Valrún (Demigod Shifter)

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Valrún (Demigod Shifter)

Postby Valrún » Fri Mar 01, 2019 10:59 pm

Player Name: Todd
G-Mail: dodskrigaren

Character Name: Valrún Odinsdotter (formerly Drakenwald)
Alias: Uses the names of famous Valkyries as aliases. Favorites include Sigrún, Brynhildr, Skögul, Grimhildr, and Skuld.
Race: Demigod
O.C.C.: Shifter
Alignment: Aberrant
XP Level: 3
XP Points: 6,221 (The Bos, 06.08.19 & 6/11/2019 RT)
Next Level @ XP: 9,200
Sentiments/Non-Humans:Non-humans are fine, they range the whole spectrum, so judge each on it's own merits (and usefulness)
Disposition: Valrún is a fairly polite, well mannered being. She shows a certain amount of respect to people until they prove they do not deserve it. Her moods can be mercurial at times, changing with little warning. When in combat the civilized persona fades away, and a brutally, gleefully, unrelentingly violent persona comes out.
Insanity: None. (Yet)

ATTRIBUTES
I.Q.: 22
M.E.: 22
M.A.: 28
P.S.: 29 (S.N.)
P.P.: 29
P.E.: 29 (S.N.)
P.B.: 21
Speed: 36

PHYSICAL DATA
P.P.E.: 233
M.D.C.: 158
Age: 87
Sex: Female
Height: 6' 8"
Weight: 247 lbs.
Description: A tall beautifully statuesque woman, with a very fit athletic build. She keeps her blonde hair long, although it is usually styled appropriately for whatever task is at hand. Her dress is invariably nice looking for the occasion, and she prefers form fitting clothes over loose clothing.

Racial Abilities
Fire and cold resistant (1/2 damage)
Regenerates 1d6x5 M.D.C. per minute
Magic Powers: Ley Line Walker

Natural Abilities
Perception Bonus: 37% (+5% on a ley line)
Charm/Impress: 55%
Invoke Trust/Intimidate: 94%
Max. Encumbrance: 271.7 lbs
Max. Carrying Weight: 1,450 lbs
Max. Lifting Weight: 2,900 lbs
Max. Jumping Ability: 49' 6" long and 23' 4" high

