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Thrude (PL11/12) - ShaenTheBrain (Gold)


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



Player Name: ShaenTheBrain

Character Name: Thrude ("ThrOOD")
Power Level: 11/12
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Power Points: 173/175

Unspent Power Points: 2


  • Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed
  • Silver Reward: Increased PL7/105PP PC to PL12/180PP (Kingsnake)



Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below).
Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess.
Birthplace: Valhalla, Asgard
Residence: Valhalla, Asgard
Base of Operations: Milky Way Galaxy
Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior.
Affiliations: The Aesir, The Valkyries.
Family: 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 (Fiance, Deceased).
Catchphrase: "I SHALL SMITE THEE!"




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

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, and wears a black 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, and anchored with plates and buckles forged of gleaming mithril.

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.

Power Description
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 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-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but 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 Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's 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 around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake.

To honor The Pact, and to 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 herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other.

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 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. 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. 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 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. 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.





  • 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.
  • Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure.
  • 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 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.
  • 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 and after 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. 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 mortal 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, Sven, 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 + 16 = 48PP

Strength: 35/26 (+12/+8), 60/26 Lifting (Heavy Load: 100 tons / 920 lbs.)

Dexterity: 10 (+0)

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

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)




Combat 12 + 12 = 24PP

Initiative: +0 (+0 Dex)

Attack: +6 Melee (+6 Base), +2 Ranged (+6 Base, -4 Disability), +10 Lightning Bolt (+6 Base, -4 Disability, +8 Accurate)

Grapple: +23/+14 (+6 Melee Attack, +12/+8 Strength, +5/+0 Super-Strength)

Defense: +6, +3 Flat-Footed

Knockback: 13/4




Saving Throws 0 + 6 + 10 = 16PP

Toughness: +16/+8 (+10/+8 Con, +6/+0 Protection, Impervious 11/0)

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

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

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




Skills 36R = 9PP

Bluff 0 (+8, +20 Attractive)

Diplomacy 0 (+8, +20 Attractive)

Intimidate 12 (+20)

Knowledge (History) 4 (+4)

Knowledge (Theology/Philosophy) 4 (+4)

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

Ride 4 (+4)

Survival 4 (+4)




Feats 9PP

Attractive 3 (+12 Bluff/Diplomacy)

Benefit (Status)

Equipment 4 (20EP)Veteran Reward


Improved Grapple



Takedown Attack


Equipment 4PP = 20EP


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 (Located in Asgard, another dimension)
Living Space
Parade GroundsAoF
PersonnelBoM (Einherjar)


AoF = Agents of Freedom

BoM = Book of Magic




Powers 24 + 4 + 9 + 3 + 11 + 17 + 10 = 78PP


Device 7 (35PP Container [Passive, Permanent], Toughness 17,  Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [24PP] ("Hridgandr," Magic Weapon, Rune Magic)


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


Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic)


Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind)


Storm Mastery 13 (26PP Array, Feats: Alternate Power 4) [30PP] (Elemental Mastery, Rune Magic)


Base Power: [12 + 14 = 26PP]


Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback [Effective Damage 17], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike)


Flight 7 (8, 2,500MPH / 25,000ft [5 miles] per Move Action) [14PP] (Wind)


Alternate Power: [25PP] (Lightning Bolt)

Disintegrate 10 (1,000ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2, Improved Range 3 [1 1,000ft Range Increment], Indirect 2, Drawbacks: Lethal) [25PP]


Drain Toughness 10 (Extras: Affects Objects, Range [Ranged], Flaws: Action [Full], Distracting) [10PP]

Damage 10 (Extras: Range [Ranged], Flaws: Action [Full], Distracting) [5PP]

Feats [11PP]

Drawbacks [-1PP]

[10 + 5 + 11 + (-1) = 25PP]


Alternate Power: [20 + 6 = 26PP] (Wind)


Flight 10 (11, 25,000MPH / 250,000ft [50 miles] per Move Action) [20PP]


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


Alternate Power: [12 + 14 = 26PP]


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


Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge)


Alternate Power: [25PP] (Summon Storm)

Environment Control 10 (1-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1/minute = 24 minutes]) [25/26PP]


Environment Control 10 (Cold [Extreme], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP]

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

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

Environment Control 10 (Wind [Severe], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [10PP]

Feats [1PP]

[5 + 5 + 4 + 10 + 1 = 25PP]


[2 + 1 + 2 + 30 = 35PP]


Enhanced Constitution 4 [4PP] (Divine Might)


Enhanced Strength 9 [9PP] (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)


Protection 6 (Extras: Impervious [11]) [17PP] (Divine Might)


Super-Strength 5 (Lifting Strength 60 [Heavy Load: 50 tons]) [10PP] (Divine Might)




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


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


Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude)


Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion)




Totals: Abilities (48) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (9) + Powers (78) - Drawbacks (11) = 173/175 Power Points




Combat Block

ATTACK          RANGE      SAVE                        EFFECT

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

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

Lightning Bolt  Ranged     DC20 Fortitude (Staged)     Drain Toughness

                           DC25 Toughness (Staged)     Damage (Energy, Lethal)



Normal Identity: Astrid Kierkegaard
Power Level: 5
Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness
Power Points: 67



Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above)
Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess.
Birthplace: Freedom City, New Jersey, USA.
Residence: A small apartment in The Fens.
Base of Operations: Freedom City, New Jersey, USA.
Occupation: Former soldier collecting disability payments, part-time Uber driver.
Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record.
Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother).




Age: 23
Apparent Age: 23
Gender: Female
Ethnicity: Caucasian Scandinavian
Height: 5'6"
Weight: 150 lbs.
Eyes: Blue
Hair: Blonde


Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. 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 legs.  Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair.





Astrid Kierkegaard is the American-born daughter of Danish nationals. She 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. 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, until she stumbled upon 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.




Personality & Motivation

Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family.

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 + 4 + 5 = 12PP
Toughness: +4 (+2 Con, +2 Body Armor)
Fortitude: +5 (+2 Con, +3PP)
Reflex: +6Paraplegic (+2 Dex, +4PP)
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 controls are hand-operated), 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.



Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 67 Power Points



Combat Block

ATTACK   RANGE  SAVE                     EFFECT

Unarmed  Touch  DC17 Toughness (Staged)  Damage (Physical)

Baton    Touch  DC19 Toughness (Staged)  Damage (Physical)

Link to comment

Costs have gone a little wonky in the Summon Storm power; the bottom tally seems right* but the pp costs listed next to the power breakdowns are off a bit.


* Afraid I'm not familiar with Environmental Control (Wind); where'd this get pulled from?

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"Wind" is from page 203 of Ultimate Power.  It's not based on any existing Environment Control effects.  It's only described under the 2PP/rank "Weather Control" sample power.


Wind: You create a strong wind in your area that automatically extinguishes open flames and imposes a –2 penalty to thrown weapon attacks and auditory Notice checks. At two-thirds your normal rank, you can create a severe wind that increases the penalty to –4 and has a 50% chance of snuffing out protected flames as well (like those of lanterns). At half your effective rank, you can whip up a windstorm where muscle-powered ranged weapon attacks automatically miss and all other ranged attacks are at a –4 penalty, auditory notice checks are at –8 due to the howling wind, and even protected flames have a 75% chance of going out. Finally, at one-third your rank, you can create hurricane-force winds that extinguish all flames, impose a –20 penalty on all auditory Notice checks.


Emphasis added for the tier she bought.


The math on the sheet should be good now.  Sorry about that.

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