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[personal profile] victorygoddess
Siglief Thorsdottir
name means: Heiress of Victory
PB: Keira Knightly in King Arthur
Siblings: Thor and his other wife, Einmyria, may have multiple kids. I request any such kids be younger than Siglief. She is Sif's only daughter, but I am totally good with half-sibs.

Powers:
Siglief is a distinct heavy hitter. While she wouldn't defeat many of her father's foes, given her comparitive inexperience, she might have a chance against many of their equivalents when they are new to the field. At the very least, she is usually likely to be able to hold her own for a time with most enemies who aren't major cosmic beings in their own rights, and can challenge some gods in battle. With enough time and experience, she will eventually become one of the major goddesses of Asgard, and a peer with her parents as one of the most formidable of gods or goddesses of war - but isn't there yet.


Godspeak - While capable of learning other languages, Siglief mostly speaks 'God', which results in all listeners being able to understand her, but hearing her words in an archaic version of their own native language, which is why most Americans hear Nordic and Greek gods speaking Middle English. Similarly, she is able to understand the speech of most beings.

Agelessness and Spark of Life - Asgardians are not true immortals like the Olympians and many others. They can be killed - but it is extraordinarily hard to do so. They are very long lived, aging almost imperceptibly once past age 18, save over spans of decades or even centuries.
They can survive injuries that would kill a normal person, and endure great hardship and strain with less effect than would be evident in a lesser being.

Invulnerability - Daughter of Thor and Sif, Siglief's invulnerability is significantly above average for a female Asgardian of her age. She can withstand assaults from most conventional weapons without harm, and stand up to battles with high-end superpowered foes, though not without risk or harm.

Godly Speed - Like her parents and many of the gods of Asgard, Siglief possesses greatly enhanced speed and reaction times. She can run at 70 mph, leap 10 story buildings, and acts and reacts at several times human speed. This is occasionally affected by her woad. (see below)

Will of the Gods - Like almost all godly beings, and Asgardians in particular, Siglief has an extraordinary willpower, beyond typical mortal capacity. She is extremely hard to affect with psychic abilities, magical powers that affect the mind, etc. She's not her father, yet, but is extraordinarily strong minded, even among Asgardians.

Godly Endurance - Like all Asgardians, Siglief tires at a much slower rate than humans, and can maintain several days of intense physical activity without rest. She also heals at about five times the rate of a typical human. Not enough to match a proper healing factor - but broken bones heal in a matter of days, not weeks, she heals without scarring, and even internal organ damage is restored.

Godly Strength - The daughter of Thor and Sif, Siglief is stronger than the averag Asgardian. While not in her father's league, she can press about 85 tons under normal conditions. Siglief is still growing and maturing, and may eventually reach Class 100 strength, but isn't there yet.

Aura of the Gods - Siglief is a Goddess, and like most of the gods, this comes with a certain aura of charisma and magnetism. While she is not the Avengers leader, and will not try to be, she will tend to draw notice, and her words carry a bit more gravity than they otherwise might. In no way is this mind or emotion control (and is often a hindrance), but she does have the type of aura about her attributed to legendary celebrities and the like.

Heightened Senses - Asgardians have somewhat better eyesight and hearing than humans. Siglief is an excellent tracker, and can see as well as most raptors, while hearing about as well as the aerage hound - significant, but not near as good as many people with massively superhuman sensory gifts.

Goddess of Victory - As her father is the god of the Storm and controls weather, and many other gods have their area of power, Siglief is the young Goddess of Victory. This power is far from in her control, and there are many situations where it does not help - pitched battles, general super hero chaos, etc.. But if a situation gets down to a one on one challenge, Siglief vs. a single foe - the odds seem to shift more and more in her favor as a battle goes on. This is strongest in combat, but can work in other types of challenges - as long as its one on one, for example, she seems to have extraordinary 'luck' in games of all sorts, from arm wrestling to chess.

Woad: This was a gift from Dagda and the Tuatha de Danaan. Normally not active beyond a visual effect, the woad becomes more effective the more stressed she becomes - primarily in combat. While active, the woad gives her the 'luck of the Irish', no major effects, but a tendency towards lucky shots and moments that complements her goddess gift, and increases her speed and reaction times. At her high end, while she's not quite fast enough to do 'true' speedster tricks, she otherwise approaches speedster levels. She may not be as strong or tough as her father, but when at her very best, she is faster.
The downside of the woad, as it becomes more and more active, is that it narrows the focus, and makes her more and more intent on the fight, and winning it. She can easily lose herself in the flow of a fight, and find it difficult to withdraw, or do anything terribly complex that doesn't involve fighting. Likewise, she can have a tough time getting her mind out of fight mode, and stop looking at things with a violent tunnel vision once a conflict ends.