Special Abilities
  • Dimension Sense- After 1d6+2 minutes of concentration (meditating on a new world or reading an open rift), can tell the type of dimension, how dense the dimensional fabric is, whether it can support human life, magical energy levels, whether it is artificially created, and any other type of unusual dimensional characteristics. When reading a rift, the shifter can also get a sense of how soon it will close, whether or not it was random, etc, at –10% to skill.
    Dimension sense can also be used to detect dimension-based magic in use (including teleportation, portals, temporal magic, etc.). Activating this aspect of the power costs one melee action; the sensing may be extended for one minute per level by sacrificing another action. If the skill roll is successful, the shifter can attempt to alter (but not stop) the magic being cast. 58%+5%/lvl
  • Dimensional Travel: The shifter's most powerful ability is to open a dimensional gateway. For a base cost of 125 P. P. E., a shifter can create a one-way dimensional portal permitting only himself and his familiar to pass through it. Each additional person he allows to go through costs him an additional 25 P. P. E. The portal will remain open for one minute (four melee rounds) at most, and the P.P.E. cost must be paid up front.
  • Open Rifts- By performing a special ritual lasting 1d6x10+15 minutes, the shifter can cast the dimensional portal and re-open gateway spells at ½ PPE cost. The ritual also allows the shifter to hold the rift open for one minute per level, and manipulate the size of the rift. Maximum size is 10 feet by 10 feet per level of experience.
  • Communication Rift- Costs 50 PPE within half a mile of a nexus, 100 within half a mile of a ley line, and 200 everywhere else. Lasts one minute per level. Skill is 43%+5%/lvl , +20% if performed as a ritual. If the skill roll fails by less than 20%, the portal still connects to the right continent/world/dimension, but not the specific location the shifter was aiming for.
  • Dimensional Teleport Home- For 75 P.P.E. the shifter can teleport himself, his familiar, and whatever he can carry to his home.
  • Sense Rifts- Automatically senses rifts. Range is 90 miles, +20 per level. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
  • Familiar Link- Creates a telepathic and empathic link. The shifter cannot take any other actions while seeing through the familiar’s eyes. If the familiar is killed, the shifter permanently loses 10 HP and has a 50% chance to go into a coma for 1d6 hours.
  • Summoning- To resist a creature must roll above the shifters MA on 1d20 three out of five times, including ME bonuses and bonuses to save vs. mind control. A natural 20 always wins.
  • Link to the supernatural- Odin as a god of magic.
  • Sense Ley Line: Can sense whether there is a ley line within the area of her sensing abilities, 30 miles +10 miles/lvl She can tell whether it is near or far and follow the feeling to the location of the ley line. 53% +5%/lvl
  • Sense Ley Line Nexus : She can follow the ley line to as many nexus points as it may may have. A nexus point is where two or more ley lines cross/intersect. 63% +5%/lvl
  • Sense Magic in Use: The expenditure of magic in the form of a spell,Rifting, or Techno-Wizardry can be felt, if not seen, up to 300' +100' away/lvl She will not know the location nor be able to trace it, but will feel its energy and know that magic is being used in the area.
  • See Magic Energy: The mage sees magic energy/P.P.E. radiating from people, creatures, objects, and areas, as a faint aura whenever more than 20 P.P.E. points are present. The sensing ability is so acute that she can see things made invisible by magic and invisible things that are magical. This special sight occurs only when she desires to use it and focuses on seeing the magically invisible. However, the effort uses up one melee attack/action per round (15 seconds) that this special sight is willed in place. Note: Does not work on the spell, Invisibility Superior. Range: Line of sight, about 1,000'
  • Read Ley Lines: The Ley Line Walker will know the following: What directions the ley line runs, how long the line runs, whether there are any nexus points and where, and whether there are any Rifts presently open along the line. She also knows about any major natural disasters currently happening along the line, such as a forest fire, flooding, hurricane, or earthquake. War and magic are not natural disasters.
  • Ley Line Transmission: A Ley Line Walker can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the line. Range is limited only by the length of the ley line and the people's position on the line. The message can be sent to one specific person or several people (one person per level of the sender's experience), or several people at different locations on the line.
  • Ley Line Phasing (teleportaton). She also has the power to instantly teleport from one place to another, flawlessly anywhere on the same ley line.To do a Ley Line Teleport she must concentrate, for 1D4 melees every time before the teleportation happens. The maximum number of teleports possible is 4 per hour. The per 24 hour period is 10 +2/lvl
  • Ley Line Walking or Line Drifting: She can open herself to the ley line energies and walk or float through the air along the length of the ley line. The speed factor is a mere Speed of 10, but is relaxing and requires absolutely no exertion or even physical movement of the feet or body if drifting afloat. Note: She can even meditate while drifting down a ley line. Height is typically 1 -5' above the ground, but if she concentrates he can reach a height as great as the line itself.
  • Ley Line Rejuvenation. She can absorb ley line energy to double the rate of natural healing. To do this, she must concentrate and relax on a ley line. She can also perform an instant rejuvenation on a ley line as often as once every 24 hours, in which after about ten minutes of concentration, she is completely rested, alert, and healed of 12d6 + 4D6 M.D.C./lvl at no P.P.E. cost, but only possible on a ley line.
  • Ley Line Observation Ball: A globe of light, about the size of a soccer ball, can be conjured out of thin air and linked to her like a third eye. The sphere of blue or white light can be directed by her to zoom ahead or behind her like a remote control spy device or familiar. Everything that the ball sees and hears is instantly transmitted to its maker. The sphere will remain in existence as long as she stays within the ley line, or until she dispels it, or until it is destroyed.
    Stats for a typical Observation Ball: M.D.C .: 3 +1 per level of its creator. Range: Up to 1500' + 500'/per level away from its creator. Speed : Up to Spd 44 (30 mph). Bonuses : +3 to dodge.
  • Affinity with Rift & Ley Line Magic.
  • Ley Line Force Field. Valrún can also put in place an energy field reminiscent of the Armor of Ithan around herself whenever she's on a ley line. This extra bit of protection provides 26 M.D.C. +2 M.D.C./per level. It costs her 10 P.P.E. to create/summon it initially, but once it is in place it remains up for the entire time she remains on the ley line or until she dispels it. If the Ley Line Force Field is destroyed, it will regenerate at full strength at the start of the next melee round! Note: Having the force field up and in place draws upon half the ambient P.P.E. of the ley line normally available (20 P.P.E.) to her per melee round. Energy the mage often draws upon to supplement her own spell casting. This could be a problem in a combat situation and require the character to drop her protective field to tap more energy.
  • Supplemental P.P.E.: She can also draw an extra 20 P.P.E. per melee round when on a ley line and 40 when at a ley lines nexus point.
  • P.P.E. Recovery: For Valrún spent P.P.E. recovers at a rate of seven points per hour of sleep or rest. Meditation restores P.P .E. at 15 per hour of meditation and is equal to one hour of sleep for her when it comes to recovery from fatigue and physical rest.

