Champions – Jormungand-Aegir, the Midgard Serpent

Jormungund-Aegir, the World-Serpent

It was the nature of the realm.
Energies flowed between the twin points of Creation and Destruction.
A cascade of matter, and energy, and mana – the stuff of life.
A vortex of potentiality, that created and destroyed without end.
Between the dipoles of Muspelheim and Niffelheim, the Ginnungagap.

And life stirred.
Where the chill of destruction brought order to the chaos, Ymir woke.
A vast and formless being, a consciousness within the vortex of chaos.
Woden, Vili, and Ve – Knowledge, Will, and Power – arose in Ymir.
And there was growth. Matter was bound to life and consciousness.
Within the Ginnungagap, Ymir became Yggdrasil, the World Tree.
It’s branches taking the power of Muspelheim, it’s roots passing it into Niffelheim.
To bridge the fire and the ice came that which endured.

With the energies of the Ginnungagap channeled and muted.
Smaller lives burgeoned within the branches of the great tree.
Drawing upon the powers and spirits of nearby Earth.
Adopted Biomes bloomed like twinkling stars.
Glittering fruit on Yggdrasil’s myriad limbs.
New aspects rose, governing the myriad forces of the elements and of life.

Fertility and Growth
The Light and Fire of Creation.
The Cold and Darkness of the Unmaking.
The Rushing waters and their Depths.
Life and Death.

And then came a time of desperation.
The Great Mages of the Aesir, the Vanir, and the Jotun sought refuge within the branches.
The seized upon the Aspects, Binding them to their Wills to find safety within Yggdrasil.
A time of Strife and Alliance.
And Men passed, as Men Will.
Yet the Imperishable Aspects to which they were bound could not.
The Destiny of the Gods – Ragnarok – had both Come and was Yet To Be.

For someday, a power greater than Theirs will once more open the way between Life and Death, to grant renewal to those stranded upon the borderline.

And now Aurora Ward and the White Necromancer of the Mandate have, indeed, opened the way once more.

Ages past, Jormungand-Aegir, Son of Loki, took upon himself the mastery of the waters and the deeps, of the storm that shakes the branches – and of the waters which carry the lifeblood of civilization. As do the waters, he has two faces – the Midgard Serpent, the storm that swallows up the world, and Aegir, the father of commerce, who bears the wonders of the world upon his waves.

For an age is ending and the cycle turns. The Lords of War will no longer reign supreme, the wolf-age approaches, and the old ways shall pass into history.

Personally, Jormungand is a rather pleasant and youthful-seeming man – but it isn’t a good idea to get him upset. As an “apocalyptic monster” he can be pretty hard to stop. As the Lord of the Oceanic Abyss his domain is the great depths, and all that lies within them, passes over them, or arises from them.

 

Value Characteristic Points
0/120 STR -10
21 DEX 33
10/40 CON 0
15/57 BODY 10
13 INT 3
11 EGO 2
30 PRE 20
15 COM 2
12 PD 0
8 ED 0
6 SPD 29
20/50 REC 0
80 END 0
95/107 STUN 0
Total 89

 

