Sif (Dominions)

Sif

Valkyrie (Vanir)

Sif is a Vanir, or demigod, who was born in the previous Pantokrator's era. Sif, having mostly grown up in a peaceful era, is not particularly experienced with battle leadership or how to win an Ascension War. Despite sometimes knowing little about mortal society and looking down upon them, she dislikes seeing mortals suffer ,and primarily wants to help a new Pantokrator win as quickly as possible to bring about a new era of peace.

Taught traditional skills at her home of Vanhalla like social graces, how to fight mages, the lore of peoples and places, and healing, she became difficult when she felt like she wasn't getting enough attention and recognition. She was considered extraneous by her family, who had other sons and daughters, and so set out on her own in a fit of teenage rebellion. She geographically and visually knows much, but doesn't interact with mortals well, mostly because she's so haughty and belligerent. She has been to the great courts of many claimed gods, kings, and other lords across the world, and finds mortal society inferior. She likes to disguise herself and fight or sneak around to learn more about a place or people, and has gotten quite good at a very un-noble type of brawling, especially with a greataxe.

In her true form, she is a tall, athletic woman wearing a winter fur tunic with a long brown cloak and calf-high leather boots. She usually has a massive battleaxe on her back, and a sword at her hip.

ABILITIES (45)

Flight - You cannot wear heavier than Light armor while flying, and suffer a -3d penalty to using bows from the air. Being airborne can be used to make Depth Charges from above.

Glamour - The ability to hide and disguise your appearance and location. In combat, this translates to the first, successful non-Area, non-Magic attack against you in the fight automatically failing.

Resistance - Sif was born during a thunderstorm, considered a bad omen, and has 1 damage reduction from any Lightning based source.

Spirit Vision - Night Vision - never suffers penalties for fighting in low-light or no-light conditions, AND Spirit Vision - can see invisible creatures(ghosts, succubi, etc.) and can see even if they should somehow lose their eyes or be blindfolded.

Air Mage Level 1

ATTRIBUTES (15+15+10+5+10+5)(60) AND SKILLS (9+3+5+2+2+2)(23)

Body 4

  • Athletics 2
  • Endurance 1
  • Fight 2
  • Parry 2
  • Vigor 2

Coordination 4

  • Dodge 1
  • Stealth 2

Knowledge 3

  • Counterspell 2
  • Healing 2
  • Lore 1

Command 2

  • Intimidate 2

Sense 3

  • Sight 2

Charm 2

  • Graces 2

SPELLS (2 PTS)

  • Air Shield

Description: A shield of storm-force winds fend off non-magical projectiles intended for the caster.
Effect: The best matching set rolled is applied as a Parry against all non-magical ranged attacks for Height number of rounds.
Roll: Coordination+Path.
Fatigue: 2 Shock
Gems: None

  • Aim

Description: Helpful winds guide friendly ranged attacks.
Effect: Every 2 points of width is a free Master Die for all friendly ranged attacks for height number of rounds.
Roll: Coordination+Path.
Fatigue: 2 Shock
Gems: None

  • Lightning Bolt

Description: Blast a single foe with lightning.
Effect: Does armor-ignoring Width Killing worth of damage.
Roll: Coordination+Path.
Fatigue: 4 Shock
Gems: None

GEAR

  • Massive Battleaxe (Width+2 Killing, Width Shock)
  • Broadsword (Width+1 Killing)
  • Club (Width+2 Shock)
  • 1 armor on locations 1, 2, and 7-10.

Clad in fine furs (Graces) with dark brown cloak (Stealth)
Lucky ruby-studded charm of the Vanir (Counterspell) (6 Wealth)
Several fragile books and scrolls (Lore)
Healing kit with bandages and splints (Healing)

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