Spell Knowledge
Spell Strength: 13
Space Magic
P.P.E. Channeled: 21 P.P.E. per action

Level One
Spells
Blinding Flash (1)
Cloud of Smoke (2)
Death Trance (1)
Globe of Daylight (1)
Lantern Light (1)
See Aura (6)
See the Invisible (4)
Sense Evil (2)
Sense Magic (4)
Thunderclap (4)

Level Two
Spells
Aura of Power (4)
Befuddle (6)
Chameleon (6)
Cleanse (6)
Climb (3)
Cloak of Darkness (6)
Concealment (6)
Detect Concealment (6)
Extinguish Fire (4)
Fear (5)
Heavy Breathing (5)
Levitation (5)
Manipulate Objects (2+)
Mystic Alarm (5)
Shatter (5)
Space Walk (5)
Throwing Stones (5)
Turn Dead (6)
Vacuum Speak (6)

Level Three
Spells
Armor of Ithan (10)
Breathe Without Air (5)
Create Wood (10-20)
Energy Bolt (5)
Fingers of the Wind (5)
Float in Air (5)
Fuel Flame (5)
Ignite Fire (6)
Impervious to Fire (5)
Impervious to Poison (5)
Invisibility: Simple (6)
Life Source (2 +special)
Light Healing (6)
Light Target (6)
Magic Shield (6)
Mystic Fulcrum (5)
Negate Poison/Toxin (5)
Orb of Cold (6)
Paralysis: Lesser (5)
Replenish Vajra (5+)
Resist Fire (6)
Telekinesis (8)
Wave of Frost (6)

Level Four
Spells
Energy Field (10)
Repel Animals (7)
Shadow Meld (10)
Trance (10)

Level Five
Spells
Calling (8)
Empower Vajra (10+)
Sustain (12)

Level Six
Spells
Call Lightning (15)
Compulsion (20)
Time Slip (20)
Tongues (12)

Level Seven
Spells
Constrain Being (20)
Invisibility: Superior (20)

Level Eight
Spells
Exorcism (30)

Level Nine
Spells
Cosmic Armor (45)
Summon and Control Canine (50)

Level Ten
Spells
Mystic Portal (60)
Summon and Control Rodents (70)
Summon Greater Familiar (80)

Level Eleven
Spells
Create Magic Scroll (100)
Create Vajra (50+)
Energy Sphere (120)
Illusory Terrain (55-120)
Re-Open Gateway (180)

Level Twelve
Spells

Level Thirteen
Spells
Protection Circle: Superior (300)
Talisman (500)

Level Fourteen
Spells

Level Fifteen
Spells
Dimensional Portal (1000)


O.C.C. Skills
Language: Dragonese/Elven 109% (+1%)
Language: Ancient Norse 82% (+3%)
Language: Trade Four 82% (+3%)
Literacy: Dragonese/Elven 93% (+5%)
Literacy: Ancient Norse 73% (+5%)
Astronomy 73% (+5%)
Mathematics: Basic 83% (+5%)
Lore: Demons and Monsters 83% (+5%)
Lore: Dimensions 63% (+5%)
Lore: Faeries & Creatures of Magic 68% (+5%)
Lore: Magic 73% (+5%)
    Recognize Magic Symbols, Runes, and Circles 63% (+5%)
    Recognize Enchantment 58% (+5%)
    Identify Magic Artifact
Land Navigation 66% (+4%)
Wilderness Survival 58% (+5%)
Hand to Hand: Zanji Shinjinken-Ryu (4th level proficency)

O.C.C. Related Skills
Anthropology 58% (+5%)
Barter 59% (+4%)
Forced March
Find Contraband 40% (+4%) (Lvl 1)
Lore: Galactic Aliens 43% (+5%)(Lvl 1)
Mythology 58% (+5%)
W.P. Energy Rifle
W.P. Axe