Points Powers END
9 Elemental Control: Apocalyptic Monster Powers (30-pt reserve); Generic Limitation (Colossal Serpent Powers Only): -½; Visible (Extremely magically conspicuous.): -¼; Generic Limitation (Quasi-independent; powers he doesn’t use often enough occasionally wander off to empower others and make trouble on their own.): -1; Generic Limitation (User is a primordial godling, and will tend to encounter related myths, draw strange challengers, be sucked into mythic events, attract awkward cultists, and similar problems.): -½
a-9 +30 CON
b-9 +60 STR 6
c-9 +30 BODY
d-9 +30 REC
e-7 +6 SPD, only to take recoveries (-1).
f-9 Armor (16 PD/16 ED); Hardened: ×1, ¼
g-9 Regeneration (2 BODY/Turn); Regenerate: From Death, +20; Autofire: 5 shots, ½
h-9 Force Field (10 PD/10 ED); Reduced END: Zero & Persistent, +1; Hardened: ×4, 1 0
i-8 Growth-12 (×4000 mass, ×16 height); Mass: 240,000 kg/528,000 lbs; Height: 2,672 cm/87’8″; Extra STR: 60; Knockback Reduction: -12; Extra BODY: 12; Extra STUN: 12; DCV Penalty: -8; PER Penalty: +8; Generic Limitation (Turns him into a giant serpent.): -½ 6
j-9 4d6 Killing Attack (HTH) (Total 8d6); Range: 0 6
k-9 Power Defense (40 pts); Hardened: ×2, ½
l-9 Damage Reduction (Physical, 75% Resistant)
m-9 Damage Reduction (Energy, 75% Resistant)
n-9 4d6 Aid: Add Any +set of Advantages totaling +1 or less to Str 60 (Fade/turn, Max. 24); Range: 0; Affects: Single Power of Special Effect/strength enhancements, +¼; Autofire: 10 shots, ¾; Reduced END: Zero, +1 0
o-9 Running (+30″, 36″, NC: 72″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 134 7
p-12 Swimming (+60″, 62″, NC: 496″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 1,071 12
q-11 1d6 Divine Venom / Drain Body (Return/hour); Range: 0; Area Effect (Cone): 88″ long, +1; Increased Area: ×8, +¾; Difficult to Dispel: ×4, +½; Continuous (Deactivates with antidotes.): +1; Reduced END: Zero & Persistent, +1; Penetrating: +1½; Affects: Single Power, +0; Generic Limitation (Only takes effect once per minute): -1 0
10 Clinging (Clinging STR +0)
7 2d6 Aid: Add Sea, Storm, or Earthquake-related Elemental Control slot. (Fade/hour, Max. 18); Range: 0; Activation: 14-, -½; Increased END: ×5, -2; Affects: Single Power of Special Effect, +¼ 10
15 Mental Defense (17 pts); Add to Total
30 Life Support (total)
25 Spatial Awareness
10 360-Degree Sensing (Unusual Senses)
3 Mental Awareness
6 2d6 Aid: Produce Minor Gadgets (Fade/min., Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only to produce ordinary gear that has been shipped by, or lost at, sea. ): -1; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Activation (When this ability fails to “activate” it actually produces something quite useless): 11-, -1 1
270 Total Powers  

 

Points Skills, Talents, Perks Roll
35 +7 level w/HTH Combat
10 Money (Filthy Rich); Generic Limitation (Jormungand’s wealth manifests as salvage and resources from the sea, which is often quite awkward.): -½
9 Professional Skill: Annoying Thor and Odin 18-
3 Scholar
4 Knowledge: Mythology 14-
4 Knowledge: The Oceans 14-
1 Knowledge: Antiques 11-
1 Knowledge: Ships 11-
1 Knowledge: The Imaginal Realms 11-
3 Survival 11-
2 Professional Skill: Brewer 11-
0 Old Norse (Native Accent); Literacy: Standard, 0
0 English (Native Accent); Literacy: Standard, 0
2 Japanese (Fluent Conv.); Literacy: Standard, 0
66 Total Skills, Talents, Perks  

 

125+ Disadvantages
20 Berserk when fighting Thor or Odin (11-, 8-, Berserk); Circumstances: Uncommon, +5
10 Hunted: Various Monster-Slayers (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Thor (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Oceanic Rivals (Whether Hero or Villain) (11-); Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Overconfidence (Very Common, Moderate)
15 Greedy (Common, Strong)
20 Possessive of the Oceans and all within (Very Common, Strong)
10 Loyalty to Loki (Common, Moderate)
10 Public Identity
15 Reputation: Apocalyptic Serpent (11-, Extreme)
5 Rivalry (Dragons); Situation: Romantic, 5; Position: Equal, +0; Rival: NPC, +0
5 Rivalry (Sibling) Fenris; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
15 3d6 Unluck
10 Accidental Change (Growth turns off, reverting to Aegir) when Propitiated (11-)
20 Distinctive Features: Apocalyptic Norse Monster; Concealability: Concealable, 10; Reaction: Extreme, +10
5 Dependent NPC: Various daughters (Slightly Less Powerful, 8-); Skills: Normal, +0
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.
89 + 336 = 425 425 = 200 + 125 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 / 0 4 17 38/26 34/26 2, 4, 6, 8, 10, 12

 

Height: 167/2672cm (5’6″/87’8″), Weight: 60/240000kg (132 lbs/528,000 lbs), Sex: Male, Age: 27, Race: Protohuman / Avatar of Water

Like all our Champions characters, Jormungand is allowed one big slice of cheese – in his case loading all those characteristics and powers that wouldn’t normally be allowed in there (no matter how much it fits) into an Elemental Control. In actual combat, he’s pretty hard to stop; given that he automatically recovers 50 points of Stun and Endurance on each of his actions, his massive damage reduction, and the assorted tricks he can play with his basic 60 Strength, defeating him physically is just not in the cards for most groups. He is, however, fairly vulnerable to mental powers

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One Response

  1. […] Jormungand-Aegir, the Midgard Serpent: Master of the Seas, Physical Juggernaut, and Partygoer. […]

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