Adjoa Skuld IhejirikaPlayer:
Renegade Police DetectiveNature:
31Date of Birth:
December 3, 19XXHair:
She's a bit more muscular, defined abs and whatnot, but not much bulkier...Clothing:
Usually long pants from jeans to dressier slacks, and either tank tops, button-up blouses, or athletic wear. Sports bras and boyshorts are common; her clothing needs to be perfectly capable of allowing her to move and move quickly. Not a huge fan of more 'feminine' clothing, but will wear a dress if the occasion mandates it, though not by choice.Personality:
A strange mixture of vindictive bitch, brilliant detective, renegade justicar, and hedonistic slut. Quite the brilliant woman, she's focused, dedicated, and has the patience of a sniper. Excellent for her job as a detective, though her desire to meter out justice - sometimes simple vengeance - often has her playing hard and fast with the rules. Not that she's a complete hardass; she has a sense of humor - jaded and cynical at times as it is - and so long as you don't piss off this superbly confident woman she can be pretty friendly... mostly. Sharp, aware, and attractive despite her unusual size and musculature, the woman also has quite the impressive libido and a taste in women and shemales to match. Not to mention some of her more unique 'kinks'... all of this said though her recent conversation with her absentee father - Vidar, whom she apparently inherited her size and prowess towards all forms of excellence and little else - has made her a tad bitter. If she didn't know any better, she'd think she was little more than a tool to that man, a mere means to an end of his choosing...Kinks:
Anal, Exhibitionism/Public Nudity/Public Sex/Sex Shows, Domination, Pseudo-Rape (Giving), Exotic Creatures, Rimming, Orgies, Gangbangs (Receiving)Ask First:
Submission, Pseudo-Rape (Receiving), MenLimits:
Bestiality, Scat, Gore, Vore, Snuff, Watersports, Drugs, Mind-ControlHistory:
TBDAttributes (Epic Attributes)Physical
+Strength: 4 (1,+1)
-Dexterity: 3 (1,+1)
+Stamina: 4 (1,+1)Social
-Charisma: 3 (1,+1)
-Appearance: 3 (1,+1)Mental
-Perception: 3 (1,+1)
-Intelligence: 3 (1,+1)
-Wits: 3 (1,+1)Abilities
-Animal Ken: 0
-Art (Special): 0
-Control (Special): 0
-Craft (Special): 0
-Science (Forensics): 3
In: 1/1Combat Stats
Soak: B4/L2/A0 (+1/+1/+1)
Join Battle: 7 (+1)
Dodge DV: 5 (+1)
Mental DV: 6
Veritical Jump: 8 (+1)
Horizontal Jump: 16 (+2)
Move: 3 (+1)
Dash: 9 (+2)
Lift: 800lbs (+500lbs)Combat
Light: Acc12 (+1), 4B (+1), ParryDV5 (+1), Spd3
Heavy: Acc10 (+1), 7B (+1), ParryDV3 (+1), Spd4
Clinch: ACC11 (+1), 7B (+1), ParryDV0 (+1), Spd5, P
Glock 18: ACC6 (+1), 3L (+1), Range20, Clip15, Spd4, PArmor
Bulletproof Vest: +2L/+2B, -0Mobility, 1Fatigue, BVirtues
The Scion is especially good at breaking inanimate objects. When he spends a point of Legend and applies his full might to breaking something-whether he's punching it, kicking it or throwing his shoulder against it-the item's Hardness is halved against the attack. This Bonus applies only when the character attempts to break an inanimate object that is either freestanding or under his control. If someone else has control of the object in question, the Scion must take it from him first.
By the luck of the divine genetic draw, the character is superbly suited to athletic pursuits. She excels at any sport she plays, even if sheís never so much as heard of it before. Running, jumping, climbing, swimmingÖ any athletic pursuit is second nature to her. As a result, any dice the character has in Athletics are considered to be automatic successes when the player rolls a dice pool that includes Athletics. Bonus dice granted by an Arete (see Scion: Hero, p. 149) are also counted as successes
automatically if the player spends a point of Legend when her character performs the action. Values that derive from a characterís Athletics rating (such as Dodge DV or the feats of strength total) are not affected by this Knack, nor are any Boon activation rolls that might call for Athletics.
The Scionís body is so tough that, even unarmed, he can parry close-combat attacks that would inﬂ ict lethal damage. If a berserker hopped up on Jotunblut or a thrall full of eitr tries to split the Scionís skull with a ﬁre ax, the Scion can take the blow on his forearm and knock it aside without serious injury. (That assumes the characterís Parry DV is sufﬁ cient to cancel out the attack rollís successes, of course.) While that beneﬁ t remains in effect all the time, the Scion can also engage a temporary one that offers even more protection. With the expenditure of a Legend point, a measure of the Scionís ichor wells up from within and coats the Scionís body. This coating hardens into a gleaming, metallic armor thatís no thicker than
a hairís breadth. This armor has a bashing and lethal soak equal to the characterís Legend, and it inﬂicts a mobility penalty of only -1. The ichor coating is thin enough to ﬁt comfortably beneath oneís clothing, so it
adds its protective value to that of any other armor the character might already be wearing. Natural armor from this Knack lasts for only one scene and disintegrates at the sceneís end.
