LEIF WOTENSEN

STARRY-EYED SCION OF ODIN

Description:

Half-Mortal son of Odin who has issues with fate. Aims to save the world from evil, but will have a good time doing so.

DFFAE_LeifWotensen02.png

ASPECTS

TEMPLATE: Emissary of Power (Odin)

HIGH CONCEPT: STARRY-EYED SCION OF ODIN

INVOKE: When hope or optimism is important, or when acting true to his Aesir heritage for his benefit.
COMPEL: When he give the benefit of the doubt against better judgement. When being a Norse god-child is problematic to the situation.

TROUBLE: INSTRUMENT OF FATE, ENEMY OF FATE

INVOKE: To break the bonds of destiny, or reinforce them, according to his will.
COMPEL: Surrendering to the preordained misfortune, or when tempted to meddle with ‘how things are meant to be’, consequences be damned.

ADDITIONAL ASPECTS

ASPECT: A CHARMED LIFE

INVOKE: When luck and fortune hold sway, in matters of wealth, or likability.
COMPEL: Leif can be quite oblivious to many things, some dangerous, that a person with a less fortunate upbringing would spot or understand. Also, he often forgets to separate supernatural happenings from what most mortals believe.

ASPECT: SACRIFICED FOR THE 18 RUNES

INVOKE: Primarily, when using rune magic that strongly resonates with Odin, especially when perceiving fate. Also useful for other pursuits of knowledge. May also be invoked to endure injury or hardships.
COMPEL: When a sacrifice is needed to gain something desired – often knowledge, but it can be anything. Also, Leif’s missing mystical eye means a blindness to some magical things.

ASPECT: ON A STEEL HORSE I RIDE

INVOKE: Riding and driving related things (specifically Sleipnir), or when involved with things a rebellious young punk might do.
COMPEL: Leif can be susceptible to hedonism, indulgence, and pride. A compel can make the seduction of ‘good times’ trump responsibility. A compel may also be appropriate when separated from Sleipnir or a good mount/ride during a time it would be really helpful.

ASPECT: DR. HERO

INVOKE: When trying to save someone’s life, do the right thing, protect the innocent, etc.
COMPEL: To force morality when it would be a bad idea, such as sparing a villian, or entering into obvious danger for a slim chance at helping someone in need.

ASPECT: BERSERKER’S BLOOD

INVOKE: Causing destruction or damage, especially in an emotionally charged situation.
COMPEL: To pursue destroying things or entities beyond what is reasonable – overkill, pursing enemies when it would be unwise, or an inability to restrain from harming something/someone hated.

SKILLS +45

FANTASTIC +6: Empathy
SUPERB +5: Lore
GREAT +4: Discipline, Scholarship, Weapons
GOOD +3: Conviction, Rapport, Driving
FAIR +2: Athletics, Endurance, Presence, Resources
AVERAGE +1: Alertness, Contacts, Deceit, Might, Performance

INITIATIVE: +1
LANGUAGES SPOKEN: English, Latin, Old Norse, German

STUNTS -2

MEDICAL DOCTOR

  • +2 to Scholarship when treating wounds or disease.

MOUNTED COMBAT

  • +1 to Melee when mounted on a horse or motorcycle.

POWERS -10

INHUMAN RECOVERY -2

  • THE CATCH:
    Wolf claws and teeth and special research.
  • TOTAL RECOVERY.
    Able to recover from any physical harm with enough time.
  • FAST RECOVERY.
    Recover from physical consequences as if they were one level lower. Below mild are removed.
  • VIGOROUS.
    Endurance never restricts skills due to lack of rest.
  • SHRUG IT OFF.
    Once per scene clear a Mild Consequence as supplemental action.

INHUMAN TOUGHNESS -2

  • THE CATCH:
    See Above.
  • HARD TO HURT.
    You naturally have Armor:1 against all physical stress.
  • HARD TO KILL.
    You have two additional boxes of physical stress.

THE CATCH +2

  • Wolf claws and teeth and special research.

MARKED BY POWER -1

  • AEGIS OF RESPECT:
    Whenever dealing with someone in the magical community, all of your social skill rolls operate at a +1 bonus. If you absolutely must conceal this mark, you can, but it takes some concentration—use any appropriate skill (Stealth or Deceit, usually) restricted by Discipline to do so.

