Scion of Hel
Name: Nick Thornton MD
Player: Eggellis
Calling: Medical Examiner On The Rise
Nature: Autocrat
Pantheon: Aesir
Bonus points: 5 birthright, 8 epic manipulation, 2 abilities
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Attributes
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Strength:4;2 Dexterity:2 Stamina:3;1
Charisma:2 Manipulation:4;2 Appearance:1
Perception:3 Intelligence:4;2 Wits:4;2
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Abilities
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Academics 2
Athletics 2
Awareness 2
Command* 3
Empathy 1
Fortitude* 3
Integrity 2
Investigation* 3
Medicine 4
Melee* 2
Politics 2
Presence* 3
Science 2
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Derived
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Legend 3 (9/9)
Willpower 6 (6/6)
Courage 3
Endurance 3
Expression 1
Loyalty 2
Bashing Soak: 6
Lethal Soak: 5
Aggravated Soak: 3
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Birthrights
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Gram-4
This legendary blade of Sigmund and his son Sigurd was gifted to the former by Odin and used by the latter to slay the dragon Fafnir. It was only able to be broken by Odin himself and once reforged was able to cleave through an anvil. The blade disappeared sometime afterward and it's unclear how Hel came to own it. It isn't a stretch to assume that the last owner is dead however.
This sword is decked with gold and the guard is shaped like a dragon's curling horns.
+3 Accuracy, +6L Damage, +1 Defense, 4 Speed
Dvergr-2
In Old Norse dvergr means both dwarf and fibula. Dr. Thorton's Dvergr is the fibula bone of a dwarf etched with runes.
Grants acces to Death. Also, when Dr. Thornton throws the bone to the ground and spends a Legend point the souls of five disgraced vikings appear in its place. They return to the bone at the end of the scene.
Hræ -3bonus
These five dead viking warriors ended up in Hel instead of Valhalla. They may have died from poison, old age, or a spurned lover, it's unknown. Now they are bound to the Dvergr and appear when called.
Functions as spartoi followers.
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Gear
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Bulletproof vest
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Boons
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Death
Death Senses (Death *)
Dice Pool: None
Cost: None
The Scion can see ghosts even when those ghosts don’t choose to manifest. To her, ghosts are livid, physical presences, sensible to feeling as to sight (as well as smell and hearing). She still can’t harm the fragile ectoplasmic shell of a ghost who hasn’t manifested, however. The sense of touch this Boon grants is illusory. If the Scion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through it.The Scion can also look at a dead body and know what killed it, if that cause isn’t already obvious. The answer she gets is somewhat generic (the reading would tell her a person had been poisoned, for instance, but not by what poison), but it’s conclusive despite the presence of falsified or misleading evidence. Generic causes of death include suffocation, drowning, poison, burns, internal trauma, bleeding, hunger, thirst, exposure, illness, heart attack and old age.
Euthanasia (Death **)
Dice Pool: Perception + Empathy (to gauge willingness)
Cost: 1 Legend
When a living being is at the Incapacitated health level with lethal or aggravated damage due to wounds or a terminal illness, the Scion can end that being’s suffering. The Scion must touch the being for one action (Speed 6) and spend one Legend point. If the Scion wants to know whether the victim is truly willing to die, her player can roll (Perception + Empathy) while the Scion touches the victim. Animals usually answer in the affirmative and titanspawn usually do the opposite, but human beings and Scions are unpredictable. Regardless, the subject’s willingness is ultimately immaterial unless the subject is another Scion. The power doesn’t work on a Scion unless that Scion is actually willing to die. (Even then, however, Fate or the Scion’s divine parent might intervene to keep the Scion alive a little longer.)
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Knacks
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Holy Bound:
Only characters whose Boons include the Sky Purview have more freedom to flaunt the laws of physics. Simply having Epic Strength enables a Scion to perform prodigious leaps that leave mortals standing slack-jawed with wonder. For example, if a Scion has Strength 5, Athletics 3 and Epic Strength 3, she can jump 12 yards straight up or 24 yards forward. (See “Movement” on p. 180.) This Knack, however, doubles a Scion’s vertical and horizontal jumping distances. With it, the aforementioned character could leap an amazing 24 yards straight up (from the ground to a seventh-story balcony, for instance) or 48 yards forward in a single bound.
