Hel, the Hidden One, Queen of the Underworld, Guide and Guardian of the Dead, Goddess of Death, Arbiter of the World’s End.
Ages past, when three tribes of the North sought refuge among the Limbs of Yggdrasil, the powerful among them took on aspects of Ymir – and so gained some control over the forces which governed existence upon the World Tree. The Aesir aligned themselves with the powers of will and magic, the Vanir with fertility and the local powers of individual biome-realms, and the Jotun with the forces of the elements.
But one of the great powers, the entropic force that flowed into the realm of destruction, Niffelheim, and from there beyond the borders of existence, none sought to claim. With that failing, the spirits of the newcomers were not properly bound to the flow of life and death – and so they wandered, confused and lost.
But Hel, a sickly daughter of Loki who masked her weakness, and the slow failing of her body, with her own spells, came forward. She mastered that power, and paid the price. She opened her eye to death, accepted the dying as the only children that she would ever have – giving guidance to those who departed, and structure to those who lingered. Accepting also the fear of those who did not understand, the visions of destruction, the shadow of death in every life and triumph, and the chill of the grave within herself.
Hel is not pleasant company for the living. Her presence brings with it shadow, her gaze carries the weight of a billion cries, and her heart has heard ons of hopeless pleas, for some things are not within her powers – and others she would rather were not.
And still the lives pass, a cascade of fading sparks against the darkest night.
Like Death itself, Hel is a dark mirror in stillness, utterly implacable, concerned with the necessities of the future and the natural order, teaching hard lessons – and often oddly kind. She can rejoice in the joy of a child – but if that child must fall to the dictates of fate, or to forestall some greater doom… then so shall it be, and she will not withold her hand. For men, gods, places, cities, idealogies, philosophies, and worlds all must pass – and until her own time comes, it is her task to guide them on their way.
If she holds out her hand to you… then take it. If it is in aid, rejoice! And if it is to guide your passing… there will be no escape in any case.
|7||Elemental Control: Avatar of Death (15-pt reserve); Visible (Blatantly obvious to other mages and sensitives): -¼; Generic Limitation (All powers are dark, mysterious, and scary): -¼; Generic Limitation (Life and Death Related Powers Only): -½|
|a-11||1d6 The Face Of Modgud / Transform (Cosmetic, Limited Class); Range: 0; Autofire: 20 shots, 1¼; Affects Desolidified: +½; Transdimensional: Group of Dimensions, +¾; No Conscious Control: -2; Always On: -½; No Range: -½; Invisible: Two Sense Groups, +¾; Reduced END: Zero & Persistent, +2; No Normal Defense (Only works on those who are soon to die): +1; Cumulative: +½; Area Effect (Radius): 16000000″ radius, +1; Increased Area: ×4000000, +5½This transformation eliminates the pain of the dying, purifies spirits which are about to depart, lets them slough off lesser bonds, shows them their possible paths – and allows them to step into the afterlife smoothly and easily. Now that Hel is once more active – and present on Earth – her influence will gradually spread across the Earth and it’s various secondary dimensions.||0|
|b-10||Sight Of The Darkened Eye: Clairsentience (Hearing, Sight); See: Future, +20; Dimensions: Current, +0; Range: 250″; Reduced END: Zero, +½; No Conscious Control: -2; Generic Limitation (Only for seeing dread warnings): -2Hel forsees death, disaster, and destruction. While she may attempt to stop it if she wishes, she will need to attend in her “official capacity” if she cannot.||0|
|c-9||Queen Of The Dark Realm: Summon Self (1 250-point creatures); Range: 0; Summon: Single Type, +0; Trigger (When Slain): Set, +¼; Active Points: 100; Extra Time: 1 week, -4; Charges: +3, -1¼; No Conscious Control: -2Barring very special methods, Hel is impossible to kill; she will simply return a week or so later.||0|
|d-14||The Realms Of The Dead: Extra-Dimensional Movement; Dimensions: Group, +10; Time Travel: None, +0; Variable Limitations: -½, -¼; Mass Multiplier: ×64, +30; Carrying Mass: 3200; Concentrate: 0 DCV, -½; Extra Time: full phase, -½||6|
|e-10||3d6 Tap The Lore of the Dead / Aid to Skills (Fade/hour, Max. 24); Range: 0; Affects: Single Power of Special Effect, +¼||3|
|f-8||Voices Of The Dead; Generic Limitation (As Hel can see and understand the dead, so they can see and understand her – and will often appeal to her for help.): -½|
|(8)||Detect Death-Related Energies (+2 to PER); Addition (Analytic): +5; Time Required: Instant, +2; Range: Ranged, +5|
|(6)||Detect Spirits (+2 to PER); Time Required: Instant, +2; Range: Ranged, +5|
|g-6||+30 The Dark Command / PRE; Generic Limitation (Only for intimidation versus the living, works normally against the dead and unensouled imaginal beings.): -½|
|h-7||Regeneration (1 BODY/Turn); Regenerate: From Death, +20|
|i-7||Mental Defense (35 pts); Add to Total|
|j-7||Power Defense (30 pts)|
|k-7||Life Support (total)|
|l-7||Armor (10 PD/10 ED)|
|m-26||3d6 Aid: The Magics of Life and Death (Fade/turn, Max. 50); Range: 0; Affects: Single Power of Special Effect, +¼; Generic Limitation (Personal Only): -1; Reduced END: Zero, +1; Autofire: 10 shots, ¾||0|
|70||Variable Power Pool: Personal Magic (40-pt Pool); Control Cost: 20; Change Powers as 0 Phase Action: +1; Variable Limitations: -½, -¼; Visible (Blatantly touched by death magic, signature reveals various details about the user): -¼; No Skill Required for Change: +1; Restricted Type of Powers Available (Sorcery Only): -½;
Hel normally maintains a bit of Flight – enough to avoid falls and to conceal her limp – and a subtle low-level protective force field. She deals with most casual problems with her social skills, reserving her greater powers for situations of true importance.