Sometimes, for a Scion to be able to help people-or convince them to stay out of harm's way-those people have to accept ideas that would seem patently ridiculous if they weren't true. The player of a Scion with this Knack spends a point of Legend, and something in the Scion's bearing or expression convinces a single listener not to dismiss what he's saying. Maybe it's the fact that the Scion is taking his words so seriously, or recommended by a respected colleague. Whatever the reason, the listener gives the Scion the benefit of the doubt in regards to what the Scion next tries to explain, despite what he might be otherwise inclined to believe.
As Scions build up ever more dots of Epic Appearance, they grow ever more unearthly. As such, whether theyíre beautiful or quite the opposite, it becomes increasingly difﬁ cult to deal with mortal humans on their level. The Scionís Epic Appearance canít help but get in the way. This Knack, however, mitigates that factor. When the Scionís player spends a point of Willpower to activate it for the scene, any mortals who see the character completely ignore his Appearance score (both Epic and
mundane). Witnesses might vaguely remember that a beautiful Scion was kind of pretty or that a disgustingly ugly Scion was dirty and a little scary, but thatís it. They wonít recognize the Scion again later unless the Scion uses this Knack in their presence again, and they wonít be able to describe the Scion in great detail to anyone else. They might get height, hair color, skin tone, build and style of dress right, but details beyond those generalities prove elusive. Scions themselves are immune to this effect, as they are more than capable of dealing with the extremes that Epic Appearance represents.
This Knack lasts for the scene, though the Scion can choose to turn off the effect before then. Also, while heís using this Knack to deal with a mortal, he cannot use any other Epic Appearance Knacks against him. Nor can he apply his Epic Appearance to rolls pertaining to dealing with that mortal at all until he lifts the effect.
A Scionís Epic Perception allows him to hear, see and smell things from much farther away than mortal senses do. With this Knack, the Scion can not only perceive these sensations, but perceive them as if they were happening right in front of him. If heís within the range at which the sound of someoneís voice can travel, he can not only hear that voice, but follow its conversation as clearly as if he were participating. If a sniper is crouched high up on a ridgeline within his line of sight, the Scion can not only see him but also recognize him and count the notches on his riﬂ e stock. If heís wandering in the woods and the wind brings him the distant scent of someoneís camp ﬁre, he can not only smell it but tell what kind of wood theyíre burning, what brand of marshmallows theyíre roasting and how long itís been since theyíve had a good bath.
The Scionís brain is his own personal Enigma machine. He can break any encryption and decode any message created by someone without Epic Intelligence, without the need for a roll. He can also design a one-time code for a speciﬁ c recipient that cannot be broken by anyone without Epic Intelligence (regardless of how smart such a person is or what decryption equipment he might have on hand). Only a fellow Scion with Epic Intelligence can even attempt to break the codeócalling for opposed (Intelligence + Academics) rolls. The person for whom the coded message is intended can automatically read the message as clearly as if it were written in his native language.
The Scion can take an intuitive "read" of a crime scene and make a reasonably accurate assessment of what transpired there. By spending a point of Legend and taking a single, sweeping glance around the scene of a crime, the Scion entitles his player to a reflexive (Wits + Investigation) roll. If the roll succeeds, the Scion can tell what crimes were committed at that scene (if it was more than one), how many perpetrators were involved , how long ago it happened, roughly the sequence of events that took place and what means the perpetrators employed to cover up evidence. The difficulty of the roll should reflect how long ago the crime occurred, how contaminated the crime scene has been since then and how thorough the criminals were in covering their tracks.
This Knack doesn't reveal specific, plot-sensitive information that isn't readily apparent (such as who the perpetrators actually are), but it should provide enough clues in a single glance for the character to develop solid leads that further the story.
Dice Pool: None
Even at this most basic level the blood of the Giant shines through. The young Aesir are larger than most men and typically stronger and tougher. Aesir Scions with the blood of the Giants showing through their veins may purchase their mundane Strength and Stamina to one dot higher than normally allowed by their Legend.
In addition, they gain a single additional -4 health level. The penalty on that level is reduced via Epic Stamina as per the normal rules.
After achieving Godhood, if the Aesir purchases an avatar, their avatar can support an additional level of epic strength and epic stamina beyond what should be possible at the legend of their avatar. However, no Avatar may have the full value that the Gods pure form does, so this only applies to 2-dot or higher Avatar manifestations.
Dice Pool: Perception+Empathy
This Boon aids a Scion immensely in determining guild, one of the foundations of metting out justice. When she confronts someone she suspects committed an injustice and accuses that person of having done so, her player rolls (Perception+Empathy). (This roll isn't modified by supernatural powers or contested by the suspect's player.) On a success, the Scion can intuitively tell whether the suspect is guilty as charged. A failure yields an indeterminate reading and means that the Scion can't try to dtermine the same subject's guilt for 24 hours. A botch yields a false reading.
Relic: 2 (Telepathy,Justice Purview)-Diamond-encrusted Runic Ring
Relic: 3 (Unarmed: +1ACC,-1Spd,Legend to Dex+Brawl)-Norse ArmletEquipment
Detective's Badge, Police Radio, Taser, HandcuffsBP
: 0/15BP Spending
Charisma 3 (4pts)
Fortitude 4 (1pt)
Investigation 4 (1pt)
Athletics 4 (2pts)
Awareness 2,3,4 (3pts)
Brawl 2,3,4,5 (4pts)Experience
: 0/0Experience Spending