Equipment:
Bow - Fasti (the Steady One) - faerie bow
A gift from the fae of Otherworld to Thor and Sif, and bestowed upon Siglief, this bow is one of Siglief's two favored weapons. It has powerful enchantments of accuracy, and lets her turn any arrow drawn from her quiver into one of seven types of magical arrows when fired.
- sleep arrows
- arrows of forgetfulness
- ice arrows
- fire arrows
- ivy or thorngrowth arrows
- Message arrows - deliver an audible message as if they bore a recording device, but must be brief
- Hunting Arrows - ultra-sharp and deal mystical damage

Pendragon Pentacle:
This was a gift from Roma after Thor saved Avalon. Though its influence is subtle, it helps give Siglief occasional intuitive flashes of insight telling her when greater forces are at work. This usually won't help her detect, say, her cousin Alfrior's meddling - but she might be able to get a feel that something or someone else is manipulating events should figures like Pluto or Mephisto get involved. Even when she is aware of this, she won't know details or what, precisely the intent is - just that things might not be quite as they seem. (note: storyteller device, use as desired to help steer plots)

Sword: Jofurtanng (Boar's Tooth)
Jofurtanng is made of uru, and thus is indestructible. Though not the weapon of power Mjolnir is, it is a potent blade. It bears the following enchantments:
1. It can cut through dimensional barriers, permitting travel between dimensions - including Asgard and Earth.
2. When lost, she can call it to her hand, and the blade will attempt to use any means it can to reach her, including passing through dimensional portals.
3. It possesses the same worthiness enchantment Mjolnir does.
4. Jofurtanng cuts through magical barriers, including those granting true invulnerability to harm. Such enchantments still take time to move past, and provide some protection, but eventually, she is able to bypass most magical protections to some degree.
5. With the blade, she can dispel other types of magic, cutting away, illusions, for example, without harming what lies behind them and damaging only the magic. However, she must will this to happen - meaning she usually has to know an illusion exists or have reason to suspect it.
6. With the sword, she can parry most magical effects as if they were physical, if they are targetting her, or she can otherwise physically interpose the sword.

Mount - Kolr - At age twelve, Siglief was given a quest to find a suitable mount. Sent to the mountains to attempt to take a pegasi, like the Valkyrie, she opted instead to challenge herself, climbing higher into the reaches instead, and found a giant eagle's nest, and took one of the eggs. Asgardian magic allowed it to hatch, and she raised the chick herself, training and bonding with it. Kolr is now Siglief's mount, which she treats like a close friend. While she often doesn't take him on missions, he does provide swift air travel, and a powerful aerial combatant when needed.
Due to enchantments placed upon Kolr as he grew, when wielding Jofurtanng, Siglief can allow Kolr to travel between dimensions. When serving as a mount, he has all the enchantments and capabilities of most of the notable Asgardian mounts - including being able to fly through space/survive there - along with his rider, and move through a variety of dimensions unharmed, at least by environmental effects.

Skills:
Armed Combat: Siglief is a dedicated warrior, and has spent much of her life training to be an expert with a blade. While far short of her father's sill with his hammer, she can spar with many of the warriors of Asgard after her intense training with the valkyries, with Fandral, with her mother, and Cocidius, a Celtic god of war. She is expected to someday be one of the finest swordswomen in Asgard.

Archery: Siglief has trained just as hard as a hunter and ranged attacked as she has with a sword. The Celtic war god Segamon, a couple of champions among the elves of Avalon, and some of Asgard's finest huntsmen saw to her training with the bow.

Tracking: With a love of archery and the outdoors, Siglief is a skilled tracker, and can put her mildly superhuman senses to good use with this skill.

Survival: Spending a great deal of her youth on various quests of skill, and otherwise training, hunting and living outdoors, Siglief is a capable survivalist. This is especially true regarding mountainous, forested and arctic terrains.

Languages: Siglief speaks German, most of the languages of the Scandinavian nations, both modern and ancient, and some English. She tends to default to Godspeak, regardless, but does know the tongues of the peoples who worshipped the Aesir and Vanir. She has also made the effort to learn Elvish, Welsh, Irish Gaelic and Scottish Gaelic.

Tactics: Siglief is somewhat studied in the classical ways of war. She is a capable battle leader when she has to be, though not as good as part of a unit as she is one on one. She does have an interest in the subject, and does honestly seek to become a better tactician and commander.

Riding: Siglief is an excellent rider. She started on horses, but is especially skilled at aerial combat flying and handling her bonded mount, the giant black eagle Kolr.

Weaknesses:

With Godly Power comes Godly Responsibilities - Sometimes, gods just have things they have to do that don't involve mortals. Asgard has its own troubles, and they have their own enemies. Siglief, like her father, is a very potent individual. She's not nearly as experienced as Thor was when he joined the Avengers, but she has similar potential long term, and fills a similar role on the team.
This flaw takes a simple form: at any time, for any plot, for any reason, Siglief can be recalled to Asgard, or pointed in a different direction and pulled out of or excluded from plots, no questions asked, no explanations need to be given.
Additionally, unless someone wants to, she does not need to be plotted for. She's got her own things going on off-panel with suitable foes and all. She doesn't need to be the center of attention. Other people can get the masterminds, resolve the plots, etc. - if godly villains get involved, especially Asgardian or Celtic ones, she may step in more, but otherwise, someone else can handle the Zemos and Mandarins and others - she'll be over there fighting the giant robot to buy them time.

