Arnor Vandurin / Hatchetman

   And here’s the second character of our little Scion team: the melee specialist.

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Arnor Vandurin / Hatchetman

   Scion of Huitzilopochtli

   Arnor was a child of Brazilian wealth and privilege; his human “father” never knew that he’d been cuckolded by a god. Unfortunately, while the boy was talented in sports, quick-witted, and perceptive, he wasn’t very interested in an education otherwise – and he had a vicious streak a mile wide. His family’s money got him out of trouble a number of times – but it was something of a relief all around when he decided to take up a life as a mercenary.

   Arnor was pretty sure he was going to die when the opposition shot down the transport plane. With the front half of the plane and the parachutes gone, the back half on fire, and nothing below but a two-mile drop into the rain forest, there was no point in panic: he might get terribly lucky – people did sometimes – but death was a lot more likely. He’d wished he had some idea of HOW they’d done it though. The opposition wasn’t supposed to have any weapons that could hit a plane at this altitiude.

   There was no more time to worry about it: it was jump or burn. The seat covers he’d tied together might be enough to give him another 1% chance, and that was the best that he could do.

   He stepped out – and fell into an endless mist. Had he hit without realizing it? The man coming to meet him certainly wasn’t anyone he’d expected.

   His true father was pleased to note that his son neither feared nor despaired. He could do better for the boy than an improvised wind-catcher to slow his fall – and the druglords who’d brought down a trespassing plane had used the magic of the Titans to do it. With a few appropriate gifts, the boy could avenge his fallen comrades.

   Arnor landed lightly thanks to the Talisman of the Winds – and finally had an appropriate te target for his rage. He could avenge his companions and serve a higher purpose than blood for the sake of blood. With Hummingbird’s Wing and his Feather Mail he tore through his startled opponents in short order.

   He was pursuing some of their contacts into North America when he met up with Dernulf – and recognized that their talents complemented each other in many ways.

   Arnor’s usual tactic is simple: he goes first, closes, and tries to take out opponents by the swarm before they get to do anything. If they do get to strike back he relies on his armor to protect him. Arnor relies heavily on artifacts – and an odd selection of them at that: there simply wasn’t time for his Father to instruct him in anything subtle while he was falling, so he got handed whatever Huitzilopochtli had on hand at the time.

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  • Calling: Warrior
  • Nature: Fanatic (Striking down his enemies)
  • Willpower: 6
  • Legend: 2 (4 Legend Points)

Virtues:

 

Conviction

2

Courage

3

Duty

3

Loyalty

1

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Attribute

Base

Epic

Knacks

Perception

3

1

Predatory Focus

Intelligence

1

   

Wits

3

1

Opening Gambit

       

Strength

4

1*

Hurl to the Horizon

Dexterity

4

1

Lightning Sprinter

Stamina

3

1*

Damage Conversion

       

Charisma

3

*

 

Manipulation

5

1

Deep Pockets

Appearance

1

   

.

 

Ability

Skill

Notes

 

Academics

   
 

Animal Ken

   
 

Art

   

*

Athletics

3

 

*

Awareness

3

 

*

Brawl

3

 
 

Command

2

 
 

Control

   
 

Craft

3

Weaponsmith

 

Empathy

   
 

Fortitude

   
 

Integrity

   
 

Investigation

1

 
 

Larceny

   

*

Marksmanship

3

 
 

Medicine

   

*

Melee

3

 
 

Occult

   
 

Politics

1

 
 

Presence

1

 
 

Science

   
 

Stealth

2

 
 

Survival

2

 

*

Thrown

3

 

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

Birthrights (5 + 15 Bonus Points):

  • Hummingbird’s Wing: Double-Headed War Axe (5/7): +1 Accuracy, +8L Damage, +0 Defense, Speed 1. Net Attack 7D +1 Success, Net Damage 12L+1 Damage Level.
  • Feather Mail: As per Riot Gear (5/7): +6L/9B (B) (1), No Mobility Penalty (2), Looks like normal clothing (1), Fatigue 1 (1). Net Soak: 13B/9L/7A.
  • The Rings of Jet and Crystal (1 Each, for 2): These provide access to the Purviews of Darkness and Sun respectively.
  • The Talisman of the Winds (1): Provides access to the Sky Purview.
  • The Sigil of Fire (1): Provides access to the Fire Purview
  • Bracers of Camazotz (1): These wristbands allow their wearer to conceal up to (Wits) items around his or her body, secure from mundane detection.
  • Coatl Feather Relic (1): Summons a Coatl with the expenditure of one Legend Point. Note that Arnor possesses the summoning item, but NOT the creature background: He’ll just have to negotiate and pay back any favors the creature does him.

Epic Attributes and Boons (10):

  • 6x Epic Attributes: (*)
  • Darkness Purview: Night Eyes (*, can see normally in the dark)
  • Sun Purview: Penetrating Glare (*, can see through penalizing obstacles)
  • Fire Purview: Immunity to Fire (*)
  • Sky Purview: Immunity to Falling Damage (*)

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