Secondary Skills
Appraise Goods 68% (+5%) (taken a second time at 3rd level)
Running
W.P. Energy Pistol (Lvl 1)

EP Purchased Skills
Acrobatics
    Sense of Balance 73% (+5%)
    Walk Tightrope or High wire 71% (+3%)
    Climb Rope 90% (+2%)
    Back Flip 73% (+5%)
    Basic Climb Ability 53%
    Basic Prowl Ability 35%
Boxing
Gymnastics
    Sense of Balance 61% (+3%)
    Work parallel bars and rings 71% (+3%)
    Back Flip 80% (+2%)
    Climb Rope/Rappel 70% (+2%)
W.P. Heavy M.D. Weapons
Hand to Hand: Zanji Shinjiken-Ryu

Combat Data
HTH Type: Zanji Shinjinken-Ryu
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +8
Parry Bonus: +10 (+12 with sword or staff)
Dodge Bonus: +12
HTH Damage Bonus: +18
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Other:
Bonus to Maintain Balance +1
Critical Strike from Behind
Deathblow +1
Knockout/Stun on Natural 20 (1d6 melees)
Karate Punch 2d4+18
Kick Attack 2d4+18
Knee and Elbow Strikes 1d6+18
Restrained Punch 5d6+18
Full Strength Punch 3d6+4 M.D.
Power Punch 6d6+4 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. name--List totaled bonuses from W.P. only
W.P. Energy Pistol +1 to strike
W.P. Energy Rifle +1 to strike
W.P. Axe +1 to strike, +1 to parry
W.P. Heavy M.D. Weapons

Saving Throw Bonuses
Coma/Death: 48%
Magic (varies): +11
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +5
Psionics (varies): +5
Horror Factor (varies): +8
Mind Control (varies): +5
Possession (varies): +5
Curses (varies): +3
Last edited by Valrún on Mon Mar 18, 2019 8:07 am, edited 50 times in total.
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Valrún
 
Posts: 28
Joined: Fri Mar 01, 2019 10:56 pm

Equipment

Postby Valrún » Fri Mar 01, 2019 10:59 pm

Equipment

Carried/In Hand
NG-SE20 Laser Rifle (Slung on back normally)

Worn on Person
Medium Concealed Ley Line Walker Armor
Clothing (Bodysuit)
Hooded cloak
Small silver cross (worn around neck, shaped like Mjolnir)
Tinted goggles
Backpack

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: LE-clip
• Attachment: LE-clip
• Attachment: LE-clip
• Attachment: LE-clip
• Attachment: LE-clip
• Attachment: LE-clip
• Attachment: Secure Universal Card: 3,000 credits (Augur 04/08/2019)
• Attachment: Unsecure Black Card: 6,000 credits (Augur 04/08/2019)
• Attachment: Pocket laser distancer
• Attachment: Pocket digital disc recorder/player
• Attachment: Pocket mirror
• Attachment:


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Canteen
• Attachment: Binoculars
• Attachment: air filter and gas mask
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: one large sack
• Space: spare set of clothes
• Space: Mallet
• Space: six wooden stakes
• Space: salt
• Space: Wilk's-Remi 104 Derringer
• Space: 3 small sacks
• Space: large wooden cross
• Space: 4 cloves of garlic
• Space: knapsack

Stored in Vehicle
N/A



Gear Stats

Medium Concealed Ley Line Walker Armor
Image
M.D.C. by Location:
  • Helmet: None
  • Arms: 15 each
  • Legs: 25 each
  • Main Body: 60
Weight: 15 lbs.
Modifiers: -5% to physical skills
Features:
  • Non-environmental, no spell-casting interference
Book Reference: p.113, R:UE


NG-SE20 Laser Rifle
Image
  • Range: 1,800'
  • Damage: 3D6+4 M.D.
  • Rate of Fire: single shots only
  • Payload: 15 shots per E-Clip, 25 per LE-Clip
  • Weight: 12 lbs.
  • Features: Can fire underwater
  • Modifiers: None
  • Book Reference: p.196, WB33


Wilk's-Remi 104 Derringer
Image
  • Range: 300'
  • Damage: 2D4 M.D.
  • Rate of Fire: 2 simultaneous shots
  • Payload: 4 shots; a special connector allows the use of an E-clip recharger
  • Weight: 10 oz.
  • Features: None
  • Modifiers: +10% to palming or concealment
  • Book Reference: p.207, WB14
Last edited by Valrún on Mon Mar 18, 2019 9:15 am, edited 16 times in total.
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Valrún
 
