Dernulf Moringlem, Scion of Odin

   For today, and for no particular reason, it’s a character for Scion: Hero. A couple of his associates will be going up next.

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Dernulf Moringlem, Scion of Odin

   Dernulf never knew his father, and got an early education on the streets after his mother died, mostly at the hands of “The Marvelous Mandrake” – a stage magician, pickpocket, con artist, and local Fagin-figure. Unlike most of the other kids, Dernulf was talented – perhaps too talented for his own good. His fingers were fast, his mind faster, and his senses were keen. He quickly picked up enough slight-of-hand to assist in Mandrake’s act as well as to pick pockets. Almost as importantly, he soon acquired an advantage that none of the others had; a raven-spirit that could scout out likely targets for a little larceny – and eventually began showing him how to work a little real magic.

   Mandrake was no mage himself, but he wasn’t blind either – and he was open-minded enough to both accept that his young protege apparently had a touch of actual power and to put it to use. Casting the boy as his assistant soon got the pair off the streets and comfortably settled in as a regular act.

   Hugin and Munin noted the disturbance. The boys powers were coming out early – and, while hiding in plain sight wasn’t a bad strategy, there was no way of knowing when someone hostile would notice. At fourteen the boy was a bit young – but it was time for his visitation.

   From his high seat, Odin may indeed see all. On earth, however, things are a bit more limited – and, even for a god, a missing eye creates a blind spot. For a sacrifice to have meaning, something must truly be given up. To all pleasant vagaries of fate is the All-Father blind.

   Odin had meant to give the youngster some suitably-disguised dwarvish armor, and a minor weapon, to help him survive long eough to grow up – and to help prepare him for his role as a warrior against the coming of Ragnarok. He hadn’t meant for the boy to pickpocket him. Admittedly, the child had only managed to swipe one of the lesser rings that Draupnir created periodically – but he hadn’t meant to give the boy one of those for several years yet.

   Mandrake retired when Dernulf was 17, turning the act over to him. Unfortunately, Dernulf had to throw in a few even more spectacular tricks to convince the audiences that he was a worthy successor to his mentor – and that started to draw some attention. More importantly, Fate started to take an interest as well.

   It wasn’t long before Dernulf had teamed up with a couple of other Scions – although he still tends to regard the Titan’s war as little more than a big show, and thus shows up in his stage outfit (or quick-changes to it) when he has to get involved.

   Tactically, Dernulf likes to use sacrifices to build up a pool of Legend points to work with, reserving his own for emergencies, and much prefers to avoid fighting. A soft answer, a bit of slight-of-hand, an inspirational speech or order, and slipping the occasional package of explosives into someone’s pocket all tend to work much better. If he must fight, his first action is usually to invoke a shield around himself and as many allies (if any) as he can (+6B/4L/1A), get the hell out of melee range, and start shooting.

   Dernulf is a slender young man, with rather thin features, a scruffy beard and moustache, and a classical magicians outfit, including the coat, hat, and wand – which he makes a point of waving around a lot. If he gets caught in melee, he usually expends a trick to turn the wand into a bo staff.

  • Calling: Magician.
  • Nature: Cynic
  • Willpower: 6
  • Legend: 3 (9 Legend Points)

Virtues:

 

Courage

2

Endurance

3

Expression

3

Loyalty

1

.

Attribute

Base

Epic

Knacks

Perception

3

1*

Refined Palate

Intelligence

5

1*

Fast Learner

Wits

3

1*

Instant Investigator

       

Strength

2

1

Thousand Pound Stance (1)

Dexterity

3

1

Untouchable Opponent

Stamina

4

1*

Self Healing

       

Charisma

3

1*

Inspirational Figure

Manipulation

2

1*

Overt Order

Appearance

2

1

Center of Attention

.

 

Ability

Skill

Notes

 

Academics

2

 
 

Animal Ken

   

*

Art

3

Stage Magic

 

Athletics

3

 
 

Awareness

2

 
 

Brawl

1

 
 

Command

   
 

Control

   
 

Craft

   
 

Empathy

   

*

Fortitude

2

 

*

Integrity

1

 

*

Investigation

1

 
 

Larceny

3

 
 

Marksmanship

3

 
 

Medicine

1

 
 

Melee

1

 

*

Occult

3

 
 

Politics

   

*

Presence

   
 

Science

1

 
 

Stealth

2

 
 

Survival

   
 

Thrown

1

 

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Dodge DV: (Dexterity+Athletics+Legend)/2 + Epic Dex = 6

Birthrights (5 + 4 Freebies):

  • Follower (1): Thanos, a Raven Spirit Familiar. Thanos actually showed up well before Odin’s little Visitation – and advised Dernulf in both the art of powering actual magic with sacrifices and to pick Odin’s pocket when he finally did show up. Thanos usually wears a small magicians tophat, a tiny monocle, and a bow tie. Thanos can do minor scouting, provide an (irritating) voice for the game master, and can provide minor assistance with Magic up to three times per day (granting [Legend] extra dice on a relevant roll or substituting for an appropriate relic).
  • Runic Ring (2); Allows use of the Magic Purview (1). It may be tapped into up to (Int) times per day even at range (1).
  • Dwarven Mail/Bulletproof Vest (3): Increases its Soak values by +3 (to 5L/5B, net 13B/9L/7A).
  • Foehammer/Desert Eagle Pistol (3): +2 Damage (7L), appears in his hands when needed, loaded and ready to fire (1).

Epic Attributes and Boons (10):

  • Magic II (2): Spells And All The World A Stage (I) and Telekinesis (II)
  • 8 Epic Attributes

Bonus Points (15)

  • +1 Legend (7)
  • +1 Epic Attribute (4)

Special Notes:

   (1) Thousand Pound Stance keeps the user from suffering knockback or being knocked down and allows the user to add his or her Str to his or her Sta when calculating soak.

   (2) New Spells:

And All The World A Stage (*)

  • Dice Pool: Dex + Occult. Costs 1 Legend.
  • The caster may perform (Wits + Successes – 1) feats of “stage magic” without preparation – pushing people into boxes or containers or behind screens and making them disappear (to someplace a little ways away), pulling rabbits, pigeons, or other items of similar size from nowhere, creating clouds of smoke, making small objects vanish, doing astounding card tricks, and so on. Sadly, all such feats must be performed within an hour of casting this spell – and the user may only produce things he or she could get hold of normally (for dangerous items, a Larceny check is in order).

Telekinesis (**)

  • Dice Pool: Int + Occult. Costs 1 Legend. Lasts 3 minutes per success rolled, may affect up to (Wits) targets at once.
  • The caster may opt to either use Int as Str at range or may opt to add his or her Int to up to his or her targets Stamina for the purposes of calculating soak. The caster may spend 2 Legend to get both effects with the same casting.
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