SEIÐR OF ODIN -4

  • Drawing on the power of the Odin, you’re able to cast spells that relate to: War, Battle, Victory, Death, Wisdom, Charm, Magic, Poetry, Prophecy, and the Hunt
  • DESCRIPTION:
    Drawing on the power of the god Odin, you’re able to cast spells that fit his essential nature: lightning, trickery, battle, pain, fury, and knowledge. These magics are under Odin’s sway and making use of them will inevitably gain his notice.
  • SPONSOR:
    Odin, first among the Norse gods, far away in his hall of Valhalla. Valhalla is in the Nevernever – the Ginnungagap – in the realm of Asgard.
  • AGENDA:
    Odin is and has always been preparing for Ragnarok. Those he selects are aggressive warrior types worthy of Valhalla. Though he doesn’t necessarily need mindless warmachines, whoever is selected is invariably willing to take a stand against “the enemy” in the last battle. What is also known, but not really discussed, is that regarding the “last man and woman” (according to the legends, the only ones left after the world comes to an end); Odin’s in charge of making sure the “last man” is worthy. It is generally believed that he will come from among Odin’s chosen.
  • EVOCATIONS:
    Evocations cast with Odin’s Seiðr encourage or make use of lightning, trickery, battle, pain, fury, and knowledge. Their aesthetics generally involve runes.
  • THAUMATURGY:
    Rituals cast with Odin’s Seiðr make use of the same themes as Evocations cast with it. They may also be used for divination through the method of casting runestones.
  • EVOTHAUM:
    All rituals that may be cast with Odin’s Seiðr may be cast with Evocation’s speed and methods.
  • EXTRA BENEFITS:
    When Odin’s Seiðr is used against a giant, any Toughness Powers that that giant has are treated as though they were one step weaker. Norse giants aren’t the only giants; big humanoid fey like ogres count too, and there might be other categories of giant out there.

SUPERNATURAL SENSE (PERCEIVE FATE) -1

STRATEGIST OF THE GODS -1

  • DESCRIPTION:
    During battle, you connect to your allies on an almost telepathic level. Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.
  • MUSTS:
    Must have a supernatural high concept related to tactics, battles, or war (i.e., “Son of Ares”).
  • EFFECTS:
    During combat – and without their input – you may direct the actions of allies. This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc). Your allies need not follow this action, but if they do they are given the temporary aspect of “Guided by (Player Name)”. This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point. This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).

SLEPNIR -1

  • ITEM OF POWER
    Indestructible, Motorcycle (+2)
  • MAGICAL COMPANION (LoA) (-1)
    With the +2 Quality ,Independent, and Skilled Advances
  • SUPERNATURAL SPEED (-2)
    Does not include Initiative bonus or Stealth bonus
    SKILLS:
    GOOD+3: Drive
    FAIR +2: Alertness, Intimidation
    AVERAGE +1: Presence, Stealth, Survival

TOTAL REFRESH COST: 12

CURRENT REFRESH: 2

FOCUS ITEMS

FOCUS: BAG OF RUNES:

  • Divination Complexity +1

FOCUS: AMULET FROM A SHARD OF GUNGNIR

  • +2 Power when using Magic to make a mystic attack using a melee weapon (normally +1 but this is a very restricted circumstance)

EVOCATION

Default Power: 3 Default Control: 4
ELEMENTS

  • Lightning (Powr: 3 / Ctrl: 4)
  • Trickery (Powr: 3 / Ctrl: 4)
  • Battle (Powr: 3 / Ctrl: 4)
  • Pain (Powr: 3 / Ctrl: 4)
  • Fury (Powr: 3 / Ctrl: 4)
  • Knowledge (Powr: 3 / Ctrl: 4)

ROTES

  • MYSTIC MELEE
    Stress Cost: 2
    Type: Combat
    Duration: 1 Attack
    Mechanics: Power 5 / Control 6, 6 shifts (with Amulet Focus).
    Story of the Spell: Manifest a magical weapon to attack in close combat, sometimes reinforcing a held weapon. +1 Shifts when mounted.
  • MYSTIC PROJECTION
    Stress Cost: 2
    Type: Combat
    Duration: 1 Ranged Attack
    Mechanics: Power 3 / Control 5, 5 Shifts
    Story of the Spell: Manifest a magic throwing weapon to strike an enemy at at distance
  • THE 11TH RUNE
    Stress Cost: 4
    Type: Armor
    Duration: 1 Round
    Mechanics: Power 6 / Control 4, 6 Shifts (2 Zone, 4 +2 Armor)
    Story of the Spell: Singing the chant of the 11th run Odin knows, Leif can protect himself and allies in battle. He usually extends the spell’s duration in a following turn.

STRESS

Physical 000
Tougness 00
Mental 0000
Social 000

CONSEQUENCES

(2) Minor Any
(4) Moderate Any
(6) Severe Any
(8) Extreme Any (2) Minor Bonus Physical

Armor 1

Spear Weapon: 2

Bio:

DFFAE_LeifWotensen.png

BACKGROUND

Leif grew up with a rather nice childhood. Although only his mother was around, he wanted for little. They always seemed to have money, he did well in school, made friends easily, and had frequent runs of good luck. Whether nature or nurture, as he aged he came into a genuinely kind soul. When he realized not everyone around him was as lucky, he often desired to help them. All during his life, he was surrounded by minor supernatural occurrences, but never thought anything of it. In his late teens, he learned that the supernatural had teeth, and there was more to the world that his sheltered life.