Posts: 28
Joined: Fri Mar 01, 2019 10:56 pm

Background

Postby Valrún » Fri Mar 01, 2019 11:00 pm

Background Story

In the Beginning

It was a cold winter day when Valrún was born. The coldest in that area of her birth planet in over a century. Her mother, Rika, almost died during the childbirth, but with medical technology being what it was, she survived. Valrún was taken home to be loved and raised by her mother, with no real mention of her father. At least that is how things were until she turned 7, when she began to instinctively use magic, and it became obvious her strength was more than merely human. After finding out about this, Rika sat her daughter down, and began to tell her about her father. A god, mighty and powerful, full of knowledge and mischief in equal measure. She named him Runatyr, as that is how she had known him. Valrún was enchanted by her mothers tales of him, of the time spent with her father. Valrún decided then that one day, she would meet her father, and began to look towards things that would help her.

Being born the United Worlds Warlock gave her a bit of an edge up, for by the time she was ten, she was no longer happy with just being able to instinctively do magic. She wanted to learn how to do it properly, to learn how to be a mighty sorcerer. For surely her magical talent was a gift from her father, something to be explored as a link to who her father might possibly be. So it was that she enrolled in a school for aspiring magicians by the time she was twelve. It had been decided that since she had such an instinctive aptitude with sorcery, focusing on something that included sorcery but was not exclusively about it. That led her to being trained as a dimension hopping Shifter, focused on traveling the different dimensions, and exploring them. And if need be making servants of some of those dimensions inhabitants.

After a decade of training,Valrún graduated from her apprenticeship. She felt a sense of wanderlust, but also a need to find her father, so she bid her mother farewell, and set out among the stars. It did not take her long to realize that just because she could go places, didn't mean she had any way of getting information. That would take money, money she did not readily have. So she took to mercenary work, transporting people and goods to other dimensions, taking on jobs that needed a sorcerer to handle magical issues, and other staples of the trade. It did not take her long to realize she could trade services for information, and so began an interesting back and forth of earning money, and seeking out information. After ten years of doing this, she finally hit pay dirt.

There Was a Girl

Valrún's lucky break came in the form of meeting a very unusual dwarf. One who claimed to be an Asgardian dwarf, something she had never heard of before. The dwarf was well into cups by the time Valrún had come into the establishment he was drinking at. Apparently he managed to overhear her asking a man for information about Runatyr. On the way out of the bar, the dwarf stopped her, told her that for a drink he had a tale to tell that she would find interesting. Having little to lose, Valrún agreed, although she had many doubts as to how the drunken dwarf would have any useful information. The dwarf launched into a long winded tale, about a wanderer missing an eye, skilled in the ways of magics both known and forbidden. One who had many names, to describe the many different ways people viewed him. Runatyr was one, which meant "God of Runes" in his native tongue. However, the name he was commonly known by, was Odin.

So it was that Valrún set out to New Midgard, a UWW planet ruled by the Norse gods. It was a thin lead to go on, but it was the only lead she had in her search for her father. Things were not what she expected when she landed on the planet, the Asgardian dwarves and elves had no real desire to speak to her, especially about what called 'outlandish claims'. The Valkyries would not even speak to her at all, and had less patience for her inquiries. She had amassed a good deal of money in her life so far, and so she found a place to stay long term, and set about finding a way to get the answers she sought. Making herself useful in the city was how she started, using her magic and her skills to aid people, and set up a smallish business. She even eventually got some of the Valkyries to talk to her, although they would not answer her questions. This became her life, for nearly a decade, which she was starting to realize was a pittance of her actual lifespan. It was on another, unusually cold night that she finally found what she had been looking for.

The man was old, using a staff to help him walk, wrapped in a plain but well made cloak that knocked on her door during that storm. When he asked for shelter from the storm, she felt apprehensive at first, as if this was some kind of test. Despite Valrún's misgivings, she allowed the man inside to warm up, and take the chill out of his bones. She offered him some mead, which he accepted and so it was that they were drinking mead and making small talk when the old man asked "So, what brings you to New Midgard, for it is obvious to me that you were not born here." This was not something she was expecting to hear, as most people who darkened her door knew of her quest, although they would not aid her in it. "I suppose you have not heard. That is a surprise to me. I seek my father, known to my mother as Runatyr, apparently also known more properly as Odin. I would like to know the truth of this matter." she replied, the mead she had drunk loosened her tongue more than normal.

