Electricity arcs up and down the wielder’s body and between their eyes. When they will it, the chill wind and fog coalesce into the spectral image of a magnificent eight-legged horse with lightning for eyes. This storm-horse lifts the wielder into the air and races across the sky at speeds many times that of sound or even light, leaving thunder in its wake.

To honor The Pact and root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has only a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. Neither woman has much control or input over the other's actions.

While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them.

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 gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified 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" or "Strength" in one of the oldest tongues ever spoken upon the European continent.

The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great 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 dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, 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 dvergur 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 quench 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. Fenris, the great 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 unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. 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 of the Gregorian Calendar, 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 Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. 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, so Master Mage Adrian Eldritch allowed her to stay.

Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude.

Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. strike robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment.

Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family.

Personality & Motivation:
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 naiveté 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. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. 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. Astrid's injury and (perceived) abandonment by the military left her less idealistic and more jaded, but through her association with Thrude, she is recovering some of her old self.

Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, 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's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time.
Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude.
Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it.
Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed (before her father murdered him). A GM should feel free to inflict penalties upon Thrude when she is distracted by his memory, or when an enemy uses that memory to manipulate her, in exchange for a Hero Point.
Reputation: The Thule Society's binding of Thor into service for 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.
Rivalry: Like many young women before her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons with another goddess. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their Earthly followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Mads, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him.

Abilities: 16 + 0 + 16 + 0 + 0 + 8 = 40PP
Strength: 30/26 (+10/+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: 18 (+4)

Combat: 12 + 12 = 24PP
Initiative: +0
Attack: +6
Grapple: +20/+14
Defense: +6, +3 Flat-Footed
Knockback: -12/-7/-4

Saving Throws: 0 + 0 + 6 + 10 = 16PP
Toughness: +14/+8 (+10/+8 CON, +4 Protection), Impervious 10/0
Fortitude: +10/+8 (+10/+8 CON, +0PP)
Reflex: +6 (+0 DEX, +6PP)
Will: +10 (+0 WIS, +10PP)

Skills: 52R = 13PP
Bluff 0 (+4, +12 Attractive)
Craft (Artistic) 5 (+5)
Diplomacy 0 (+4, +12 Attractive)
Intimidate 16 (+20)
Knowledge (Arcane) 5 (+5)
Knowledge (History) 5 (+5)
Knowledge (Philosophy/Theology) 5 (+5)
Languages 8 (Anglo-Saxon [Old English], Danish, English, Faroese, German, Icelandic, Norse [Native], Norwegian, Swedish)
Ride 4 (+4)
Survival 4 (+4)

Feats: 7PP
Attractive 2
Benefit (Status [Goddess, Princess, Valkyrie])
Equipment 4 (20EP)Veteran Reward
Environmental Adaptation (Storms)
Takedown Attack
Ultimate Save (Will)

Italics indicate a feat which was purchased as a power or part of a power. The cost is reflected under "Powers," below.

Valhalla (PL11 HQ) [20EP]

Size: Colossal [5EP]

Toughness: +10 [1EP]

Features: [14EP]
Animal PensAoF
Combat Simulator (Einherjar)
Garage (Stables)
Holding Cells 2 (Toughness +15, Nullify 11)
Isolated (Asgard)
Living Space
Parade GroundsAoF
PersonnelBoM (Einherjar)
Workshop [14EP]

See >this thread for more details.

Powers: 37 + 4 + 4 + 3 + 11 + 10 + 4 + 8 = 81PP

Device 11 (55PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 ["Only The Worthy" can lift, use, or transform], Subtle [Transforms into an ornate drinking horn]) [37PP] (Magic Weapon, Rune Magic, “Hridgandrâ€)

[7 + 2 + 3 + 16 + 27 = 55PP]

Divine Travel 3 (6PP Array, Feats: Alternate Power) [7PP]

Base Power:
Super Movement 3 (Space Travel 3) [6PP] (Magic Wind)

Alternate Power: [6PP]
Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Myth], Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] ("Bifrost," The Rainbow Bridge, The World Tree, "Yggdrasil")

Environment Control 1 (Light [Moderate], 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Magic Lightning)

Flight 1 (10MPH / 100ft per Move Action, Feats: Interpose) [3PP] (Magic Wind)

Immunity 30 (Cold Effects, Electricity Effects, Weather Effects, Flaws: Limited [1/2 Effect], Feats: Environmental Adaptation [storms]) [16PP] (Elemental Mastery)

Storm Mastery 12 (24PP Array, Feats: Alternate Power 3) [27PP]

Base Power: [11 + 12 = 23PP]

Damage 4 (Feats: Affects Insubstantial 2, Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [bludgeoning, Cold, Electricity, and/or Slashing Damage]) [11PP] (Hridgandr Strike, Magic Weapon)

Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Magic Wind)

