Ormr
Advent v2
Character Info
Class: Bogatyr
Level: 2
Need 2 more completed missions to reach level 3 (2 recorded).
Completed Missions: 2
Commissary Reward: 0
Perks earned: 1
Perks spent: 0
Perks remaining: 1
Personality
Recent Missions
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Stats
Class Abilities
Conjure a mundane item after doing a favor for someone, later transforming it into a powerful magical weapon or tool.
Essence Cost: Mid
Active Duration: Mid
Cooldown: Mid
Paired Action: Acknowledge your target’s gratitude to receive the original item, later invoking their name alongside a request for the favor to be returned (even if they can’t hear you) to transform it.
- Initial item is acquired immediately after doing the originating favor and must be superficially useless; both it and its transformation are Pitched by the user and must be thematically linked both to this favor and to each other (even if their functions are completely different).
≫ Eg. Saving a king’s life might yield a gold coin with his face on it, later transforming into a mighty golden shield emblazoned with his heraldry. - The transformation can have up to High power, notably stronger than Class Gear, including fitting magical properties also Pitched by the user.
≫This power scales on the magnitude of the original favor and the poignancy of the target’s expressed gratitude to the user.
Briefly animate a weapon or tool to perform a task by itself.
Essence Cost: Low
Duration: Low
Cooldown: Mid
Paired Action: Fiercely strain while portraying intense pain and exertion.
- Animated objects will hover around while moving to and performing their task and – the harder your initiating throw, the faster they will go.
- The simpler and more congruent a task is with the intended use of the object, the more efficiently they will perform it.
≫ Eg. A sword will fight better than a kitchen knife but would have more trouble prepping food. - Ends early if the task is completed, but can end early if the object is thwarted (defeated by an enemy, pinned by falling debris, etc.) or the task is too substantial.
Lock an enemy into a harmless duel with you, during which neither party can sustain a serious wound.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: Confidently mock and goad the target; the ability will only activate if THEY initiate the fight.
- Bodily damage dealt by both parties is dramatically reduced, rarely exceeding scratches and bruises. Instead, successful blows will proportionately make target more frustrated, flustered, and/or resentful while also sapping their dignity (even affecting their physical appearance, making them look more disheveled).
≫ After either party has sustained several blows, a particularly spectacular hit may end the ability early, causing further damage to be sustained as normal. - All beings besides the user and their target will be strongly compelled to not interfere in any way.
≫ Major moments during the duel (substantial blows, interpersonal moments, etc.) draw bystanders attention (Mid power).
Signature Gear
Heavy wooden club, wielded hand-and-a-half, with good power but little finesse. Low bonus knockback, which improves up to High as your target feels more humiliated and/or frustrated.
Plain linen shirt, rendering the user more approachable and trustworthy to common folk. Magically embroidered with tales of great deeds performed on-mission, Pitched as they occur, conveyed subconsciously to observers with far greater perceived impressiveness.
Conical helmet with nose guard and cheek plates, notably durable. While wearing the helmet, allies & neutrals will see the user as more heroic; while NOT wearing the helmet, enemies will see the user as posing less of a threat (both assuming congruent behavior).
Full of potent alcohol that steadily refills itself while the user is in combat. Drunkenness inflicted by this item both comes and goes MUCH quicker than normal and boosts the user’s Resilience by up to a High degree (scaling on believable portrayal of inebriation).
Appearance
Ormr is a mountain of a man, with shoulders as broad as a longship's beam and hands calloused from hauling nets and anchor chains. His face is a roadmap of harsh weather and harder fights, framed by a thick, sea-salt-caked beard braided with small charms and polished stones.
His most striking feature is a massive, intricate tattoo of a sea serpent that coils from his left shoulder all the way down to his wrist. The villagers say the ink was mixed with the blood of the beast he slew, and that its eyes seem to glow in the dim light of a tavern hearth.
Despite his intimidating size and name, Ormr’s nature is as calm and deep as the open sea on a fair day. He possesses a rumbling, infectious laugh and speaks in a slow, deliberate cadence. He is gentle with children, patient with elders, and fiercely protective of anyone who cannot protect themselves. He is slow to anger, but when roused, his fury is like a winter storm—unstoppable and absolute.
Background
Along the windswept coasts of the Skarsgard Isles, sailors and villagers tell tales of Ormr. They say he can wrestle the great ice-bears of the north into submission and drinks ale from a hollowed-out whale's vertebra. They claim that during the Great Storm of the last generation, he single-handedly held the sea-wall at Oakhaven, his laughter booming louder than the thunder as the waves broke against his back. He is not a king, nor a jarl, but a wandering protector, a living folktale whose only home is the horizon and whose only subjects are the forgotten folk of the coast.
Ormr was not the name he was given at birth. He was born a giant of a baby to simple fisherfolk in a remote village, a size that frightened the elders. Seen as a bad omen—a changeling or a giant's get—he was raised an outcast, living on the stony fringes of the community. He was strong, but lonely, his only companions the crashing waves and the screeching gulls.
His village was plagued by a great sea-drake that lived in the treacherous currents of a nearby fjord, the "Serpent's Maw." The beast would pick off fishing boats and even attack the village docks when it grew bold. For years, the people lived in fear, making offerings that never seemed to work.
During one particularly brutal winter, with the village on the brink of starvation, the sea-drake blocked the only safe passage for supply ships. Seeing the desperation of the people who had shunned him, the young outcast took action. Armed not with a sword, but with a longship's anchor chain and his own impossible strength, he waded into the icy maw.
The battle was legendary. It was said the fjord boiled with their struggle. He used the chain to snare the beast's jaw, and with a roar that cracked the very stones of the cliffs, he leveraged his strength against the monster, breaking its neck upon the rocks.
When he returned, dragging the immense carcass behind him, the villagers no longer saw an outcast. They saw a savior. In awe and reverence, they gave him a new name: Ormr, for he had done what no one thought possible—he had slain the serpent. The name, once a potential curse, became a badge of honor.
Level Up — Ormr
Current level 2. Promoting to level 3 requires 2 more completed missions (2 / 4 recorded). Add named missions below or select credits, then save.
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Stats
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Abilities
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