So it was that Valrún was shocked when the old man began to laugh, from deep in his belly. When he had finally quit laughing he proclaimed, "Well, I guess this should be an easy matter to put to rest then. Tell me of your mother, and where you were born. And most importantly, a few drops of your blood." Valrún was confused, and wondered if the old man was around the bend, mentally. However, still feeling talkative due to the mead, she began to tell him her tale, of her mother, and her travels thus far. While she had some hesitation about giving up her blood, her inhibitions were loosened up enough to allow him to take a few drops. After listening to her tale, and sampling her blood, he stood, no longer looking as old as he had, with an obvious eye patch over one eye, and looked straight into her eyes with his one good one, "Well child. As difficult as your tale is to believe, the blood does not lie. I am Odin and you are my child, the first I have had from a mortal in centuries. Childbirth is difficult to the mothers, and child and mother often die during the process."

Valrún was thunderstruck. She had had no idea that the man she invited into her home was actually her father in disguise. She had a million questions for him race through her mind at that moment, but he held up a hand and suggested that they go to Asgard where it was safer to have the conversation. A little awestruck, she agreed, and within moments a portal opened up, and they both stepped through into an incredibly ancient well decorated mead hall. There was a band of men and women feasting on what looked like a giant boar, and mead was poured liberally. Her father lead her over to a alcove, then began to answer her questions, at least some of them. After a little while, he paused their conversation, telling her there would be time for more later. "But first, I would know what you would have of me. We are not a gentle pantheon, and we do not grant things to beings based off their birth. So, tell me, what are you expecting?" Valrún had no answer at first. Then, an idea sparked in her mind, and on impulse, she gave it voice, "I want to be a goddess worthy of striding across Asgard."

Who Would be a Goddess

Odin did not laugh at her as Valrún had expected. He merely stared at her with his one eye, as if gazing into her soul, and measuring what he found there. "If that is truly your desire, it is achievable. It would be a task worthy of legend however, for we have not raised up a new god in Asgard in ages." He then began to explain to her how difficult that task would be, the kinds of deeds that would be required. The sacrifices he told her of in excruciating detail, not in an attempt to scare her off, but to let her know of the costs of what she asked. It was not something he could, or would just grant her for an accident of birth. If Valrún truly wanted to transcend her limits, to become more than a mere demigod, she would have several epic quests ahead of her. And the cost would be paid in nothing less than blood, sweat, tears, and the lives of her foes. Odin would accept nothing less. Even after all this, she decided that she would do this, to prove herself worthy of being her fathers daughter.

With that, he set before her a set of tasks. Ones that he would normally send a valkyrie or an einherjar to do. These tasks, normally done by servants, were a test for her, to ensure she was truly devoted to her wish. Some involved violence, others required her wits, many involved sneaky or underhanded actions. Through it all, Valrún did not waver, did not complain, and did not fail, she felt like a woman driven by a purpose. In between tasks, she got to know more of her family and extended family in the pantheon. Many thought her desire to be noble, although perhaps foolhardy. Some thought it to be the delusions of a half human. None could divert her from her path though. For twenty years this went on, the tasks getting harder, but still essentially menial labor for a demigod. Eventually however, things changed, and she was set upon a different series of tasks.

Odin eventually began to send her to war zones and battlefields, not to observe, but to participate, and learn. She needed to become more acquainted with war and battle he said, for while they each had other responsibilities, every Norse deity was expected to fight on the day of Rangnarok. She aided freedom fighters in the TGE, fought beneath the banners of warlords on Palladium, and even fought demon hordes in a place called Japan. From each of these she aquired knowledge, not just in how to fight, but how to wage war, in it's many different forms. Many times, it was only her semi-divine constitution that saw her live through a battle. Not all the battles were victories, some involved crushing defeat, and the need to find a way to bounce back or be slaughtered. She learned much, about the various fighting arts, and about tactics and other requirements to wage war successfully. Eventually, after fifteen years, Odin came to her with yet another task, one unlike the others he had set before her previously.

"Daughter, I would have you do something unusual for your next task. It is not something so clearly defined as what you have done in the past." Odin said with a grave look upon his face.