Vulnerability to Curses - While typically fairly resistant to magics of various sorts, the one type of magic all Asgardians have a vulnerability to are magical curses. Because they believe in, and tie themselves to fate so strongly, they leave themselves open to this. The only exceptions are curses intended to lead to their deaths or things that would make their part of the grand prophecy impossible - fate has already set those in place, and a different weaving tends to not work. But most other curses, if they take, will have a greater hold on Asgardians in general.

Prophecy - related to the last, Siglief has a place within the final prophecy of her people. Though she has not yet been told how she will die, or when, or at who's hands, it is known through Odin's vision that Asgard and Avalon shall remain at peace for so long as she lives... hinting that after her death, that could change, and putting the peace of two realms on her shoulders.

The Warrior Madness - All Asgardians have the potential to enter the warrior madness, but once entered, very few ever manage to free their minds of it again. Generally intended as a 'last stand' effect, or the result of loss of family, friends and identity to the needs of battle and defense of the realm, it leads to a berserk or near berserk state in combat, and often an intense depression when out of combat, just waiting for the next fight. During battle, it can cloud the warrior's mind to everything else going on. So while their ability to fight through pain, and even their strength and speed are increased, this is not a good state, and most of those afflicted do not survive long, as they pay little attention to their own safety, blindly seeking nothing but the defeat of their enemies, and sometimes to join their loved ones in Valhalla.

Not immortal - Though long lived and quick to heal, Asgardians differ from most gods in that they are not true immortals. They are very difficult to kill, but are capable of dying their final death.

Bull in a China Shop - Asgardian lust for life, being used to being treated like a warrior princess, and her extraordinary luck and ability to overcome challenges has led to being headstrong, overconfident, and willing to challenge great odds without hesitation. This can cause trouble where more diplomatic approaches might have avoided it, and can put her and companions in danger.
This extends beyond the social. While she tries not to hurt people, Siglief often forgets to be as cautious when dealing with things, and Earth is delicate compared to her home. When not watched and reminded to be cautious, she tends to break things.

Distinctive - Siglief stands out. At 6'5, she towers over most women. Likewise, she weighs close to a quarter of a ton due to dense Asgardian tissue and bone. Additionally, her method of speaking tends to draw attention. While she can speak some English, thanks to her friends, it is slow and halting.

Technologically Inept - While she loves Midgard, Siglief has no knack whatsoever for things like cars, computers, cell phones or anything else remotely modern, and tends to break such things when she tries to use them.

Enemies:
Because of her close ties to both Asgard (obviously) and the Celts (unlike most Asgardians), plus the Avengers, Siglief has a wide and powerful group of enemies. Any number of gods, goddesses, trolls, sorcerors, dark elves, demons, giants, fomori and high end supervillains would love to see her dead or suffering, and know precisely who she is.
Many of these enemies are perfectly willing to involve other Avengers without any regard, and many are long term plotters with no regard for mortal lives.
Most motivated among them, and a good example of the type of beings who have it in for her, is Alfrior, daughter of Loki, and her coven, but there are many, many others as well:

The Triune:
Alfrior - Alfrior is the result of Loki's dalliance with one of the dark elves. This mixed blood has resulted in a potent sorceress - who believes her father should rule Asgard, and use her to forge an alliance with the dar elves. She resents her cousin, the 'proper' princess of Asgard. While her first goal is to create opportunities for her father to take over Asgard, she loves tormenting her cousin and associates, and toying with mortals.
Not much of a combatant, even using magic - but a skilled seductress, illusionist and trickster.

Ranna - Daughter of the Fomor King Elathan, born at the same moment as Siglief. Her birth to the king, amongst the normally fairly static Fomori helped spark the invasion, and the deal with the dark elves and the frost giants. The 'Dark Princess' blames Thor, and by extension, Siglief, for denying her her birthright. As such, she delights in working with her "sisters" to get revenge when she can.
A schemer and plotter more than a front line fighter, she has powerful darkness magic, letting her summon shadowy servants, create constructs of solid shadows, teleport from one shadow to another, scry through them, etc.
She regularly keeps a staff of shadow creature guardpets, servitors and bodyguards around.

Brynjr - Daughter of the lord of the Frost Giants, and the last of the Triune, Brynjr is a powerful physical combatant who wields a magical axe. Possessed of a charm that lets her shrink to a mere 7' tall to blend in normal size society easier, she can assume her natural 20' form and full strength at will.
In addition to her axe and physical power, greater than that of most Frost Giants, Brynjr also posseses powerful cold and ice magics.,
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