Soren “Quick Steel” Stal aka Søren Fljóturstál
Campaign: MHR: Three Rivers Adventures
Power Level: Classic
Background
Soren grew up traveling the Nordic Countries with his father, Cyrus, studying Norse Mythology and Runology. When not studying Old Norse writings and legends, his father would push him to train physically, and sometimes in meditation to focus his mind and build discipline. His father was so devoted to his study of Old Norse mythology, that it almost seemed like he believe it was real. His life continued this way, with his father occasionally hinting at some unknown legacy or purpose he would have in the future, but always refused to explain why he wanted his son to train and study so hard.
When he was fifteen years old, his father got a message from an unknown source about an attempted museum robbery, and a story about a sword going missing in the aftermath of the thwarted robbery. His father became agitated, and they immediately made their way to the United States, a city called Central City, where his father would talk with shady people while Soren waited in the background, always just out of hearing of the conversations. Soon enough, they found the home of a Professor in Norse Mythology, Cyrus confronted the Professor, and it was revealed during their argument, that they were brothers, though he didn’t get much of a chance to think on what they said as a fight broke out between the two, with Cyrus making a grab for a sheathed sword that lay upon the table behind the Professor. during the brief struggle, the Professor managed to get the sword, and as they fought over it, somehow the blade came unsheathed. Cyrus drew a gun, but before he could fire, the blade struck him down with a single blow.
In the quiet aftermath of Cyrus’s demise, the Professor dropped the blade in horror before realizing that Soren was still in the room, staring in frozen horror at the corpse of his father. The professor started to talk, perhaps to comfort or explain why it had happened, but strange misshapen creatures broke into the house, attacking them both while screaming in Proto Norse about getting Tyrfing back. Soren, with his training and conditioning broke free from his paralyzed horror at the violent assault, diving down and taking up the very sword that had killed his father and used it to defend himself against the creatures that resembled the pitch black Dvergr of Nordic legend from his studies. The professor went down in the fight, piled on by the ugly creatures, and Soren cut his way to the window, and leaped out of the second floor window to crash down upon the hard pavement.
He escaped from the creatures into the city thanks to his training and the power of the malevolent blade he now carried. The Dvergr hunted him relentlessly throughout the city, forcing him to cut them down when encountered and flee before more showed up. He only spent a week on the run, but a week of constant fighting and fear, with no time to sleep more than an hour here or there, let alone find food almost broke him. He likely would have fallen to exhaustion or starvation if not the Dvergr themselves, had he not been found by a Police Detective working with the MCPD, who was investigating the week long shadow war going on between him and the Dvergr.
History 12
Trained Badass 12
Familial Conflict 6
Keeper of Tyrfing 6
Protect Innocent Bystanders 2
I’m Part of a Team Now 1
Background (Well Traveled) 4
8+8+4+4+1+2 = 27
Strength 6
Discipline 10
4+12 = 16
Dexterity 12
Acrobatics 10
Escape Artist 6
10+12+8 = 30
Constitution 10
Fitness 5
Movement (Running) 5
Perseverance 10
8+7+7+12 = 34
Sense 10
Perception 10
8+12 = 20
Fortune 4
2 = 2
Wisdom 10
Occult 5
(S) Elder Futhark 5
Religion 5
(S) Aesir-Vanir 5
Study (Norse Mythology) 5
Study (Runology) 5
8+7+7+7+7+7+7 = 50
Intelligence 6
4 = 4
Mental 10
8 = 8
Expression 6
Handsome 6
4+8 = 12
27+16+30+34+20+2+50+4+8+12 -185 = 18
Boons
Fast Draw (Tyrfing) TY
Languages (North Germanic Family, Proto-Norse) MA
Acrobatics Supports Active Defense with Rapid Maneuver at Full Value MA
Discipline Supports Active Defense with Mental Defense at Full Value MA
Tools: Elevator, HW (Ranged, Meddling, Trapping) TY
3+6+6+6+3 = 24
Powers
HEMA 6
– Dexterity/Offense
Secondary Role: Support Initiative MA
8+6 = 14
Rune Scribe 10
– Wisdom/Defense
Lingering MA
– Limitation (Must Be Drawn)
Armor MA
Passive Defense MA
Secondary Role: Support Constitution MA
Healing MA
12+6-3+6+6+6+6 = 39
Gear
Tyrfing 20
– Dexterity/Offense
Lingering MA
– Negated By Healing Power or Medical Care
Defended By Quickness MA
– Must Use Defended-By
Devastating MA
– Boost Devastation MA
– Total Devastation MA
(S) Lethal Speed (Rapid Maneuver) 20
Secondary Role: Support Provoke (Curse) MA
Limitation (Curse)
22+6-3+6-3+6+6+6+22+6-3 = 71/8 = MA9 = 54
Drawbacks
Enemy (The Dvergr)
Pariah
Stamina 15
Will 9 (12)
Experience: Spent 3 / Earned 3
Creation Experience 90 (90)
21+14+39+54 -6 -50 = 72
Initiative: 25 (Dexterity 12 + Perception 10 + HEMA 3) Dice 4
Surprised Defense: 14 (Fortune 4 + Rune Scribe 10) Dice 3 Armor 5
Normal Defense: 22 (Dexterity 12 + Rune Scribe 10) Dice 3 Armor 5
Rapid Defense: 24 (Dexterity 12 + Rune Scribe 10 + Acrobatics 10 + (S) + Lethal Speed 12 – Rapid Actions 20) Dice 5 Armor 7
Mental Defense: 10 (Mental 10) Armor 3
Active Mental Defense: 20 (Mental 10 + Discipline 10) Dice 3 Armor 4
Favored Attack: Rapid Slash 22 (Dexterity 12 + HEMA 6 + Tyrfing 12 + (S) Lethal Speed 12 – Rapid Actions 20) Dice 4 Range Close Damage 7 (+3) Notes Defended By Quickness
Secondary Attack: Focused Cut 30 (Dexterity 12 + HEMA 6 + Tyrfing 12) Dice 3 Range Close Damage 6 (+3) Notes Defended By Quickness
Additional Attack: Fisticuffs 18 (Dexterity 12 + HEMA 6) Dice 3 Range Close Damage 4
Talent Advantages
Acrobatics: +10 vs Terrain Penalties
Discipline: Supporting Characteristic with Strength or Attack at 10 Wounds, 1 per Session
Escape Artist: +5 to Explosive Rolls with Escape Artist
Fitness: -1 Action Staggered
Movement (Running): 1 Will increases distance moved by 1 or Move as an Action
Occult: +2 Wounds vs Supernatural Threats, +2 Wounds vs Norse Supernatural Threats
Perception: Supporting Characteristic for Normal Defense, 1 per Session
Perseverance: Supporting Characteristic to Normal Defense at 10 Wounds, 1 per Session
Provoke: Supporting Characteristic, Penalty To Attack Others, Bonus to Attack Character
Religion: +2 Armor vs Supernatural Threats, +2 Armor vs Norse Supernatural Threats
Study (Norse Mythology): +1 Armor vs Mental Attacks
Study (Runology): +1 Armor vs Mental Attacks
Trained Badass: Supporting Characteristic when at 0 Will for at least 1 turn, 1 per Session