Valrún smiled, as if anticipating the challenge, "I have felt the sting of defeat, the exultation of victory, and many things in between. I have never failed to learn or succeed in that tasks set before me Father."

Odin let a brief smile play across his stony visage, "Yes, but this task is different. It has no clear lines, no truly defined goal. It will involve many obstacles, and yet if it is to be a success, that will be upon others, not yourself."

"I do not understand. How can I not succeed on my own merit in this? Even if I have to inspire mortals to greater heights than they thought possible, I would not fail." Valrún was truly confused, for all the tasks set before her previously had been reliant on her, either her ability to learn, to use her wits, her strength, her magic, but ultimately, in the end, success had ridden on her own shoulders.

Odin let out a sigh, "Because the mortals in this case are not normal. they have an agenda, one I shall not reveal to you, for that is not my place. However, they play a part in an agenda that I would see succeed, for the war it will bring will not only pay back an old debt to an enemy, but possibly give me a reason to call the valkyries and einherjar to war again. If you would do this, you need to travel to Center, find the owners of a ship called The wrong Ship, and join her crew. Aid and assist them in any way, but always keep in mind where you come from."

"Of course father, I will not fail in this." Valrún said, although she was slightly worried about knowing so little of what she was supposed to be doing.

And Now She Travels
Valrún has made her way to Center, and begun the task of tracking the crew of this ship, a daunting task in the aftermath of a demon invasion.

OOC Comments
There is (with GM permission of course) a standing deal between Odin and Valrún. When she acquires a truly unique and powerful runic weapon of her own, she will be allowed to undergo the trial to attain the Gift of Knowledge from Yggdrasil.
Dimensions she has visited: 3 Galaxies, Palladium, Hades, Dyval, Rifts Earth, Wormwood. (Up to the GM if I can have been to any of them often enough to qualify for the bonus to Lore: Dimensions)
Other than having keeping an elemental around for various reasons, Valrún does not use her summons overmuch, as she does not want to become reliant on minions. When does summon however, she often summons non-standard beings to bind. Oni and Chinese demons are frequent favorites of hers, although the sneaky deevils are popular as well, at least for short term missions.
Last edited by Valrún on Mon Mar 11, 2019 2:58 pm, edited 20 times in total.
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Code of Honor

Postby Valrún » Sun Mar 03, 2019 8:55 pm

Valrún's Code of Honor

1. Sincerity & Honor
  • Always remember and repay one's duty, obligation or debt of gratitude - especially to one's family.
  • Persephone has but "one word." Once she has pledged her word she is bound by it, and nothing can dissuade her from fulfilling the duty she has undertaken.
  • Any obligation undertaken requires a willingness to undergo any sacrifice in order to repay a kindness, or honor a commitment.
  • Always maintain one's principles.
2. Wisdom
  • Use "common sense" in all aspects of life.
  • Beware of magic and the supernatural. Know it in it's many forms. If you cannot acquire it, or bend it to your will, destroy it.
  • Do not become over-reliant on any one thing. True mastery is found in harmony of self.
  • You die in vain if you do not accomplish what you set out to do.
  • You live as a coward if you forsake your objective and continue to live.
3. Propriety
  • Devotion to duty above all else.
  • Exhibit self-control in all things.
  • Avoid bringing disgrace to one's family.
  • Avoid bringing disgrace upon oneself - observe courtesy and etiquette.
  • Observe all due proprieties in one's dealings with others.
  • Material reward has it's place, however it is not the most important thing; remain true to oneself.
  • Avoid foul language, especially in front of women, children and nobility.
  • Show respect to authority.
  • Fight with honor.
4. Benevolence
  • Show kindness. It should not be difficult to show some measure of kindness, especially to the less fortunate, innocent, or downtrodden.
  • Avoid thoughtless cruelty even to those without honor or courage lest you become like them. Any cruelty inflicted should be for a greater purpose.
  • Avoid torture, especially as an act of revenge.
  • Administer swift justice.
5. Courage
  • Cultivate a fearless spirit to better serve oneself.
  • Death is inevitable, meet it as a warrior.
  • Recognize the face of one's fears, learn to look it squarely in the eyes, and meet it head on.
  • Defend one's family and all that is theirs.
  • Defend the innocent if orders allow.