|1010||Sample Boosted Effects|
|(90)||1d6 Mistress Of Shadows / Transform Imaginal Realm (Major, Limited Class); Range: 450; Cumulative: +½; Area Effect (Radius): 8000″ radius, +1; Increased Area: ×8000, +3¼Given a few moments, this allows Hel to transform the imaginal realms of the dead as she desires. Normally her realm is dark, but autumnal, pleasant, and starlit.||9|
|(90)||Summon Skeletal Warriors (250 100-point creatures); Range: 0; Summon: Single Type, +0.The hordes of the dead – or at least animated versions of mortal remnants – are at Hel’s command. They aren’t all that effective in a superhero fight, but can serve other purposes than combat. Sadly, they are not too bright.||9|
|(90)||6d6 HKA Hand of Glory (Total 8d6); Range: 0;The touch of Hel can inflict many ills if she so desires – but simple destruction is usually all that is required.||9|
|(60)||2d6 Chill of the Grave / Energy Blast; Range: 0; Versus: ED; Area Effect (Radius): 448″ radius, +1; Increased Area: ×64, +1½; Autofire: 45 shots, 2½; No Range: -½; Invisible: To All Senses, +1; Reduced END: Zero, +1; No Normal Defense (Full Life Support or other Immortality, Necromantic or Life-Based Powers, Not Being Alive): +1.Life, heat, and strength all mean little against death – and will drain away before it’s power. Few mortals can stand against the presence of Hel unleashed.||0|
|(80)||4d6 Meeting Death’s Gaze / Entangle (DEF 4); Range: 400; Based on EGO Combat Value: vs. ECV, +1Only the strong of mind will break from meeting the gaze of Death without aid. Most will stand in dread fascination.||8|
|(90)||Reveal (Detect) Karmic Destiny (+5 to PER); Usable Against Others: ×4 mass, 1½; Time Required: Instant, +2; Range: Ranged, +5; Based on EGO Combat Value: vs. ECV, +1; Continuous: +1This effect shows its targets – in detail – what likely awaits them both in life and beyond the grave if they continue their current course. It is strongly slanted towards negative consequences however; it will not show you the pleasures that might come of your criminal lifestyle – but it will let you experience the betrayals, overdoses, prison time, wounds, miserable death, and horrific afterlife which such a lifestyle makes all too likely.|
|(90)||The Embrace of the Ancestors / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (Radius): 256″ radius, +1; Increased Area: ×64, +1½; Usable Against Others: ×1 mass, 1The Embrace of the Ancestors raises a shining, hemispherical, dome of swirling mist – a ward capable of withstanding enormous forces, whether to shield the area inside or to contain something terrible. Any effect that cannot cross dimensional boundaries will not penetrate the ward.||9|
|(90)||Within The Presence Of Destruction / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Addition (Time Travel; Forward, one second per second while sustained.): +10; Usable Against Others: ×1 mass, 1; No Normal Defense (Versus being a natural, non-imaginal, non-extradimensional inhabitant of the local universe.): +1; Mass Multiplier: ×1, +0; Carrying Mass: None;When it comes to things which do not belong in the current universe, their time in it is always approaching an end – and endings are within the dominion of death. With this power Hel can hold such a creature out of time – leaving it entrapped and harmless, if quite invulnerable, as long as she maintains the effect.||9|
|(90)||2d6 Eternal Stillness / Suppress Natural Disaster; Range: 450; Affect: Single Power of Special Effect, +¼; Area Effect (Radius): 20000″ radius, +1; Increased Area: ×4000, +3; Penetrating: +½; Autofire: 5 shots, ½; Difficult to Dispel: ×2, +¼; Continuous (Ends when the forces that would otherwise drive the disaster quiet. ): +1; Reduced END: Zero, +1; Uncontrolled: +½Natural Disasters too fade and still with time and entropy – and so it is within the power of Death to still the winds and waters and to quiet the shaking and erupting of the earth, even if it may take a few moments for such things to yield to the user’s authority.||0|