Alternate Power: [24PP]
Damage 14 (1,400ft Max Range, Extras: Range [Ranged], Flaws: Action [Full], Feats: Homing 2 [2 additional attempts], Improved Range 3 [1 1,400ft Range Increment], Indirect 3, Precise 2) [24PP] (Magic Lightning)

Alternate Power: [24PP]
Environment Control 10 (1-mile radius, Cold [Extreme: Check 1/min (1/10 rounds)], Hamper Movement [1/4 speed], Hamper Visibility [-4 Visual Notice/Search], Wind [severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% chance to extinguish open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1 minute per Power Point, 24 minutes total], Drawbacks: Full Power) [24PP] (Storm Summoning)

All Effects Linked (+0):

Environment Control 10 (1-mile radius, Cold [Extreme: Check once per round], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP]

Environment Control 10 (1-mile radius, Hamper Movement [1/4 speed], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP]

Environment Control 10 (1-mile radius, Hamper Visibility [-4 Notice/Search], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [4PP]

Environment Control 10 (1-mile radius, Wind [severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% for open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [10PP]

Alternate Power:
Flight 12 (13, 100,000MPH [Mach 130] / 1,000,000ft [200 miles] per Move Action) [24PP] (Magic Wind)

Enhanced Constitution 4 [4PP] (Divine Might)

Enhanced Strength 4 [4PP] (Divine Might)

Features 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero Gravity]) [3PP] (Divine Might)

Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might)

Impervious Toughness 10 (Extras: Reflective [Melee Damage], Flaws: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, Magic, or Supernatural Damage]) [10PP] (Divine Might)

Protection 4 [4PP] (Divine Might)

Super-Strength 4 (Lifting STR 50 [Heavy Load: 12 tons]) [8PP] (Divine Might)

Drawbacks: (-4) + (-4) + (-3) = -11PP

Normal Identity (Astrid must sip liquid from Hridgandr to become Thrude, Frequency: Common [Full Action], Intensity: Major) [-4PP]

Vulnerability (Deceit/Trickery [bluff, Phantasms, etc.], Frequency: Very Common, Intensity: Moderate [+50%]) [-4PP] (Gullible)

Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] (Divine Passion)

Combat Block:
ATTACK            RANGE       SAVE                        EFFECT
Unarmed           Touch       DC25/23 Toughness (Staged)  Damage (Physical)
Hridgandr Strike  Touch +5ft  DC29 Toughness (Staged)     Damage (Energy and/or Physical)
Lightning         Ranged      DC29 Toughness (Staged)     Damage (Energy)

Totals: Abilities (40) + Combat (24) + Saving Throws (16) + Skills (13) + Feats (7) + Powers (81) - Drawbacks (11) = 170/171 Power Points

Normal Identity: Astrid Kierkegaard
Power Level: 5
Tradeoffs: None
Power Points: 66

Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP
Strength: 14 (+2) (Heavy Load: 175 lbs.)
Dexterity: 14 (+2)Paraplegic
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2)

Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6
Grapple: +8
Defense: +6Paraplegic, +3 Flat-Footed
Knockback: -2

Saving Throws: 3 + 3 + 5 = 11PP
Toughness: +4 (+2 CON, +2 Body Armor)
Fortitude: +5 (+2 CON, +3PP)
Reflex: +5Paraplegic (+2 DEX, +3PP)
Will: +5 (+0 WIS, +5PP)

Skills: 52R = 13PP
Climb 3 (+5)
Drive 3 (+5)
Intimidate 3 (+5)
Knowledge (Current Events) 4 (+4)
Knowledge (Pop Culture) 4 (+4)
Knowledge (Tactics) 4 (+4)
Languages 1 (Danish, English [Native])
Medicine 4 (+4)
Notice 5 (+5)
Profession (Soldier) 5 (+5)
Search 5 (+5)
Stealth 3 (+5)
Survival 5 (+5)
Swim 3 (+5)

Feats: 6PP
Equipment 4 (20EP)
Prone Fighting

Equipment: 4PP = 20EP

Collapsible Baton
Damage 2 (Feats: Mighty, Subtle) [4EP]

Ballistic Vest
Protection 2 (Feats: Subtle) [3EP]

Tesla Model S Luxury Sedan (Vehicle) [13EP]
Size: Huge [2EP]
Strength: 35 [1EP]
Defense: 8
Toughness: 10 [1EP]
Features: Alarm (DC20), Disabled Driver Conversion (All Hand-Operated Controls), GPS Navigation System [3EP]
Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP]

Drawbacks: -4PP

Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP]

In some situations, she will effectively be immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback.

Combat Block:

ATTACK   RANGE  SAVE                     EFFECT
Unarmed  Touch  DC17 Toughness (Staged)  Damage (Physical)
Baton    Touch  DC19 Toughness (Staged)  Damage (Physical)

Totals: Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 66 Power Points

Edited by Thevshi
Edited at player request
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