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Power Level: 9 (158/175 PP)
Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness
Unspent Power Points: 17

 

In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime

 

Residence: Abandoned subway station underneath Stark Hill
Base of Operations: Bedlam, Wisconsin

 

Alternate Identity: Osla Jónsdóttir, Osla Jonsson
Identity: Secret
Birthplace: Upon the Bifrost, outside the gates of Asgard
Occupation: Superhero/honourary Valkyrie
Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries
Family:  John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased)

 

Description:
Apparent Age: Early 20s
Gender: Female
Ethnicity: Scandinavian/Scot (Caucasian)
Height: 6'0"
Weight: 175 lbs
Eyes: Blue-grey
Hair: Golden blonde

 

Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly.

 

In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching.

 

When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed.

 

Power Descriptions:

Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water.

 

Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. 

 

Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit.

 

The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door.

 

 

History:

Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death.

 

Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. 

 

As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard...

 

Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard.

 

Personality & Motivation:

Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. 

 

Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so.

 

Complications:

 

A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store.

 

Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends.

 

Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally.

 

Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury.

 

Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions.

 

Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number.

 

 

ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP
Strength: 22/18 (+6/+4)
Dexterity: 18 (+4)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 14 (+2)

 

COMBAT: 14 + 12 = 26PP
Initiative: +8
Attack: +7 Base, +10 melee, +11 bow
Grapple: +14/+17
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -4/2

 

SAVING THROWS: 4 + 4 + 8 = 16PP
Toughness: +8 (+4 Con, +4 Protection)
Fortitude: +9 (+5 Con, +4)
Reflex: +8 (+4 Dex, +4)
Will: +9 (+1 Wis, +8)

 

SKILLS: 68R = 17PP

Acrobatics 2 (+6)

Bluff 4 (+6/+10)
Diplomacy 0 (+2/+6)
Gather Information 8 (+10)
Intimidate 12 (+14)
Knowledge [Theology and Philosophy] 4 (+5)

Knowledge (Arcane Lore) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Language 1 (Old Norse [Native], English)

Medicine 4 (+5)
Notice 9 (+10)
Perform [string instruments] 3 (+5)
Sense Motive 9 (+10)
Stealth 11 (+15)
Survival 9 (+10)

 

FEATS: 23PP
Accurate Attack
Attack Focus (melee) 3
Attack Specialization (bow) 2
Attractive 1
Beginner's Luck

Benefit (Reputation: Arrowhawk)
Dodge Focus 4

Equipment 0 + 4 [Veteran Reward]
Evasion
Fearless
Luck 2
Move-By Action
Quick Draw
Startle
Takedown Attack
Track
Uncanny Dodge [auditory]

 

Equipment (20ep/20ep):

Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep]

Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep]
Other equipment: Flashlight, Masterwork violin [2ep] 
 

HQ: Abandoned Subway Car and Station: 9ep

Size: Small; Toughness: 10; 
Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop

 

 

POWERS: 4 + 16 + 14 + 1 + 3 = 38PP 

 

Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume)

  • Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour)

 

Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr)

Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP]

  • Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable)
  • Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable)
  • Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP]
  • Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP]
  • Alternate Power: Snare 7 (ice arrow) [14PP]
  • Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP]

 

Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster)

Fenrir's Gauntlets
Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP]
Enhanced Strength 4 [4PP] (magic)
Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic)
 

Cincture of Jormungandr
Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic)
 

Sleipnir's Shoes
Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic)
Speed 2 (25MPH) [2PP] (magic)

 

Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie)


Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie)

 

 

DC Block:

ATTACK       RANGE        SAVE                        EFFECT

Unarmed      Touch        DC19 Toughness (Staged)     Damage (Physical)

Gauntlets    Touch        DC21 Toughness (Staged)     Damage (Physical)
Arrows       Ranged       DC22 Toughness (Staged)     Damage (Physical)

Blast (fire) Ranged       DC22 Toughness (Staged)     Damage (Energy: Fire), Secondary Effect

Dazzle       Area [Burst] DC21 Reflex                 Blinded/Deafened

Snare        Ranged       DC22 Reflex (Staged)        Entangled

Strike       Touch        DC23 Toughness (Staged)     Damage (Physical)

 

 

TOTALS

Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points

 

Edited by Thevshi
+1 PP for Jan 2024
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