|(60)||18d6 The Voice of the Dead / Aid to three-point skill levels in Conversation, Interrogation, and Persuasion,. (Fade/turn, Max. 108); Range: 0; Affects: Single Power, +0; Generic Limitation (Levels only work versus entities that fear death.): -½||9|
|(90)||Barring The Path / Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Usable By Others: Simultaneous Use, +½; Area Effect (Radius): 20″ radius, +1; Increased Area: ×4, +½Whether this is a spell of life or of withholding death, the effect is much the same; as long as this effect is sustained, none within it’s reach can truly die – a very handy effect for those who simply need time to recover.|
|(90)||1d6 The Viral Wind / Transform (Minor, Limited Class); Range: 450; Cumulative: +½; Area Effect (Radius): 64″ radius, +1; Increased Area: ×16, +1; Continuous: +1; Reduced END: Zero & Persistent, +1; Uncontrolled: +½; Sticky: +½; Penetrating: +1; Invisible: Two Sense Groups, +¾; Difficult to Dispel: ×4, +½This spell subtly rewrites the genetics of a particular type of target – contagiously. Casting it will send a wind of change sweeping across the world – instigating an illness, bestowing some immunity, or making some other subtle biological change. While such effects are never particularly major, spreading a plague – or stopping one – can be a most useful talent.||0|
|12||+12 CP to All Attributes Great Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.|
|(12)||2d6 Aid (All attributes) (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Difficult to Dispel: ×2, +¼; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones.||0|
|Points||Skills, Talents, Perks||Roll|
|30||+3 level w/Overall Level|
|10||Base: Niffelheim: 50|
|10||Vehicle: Nagalfar: 50|
|3||Professional Skill: Queen||16-|
|2||Knowledge: The Realms Of Death||16-|
|2||Knowledge: Mythic Creatures||16-|
|2||Knowledge: Magic Theory||16-|
|2||Knowledge: The Hundred Realms||16-|
|2||Knowledge: Dark Futures||16-|
|0||Old Norse (Native Accent); Literacy: Standard, 0|
|0||English (Native Accent); Literacy: Standard, 0|
|2||Japanese (Fluent Conv.); Literacy: Standard, 0|
|81||Total Skills, Talents, Perks|
|20||Dependent NPC: Spirits of the Dead (Incompetent, 11-); Skills: Normal, +0|
|15||Reputation: Death Goddess (11-, Extreme)|
|10||Distinctive Features: Goddess of Death (Aura of Decay, Pallid Skin, Cold Touch, Etc); Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5|
|15||Susceptibility to Healing Powers (1d6 STUN/Turn); Condition: Common, +10|
|5||Undead Physiology; -3 on taste, smell, and touch perception checks (Infrequently, Slightly)|
|5||One Eye (Or at least one that looks only into death)|
|30||Vulnerability to Flame (1½× STUN and BODY); Attack: Very Common, +15|
|10||Cold and Calculating (Common, Moderate)|
|15||Feels responsible for the care of the dead (Common, Strong)|
|20||Cannot Tell a Lie (Common, Total)|
|5||Tries to offer comfort from the prospective of an ancient death goddess (Uncommon, Moderate)|
|15||Hunted: Dark Necromancers (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|10||Watched: Death (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0|
|10||Hunted: The Knights of God (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|8||8||8||35||22/10||22/10||2, 4, 6, 8, 10, 12|
Height: 145cm (4’9″), Weight: 43kg (95 lbs), Sex: Female, Age: 27, Race: Jotun, Avatar of Death
Appearance: Hel usually appears as a young nordic woman, with dark hair and eyes of utter blackness. An aura of cold and decay surrounds her, as does an awareness of death. Those who peer past her minor illusions will see that one eye – the one which sees only death – is white and dead, while one half of her body seems oddly sagging and still, moving only jerkily, like the victim of a major stroke.
Hel has one of the standard pieces of cheese – the great blessing to her attributes. Otherwise… Hel is a powerful mage within her specialties, but she really isn’t much of a combatant; she’s the ruler of an afterlife-realm and a guide for the dying. Sure, she COULD unleash terrible things that would cast vast amounts of damage, but she generally has no reason to.