RISING CONFLICT

Odin has many half-mortal children, and often tries to provide a nice, easy life for those who don’t know better. Every so often, the supernatural world threatens one. If they survive, and they have potential, Odin visits them and reveals much. After fending of an attack from some sort of wolf-thing that was trying to eat him and some friends, Leif learned of his parentage. Odin helped Leif realize some of his inherent power. He was then taken by Odin for training in the mystic arts. Leif proved a quick study, but couldn’t fully comprehend the subtlies of the runes without sacrifice. He was brought to the world tree in the Nevernever, where he endured the same trial as his father – he hung for nine days, impaled on a spear, and he knew suffering. After the trial, he traded his third eye to the tree, which released him and dripped dew (water from the well of knowledge) to refresh him. He gained the insight of the 18 Runes of magic, and a penchant for prophecy, a lesser version of his fathers knowledge of past, present, and future. The Sight, however, was forever lost to him. Initially he used his newfound powers to persue pet causes, personal gain, and indulgence. He felt he deserved his, and was still rather young. Soon after, however, he sobered to the truth of reality and the misfortune of others, and gradually devoted himself to help others defy the misfortune fate dictated for them.

THE STORY

STORY TITLE: RAGNAROK’S ANGEL
GUEST STARRING: JACK YOUNGBLOOD
Once his ordeal with his father was over, Lief lost himself to wondering and a little bit of ‘hell-raising’. Overwhelmed by his new awareness of fate and awash in new power, Leif’s dark side surfaced (which in all honesty wasn’t very dark at all). Still, he spent some time indulging his whims, brooding, and trying to take his mind off the gravity of things. His father knew this would be a rough patch for Leif, and the trials to come, and thus sent him Slepnir to aid him. Leif got into a a number of small ‘adventures’ during this time, which let him flex his newfound powers, and also eventually brought him back to his senses. He was determined that fate would not make all effort for naught – free will would stand for something. And his will was to make life better for people. He then studied pre-med for a while, before returning home, but didn’t forget the time he spent wondering, ‘lost’. All of life’s experience has its lessons.
When Jack Youngblood came across Lief Wotensen, the son of Odin, in the NeverNever his curiosity got the better of him. He followed him and somehow ended up on the Bifrost Bridge on his way to Asgard itself! Riding on the back of the magical motorcycle, Sliepnir, the two of them had grand adventures across the fabled realm of the Norse Gods. It slowly dawned on them that they were pawns in a grand and deadly scheme conceived by the most devious mind in the 9 Worlds. But was that Odin the All Father or Loki Prince of Lies?

GUEST STAR

STORY TITLE: A FLOOD OF EMOTIONS
STARRING: AUNT B, CLAIRE REDWOOD, ERIC LAUFEY, ROY MULLENIX, AND OSAMU NISHIMURA
Shortly after moving back to his native Seattle, disaster struck. Distraught by the suffering of so many, and angered by the predation of opportunists, Leif aided rescue efforts as much as possible. But when the runes reveal a supernatural organization using the chaos to run amok, he must decide how to deal with them, without bringing more danger to those he is trying to help.
Leif Wotensen, the son of Odin and resident at the University of Washington Medical Center, was about to have a very bad day. All around him he could perceive the Fate’s of his colleagues and patients. They were all the same. Death. Realizing that he could not accept that, Lief grabbed Eric Laufey, pulling him along to help prevent disaster. They join hero cop Roy Mullinex and martial arts master Osamu Nishimura to stand against the madness brought on by an ancient evil and its cannibal thralls. Teaming up with a reluctant old pal, Eric Laufey, Leif proves to be as much as a do-gooder as he seems. Perhaps not all hope is lost in this world of ours?

GUEST STAR REDUX

STORY TITLE: The Players
STARRING: JACK YOUNGBLOOD, ROY MULLENIX, OSAMU NISHIMURA, and MATTHEW RILEY

Recently, Leif has gotten into some more violent scraps. As he’s grown older, he’s grown into his power, and the legend of his bloodline becomes more dominant. He often exhibits a bloodthirsty rage when in conflicts, especially ones where his emotions run high. While this can lend him a savage strength he isn’t used to, can Leif rein in the ferocity he’s inherited? Will his more sober side prevail when it really matters, or will his instinctual savagery cause harm to befall him and/or those he cares for?

LEIF WOTENSEN

THE EMERALD CITY HumAnnoyd