Holy Rampage:
The Scion is especially good at breaking inanimate objects. When he spends a point of Legend and applies his full might to breaking something—whether he’s punching it, kicking it or throwing his shoulder against it—the item’s Hardness is halved against the attack. This bonus applies only when the character attempts to break an inanimate object that is either freestanding or under his control. If someone else has control of the object in question, the Scion must take it from him first.
Holy Fortitude:
The character is the epitome of the holy ascetic. The periods for which she is able to go without food, water and sleep all double. The amount of time she is able to work at a strenuous task without stopping also doubles.
Fast Learner:
By buckling down and intently studying certain subjects, the Scion internalizes them in a fraction of the time it would take a lesser intellect. In so doing, he cuts the experience-point cost for purchasing dots in Academics, Medicine, Occult, Politics or Science in half, rounding down.
Know–It–All:
The Scion is widely read and has a ridiculously well-rounded education. She might not be a master of any single subject, but she knows a little bit about a wide range of disparate, esoteric subjects. (She could explain the intricacies of the Teapot Dome Scandal in terms of the interpersonal dynamics of the Justice League, then explain why typing “while one fork” into a UNIX system is a bad idea, before wrapping up with an explanation of how a Venus’s-flytrap works.) Normally, the burden of portraying this Knack falls to the player, so it behooves her to keep an ear to the ground for obscure trivia she can work into her character’s dialogue during the game. The Storyteller shares a bit of that burden as well, though. During a scene in which the characters seem to be stumped or hopelessly out of options, the Storyteller should “remind” the player of some pertinent bit of obscure trivia her character knows that bears a direct, helpful relevance to the problem at hand. It behooves the Storyteller, then, to make a list of a handful of such helpful hints when he’s designing his story. Just in case.
Meditative Focus:
Whether she’s hunkered down behind a burning car in a war zone, caught out on the yard during a prison riot, stranded on the crowded deck of a storm-tossed ship or just mall-walking during the frenzied heights of the Christmas rush, the character never loses her cool. No matter what’s happening, she keeps her mind on what she’s doing while maintaining sufficient vigilance to avoid getting caught up in the hubbub all around her. As such, the character is able to eliminate one point of environmental distraction penalty per dot she has of Epic Wits.
Rabbit Reflexes:
When an unexpected attack targets the character with this Knack but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Scion instinctively defends herself with double her highest applicable DV. The character cannot preemptively attack her attacker or even shout out a warning to her comrades, as she’s reacting to an attack that’s already taking place, but she is much more likely to dodge or parry that attack. Nonetheless, the character cannot actually join battle herself until everyone else does after the unexpected attack is resolved.
Gods’ Honest:
When she’s trying to convince someone of something, the Scion puts her hand to her heart, puts her hand on a stack of Bibles, holds up her right hand with her pinkie and thumb crossed in the palm, or performs some other gesture of sincerity. (Her player also spends a point of Legend.) When she does so, her would-be mark accepts that the Scion is telling the truth about the subject at hand, no questions asked, for the rest of the story. Only solid, incontrovertible proof showing that what the Scion said was undeniably false will convince the mark he’s been fooled. Even then, whoever’s showing him the proof will have to convince him that the proof is genuine and not some clever forgery.A Scion with this Knack doesn’t have to lie when she uses it. She can also use it to convince a recalcitrant skeptic of the actual truth. If the Scion does so, no mortal force can convince that person that the Scion was lying (not even professionally faked “proof” to the contrary).
Overt Order:
Sometimes, the direct method is more effective than the cleverest of intricate schemes. With this Knack, a Scion barks out a command that the target must obey. Doing so costs one Willpower, and the command must be one the Scion can give and the victim can perform in a single action. “Freeze!” is acceptable, as is, “Don’t shoot!” or, “Shoot him!” Ordering someone to go home and shoot his wife won’t work because doing so would take longer than a single action. A victim of this Knack can interpret the command loosely to make it not directly suicidal, but not if all he’s trying to do is keep out of trouble. For example, if a victim draws a gun and the Scion commands him to shoot himself, the victim can shoot himself in the hand or the foot rather than blowing his own brains out. Same thing goes if a Scion uses this Knack at a seedy pool hall to command a smarmy drug dealer to pick a fight with a burly ex-con at the next table. The dealer might reasonably believe that the ex-con could kill him, but he still can’t weasel out of the command. He doesn’t have to walk up and take a swing at the guy, but he still has to do something, such as singing out a racial slur or throwing a beer bottle at the guy’s girlfriend. The dealer can cheese it immediately, but he’s still got to pick the fight first.