Image
Last edited by Valrún on Thu Mar 07, 2019 2:28 pm, edited 1 time in total.
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Mystic China Spells

Postby Valrún » Mon Mar 18, 2019 8:09 am

Level 3:
Replenish Vajra
Range: Touch
Duration: Instant
Saving Throw: None
Cost: Five P.P.E.
Used by the spell caster to charge a Vajra with P.P.E., and/or to fill it with Chi. In addition to the five PPE., the spell caster must also supply whatever additional P.P.E. and/or Chi that are to be channeled into the Vajra.

Level 5:
Empower Vajra
Range: Touch
Duration: 3 minutes per level of experience.
Saving Throw: None
Cost: Ten P.P.E.
Used for the storing of spells in a Vajra. Each spell must be stored separately. Putting in the P.P.E. required for the stored spell is optional, but the ten P.P.E. required for the storage is mandatory. Bear in mind that the number of points on the Vajra (counting both ends) is the maximum number of spells that can be stored.

Level 11:
Create Vajra
Casting Time Required: Six hours per pair of points.
Range: Touch
Duration: Permanent
Saving Throw: Standard
Cost: Fifty P.P.E. per pair of points.
Vajra are mystic tools, available for use by anyone who possesses them. This spell allows the spell caster to make a Vajra, according to the following rules of construction.
The powers of a Vajra depends on the points or "tines," as in the tines of a fork, at each end. While the number of points can range from a single one on each end to a dozen or more, they must be in pairs. Thus, a Vajra with three points on one end must also have three points on the other end. The greater the number of tines, the greater the potential power of the Vajra. However, for each pair of points (Vajra must have the same number of tines on each end to be effective), it takes a full week of spell casting. That means a simple one-pointed Vajra takes just a week (280
P.P.E.), but a six tined Vajra takes six weeks to create and an investment of 1 ,680 P.P.E.!
Charge with Chi and P.P.E. A Vajra can "hold" both P.P.E. and Chi, simultaneously. The number of points (no matter what they are dedicated to do), determines the total storage capacity. Since Vajra are usually described by the number of points on one end, the "Three Point Vajra," below, actually has one pair of points (6 total):
One Point Vajra - 50 P.P.E. and 50 Chi
Two Point Vajra - 100 P.P.E. and 200 Chi
Three Point Vajra - 150 P.P.E. and 400 Chi
Four Point Vajra - 200 P.P.E. and 500 Chi
Six Point Vajra - 225 P.P.E. and 600 Chi
Seven Point Vajra - 250 P.P.E. and 700 Chi
Eight Point Vajra - 275 P.P.E. and 800 Chi
Nine Point Vajra - 300 P.P.E. and 900 Chi
Each additional pair of points allows for an additional 20 P.P.E. and 50 Chi.
The powers of a Vajra:
Absorb Chi. The Vajra is built to be self-powered and able to gather Chi from its environment. Two pairs of points (four total) must be dedicated to this function and they must be "tuned" to receive either Positive or Negative Chi. Once created, the tool will automatically gather Chi from the surrounding flow, at a rate of one point per melee round.
Chi Defense. The Vajra, when activated, will automatically defend whoever holds it from Pure Chi attacks. Each point dedicated to this function will destroy 2D6 points of incoming Chi, but the Vajra will consume one point of Chi each time the defense is used (obviously, if the Vajra runs out of Chi, the defense stops working). When first created, the Vajra is tuned to either Positive Chi (so it defends against Negative Chi attacks), or Negative Chi (defends against Positive Chi).
Passive Spell Containment. Virtually any spell can be stored in a Vajra. The number of spells that a Vajra can hold depends on how many pairs of points are dedicated to the task. One pair is able to contain one spell. Spells can be stored with their P.P.E. included so they can be cast regardless of other conditions, or as spells that draw on the Vajra's base P.P.E., or as spells that require the user to supply the P.P.E.
Active Spell Containment. Spells stored "actively" will instantly be cast whenever the Vajra is activated. Such spells require two pairs of points per spell level. Active spells in a Vajra are usually first or second level. Active spells always draw on the Vajra's base P.P.E.
Secret Vajra Powers. All the above construction rules aside, there are ancient Vajra which seem to have none of the limitations of this spell and which seem to be empowered with any number of other abilities. For example, a Vajra has been discovered with but three pairs of points, containing hundreds of P.P.E., over a dozen spells and with an innate ability to drain Living Chi Clouds! Because of this it seems certain that there is a more advanced version of the Create Vajra spell waiting to be discovered, though no mortal has ever discovered it.
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